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1
INTRO & ACKNOWLEDGEMENTS VERSION: 2.1
Hi! I’m Shoggoth – I’m behind this rules Current Official Release: Book of the Outlands
compilation.

Up front, let me say that this document would


not exist without the amazing Necromunda OATH OF MOMENT
Comprehensive Rulebook. Everything I have
done is built upon those incredible No rules have been changed.
foundations.
The wording has simply been condensed and
The NCR was begun by u/Aarhun, and streamlined.
continued by u/DeepFriedBar. For everything
Where appropriate, rules originally-as-written
you have done – thank you.
have been replaced with up-to-date wording.
The last version I had of the NCR was Rev.9.03
House rules are presented in orange box-outs.
(March 2020). I don’t know why the updates or
Some I migrated directly from the Necromunda
revisions stopped, but I do know these
Comprehensive Rulebook. Others are simply a
Necromunda Ultimate Rules would never have
logical expansion of the existing wording,
happened without that earlier work.
designed to fill in a design oversight. Either
To those who were involved in the NCR, for way, they are obvious.
everything you have done – thank you, truly. I
hope that this document does your efforts
justice and carries them on in the best way.
MAKE CONTACT
I began my own work because I got tired of
lugging my Necromunda books around. I wish I [[email protected]]
had a higher-minded reason, but I don’t.
Send me feedback, corrections, things missing,
Really, I just wanted rules I could read on my
and suggestions.
phone – so, here they are.

I focused my efforts on readability,


accessibility, and streamlining.

You’d be amazed how often I was able to


GET UPDATES!
condense a half-page wall of text down to Stumbled across this compilation in the wild?
three dot-points. Or maybe not.
I announce and release new versions via Discord:
I hope the Necromunda Ultimate Rules are of Server: Necromunda Underhive
help to you, and to the community.
Channel: #compilations-discussion
- SHOGGOTH
You’ll find the latest download link there.

REMEMBER
Support Necromunda by purchasing official
products.

Necromunda © Copyright Games Workshop:


2017-2022.

All text and illustrations are the property of


Games Workshop.

2
CHANGELOG – version 2.01
Many thanks to everyone who identified required changes, both on Discord
and via email contact!

New Additions

• Added Vespa “Minx” Merdena to Orlock Dramatis Personae.

Warhammer Community

• Added the “Tech Raid” scenario (placed under the Narrative category)
and Awakened Ogryn Brute from the August 2022 article.

Corrections and amendments:

• Corrected the Outlands Beastmaster from Hanger-On to Brute.


• Amended the Toxicity rating of the Factorum Run-Off (in the
Outlander campaign) from 5 to 3.
• Added the missing weapons to the relevant vehicle profiles. I have
no idea how I missed this.
• Corrected the Wasteland Workshop entries so that additional Vision
Arcs can be purchased for a weapon.

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.

3
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

GAME STRUCTURE Savant 91


Shooting 91
Phases of a Gameplay Round 27
Bravado 92
The Priority Phase 28
Finesse 92
The Action Phase 29
Muscle 93
List of Fighter Actions 30
Obfuscation 93
Movement Rules 33
Palanite Drill 94
Difficult & Dangerous Terrain 34
Piety 94
Fall Damage 35
Savagery 95
Shooting Rules 36
Tech 95
Close Combat Rules 40
Weapon Traits 43 Wastelands 96

The End Phase 50 Wisdom of the Ancients 96

EXPANDED TERRAIN RULES PART III: WYRD POWERS


Underhive Terrain 51
WYRD POWERS
Carnivorous Plants 60
Psykers & Wyrd Powers 98
Other Hazards 62
Types of Psyker 98
Badzone Environments 65
Using Wyrd Powers 98
Badzone Events 67
Continuous Effects 98
Battles in the Ash Wastes 78
Disrupting Powers 99
Gang Strongholds 83
Perils of the Warp 99
Biomancy Discipline 100
Chronomancy Discipline 100
Divination Discipline 101
Pyromancy Discipline 101
Technomancy Discipline 102
Telekinesis Discipline 102
Telepathy Discipline 103

4
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

Vehicle Damage Tables 114 THE DOMINION CAMPAIGN


Loss of Control Tests 115 Dominion Introduction 537
Vehicle Wrecked! 115 Running the Campaign 540
Vehicle Conditions 116 Pre-Battle Sequence 541
The Mounted Condition 117 Post-Battle Sequence 543
Ending the Campaign 546
PART V: GANG CREATION List of Territories 547

CREATING A GANG THE LAW & MISRULE CAMPAIGN


Foundation 119 Law & Misrule Introduction 553
Composition 119 Outlaw Favours 557

GANG LISTS Running the Campaign 558

Goliath, the House of Chains 122 Alignment Rewards 559

Escher, the House of Blades 155 Pre-Battle Sequence 560

Orlock, the House of Iron 191 Post-Battle Sequence 562

Van Saar, the House of Artifice 230 Ending the Campaign 566

Cawdor, the House of Faith 263 List of Rackets 567

Delaque, the House of Shadow 306 List of Intrigues 576

Palanite Enforcers, the Hand of Law 340 THE UPRISING CAMPAIGN


Slave Ogryns, the Outlaw Runaways 372 Uprising Introduction 581
Venators, the Hunters of Men 388 Running the Campaign 585
Chaos Helots, Disciples of the Dark Gods 400 Uprising Events 589
Corpse Grinder Cult, Disciples of Skin and Sinew 424 Pre-Battle Sequence 593
Genestealer Cult, Disciples of the Star Children 447 Post-Battle Sequence 595
Outcasts, the Forgotten and the Free 467 Ending the Campaign 599
Ash Waste Nomads, the Outland Raiders 487 List of Territories 602
Ironhead Squats, the Outland Prospectors 511
ASSAULT ON PRECINCT-FORTRESS 17
Mini-Campaign Introduction 605
Intro Scenario: Night Falls 610
Optional Scenario 1: Burn Them Out! 611
Optional Scenario 2: Infiltration 612
Optional Scenario 3: The Challenge 613
Finale Scenario: Hold Until Dawn 614

5
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

6
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

VEHICLE LIST Propagandist 750


Proxy 751
Wolfquad 707
Rogue Doc 752
Ridgerunner 708
Scabber 753
Rockgrinder 709
Slopper 754
Cargo-8 Ridgehauler 710
Tech-Merchant 755
Wasteland Workshop Custom Vehicles 712
Underhive Trader 756
MODIFICATIONS
Whisper Merchant 758
Vehicle Weapons 714
Upgrades 715 FAMOUS HANGERS-ON
Wargear 718 Bigby Crumb, Ratling Slopper 759
Doctor Arachnos, Rogue Doc 760

PART XI: GANG COMPANIONS Ragnir Gunnstein, Ammo-Jack 761

EXOTIC BEASTS
PART XII: HIRED GUNS
Caryatid 721
Grapplehawk 722 USING HIRED GUNS
Gyrinx Cat 723 Hive Scum 764

Hacked Cyber-Mastiff 724 Bounty Hunters 765

Necromundan Giant Rat 725 FAMOUS HIVE SCUM


BRUTES Cor “Two-Guns” Coran 766

Iron Automata 726 Estus Jet 767

“Jotunn” H-Grade Servitor-Ogryn 727 Gaen “The Gunk Queen” Gorvos 768

Awakened Ogryn 728 Grub Targeson 769

Ambot 730 Jonny Razor 770

Scrapcode-Corrupted Ambot 731 Jorth Slither 771

Mutated Ogryn 732 Mad Dog Mono 772


Outlands Beastmaster 733 Psyreena Skar 773
Sump Beast 736 Queen Lorsha 774
Scabs 775
HANGERS-ON
Vunder Gorvos 776
Agitator 738
Ammo-Jack 739 FAMOUS BOUNTY HUNTERS
Brute Handler 740 Alyce Shivver 777
Bullet Merchant 741 Apollus Kage 779
Cadaver Merchant 742 Aramista Dae Catallus 780
Chem Dealer 743 Arbelesta Raen Catallus 781
Data-Scrivener 744 Baertrum Arturos III 782

7
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

USING ALLIANCES House Ty 855

Establishing an Alliance 807 Ty Onmyodo Coven 856

Testing the Alliance 807


Allied Delegations 808
PART XIV: RESURRECTION PACKAGES

GUILDER ALLIANCES INTRODUCTION


Candidates for Resurrection 859
The Corpse Guild 809
Benefits, Price & End Game 859
Corpse Harvesting Party 810
The Guild of Coin 812 PACKAGE OPTIONS
Toll Collectors 813 Archaeo-Rebirth 860
The Iron Guild 815 A Debt of Blood 860
Wandering Scum 816 Daemonic Possession 861
The Promethium Guild 817 Dark Pact 861
Pyromantic Conclave 818 Cannibal Corpse 862
The Slave Guild 820 Back for Revenge 862
Slaver Entourage 821 Xenos-Resurrection 863
The Water Guild 823 Skin-Deep Doppelganger 863
Nautican Syphoning Delegation 824

8
PART XII: GANG MODIFIERS Escort Mission 933
Fighter Down 935
Chaos Corruption 865
Murder Cyborg 937
Genestealer Corruption 878
The Hit 939

PART XIII: SCENARIOS The Gauntlet 941


Monster Hunt 943
GENERAL RULES
Tech Raid 945
Setting up the Battlefield 890
Preparing Your Gang 891
BADZONE SCENARIOS
Escape the Badzone 947
Scenario Special Rules 892
Manufactorum Raid 948
Reinforcements 892
The Conveyor 950
Sneak Attack 892
Home Turf Advantage 893 Fungal Horror 952
Toll Bridge 954
Pitch Black 893
Loot Caskets 893 UPRISING SCENARIOS
Beast’s Lair 894 Show of Force 956
Fleeing the Battlefield 894 Hit and Run 958
Horrors in the Dark 894 Search and Destroy 960
Visibility (X) 895 Meat Harvest 962
Rolling Roads 895 Propaganda 964
ZONE MORTALIS SCENARIOS Scavenge 966
Tunnel Skirmish 897 Public Execution 967
The Trap 898 Takeover 969
Forgotten Riches 900 Hunt them Down 970
The Marauder 902 Ritual 972
Sneak Attack 904 Blood Rites 974
Smash & Grab 906 Slaughter 976

SECTOR MECHANICUS SCENARIOS MULTI-PLAYER SCENARIOS


Stand-Off 908 Gang Moot 977
Looters 909 Pit Fight 978
Ambush 911 Meeeeeeat! 979
Border Dispute 913 Daemonic Possession 981
Sabotage 915 Meat for the Grinder 983
Rescue Mission 917 Urban Renewal 985
War in the Shadows 987
NARRATIVE SCENARIOS
End Times 988
Last Stand 919
Escape the Pit! 921 BLAZE OF GLORY SCENARIOS
Downtown Dust-Up 923 Escape the Hive 990
Shoot-Out 925 The Last Round 992
Caravan Heist 927 Gateway to Hell 994
Ghast Harvest 929 The Long Night 996
Archaeo-Hunters 931

9
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

HANGER-ON SCENARIOS Wasteland Encounter 1060


Settlement Showdown 1061
Mercy Mission 1007
Settlement Raid 1062
Dome Rush 1008
The Beast 1064
Target Practice 1009
Incoming Storm 1065
UNDERDOG SCENARIOS
Cargo Run 1066
Desperate Raid 1010
The Bone Road Death Race 1068
Data-Purge 1011
Breakthrough 1070
Assassinate 1012
The Great Rig Robbery 1072
HOUSE SCENARIOS
The Beatdown (Goliath) 1013 PART XIV: BESTIARY
Something to Prove (Goliath) 1015
HUMANS
Feast of the Fallen (Goliath) 1017
Hive Dweller 1076
Khimerix Hunt (Escher) 1019
Underhive Agent 1076
Back from the Dead (Escher) 1021
Crazed Cannibal 1077
Road Block (Orlock) 1023
Houseless Ganger 1078
Big Bar Brawl (Orlock) 1025
Corrupt Enforcer 1078
Deus Ex Machina (Van Saar) 1027
Last Rites for the Machine (Van Saar) 1029
VERMIN
Borewyrm Infestation 1079
Lair of the Archeotek 1: Power Lines (Van Saar) 1031
Carrion Creature 1079
Lair of the Archeotek 2: Field Test (Van Saar) 1032
Brainleaf Zombie 1080
Lair of the Archeotek 3: Rogue Archeotek (Van Saar) 1033
Giant Rat 1081
Righteous Crusade (Cawdor) 1034
Carrion Bat 1082
Test of Faith (Cawdor) 1036
Sumpkroc 1082
Intelligence Gathering (Delaque) 1038
Wild Canid 1083
Cauldron of Lies (Delaque) 1040
UNDERHIVE HORRORS
OUTCAST SCENARIOS
Ambull 1085
Settlement Raid 1042
Chaos Spawn 1086
Market Mayhem 1044
Purestrain Genestealer 1087
Stealth Attack 1046
Sump Horror 1088
Gunk Tank 1048
Possessed Hiver 1089
Mining Expedition 1050
The Big Score 1052 AUTOMATA
Defence Servitor 1090
Mining Automata 1091

CUSTOM CREATIONS
Creating a Xenos Abomination 1092

10
11
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.

• If it’s unclear how to proceed, players should discuss


FIGHTERS
what they think is the most sensible solution.

• If an agreement can’t be reached, roll off to decide.

• The most important thing is to not let debates get in


the way of a fun game!

TERMINOLOGY FOR DIFFERENT MODELS


• A model representing a single humanoid or beast is a
fighter.

• A model riding a single-person animal or bike is a


mounted fighter.
1. Fighter name and rank (e.g. Ganger)
• A model representing a vehicle of any type – large or
2. Cost in credits
small, with a single occupant or many – is a vehicle.
3. Characteristics
• Unique battlefield details (such as a Beast’s Lair) are
referred to variously as markers or tokens. 4. Weapons possessed

• 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.

• All other players at that time are opposing players.

TAKE-BACKS & CHANGING YOUR MIND


• As a general rule, players should be tolerant when an
opponent requests to take back an action.

• However, take-backs are not allowed once dice have


been rolled or a range has been measured – once this
happens, players must abide by their action.
1. Vehicle name

2. Cost Vehicle type

3. Cost in credits

4. Characteristics

5. Weapons equipped

6. Special rules

7. Upgrades equipped

8. Gear equipped

12
Game Concepts:

GANG FIGHTERS AND THEIR WEAPONRY


FIGHTER PROFILES MODIFYING CHARACTERISTICS
Each fighter has a characteristics profile, describing their • The rules often call for a characteristic to be modified.
capabilities in battle – for example:
• If this modifier is positive, then that characteristic is
M WS BS S T W I A Ld Cl Will Int improved. If it is negative, the characteristic is
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+ impaired.

• If the characteristic is given as a simple number (e.g.


A fighter’s characteristics are defined as follows: “Strength 3”), the modifier is applied as written.

• 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.

� Example: If this fighter received a -2 Strength


• WEAPON SKILL (WS): The fighter’s proficiency with modifier, they impair their Strength to 1.
Melee weapons (and weapons with the Sidearm trait)
• If the characteristic is given as a target number (e.g.
in close combat.
“Initiative 4+”), the modifier is applied to the dice roll.
• BALLISTIC SKILL (BS): The fighter’s proficiency with � Example: If this fighter received a +1 Initiative
ranged weapons. modifier, they improve their Initiative to 3+, making
the dice roll easier to achieve.
• STRENGTH (S): How strong the fighter is. A higher
� Example: If this fighter received a -2 Initiative
Strength increases the chance of inflicting damage on a
modifier, they impair their Initiative to 6+, making
close combat opponent.
the dice roll harder to achieve.
• TOUGHNESS (T): How tough the fighter is. A higher
Toughness decreases the chance they will be wounded CHARACTERISTICS CHECKS
by an attack. • Fighters will often be called upon to make
characteristic checks – for example, they must check
• WOUNDS (W): The amount of punishment the fighter Ballistic Skill when attacking with a ranged weapon.
can take before succumbing to their injuries. • There are three categories of characteristics checks.

• 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

• COOL (CL): The fighter’s capacity for staying calm successful.

under pressure – this characteristic is used for Nerve


checks.

• WILLPOWER (WILL): The fighter’s mental fortitude


and resilience.

• INTELLIGENCE (INT): The fighter’s mental acuity and


ability to apply knowledge.

13
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.

RNG ACC � Example: A weapon with AP-2 reduces a target’s


Weapon S L S L Str AP D Am Traits armour save of 4+ down to 6+ if it hits – making it
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (3) harder for the target to avoid damage.

• In some rare cases, an especially poor weapon may


RANGE (RNG) confer a positive AP modifier, improving the target’s
• Every weapon has a Short (S) and Long (L) range – armour save against it!
shown as either a distance in inches; Engaged (E); or
Template (T).
DAMAGE (D)
• For each successful Wound roll this weapon makes, the
� Inches: The weapon can be used against a target target loses this many Wounds.
up to this distance away.
• When the target is reduced to zero Wounds, they must
� Engaged (E): The weapon can only be used against roll an Injury die.
targets that are Engaged with the wielder.
• If their Wounds enter negative numbers, each one
� Template (T): The weapon uses the teardrop- requires an additional Injury roll.
shaped Flame template.
AMMO (AM)
ACCURACY (ACC) • Ammo is shown as a target number (e.g. “Ammo 4+”).
• Some weapons confer an Accuracy modifier depending
on whether a target is in Short range or Long range. • If a weapon has a low target number, it enjoys a ready
supply of ammunition, or is quick and easy to reload.
• The “S” modifier applies if the target is in Short range,
or the “L” modifier for Long range. • If a weapon has a higher target numbers, it may require
rarer or more specialised ammunition, or perhaps is
STRENGTH (STR) harder or more time consuming to reload.
• The weapon’s Strength is used when making wound • Weapons with an AM value of “–” do not use
rolls against the target. ammunition at all and never have to make this roll.
• The higher the Strength, the better.
TRAITS
• Most Strength values are numerical – such as the • Most weapons have one or more Traits.
autogun, which is Strength 3.
• These provide unique bonuses or change how it works.
• However, some melee weapons have a Strength value
of “S” (often with a modifier, such as “S+2”). This BLAST MARKERS AND FLAME TEMPLATES
weapon uses the fighter’s own Strength for its attack. • These represent explosions, jets of flame, and area
effects on the battlefield.

• There are two round Blast markers of 3” and 5” in


diameter, each with a hole in the centre.

• The Flame template is teardrop-shaped and 8” long.

• Blast and Flame templates are physically laid onto the


battlefield, hitting each fighter they touch.

14
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

ROLLING OFF to a vehicle.

• If the rules call for players to “roll off” to determine an


THE CONTROL DIE
outcome, both players roll D6 – the highest score wins.
• Has one Roll icon, two Jackknife icons, and three
• Keep re-rolling ties until a winner is determined. Swerve icons.

• This die determines what happens to a vehicle when it


loses control.

15
Game Concepts:

VISION, LINE OF SIGHT & COVER


FIGHTER VISION ARC LINE OF SIGHT
• A fighter’s vision arc represents the area they can see. • A fighter’s line of sight to a target is interrupted by the
presence of terrain and other fighters.
• This is 90 degrees from the front-centre of their base.
• Any fighter’s line of sight can be freely checked at any
• A fighter’s vision arc is therefore determined by the
time (unlike measuring distances, which can only occur
direction they are facing.
when the rules call for it).
• The Vision Arc template helps you identify this.
• To do this, you must physically move down to look
from the fighter’s point of view. As long as some part of
their target is visible, they have confirmed line of sight.

• Note that if the target is fully obscured except for


(perhaps) their base and/or some insignificant element
of their design (a protruding hairstyle, gun barrel, or
armour spike) then there is no line of sight – see the
images opposite.

• If players disagree on line of sight, roll off to decide.


VEHICLE VISION ARC
• Vision arcs work the same for vehicles as they do for DESIGNER’S NOTE: LINE OF SIGHT
fighters. It pays to be gracious when your opponent claims line of
sight – in other words, unless your immediate thought is
• The key difference is that larger vehicles with more “there is no way that fighter has line of sight,” it is
crew might have up to four vision arcs. recommended to allow it. If both players take this
• Vehicles such as this will invariably have crewed approach – with both line of sight and cover – the game
weapons that face into that vision arc. will flow more smoothly and will be much more satisfying.

• Where a vehicle does not have a vision arc, this is


referred to as a blind spot.

• To determine a vehicle’s vision arc, draw two imaginary


lines through its corners, as follows:

An attacker would have line of sight


In the top image, but not the bottom.

16
LINE OF SIGHT AND SOLID TERRAIN
• Necromunda uses a lot of dense terrain: doors, floors
between levels, pipes, structures, and so on.

• Line of sight is never possible through solid terrain.

• Of course, some of this terrain may have ruined


portions, view-ports, or other elements that grant a
fighter line of sight through them (and allow them to be
Target in the open - no cover
seen in turn).

COVER
• Cover reduces the chances of being hit by an attack.

• To check whether a target is in cover, you must


physically stoop down to look from your fighter’s point
of view.

• When determining cover, the attacker may ignore


Target less than 50% obscured - partial cover
friendly fighters who are in base contact with them
(temporarily move these aside if necessary).

• However, any other fighters in the attacker’s line of


sight, friend or foe, represent viable cover for the
target.

� If the target is fully visible, they are in the open and


have no cover.

� 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.

� If at least 50% of the target is obscured by terrain or


fighters, they have full cover. The attacker suffers a
-2 hit modifier.

• See opposite for cover examples. As with line of sight,


ignore the model’s base and any minor element of the
model when considering cover – and again, if there is
Target at least 50% obscured - full cover
disagreement on the level of cover, roll off to decide.

17
TWO-DIMENSIONAL BATTLEFIELDS
• These rules focus on battles fought over three-
dimensional battlefields and terrain.

• However, if you wish to play using the two-dimensional


tiles from the original Necromunda: Underhive boxed
set, or the Badzone Delta-7 tiles, this requires some
adjustments to the visibility rules.

TWO-DIMENSIONAL LINE OF SIGHT


• On a two-dimensional battlefield, line of sight is
confirmed if a straight line can be drawn from the
centre of the attacker’s base to any part of the target’s
base, without crossing through a wall or closed door.

• Obstacles and other fighters do not block line of sight


on this battlefield.

Kruger has line of sight to Reina because a line can be


drawn from the centre of his base to the edge of hers.

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.

• The attacker may ignore friendly fighters in base


contact with them, as well as any obstacles within 1".

• If the line can reach all parts of the target’s base,


without crossing terrain or other fighters, the target is
in the open and has no cover.

• If the line can reach at least 50% of the target’s base,


they have partial cover.

• If the line can reach less than 50% of the target’s base,
they have full cover.

The line traced from the centre of Kruger’s base reveals


at least 50% of Reina’s, so Reina has partial cover.

18
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.

• Note that Prone fighters are considered to occupy the


same space they would while Standing – see the
example.

Fighter Standing – note the base diameter.

Fighter Prone – occupies the same space


as their base diameter while Standing.

19
Game Concepts:

FIGHTER & VEHICLE STATUS


FIGHTER STATUS VEHICLE STATUS
A fighter’s status determines the actions they can take. A vehicle’s status indicates its current degree of mobility,
Their status will likely change several times during a game. and like fighters, this determines what actions they can
take when activated.
STANDING
A Standing fighter is positioned upright on their base. While MOBILE
Standing, a fighter is either Active or Engaged: A Mobile vehicle can move freely around the battlefield and
perform actions without restriction.
(1) ACTIVE
• This is a fighter’s default status – a Standing fighter is
STATIONARY
automatically Active, if they are not Engaged.
A vehicle is Stationary if it is unable to move for any reason.
• Fighters who are Standing and Active have the greatest
freedom to perform actions. (1) STALLED
• A vehicle usually becomes Stalled when it gets hit by an
(2) ENGAGED enemy attack; or by damage; or by some game rule
• A Standing fighter is Engaged if they are in base contact that prevents it from moving.
with an enemy.
• Stalled vehicles can often fire their weapons.
• Generally, Engaged fighters can only fight or retreat as
• To become Mobile again, a Stalled vehicle must pass a
actions – but some skills or abilities may expand this.
Restart check in the End Phase.
IMPORTANT: Be aware that some rules allow a fighter to
Engage an enemy without base contact (for example, a (2) WRECKED
weapon with the Versatile trait). Make note of this, and • When a vehicle suffers sufficient damage, it becomes
ensure they act accordingly! Wrecked.

• A Wrecked vehicle can no longer perform any actions –


PRONE instead, it is treated like a piece of terrain.
A Prone fighter is laid down. Prone fighters do not have a
facing or vision arc, and no longer block line of sight.

While Prone, a fighter is either Pinned or Seriously Injured:

(1) PINNED (lie the fighter face-up)


• Fighters usually become Pinned when they get hit by
enemy fire.

• A Pinned fighter can change their status to Standing


and Active by spending one of their actions.

• If a Pinned fighter is Engaged by an enemy, they


immediately, automatically become Standing and
Engaged (allowing them to fight in melee).

(2) SERIOUSLY INJURED (lie the fighter face-down)


• Fighters generally become Seriously Injured following a
bad roll on the Injury dice.

• This leaves them extremely vulnerable – they are


susceptible to enemy attacks and cannot defend
themselves.

20
Game Concepts:

FIGHTER & VEHICLE CONDITIONS


A condition is some sort of special, in-game rule affecting a specific fighter. Some conditions are very common, others less so –
and some might be completely unique and seen only in a specific scenario. As such, the below list is not exhaustive.

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.

Unless specifically stated in the description, conditions do not affect vehicles.

COMMON CONDITIONS MORE CONDITIONS


READY BLAZE
• The simplest and most important condition in the • The target is set on fire!
game, the Ready condition means the fighter can be
activated. FIGHTERS
• When activated, the fighter immediately suffers a
• Every fighter in play automatically gains the Ready
Strength 3, AP -1, Damage 1 hit.
condition at the start of each round.
• What happens next depends on their status:
• Once they have been activated, they lose this condition
(meaning they cannot be activated again that round). � If Engaged or Seriously Injured: They attempt to
extinguish the flames – see below.
BROKEN � If Pinned: They immediately become Standing and
• The Broken condition means the fighter is fleeing for
Active – and then act as described below:
their life.
� If Standing and Active: They immediately Scatter
• Only Standing fighters can become Broken.
2D6”, stopping only if they reach impassable terrain
• When activated, they automatically take the Running or come within 1” of another fighter.
for Cover (Double) action.
If the fighter ends this move within 0.5” of an edge,
• If Engaged, they can only make reaction attacks (with a they must pass an Initiative check or fall. If the move
-2 modifier). Broken fighters can rally in the End phase. takes them over an edge, they fall automatically.

Afterwards, the fighter can choose to become


OUT OF AMMO
Pinned and attempt to extinguish the flames.
• This condition affects a fighter’s weapon – not the
fighter themselves. • To extinguish the flames, roll D6 – gain a +1 modifier for
every Active friendly fighter within 1”, and a +2 modifier
• If a fighter rolls “Ammo” on the Firepower die, they
for being Prone. On a 6+, the Blaze condition is lost.
must immediately make an Ammo check for that
weapon – if failed, the weapon gains this condition.
VEHICLES
• An Out of Ammo weapon cannot be used until • When activated, the vehicle immediately suffers a
successfully reloaded, in which case it immediately Strength 3, AP -1, Damage 1 hit against Rear
loses this condition. Toughness. It must then check Cool:

• 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.

21
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.

FIGHTERS � If the fighter is hit by a weapon with the Blaze trait,


• A Blind fighter can only make Reaction Attacks – and they catch fire on a 2+ instead of a 4+.
these only hit on a natural 6.
• Gunk is removed in the End phase, or when the fighter
VEHICLES gains the Blaze condition.
• A Blind vehicle cannot make any attacks at all.
INTOXICATED
CONCUSSION • This condition may be applied as part of a scenario
special rule, or a Territory gained during campaign
FIGHTERS play.
• The fighter reduces their Initiative by 2, to a minimum
of 6+. • The exact rules for Intoxication vary by situation, and
are described at the appropriate time.
• Concussion is removed in the End phase.

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.

• In the End Phase, a model with the Revealed condition WEBBED


regains the Hidden condition once more, unless it is • The subjected fighter is unable to move or act.
also subject to the Blaze condition.
• They follow the exact same for being Seriously Injured,
FIGHTERS with the following additions for campaign play:
• If a Hidden fighter makes a melee attack using a � If the Webbed fighter’s Recovery roll sends them Out
weapon with the Power trait, they gain the Revealed of Action, they are automatically Out Cold.
condition.
� When rolling to determine whether any fighters are
VEHICLES captured after the battle, add +1 to your roll for
• If a Hidden vehicle moves, it gains the Revealed every enemy fighter that was Webbed at the end of
condition. the game.

22
“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:

RIDE BY Moved Str AP Damage


• The fighter is allowed to move within 1” of an enemy, 0”-5” 3 - 1
an exception to the usual rule. 6”-9” 5 -1 1
• When doing so, they can pause their move – make a 10”+ 7 -2 2
single attack against that target – and then complete
their movement. � After resolving the automatic hit, the fighter is
Pinned.
� The target is allowed a single Reaction attack.
• A fighter who is Pinned after being Knocked Down (as
� If the Reaction attack hits, its Strength is equal to above) is not automatically able to stand up – if they
the distance the Ride-By fighter has moved so far. wish to take the Stand Up (Basic) action, they must first
• The fighter can also use a Ride By if there is a target check Initiative.
within the Long range of a Versatile weapon they have. • If passed, the fighter can take the Stand Up (Basic)
action – if failed, the action is wasted, and the fighter
QUICK RETREAT remains Pinned.
• When taking the Retreat (Basic) action, the fighter gains
a +2 modifier to their Initiative check.

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.

• This applies even if they do not have the “Tools of the


Trade” special rule.

• Whichever card is chosen applies for the duration of


the game – a fighter can never become separate from
their mount mid-battle.

23
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.

There are two categories of terrain: Zone Mortalis and


SOLID TERRAIN FEATURES
Sector Mechanicus. They generally function similarly, each
• Solid terrain might include huge pipes, weird
with a few unique features and differences.
machinery, floors between levels, and so on.
(1) ZONE MORTALIS • This terrain counts as impassable.
• The dense corridors and tightly packed environments
• In addition, it blocks both line of sight and range
ubiquitous to a hive city (particularly the lower levels).
measurement.
• It may represent a warren of disused, collapsed
tunnels, or a network of busy service halls around a
OBSTACLES & STRUCTURES
bustling manufactorum.
• An obstacle is a free-standing terrain feature that is no
• The name “Zone Mortalis” derives from the deadly more than 2” high or wide – but which may have a very
nature of such terrain – cover is often sparse, long length, such as a pipeline or barricade.
bottlenecks common, ambushes come easy, and
• A structure is a terrain feature that is more than 2”
gangers risk dashing across open ground.
high or across. They might be free standing, connected
• Zone Mortalis battles are often very tense, rival gangs to one another, or have multiple levels, platforms, and
playing cat and mouse, culminating in a rush of action. walkways for gangers to move across.

(2) SECTOR MECHANICUS • Structures can be either sturdy or flimsy. The


difference is that flimsy structures can be knocked
• Sprawling machinery that fills the immeasurably vast
down by vehicles.
hive domes from ground to ceiling.
• Both obstacles and structures block line of sight, offer
• Such industrial complexes present a far more open
cover, and can be navigated by fighters.
battlefield – long-range firefights are common, and
gangers must advance cautiously through cover,
hoping to close for a quick kill.

• However, Sector Mechanicus environments offer their


own unique dangers as fighters fall from narrow
gantries or vertiginous structures, toppled by enemy
attack – or their own carelessness, leaping gaps or
venturing too close to an edge!

24
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:

� If passed, the fighter is safe.


LOCKED DOORS & DOOR TERMINALS
• Locked doors follow the same rules as standard doors � If failed, they fall – the fighter is Pinned at the base
above, with the below additions. of the stairs (or the nearest landing).

• 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.

� The exception is if the fighter is a defender in certain


scenarios (therefore possessing the relevant door
access codes).

• Fighters can only open a locked door via the Access


Door Terminal (Basic) action or Force Door (Basic)
action.

• Once unlocked, the door stays so for the remainder of


the battle.

25
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.

DUCTWAYS • If failed, they fall:


• The underhive is riddled with tunnels, crawlspaces,
� If the pitfall is on ground level, they immediately go
and other hidden passageways.
Out of Action.
• Any wall sections can be identified as having a
� If the pitfall is on an upper level, they fall directly
ductway, and certain special rules and Gang Tactics
down one level, potentially taking fall damage.
cards can create new ones. As always, ductways must
be clearly identifiable. � This may result in them having to make additional
Initiative checks, if they landed 0.5” from an edge.
• Ductways are up to 2" in length and placed across any
wall up to this width, or any terrain feature that would
otherwise be impassable. STILLS
• Vital for the creation of toxic, narcotic, and alcoholic
• Fighters can take the Crawl Through Ductway (Double) substances, the underhive is rife with stills.
action to move from one end of a ductway to the other.
• Stills can be attacked. Close combat attacks hit
automatically. Ranged attacks still require a roll.
FLOOR HATCHES
• Hatches connect to a maze-like network of winding � Note that a still can also be hit by stray shots).
passageways. Fighters can use them to flank enemies
• If the still is hit, roll D6 and add the attacking weapon’s
or move unimpeded – if they don’t lose their way.
Strength – if the result is 8 or higher, it explodes:
• If a fighter ends a Move (Simple) action within 1” of a � Place the Blast (3”) marker over the still.
hatch, they may be removed from the battlefield.
� Any fighter it touches must roll D6 – if the result is
• In the End phase of the following round, check their equal or higher than their Toughness (or a natural
Intelligence – if passed, they may be placed Standing
6), they immediately roll for Injury and apply the
and Active within 1” of any hatch. result.
• If failed, the enemy player can either place the fighter � The still is then removed.
themselves as above, or block them from the
battlefield for another round.

26
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.

(3) END PHASE


a) Bottle Test: If a gang has at least one fighter
Seriously Injured or Out of Action, their player must
make a Bottle Test for their gang to see whether
they hold their nerve – or flee.

b) Fleeing the Battlefield: If either gang has failed a


Bottle test, each of their fighters checks Cool – any
who fail will flee the battlefield.

c) Recovery Tests: Each Seriously Injured fighter


makes a Recovery test, to see whether they return to
the fight; languish helplessly for another round; or
succumb to their injuries and go Out of Action.

d) Rally Tests: Each Broken fighter checks their Cool to


see whether they Rally.

27
Game Structure:

1. THE PRIORITY PHASE


(1) ROLL FOR PRIORITY (2) READY GANG
• To determine Priority, each player rolls a D6 – whoever • Every fighter still on the battlefield gains the Ready
scores highest is the winner and takes the Priority condition.
token as a reminder.
• This can be denoted by placing a Ready marker beside
• On a tie, the player who did not have Priority in the their model.
previous round gains it this time (this obviously does
• Fighters always gain the Ready condition, regardless of
not apply on the first round of the game, so simply
their status, injuries, or other conditions.
reroll in this case).

• Winning Priority for a round gives a gang a huge


advantage – it lets them activate first, dictate the flow
of action, and put their opponent on the back foot.

• Priority means your gang can act proactively, instead of


reacting to enemies who move and attack first.

PRIORITY IN MULTIPLAYER GAMES


• In a multiplayer game, roll for Priority as normal but
use 2D6. This reduces the likelihood of ties.

• The Priority roll determines the sequence of play.


Whoever scores highest goes first; second-highest goes
second; third-highest score goes third, and so on.

• Any ties are rerolled between the tied players only, in


order to resolve their position in the sequence of play.

28
Game Structure:

2. THE ACTION PHASE


TYPES OF ACTION
(1) ACTIVATE FIGHTERS • There are three types of action a fighter can perform
• Starting with the gang who won Priority, players when activated:
alternate taking turns in a game round.
� Basic Action: A fighter can take this action once per
• On your turn, choose a fighter with the Ready activation.
condition – this is referred to as “activating” them.
� Simple Action: A fighter can take a Simple action
• The fighter can make two consecutive actions. They multiple times within a single activation – using up
may turn to face any direction before making either. one action each time.

• 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).

• If one player runs out of available fighters to activate,


GROUP ACTIVATIONS
the other player may activate all their remaining
• Some fighters have the Group Activation (X) rule,
fighters – one after the other, in any order.
where (X) is always replaced by a number.
• Once every fighter has been activated (even if they did
• At the start of this fighter’s activation, you can
not actually perform any actions during their
announce a Group Activation:
activation), the Action Phase ends.
� Simultaneous to this fighter, you may also activate
a number of additional, Ready fighters within 3” of
their position.

� The number of additional fighters you can activate


is equal to (X).

� You must nominate all fighters involved in a Group


Activation before resolving any of them.

• This group of fighters can now be activated in any


order – pick one fighter, resolve their activation in full,
then pick another; proceeding until the whole group
has been activated.

• IMPORTANT: A fighter who is included in a Group


Activation cannot themselves initiate a Group
Activation of their own.

HOUSE RULE: A fighter cannot perform a Group Activation if


they are Seriously Injured, using a Falsehood or under the
effects of a Chem – in such instances, they are not in a
position to issue orders to their comrades.

29
2. The Action Phase:

LIST OF FIGHTER ACTIONS


Below is a list of actions fighters may perform in Necromunda. The list is not exhaustive – many skills, scenarios, and terrain
features introduce unique actions of their own.

CRAWL THROUGH DUCTWAY (Double)


(1) STANDING & ACTIVE • If the fighter is within 1” of a ductway, they can
ACCESS TERMINAL (Basic) reposition to within 1” of its other end.
• Attempt to operate a terminal within 1”. • They must keep 1” away from an enemy, nor overlap
• Check Intelligence with a -1 modifier – if passed, the the base of a friendly fighter.
fighter immediately unlocks and opens the door that is HOUSE RULE: This is a Basic action. If a fighter has
connected to this terminal (wherever on the battlefield Strength or Toughness 4, it becomes Double. If they
it might be). have Strength or Toughness 5, this action is not
possible.
AIM (Basic)
• If the fighter uses their second action to make a ranged
FORCE DOOR (Basic)
attack, they gain a +1 modifier to the hit roll.
• Attempt to force open a door in base contact. Roll D6
and add the fighter’s Strength, with a +2 modifier for
BYPASS LOOT CASKET LOCK (Basic) each additional friendly fighter in base contact with the
• Attempt to electronically slice the lock of a loot casket door – on 9+, the door is opened.
within 1”. Check Intelligence – if passed, the container
is opened.
FIRE THROUGH DUCTWAY (Basic)
• If the fighter is within 1” of a ductway, they can shoot at
CHARGE (Double) an enemy within 1” of its other end.
• The fighter attempts to charge into close combat! They
• This attack can only hit on a natural 5+.
move a distance up to their Movement characteristic,
then add +D3” to the distance. • In addition, Template weapons automatically hit all
fighters within 2” of the other end of the ductway.
• The fighter must always attempt to take the shortest
distance possible to the target. HOUSE RULE: For Blast markers, centred it on any
• If the fighter falls short of making base contact with point within 1” of the other end of the ductway and
their enemy, they charge as far as they can but must roll D6 – on 5+, the marker does not move, otherwise it
automatically Scatters.
stop 1” away from the target.

• If the fighter successfully makes base contact with an


Active, Engaged, or Pinned enemy, both fighters
MOVE (Simple)
• The fighter moves a distance up to their Movement
become Engaged. The charging fighter must
characteristic.
immediately takes a free Fight (Basic) action.
• As well as traversing flat ground, this includes climbing
• If the fighter successfully makes base contact with a
up and down, leaping gaps, and dropping to lower
Seriously Injured enemy (and are not Engaged by
levels. See the Movement Rules section for more.
another enemy), they may immediately take a free
Coup de Grace (Simple) action against them.
MOVE AND CARRY (Simple)
COUP DE GRACE (Simple) • A fighter within 1” of a loot casket or Ammo Cache may
lug it along with them.
• As long as they are not Engaged, the fighter can finish
off one Seriously Injured enemy within 1”, sending • The fighter moves a distance up to their Movement
them Out of Action. characteristic, following all the usual rules but carrying
the container with them – at the end of the fighter’s
move, place the container in base contact with them.

30
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.

SMASH OPEN LOOT CASKET (Basic) RETREAT (Basic)


• A fighter within 1” of a loot casket can attempt to • The fighter attempts to disengage from close combat.
smash it open.
• First, each enemy fighter Engaged with them checks
• Roll D6 and add the fighter’s Strength – on 6+, the Initiative – if passed, they immediately make free
container is opened, but you must subtract 1 from the Reaction attacks.
roll to determine its contents (to a minimum of 1).
• Then, the retreating fighter checks Initiative – if passed,
they immediately move up to D6”.
TAKE COVER (Basic)
• The fighter moves a distance up to half their
Movement, then voluntarily becomes Prone and
Pinned.

USE CHEM (Simple)


• The fighter imbibes a chem in their possession,
immediately gaining its effects.

31
(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.

STAND UP (Basic) � In partial or full cover.


• The fighter returns to their feet, becoming Standing � As far away from any enemy fighters as possible.
and Active. Their owning player places the model
upright and chooses its new facing.
(6) PSYKER-SPECIFIC
(4) SERIOUSLY INJURED All psykers have access to the following actions:

CRAWL (Double) WYRD POWER (X)


• The injured fighter drags themselves across the • Declare a wyrd power to manifest.
ground, moving a distance up to half their Movement. • Check Willpower – if passed, the power is successful,
and its effects are resolved.

• Otherwise, the power fails and the action is wasted.

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.

MAINTAIN CONTROL (Simple)


• Check Willpower with a +3 modifier – if passed, the
psyker successfully keeps their Continuous Effect in
play for another round.

• If failed, the Continuous Effect ceases immediately.

32
2. The Action Phase:

FIGHTER MOVEMENT RULES


MOVING MODELS
HOUSE RULES: Replace the MOVEMENT RULES opposite
with the following:
A fighter can move any distance up to their Movement There is no 1” rule.
characteristic. Movement occurs in inches.
If a moving fighter deliberately comes into base contact
• Freeform Movement: A fighter’s movement does not with an enemy (however they manage to do so), they
need to be in a straight line – they can freely zigzag change their status to Engaged.
around terrain, measuring the move from point to
point. If they achieved base contact via a Charge (Double)
action, they immediately resolve a free melee-based
• Facing: After moving, a fighter may turn to face any action – this is Fight (Basic) by default, but may also
direction. include Restrain (Basic), Coup de Grace (Simple),
• Declare Before Measuring: Move actions must be Headbutt (Basic), and so on.
declared prior to measuring the distance. Sometimes, a If they achieved base contact via any other means, they
fighter may not have sufficient movement to reach do not get the free action.
their intended position – in this case, they move as far
as they can, generally making good use of cover!
“DIRECTLY TOWARDS” & “DIRECTLY AWAY”
• Failed Charges: If a fighter takes the Charge (Double) The rules may require a fighter to move directly towards or
action but falls short of making base contact with their directly away from another fighter.
enemy, they must still move the full distance (stopping
To resolve this, imagine a straight line from the centre of the
1” from the enemy, as below) – likely finishing in a very
first fighter’s base to their target – the moving fighter
exposed and dangerous position!
advances along this line by the required distance. The same

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.

• Fighter takes the Charge (Double) action: In this case,


the fighter is actively trying to achieve base contact
with an enemy. Note that if they fail to do so, the 1”
rule applies as normal.

If a fighter is involuntarily moved within 1” of an enemy,


this rule is temporarily suspended – any effects of the
involuntary movement and its associated action are
resolved, then the moving fighter is repositioned 1” back
away from the enemy.

Example: A fighter might be targeted by the Hurl skill and get


tossed into base contact with an enemy – thereby breaking
the 1” rule.

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.

33
CLIMBING
DIFFICULT & DANGEROUS • Fighters can climb up or down any vertical surface

TERRAIN
when moving.

• Every 1” that a fighter climbs uses up 2” of their


In the underhive, there is a great deal of terrain considered movement allowance.
difficult or dangerous: pools of toxic sludge, fallen rubble,
broken or missing walkway sections… not to mention vats • A fighter cannot end their activation mid-climb. If they
of molten metal, spinning turbines, and more. fail to reach a flat surface, they are returned to their
original position before they began climbing.
Players should clearly determine difficult and dangerous
terrain during battlefield set-up. The following rules apply: � Note that ending a movement action mid-climb is
fine – provided the fighter immediately uses
DIFFICULT TERRAIN another action to reach a flat surface.
• Every 1” that a fighter moves through difficult terrain
uses up 2” of their allowance. LADDERS & STAIRS
• Traversing these is not considered climbing and does
DANGEROUS TERRAIN not reduce a fighter’s movement.
• Every 1” that a fighter moves through dangerous
terrain uses up 2” of their allowance. STEPPING UP AND DOWN
• Fighters can freely step 0.5” between levels without it
• When the fighter first enters dangerous terrain, check affecting their movement. Anything higher than this
Initiative – if passed, they resolve their move safely; if requires them to climb.
failed, they immediately go Out of Action.
OVERHANGS
OBSTACLES • A fighter can climb along an overhang if it does not
• An obstacle is any free-standing terrain feature no protrude more than 1” from the vertical surface.
more than 2” high and 2” across.
• Anything longer than this is considered impassable.
• Fighters may cross obstacles – doing so costs them an
amount of movement equal to the object’s height. LEAPING GAPS
• A fighter can move freely across any gap smaller than
• Fighters cannot end a move atop an obstacle.
their base.
STRUCTURES • A fighter can attempt to leap a larger gap, if they have
• A structure is any terrain feature greater than 2” high sufficient movement to reach its other side.
and 2” across (whether free-standing or connected to
other features). • Check Iniative at the edge – if passed, the fighter
successfully leaps, using up the distance in movement.
• Fighters can climb structures, moving across platforms If they fail, they fall straight down (see Falling).
and edges as they go (see Climbing below).

• Fighters can end a move atop a structure if there is


PITFALLS
sufficient space for their base. • These treated the same as gaps – except that if a fighter
falls into a Pitfall, they immediately go Out of Action.
IMPASSABLE & SOLID TERRAIN FEATURES
• Walls and closed doors are always impassable.
JUMPING DOWN
• A fighter may attempt to jump to a lower level.
• Any other impassable terrain features should be clearly
identified to both players during battlefield set-up. • Check Initiative – if the distance is greater than 2”,
apply a cumulative 1- modifier to the roll for every
• Fighters may not move or climb across this terrain additional 2” of the drop (rounded up).
(unless navigating a ductway that goes through it).
• If the check fails, the fighter falls.

34
FALLING HAZARDS
• If a fighter becomes Prone within 0.5” of an edge, they
risk falling.

• Check Initiative – if passed, they catch themselves


safely. If failed (or on a natural 1), they fall.

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

• The fighter is Pinned at the point of impact, they lose


any further actions, and their activation ends.

• If they land on another fighter, the victim is also


Pinned, and suffers a hit identical to the falling fighter!

� After resolving the effects, implement the 1” rule.

• If a falling fighter lands within 0.5” of an edge, they


must pass an Initiative check or fall again.

35
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.

• Engaged (-1): The target is Engaged in close combat.


1. ATTACKER DECLARES THE SHOT
Pick a ranged weapon carried by the fighter, then pick an • Prone & Long Range (-1): The target is lying Prone
eligible enemy to target. within the weapon’s Long range.

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.

• This includes Engaged enemies, but Seriously Injured


FIREPOWER DIE
enemies can be ignored.
• Regardless of any other rules or modifiers, the attacker
• If a fighter wishes to target a different enemy, they must always simultaneously roll the Firepower die.
must first check Cool – if passed, they can ignore target
� This includes weapons with the Sidearm trait being
priority. If failed, the rule is enforced as normal.
used in close combat.

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.

2. ATTACKER CHECKS RANGE � The attack is still resolved as normal.


Measure the range from attacker to target. If the target is � An Out of Ammo weapon cannot be used until it is
outside the weapon’s maximum range, the shot reloaded, via a successful Reload (Simple) action.
automatically misses (though the Firepower die must still
be rolled).
ROLLS OF NATURAL 1
FIGHTERS • These always miss, regardless of modifiers.

• Distance is measured from the closest point of the


attacking fighter’s base. IMPROBABLE SHOT
• Use this rule if modifiers would make it impossible for
VEHICLES the attack to hit.
• Distance is measured from the attacking vehicle’s
• Do not immediately roll to hit. Instead, roll D6 – on a 1-
weapon, not from the vehicle’s base or hull.
5, the attack misses automatically. On a 6, proceed
with the hit roll, but disregard all modifiers.

36
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.

4. TARGET IS PINNED BYPASS ATTACKS


• If a Standing and Active fighter is hit by a ranged • Some weapons bypass the roll to wound (proceeding
attack, they become Pinned. directly to rolling an Injury die).
• This does not apply to Engaged fighters. • In this case, the target attempts their armour save first,
with each success negating one roll of the Injury die.
5. ATTACKER ROLLS TO WOUND
Compare the successful attack’s Strength with the target’s ROLLS OF NATURAL 1
Toughness to find the threshold for wounding them: • These always fail, regardless of modifiers.

SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+

Strength is GREATER than Toughness: 3+

Strength is EQUAL to Toughness: 4+

Strength is LOWER than Toughness: 5+

Strength is HALF Toughness, or lower: 6+

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.

• Checking fighters gain a +1 modifier for every comrade


EXAMPLE: A target with two Wounds suffers a Damage within 3” who is not Seriously Injured or Broken.
3 attack. The first point of Damage subtracts a Wound,
reducing the target to one. • If failed, that fighter becomes Broken and immediately
make a free Running for Cover (Double) action. If the
The second point of Damage subtracts another Wound, fighter was Ready, they lose this condition.
reducing the target to zero – therefore, the attacker
immediately rolls an Injury dice and applies the result. VEHICLES
Assuming the target did not go Out of Action, there is • Vehicles are unfazed by seeing fighters taken down.
one point of Damage remaining in the attack, and so • As such, a vehicle only checks Nerve if a friendly vehicle
the attacker rolls one additional Injury dice, applying is Wrecked within 6”.
the result.
• Nerve checks are made against the Cool characteristic.
WEAPONS WITH “–” DAMAGE • Checking vehicles gain a +1 modifier for every friendly
• These weapons do not inflict Damage in the usual way vehicle within 6” that is not Wrecked or Broken.
– they never cause fighters to lose Wounds.
• If failed, the vehicle becomes Broken:
• Instead, a successful hit proceeds directly to an Injury
� If Mobile, it immediately makes a free Break for Air
roll (noting that armour saves are allowed first).
(Double) action.

INJURY DICE � If Stalled, it immediately makes a free Burn Out


A roll of the Injury dice has the following potential (Double) action.
outcomes: � If the vehicle was Ready, it loses this condition.
OUT OF ACTION: The fighter is permanently
removed from battlefield. In a campaign, they must
also roll for Lasting Injury.

SERIOUS INJURY: The fighter becomes Prone, and


is laid face-down. While Seriously Injured, their
available actions are limited and they are extremely
vulnerable – though they may successfully recover
in a later End Phase.

FLESH WOUND: The fighter loses -1 Toughness for


the rest of this battle. If this reduces them to zero
Toughness, they go Out of Action.

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.

Any fighter (friend or foe) beneath the marker’s


final position is hit – unless they are shielded by a
wall or solid terrain feature that lies between them
and the central hole of the marker.

4. Target is Pinned: Standing and Active fighters hit by


the Blast marker become Prone and Pinned.

5. Resolve Hits, Wounds, Saves, & Damage: Attack


resolution proceeds as normal, with the following
additions:

� Partial cover grants +1 to targets’ armour save.

� Full cover grants +2 to targets’ armour save.

HOUSE RULE: Blast weapons can be “blind fired” into


smoke clouds, Pitch Black areas, and so on – the Blast
marker automatically scatters, if so. A fighter with
equipment that lets them see in low-light conditions,
such as photo goggles, disregards this rule.

39
2. The Action Phase:

CLOSE COMBAT RULES


CLOSE COMBAT ATTACK PROCEDURE 4. ATTACKER ROLLS TO HIT
1. Attacker turns to face The attacker checks Weapon Skill for each of their attack
2. Attacker picks target and weapons dice, applying any of the following modifiers as necessary:
3. Determine number of attacks
• Assist (+1): For every friendly fighter who is Engaged
4. Attacker rolls to hit with this same target, and no others.
5. Attacker rolls to Wound
• Interference (-1): For every additional enemy the
6. Target attempts armour save
attacker is also Engaged with. Note that if an enemy is
7. Attacker inflicts Damage
simultaneously Engaged elsewhere, they cannot
8. Target’s gang checks Nerve
interfere.
9. Determine outcome

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.

• If there is an odd number of dice, the attacker chooses


2. ATTACKER PICKS TARGET & WEAPONS which weapon will gain the extra one.
The attacker identifies one or more enemies who are
currently Engaged with them, and within their vision arc SIDEARMS IN CLOSE COMBAT
(attacks can be split freely between multiple Engaged • A weapon with the Sidearm trait may assign a
enemies). maximum of one hit in close combat.
They then choose which weapons from their fighter card • The exception is if the Sidearm has the Rapid Fire (X)
they will attack with. trait, which can generate additional hits.

• Otherwise, all remaining attack dice must either be


DUAL WIELDING assigned to a weapon with the Melee trait, or else be
• Fighters can wield a weapon in each hand, as long as
unarmed attacks.
they both have either the Melee or Sidearm trait.
• Note that because a Sidearm is a ranged weapon, the
• A weapon with the Unwieldy trait cannot be dual-
Firepower dice must always be rolled for it.
wielded.
• Note that a weapon’s Accuracy modifiers do not apply

UNARMED ATTACKS in close combat.

• A fighter can always choose to fight unarmed.


FIGHTING ACROSS BARRICADES
• Such attacks use the fighter’s unmodified Strength
• A fighter in base contact with an obstacle less than 1”
characteristic (AP 0, Damage 1).
wide counts as being Engaged with an enemy on the
other side.
3. DETERMINE NUMBER OF ATTACKS
• This is an exception to the usual rule of close combat
The attacker gathers a number of dice equal to their Attacks
requiring base contact.
characteristic.
• Fighters wielding weapons with the Versatile trait can
They gain more for each of the following that applies:
fight across wider obstacles if the enemy is within
• Dual-Wielding: +1 attack. range.
• Charging: +1 attack.
ROLLS OF NATURAL 1
• These always miss, regardless of modifiers.

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.

EXAMPLE: A target with two Wounds suffers a Damage


Strength is LOWER than Toughness: 5+
3 attack. The first point of Damage subtracts a Wound,
Strength is HALF Toughness, or lower: 6+ reducing the target to one.

The second point of Damage subtracts another Wound,


reducing the target to zero – therefore, the attacker
6. TARGET ATTEMPTS ARMOUR SAVE immediately rolls an Injury dice and applies the result.
For each attack that successfully wounds, the target can
attempt a single armour save (if they are wearing armour). Assuming the target did not go Out of Action, there is
one point of Damage remaining in the attack, and so
Each successful armour save negates the loss of one Wound. the attacker rolls one additional Injury dice, applying
the result.
ARMOUR PENETRATION (AP)
• A weapon’s AP value reduces the target’s armour save
by the stated amount. WEAPONS WITH “–” DAMAGE
• This can cancel it altogether. • These weapons do not inflict Damage in the usual way
– they never cause fighters to lose Wounds.
WEARING MULTIPLE ARMOURS • Instead, a successful hit proceeds directly to an Injury
• Only one armour save can be attempted per wound.
roll (noting that armour saves are allowed first).
• This means a target with multiple armours must
choose which one to use for each attempt. INJURY DICE
• Note that some weapons deny armour saves A roll of the Injury dice has the following potential
altogether! outcomes:

OUT OF ACTION: The fighter is permanently


ARMOUR BONUSES
removed from battlefield. In a campaign, they must
• Gaining an armour save bonus can mean a fighter
also roll for Lasting Injury.
without armour suddenly gains a save – this is
appropriate under the rules. SERIOUS INJURY: The fighter becomes Prone, and
is laid face-down. While Seriously Injured, their
• Note that Field Armour can never receive an armour
available actions are limited and they are extremely
save bonus.
vulnerable – though they may successfully recover
BYPASS ATTACKS in a later End Phase.

• 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.

Nerve checks are made against the Cool characteristic.

Checking fighters gain a +1 modifier for every comrade


within 3” who is not Seriously Injured or Broken.

If failed, that fighter becomes Broken and immediately


make a free Running for Cover (Double) action. If the fighter
was Ready, they lose this condition.

9. DETERMINE OUTCOME
What happens next depends on the circumstances:

(A) MORE ENEMIES STILL ENGAGED


• Every enemy still Engaged with the attacker may now
make Reaction attacks against them.

• To do so, each enemy resolves steps 1-6, above.

(B) ENGAGED ENEMIES ARE SERIOUSLY INJURED


• Coup de Grace: The attacker may take a free Coup de
Grace (Simple) action against one Seriously Injured
enemy they are engaged with.

• Consolidate: Alternatively, they may take a free move


of up to 2”.

(C) NO ENEMIES REMAIN ENGAGED


• The attacker may consolidate, by taking a free move of
up to 2”.

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.

2 Backstab 34 Paired • “All Round” meansthe weapon has a 360°firing arc.


3 Blast (3”) & (5”) 35 Parry • Note that this trait is determinedby thevehicle – not
4 Blaze 36 Phase the weaponitself.

5 Burrowing 37 Plentiful • Assuch,it is not uncommonfor this trait to be applied


differently to the sameweaponfitted onto a different
6 Chem Delivery 38 Power
vehicle.
7 Combi 39 Power Pack
(2) BACKSTAB
8 Concussion 40 Primitive
• If this weapon successfully hits a target while outside
9 Crew Operated 41 Pulverise of their vision arc, it gains +1 Strength.
10 Cursed 42 Rad-Phage
(3) BLAST (3”) & (5”)
11 Defoliate 43 Rapid Fire (X)
• This weapon utilises a Blast marker. The central hole
12 Demolitions 44 Reckless acts as the attack’s point of impact.
13 Digi 45 Rending
• As the weapon targets a point on the battlefield:
14 Disarm 46 Scarce
� It bypasses the rules for target priority
15 Drag 47 Scattershot
� It can potentially bypass penalties to hit from cover
16 Entangle 48 Seismic
� It can hit targets who are hiding (i.e. Prone behind
17 Fear 49 Sever cover)
18 Firestorm (X) 50 Shield
(4) BLAZE
19 Flare 51 Shield Breaker
• If this weapon successfully hits a target, resolve the
20 Flash 52 Shock attack as normal, then roll D6 – on 4+, the target is set
21 Force 53 Shred on fire, gaining the Blaze condition.

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.

25 Gunk 57 Smoke • An indirect attack can target any point on the


battlefield. Do not roll to hit – instead, place the Blast
26 Hexagrammatic 58 Template
marker anywhere on the desired target point.
27 Hunting 59 Toxin
• Unless a “Hit” is rolled, the marker automatically
28 Impale 60 Twin-Linked Scatters 2D6” (moving freely through impassable
29 Knockback 61 Unstable terrain, though remaining on the targeted level). If it
leaves the battlefield, the attack is wasted.
30 Lance 62 Unwieldy
• Unlike other attacks, this weapon resolves its hits in
31 Limited 63 Versatile
the End Phase of the current round. Any fighters
32 Melee 64 Web touching the Blast marker are automatically hit.

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.

• If failed, the target becomes Broken and immediately


makes a free Running for Cover (Double) action.

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

(40) PRIMITIVE original – considering cover, Accuracy modifiers,


fighter status, and so on.
• The wielder treats the Reload (Simple) action as
Reload (Double). • Each Ammo symbol rolled on the Firepower dice
requires a separate check:
(41) PULVERISE � If one fails, the weapon is Out of Ammo.
• If this weapon reduces a target to zero wounds, roll
the Injury die as normal. � If two or more fail, the gun is jammed and becomes
unusable for the remainder of the battle.
• Its wielder then rolls D6 – if the result is higher than
the target’s Toughness (or a natural 6), change one (44) RECKLESS
Flesh Wound result to a Serious Injury. • Attacks with this weapon require careful positioning
as they cannot be precisely targeted – they do not
(42) RAD-PHAGE discriminate between friendly fighters and enemies.
• If this weapon hits a target, resolve the effects as
normal. • Ranged Weapon: The attack is made against a
random fighter (friendly or enemy) in range and line of
• Its wielder then rolls D6 – on a 4+, the target suffers an sight.
additional Flesh Wound.
� Weapon has the Rapid Fire (X) trait: Each
additional hit generated by Firepower dice must be
assigned to a different, eligible target (friendly or
enemy, within range and line of sight). The wielder
may assign any spare hits freely.

• Close Combat Weapon: Each attack is made against a


random fighter (friendly or enemy) in base contact
with the wielder.

� Weapon has the Versatile trait: Each attack is


made against a random fighter (friendly or enemy)
within the weapon’s Long range.

(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.

• If this weapon wounds a target on a natural 6, they (57) SMOKE


cannot attempt an armour save. • This weapon targets a point on the battlefield. It does
not inflict wounds, does not cause Pinning, and
(49) SEVER disregards the rules for target priority.
• If this weapon reduces a target to zero wounds, they
• This weapon utilises the Blast (5”) marker,
automatically go Out of Action.
representing a smoke cloud that also extends
(50) SHIELD vertically 2.5”.

• 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.

• Grenades: As they always require an Ammo check,


every throw of an Unstable grenade will automatically
require the D6 roll.

• Close Combat Weapons: Even if it serves no other


purpose, a close combat weapon with the Unstable
trait must still roll the Firepower die to see whether it
is at risk of overheating.

(62) UNWIELDY
• Ranged: The wielder treats the Shoot (Basic) action as
Shoot (Double).

• Close Combat: A fighter cannot dual-wield with this


weapon.

49
Game Structure:

3. THE END PHASE


(1) BOTTLE TESTS (3) RECOVERY & RESTART
• A gang must make a Bottle test if any of their fighters • Seriously Injured fighters might manage to return to
are currently Seriously Injured or Out of Action. the fray, and Stalled vehicles might roar back to life.

• Roll D6 and add the number of fighters currently


FIGHTERS
Seriously Injured or Out of Action.
• Each gang rolls an Injury dice for every fighter who is
• If the total is higher than the original number of Seriously Injured, applying the result:
fighters in the gang’s starting crew, the Bottle Test is
� Out of Action: The fighter succumbs to their
failed.
wounds and goes Out of Action, rolling for Lasting
• A failed Bottle test means that for the rest of the game, Injury.
the gang is classed as Bottling Out. � Seriously Injured: The fighter hangs on by a thread,
remaining Seriously Injured.

(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.

� If a fighter is Active, Engaged, or Pinned, they


ROLLING MULTIPLE INJURY DICE
count as being Out of Action, but do not roll for
• If multiple Injury dice are rolled in a Recovery test, that
Lasting Injury.
fighter’s player picks one roll and applies the result – all
� If a fighter is Seriously Injured, they count as being other results are discarded.
Out of Action – and during the Post-Battle
Sequence, they must roll to see if they succumb to VEHICLES
their injuries. • Each vehicle that is currently Stalled may check
� If a vehicle flees, it counts as Stationary and Handling. If it has 2 or more HP, it gains a +1 modifier.
Wrecked. The crew leave the vehicle behind, • If passed, the vehicle successfully restarts and becomes
counting as being Out of Action (they are considered Mobile – otherwise, it remains Stalled.
to return sometime after the battle to collect their
vehicle).

ABANDONING THE BATTLE


(4) RALLY TESTS
• Each player may, in any order, check Cool for their
• Once a Bottling gang resolves all their fighters’ Cool
Broken fighters to try and Rally them.
checks, they can decide whether or not to fight on, or
abandon the battle. • If passed, the fighter is no longer Broken; if the failed,
the fighter remains Broken until the next End Phase.
• If they decide to abandon, this occurs at the start of
their next Action Phase.
RALLY ASSISTANCE
• When a fighter attempts to Rally, they gain a +1
modifier for every friendly fighter within 3” who is not
Seriously Injured.

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.

• The impact point is the spot closest to the original,


DESIGNER’S NOTE: CREATING YOUR OWN BATTLEFIELDS intended target.
These rules are designed to function with Citadel terrain,
but can easily be adapted to any kind of industrial or death
world scenery.
HIGH VALUE TARGETS
Players may nominate a terrain piece to be a high value
Consider experimenting when creating your own target – adding a scenario bonus objective that both gangs
battlefields, mixing terrain types to create an interesting can pursue, anything from a downed escape pod to a lost
board to fight over – perhaps the battle occurs on gantries servitor.
above a hostile, jungle-filled dome, where the ground level
• Placement: A high value target should be placed in
is infested with carnivorous plants.
the centre of the battlefield, or equidistant from both
Or perhaps a fight breaks out in a functioning deployment zones.
manufactorum, with production lines and active machinery,
• Interaction: Fighters may drag a high value target as
the gangers battling around half-constructed Leman Russ
if it was a loot casket. If returned to their own
tanks!
deployment zone, the gang can claim the high value
Regardless of the game and the terrain being used, players target in the End Phase.
should clearly identify which rules apply to which terrain
• Reward: The gang gains D6 Reputation and 2D6x10
pieces.
credits.
This will generally be obvious (e.g. hatches, doors, and
smokestacks), but some terrain may require clarification.
For example, promethium pipes – are only certain pipes
filled with explosive promethium, or is every pipe on the
battlefield?

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.

If the Intelligence check rolled a double and was a


(4) FORCE BARRIER
success, the fighter’s gang gains 2D6x10 credits in
• Remnants of restricted zones or heavy industry, gangs
addition to the reward rolled above.
sometimes manage to get these ancient pieces of tech
• Once interacted with, an Ancient Terminal goes inert working to defend their turf.
and has no further effect on the game.
• A force barrier consists of two pylons – usually on
either side of a doorway or corridor.
(2) ARCHAEOTECH DEVICE
• Fighters hit by ranged attacks through a force barrier
count as being equipped with a refractor field.

• If the field burns out, the force barrier ceases to


function for the remainder of the battle.

(5) FUEL DRUMS & AMMO CRATES


• Drums and crates can serve as a potentially dangerous
source of cover.

• Fuel drums and ammo crates are dangerous


industrial terrain.
Zone Mortalis Archaeotech Device tile
• If hit by an attack (purposeful or not), roll D6 and add
• A Standing and Active fighter within 1” of the console
the responsible weapon’s Strength – on a 7+, the
can take the following action:
cache explodes.
ACTIVATE DEVICE (Basic): Check Intelligence – if
• Every fighter within 3” is Pinned, and suffers one
passed, all of the fighter’s weapons gain the Shock
Strength 5, AP 0, Damage 2 hit with the Blaze trait.
trait for this battle.

If failed, all fighters on the Archaeotech Device STILL BURNING


become Pinned and take D6 Strength 4, AP 0, • After exploding, the cache is gone but the space it
Damage 1 hits with the Rending trait. occupied is ablaze for the rest of the battle.

• 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.

• A fighter within 3” of a claw can take the following


actions:

� TRIGGER CLAW (Basic): The claw drops onto an


enemy positioned within 3” of the vertical space
beneath it.

The target checks Initiative – if failed, they suffer a


Strength 5, AP 0, Damage 1 hit.
Zone Mortalis Furnace tile � HOOK CARGO (Simple): The claw lifts something
• A Furnace is treated as a Pitfall with the following located within 3” of the vertical space beneath it (a
additions: Seriously Injured fighter, loot casket, or similar).

• 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.

• Conversely, fighters opposed to the Imperium – Chaos


Helots, Genestealer Cultists, and any other party
narratively appropriate – find these edifices deeply
intimidating and instead suffer a -2 modifier to
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.

• In the End Phase, a Seriously Injured fighter within 3”


of a medicae station may check Intelligence instead of
rolling Recovery.

• If they pass, they gain a Flesh Wound and become


Pinned; if they fail, they go Out of Action.

Zone Mortalis Generators tile


(12) MUNITORUM CONTAINERS
• Abandoned containers may contain loot or hidden
• The generators on the Zone Mortalis tile block line of dangers… or both.
sight.
• Treat a munitorum container as a loot casket that
• By default, the generators are active. If a fighter moves cannot be moved by fighters.
between two malfunctioning generators – or ends
their activation within 1” one – they are Pinned by the • Once opened, a munitorum container may be looted
coursing energy and suffer D3 Strength 4, Damage 1 once per game round – rolling a result from the Loot
hits with the Rending trait. Casket table each time.

• A Standing and Active fighter within 1” of the console


(13) OPEN SEWER
can take the following action:

� DEACTIVATE GENERATORS (Basic): Check


Intelligence – if passed, the generators are
deactivated, and fighters can safely navigate
around them. The generators reactivate in the next
Priority Phase.

• On a Sector Mechanicus battlefield, ensure the terrain


feature representing the Malfunctioning Generatoria
has a console (a door terminal can be used).

• Generators should be placed in pairs, but there is no


limit to how many can be placed. Open Sewer on Zone Mortalis tile

• If a fighter moves into, or starts their activation within


(10) MECHANICUS ARCANAE a sewer, roll D6 and add their Strength – on a 7+, they
• Strange devices are often abandoned in the have managed to keep their footing; otherwise, they
underhive, long forgotten by their previous owners. become Pinned.

• 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.

• On a Sector Mechanicus battlefield, open sewers can


be large or small – simple sections of broken ground
with a sewer channel below, or flowing rivers of
effluent. Sewers can also be shown on higher levels,
overhead pipes with broken sections for fighters to
leap and climb across.

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.

• Once the throw is resolved, remove the plasma


canister from the battlefield.

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.

� If the weapon does not have the Scarce trait, it


gains the Plentiful trait, instead.

• These rules only apply while the fighter remains within


3” of the terrain piece.

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.

• If a scenario places the Underhive Market under the


control of one gang, the fighters of that gang may not
loot Market Stalls – only their enemies can do so.

• A Market Stall counts as a loot casket (requiring a


ganger to either Bypass or Smash it) except there is no
limit to the number of times it can be looted.

• If a Market Stall is successfully looted, roll D6 on the


below table to determine what is gained:
Sludge Vats on Zone Mortalis tile. These are set
into the ground, so do not block line of sight. D6 RESULT
TRAPPED! The stall was booby-trapped – the fighter
• Sludge vats are treated as Pitfalls with the following 1 suffers a Strength 3, AP 0, Damage 1 hit and
additions: becomes Pinned.
� A fighter who falls into a sludge vat does not go Out
NOTHING MUCH: Some sundry items of little value.
of Action – instead, they become Pinned inside the 2-3
Gain D3x5 credits.
vat, and their activation ends immediately.

� 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.

• A controlling fighter within 1” of a Market Stall can


take the following action:

� RESUPPLY (Simple): Roll D6 – on 4+, the fighter


may reload a weapon profile with the Single Shot
trait, allowing them to reuse it.

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.

(23) UNEXPLODED ORDNANCE • On a Sector Mechanicus battlefield, ventilation tunnels


• This large, unexploded bomb must be placed within do not need to be set into the floor – one interesting
12” of the battlefield’s centre during set-up. option is to have an upright turbine mounted in a wall,
which could be placed on any level.
• From the second End Phase onwards, place a token
beside the unexploded ordnance.
(25) VOX RELAY
• From the third End Phase onwards, after adding a • Forgotten sections of the hive’s extensive comms
token, roll D6 – if the result is less than the number of network can still be found in the underhive.
tokens, the bomb explodes!
• A fighter within 3” of a vox relay can always be
� All fighters within 6” of the explosion roll an Injury included in a Group Activation – regardless of range.
dice and apply the result.
� This does not increase the number of fighters that
� Every fighter on the battlefield must check Initiative may participate in the Group Activation.
– if failed, they become Pinned.

� Regardless, remove the bomb from play.

• A fighter within 3” of an unexploded ordnance can


take the following action:

� DISARM (Double): Check either Intelligence or Cool


– if passed, remove one token from the bomb.

58
(26) WASTE COMPACTOR

Waste Compactor on Zone Mortalis tile

• Waste compactors are treated as Pitfalls with the


following additions:

� A fighter who falls into a waste compactor does not


go Out of Action – instead, they become Pinned
inside, and their activation ends immediately.

� Next time this fighter is activated, they must


perform two Move (Simple) actions to climb free,
after which they become Pinned at one of its edges.

• A Standing and Active fighter within 1” of the console


(and not inside the compactor itself) can take the
following action:

� CYCLE WASTE (Basic): Check Intelligence – if


passed, the compactor surges to life and any
fighters inside it go Out of Action.

In a campaign battle, these fighters automatically


receive the Lasting Injury 61-65 (Critical Injury).

• On a Sector Mechanicus battlefield, ensure the terrain


feature representing the waste compactor has a
console (a door terminal can be used).

• A compactor can be nearly any size or shape – from a


small, ground-level feature to a large device several
storeys high. As with similar hazards, they lend
themselves well to walkways, ledges, and ladders,
increasing the chances of an unwary fighter falling
into the compactor’s waiting jaws!

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.

• Its movement ceases if it comes within 1” of a fighter.

VISCOUS TONGUES
• After completing its move, a grapple weed attempts a
single attack against every fighter within 3”
(measuring from its branches).

• Grapple weed has a Weapon Skill of 3+, and its attack


is Strength 4, AP 0, Damage 1, with the Entangled trait.

• Fighters attacked by the plant do not count as


Engaged.

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.

• If failed, they suffer a Strength 2, AP -3, Damage 1 hit.

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.

• On a Sector Mechanicus battlefield, a fungus sprawl


can be represented by a suitable piece of scatter
terrain – or modelled directly onto any other feature.
Provided it is clear where the fungus begins and ends,
anything goes!

61
Expanded Terrain Rules:

OTHER HAZARDS
(1) COLLAPSED SECTIONS (3) FLOODED PASSAGE

Flooded Passage on Zone Mortalis tile

• A fighter touching a flooded section is restricted to the


Move (Simple) action – no other action can be taken.

• In order to take this action, roll D6 and add Strength –


on a 7+, the fighter keeps their footing and proceeds;
otherwise, the action is wasted.

• If they reach an edge or visible exit, they may climb


free. Place the fighter on the edge closest to their exit.

• In the End Phase, roll D6 for every Prone fighter in a


Collapsed Sections on Zone Mortalis tiles flooded section – on a 1, they sink beneath the surface
• A collapsed section has one or more large Pitfalls. and go Out of Action.

• 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.

(2) CULT RITUAL CHAMBER

Cult Ritual Chamber on Zone Mortalis tile

• A fighter ending their activation within 6” of the Ritual


Circle (measured from its circumference) must check
Willpower – if failed, they gain the Insanity condition.

62
(4) SECURE VAULT (5) UNLIT CORRIDOR, JUNCTION, & CROSSROAD

Unlit Junction Zone Mortalis tile


Secure Vault on Zone Mortalis tile

• A secure vault requires a Door to be placed across its


entrance, plus a Door Terminal just outside the Vault.

• The vault door is Toughness 8, with 4 Wounds.

• Ductways cannot be placed to lead into the secure


vault.

• A fighter taking the Force Door (Basic) action, succeeds


on 11+, rather than the usual 9+.

• A fighter taking the Access Terminal (Basic) action


suffers a -4 modifier to Intelligence, rather than the Unlit Crossroads Zone Mortalis tile
usual -2.

• On a Sector Mechanicus battlefield, a secure vault can


be represented by any suitably large and imposing
door in a terrain feature; the vault beyond could even
be portrayed by setting up a second, smaller Zone
Mortalis battlefield, enabling fighters to enter the
vault itself.

Unlit Corridor Zone Mortalis tile

• The shadowed areas of these Zone Mortalis tiles are


subject to the Pitch Black rules.

63
(6) XENOS NESTING CHAMBER

Xenos Nesting Chamber Zone Mortalis tile

• A fighter ending their activation within 1” of an egg sac


must roll D6 – on 1-3, they are immediately set upon
by xenos hatchlings!

• They becomes Pinned and suffer D6 Strength 1, AP 0,


Damage 1 hits with the Rending trait.

• On a Sector Mechanicus battlefield, egg sacs can be


represented by suitable scatter terrain – or directly
modelled onto another terrain feature. The important
thing is to make it clear where the egg sacs, to keep
measurement easy.

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.

• Re-roll this result for a Zone Mortalis game.

• Try to place as many walkways and raised sections as


possible, creating a path across the battlefield.

• The battlefield’s ground level is a fathomless drop –


fighters must remain on the upper levels, or else on
terrain pieces protruding from the abyss.

• A fighter who falls into the abyss must check Initiative


– if failed, they go Out of Action. If passed, they
become a Reinforcement.

� Reinforcements may have scenario-specific rules.

� If the scenario does not use Reinforcements, in the


following End Phase the fighter is placed within 1”
of any battlefield edge.

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

In a campaign however, it is frustrating for a newly-minted 65-66 Mutie Tribe


Gang Leader and their expensive gun to randomly fall from
a ledge and be stricken from the gang roster – and so
(unless players agree otherwise), a fighter taken Out of
Action by a Badzone Event rolls for Lasting Injury, rather
than suffering instant death.

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

BADZONE EVENT who roll 1 are attacked by critter swarms!

• 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).

• Discard the current Badzone Environment and


generate a new one – its effects are active
immediately.

DISCARD IMMEDIATELY AFTER RESOLVING


ADDITIONAL EFFECTS
• None.

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.

BADZONE EVENT BADZONE EVENT


• Ranged attacks made at Long range suffer an • Ranged attacks made at Short range suffer an
additional -1 modifier to hit. additional -1 modifier to hit.

• 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.

• STYGIAN DEPTHS: Fighters on the highest level of


DISCARD TRIGGER 5+ terrain disregard the Choking Clouds rules unless
ADDITIONAL EFFECTS attacking a target at a lower level.
• DOME JUNGLE: Carnivorous plants have their attack
• SUMP SEA: Fighters within the sea (or level with it)
range increased from 3” to 6”.
disregard the Choking Clouds rules unless attacking a
• STYGIAN DEPTHS: Ranged attacks at Long range target at a higher level.
suffer an additional -2 modifier to hit, instead of -1. In
addition, the rules for weapons with the Gas or Smoke
traits are applied on 3+, instead of 4+.

• UNSTABLE DOME: When placing a Blast marker, place


two additional Blast markers instead of just one.

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.

BADZONE EVENT BADZONE EVENT


• Toxic liquid rains down from overhead. Roll D6 to • When a fighter completes their activation, roll D6 – on
determine what kind of rain it is: a 1, they have attracted a swarm of spores.

D6 RESULT • Roll another D6 to determine the spores’ effect:

CHEM RAIN: During this event, all fighters have -1 D6 RESULT


1-2
armour save (Field Armours are exempt).
CHOKE SPORES: Centre the 3” Blast marker over the
IRRADIATED COOLANT: During this event, all fighters 1-2 fighter. Roll D6 for every fighter it touches – if the result
have -1 Toughness when rolling to wound. equals or beats their Toughness, roll Injury.
3-4
If the Pitch Black rules are in effect, all fighters gain the SCARE SPORES: Centre the 3” Blast marker over the
Revealed condition. fighter. Roll D6 for every fighter it touches.
WASTE RUNOFF: During this event, fighters affected If the result equals or beats their Toughness, they must
by the Blaze condition gain a +2 modifier when 3-4
5-6 check Nerve with a -2 modifier.
attempting to extinguish the flames. This rain is
otherwise not harmful, just… unpleasant. If failed, they become Broken and immediately take a
free Running for Cover (Double) action.

STIFLING SPORES: A smoke cloud extends in a 2.5”


DISCARD TRIGGER 3+ radius around the fighter – the smoke can be moved
5-6 through, but blocks line of sight.
ADDITIONAL EFFECTS
Roll D6 in each End Phase – on a 4+, it is removed.
• DOME JUNGLE: In the End Phase (and if necessary,
before discarding this Badzone Event) all carnivorous
plants are healed, discarding all of their Damage
tokens.
DISCARD TRIGGER 4+
ADDITIONAL EFFECTS
• WARP-TAINTED: All fighters suffer an additional -2
• ANCIENT MANUFACTORUM: When a piece of
modifier when making Willpower checks.
industrial terrain activates, roll D6 – on a 1, all fighters
• SUMP SEA: During this event, the sea rises! Any terrain within 1” of it are affected by a random grenade effect.
level with the sump sea is removed. Fighters who were
• DOME JUNGLE: Use the 5” template when resolving
occupying this terrain are now within the sea.
effects, rather than the 3” one, or increase the radius
of a smoke cloud by +2”.

• STYGIAN DEPTHS: Disregard the need for Blast


markers, or else reduce the radius of a smoke cloud to
1.5” – the spores’ effects only affect the triggering
fighter.

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.

• Painless: Brainleaf zombies subject to the Blaze


condition take the automatic hit but otherwise act
normally. They cannot extinguish the flames.

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.

• DOME JUNGLE: Carnivorous plants have their attack


DISCARD TRIGGER 4+
range reduced to 1”. ADDITIONAL EFFECTS
• DOME JUNGLE: Carnivorous plants also trigger a roll
• STYGIAN DEPTHS: The Bad Air rules do not apply to
to determine a sludge jelly attack.
fighters who are level with the abyss, or who are
within 0.5” of an edge. • SUMP SEA: Fighters within the sea are automatically
attacked by sludge jellies.

• WARP-TAINTED: A fighter who is attacked by sludge


jellies but passes their Toughness check must check
Willpower – if failed, they gain the Insanity condition.

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.

• UNSTABLE DOME: Any time a weapon with the Blast


trait is used, resolve its effects but do not remove the
template yet. Instead, roll D6 – on 4+, the fighter
places D3 giant rats in contact with the Blast marker.

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.

BADZONE EVENT BADZONE EVENT


• Ranged attacks made at Long range suffer an • Before rolling for Priority, roll a D6 for each fighter on
additional -1 modifier to hit, unless the attacker is the battlefield – on a 1, they gain the Gunked
equipped with photo goggles or infra- sight. condition:

• 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).

• SUMP SEA: Fighters within the sea must always roll


for Horrors in the Dark.

• WARP-TAINTED: When a fighter rolls for Horrors in the


Dark, they must roll twice and accept the lower result.

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.

BADZONE EVENT BADZONE EVENT


• When a fighter activates, if they cannot draw line of • During this event, fighters may re-roll failed Ammo
sight to another fighter (friendly or enemy), they must checks.
check Intelligence – if failed, they are lost.
• During this event, grenades do not automatically run
• The opposing player repositions the lost fighter Out of Ammo if they fail an Ammo check – instead,
anywhere within 12” (but not within impassable they can be reloaded in the same manner as other
terrain, or within 1” of another fighter). weapons.

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.

• UNSTABLE DOME: If a fighter misses an attack with a


weapon that has the Blast trait, and they score a Hit
on the Scatter die, the weapon misfires regardless of
the D6 roll.

• WARP-TAINTED: If a fighter takes the Scavenge


(Double) action and finds a loot casket, they must
check Willpower – if failed, they gain the Insanity
condition.

75
(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…

BADZONE EVENT BADZONE EVENT


• Energy weapons (such as plasma, melta, las, etc.) gain • If a fighter checks Nerve, they suffer an additional -2
the Unstable trait. modifier.

• 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.

DISCARD TRIGGER 3+ • STYGIAN DEPTHS: Fighters who fail a Nerve check


within 0.5” of an edge must check Willpower – if failed,
ADDITIONAL EFFECTS
they tumble into the abyss.
• ANCIENT MANUFACTORUM: When a piece of
industrial terrain activates, all fighters within 1” of it • WARP-TAINTED: Fighters who fail a Nerve check gain
immediately suffer a Strength 1, AP 0, Damage 1 hit. the Insanity condition, in addition to any other effect.

• DOME JUNGLE: When a carnivorous plant attacks a


fighter, resolve the effects as normal – then inflict an
additional D3, Strength 1, AP 0, Damage 1 hits.

• STYGIAN DEPTHS: When two fighters move into base


contact, they suffer D3 hits rather than 1.

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.

BADZONE EVENT BADZONE EVENT


• During this event, in the End Phase, randomly select • Before rolling for Priority, roll D6 for each fighter who
one Standing fighter in each gang to be targeted by is Standing and Active – on 1, the fighter is targeted by
the wyrd’s attack. the muties.

• 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:

BATTLES IN THE ASH WASTES


These rules for Regions and Seasons are a duplication of
WASTELAND SPECIAL RULE: VISIBILITY (X”)
those included in the Ash Wastes Campaign (see the
• This rule has also been added to the list of special
“Campaign Play” section of these rules).
rules in Part XIII: Scenarios.
They represent battles outside the underhive, beneath
• In the changing conditions of the Ash Wastes, visibility
Necromunda’s toxic and unforgiving skies. They are
is not always reliable. This is represented by the
particularly compatible with vehicles.
Visibility (X”) rule.
Regions and Seasons are designed and intended to be used
• When this rule is active:
in conjunction with each other, but you can also use them
independently. � A fighter or vehicle can only be targeted if they are
within (X”) range of their attacker.

THE BATTLEFIELD SURFACE This includes shooting, declaring charges, and


• The perils identified as affecting the “Battlefield anything else that uses a range.
Surface” apply to the entire playing area.
� Any weapon that ignores or mitigates the effects of
• This counts as any part of the playing area that is not the Pitch Black rules also applies to the Visibility
terrain (and so raised platforms and so on are (X”) rule.
exempt).
� All weapons must use their Long Range accuracy
• Note that players may agree that some terrain is modifier, regardless of the actual range.
included as part of the Battlefield Surface if it is
� When terrain comes into view during a Rolling
especially low.
Roads scenarios, Visibility affects where it can be
• The rules for Regions typically apply to the Battlefield placed (see that section for details).
Surface, meaning they will affect any fighter or vehicle
on the battlefield unless it is somehow protected or
elevated by terrain.

ROADS
• Roads are a special kind of terrain – either directly
modelled, or somehow marked out on the battlefield.

• As the lifeblood of the Ash Wastes, players are


encouraged to include at least one Road on the
battlefield.

• A Road is 6”-8” wide and runs from one end of the


battlefield to the other.

• Unless otherwise noted, the rules for Battlefield


Surface do not apply to Roads.

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.

79
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.

2D6 BATTLEFIELD SURFACE EFFECT 2D6 BATTLEFIELD SURFACE EFFECT

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.

80
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.

81
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.

2D6 RULES AND MODIFIERS 2D6 RULES AND MODIFIERS


RUST STORM: Shards of rusted metal pelt the ASH CYCLONE: The scouring cyclone races across the
battlefield. battlefield.
• The “Visibility (18”)” rule is in effect for this battle. • The “Visibility (9”)” rule is in effect for this battle.
2
• A fighter who ends their activation outside a • At the start of the battle, following deployment,
vehicle (or a terrain piece offering protection) must place a cyclone marker in the battlefield centre.
check Initiative – if failed, they are Pinned. 2
• In each End Phase, before making Bottle tests,
PERPETUAL DARK: Inky darkness descends as the the cyclone Scatters 3D6” (stopping if it contacts a
ash-laden sky presses low. battlefield edge).
3-5
• The “Pitch Black” rules are in effect for this battle. • A fighter who starts or ends their activation within
12” of the cyclone becomes Pinned.
BLINDING RAYS: The clouds are thin enough to allow
sunlight into the wastes. CHOKING GLOOM: The atmosphere thickens
sickeningly.
6-8 • A fighter who ends their activation outside a
vehicle (or a terrain piece offering protection) must 3-5 • The “Visibility (12”)” rule is in effect for this battle.
check Initiative – if failed, they gain the Blinded
• Fighters count the Move (Simple) action as Move
condition.
(Basic) unless they have a Respirator.
A YEAR IN A DAY: All the chaotic fury of Necromunda’s
ASH CLOUDS: Thick, heavy clouds press down upon
wounded existence is unleashed.
6-8 the battlefield.
• At the start of each round, before rolling Priority,
• The “Visibility (18”)” rule is in effect for this battle.
the gang who last had Priority rolls D6.
9-11
� On 1-3, roll an effect from the Season of CAUSTIC DOWNPOUR: Acid rain lashes the battlefield.
Flame.
• The “Visibility (12”)” rule is in effect for this battle.
� On 4-6, roll an effect from the Season of Ash. 9-11
• When a fighter or vehicle suffers a hit of any kind,
• The effect lasts for the duration of the round. its Armour Piercing is increased by 1.

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.

• This is in addition to any other scenario rewards.

STRONGHOLD FEATURES
• The Gang Stronghold uses all of the standard terrain
rules, including ladders, cover, stairs, and line of sight.

• It also includes the rules over for Walls, Stronghold


Gates, Firing Ports, the Watchtower, and the Gunk
Tank.

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

4 Mighty Leap Headbutt Parry Infiltrate Slalom Nerves of Steel Mentor

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.

(2) CLAMBER • An Unwieldy weapon still takes up two weapon slots.


• When the fighter climbs, it does not cost extra
movement. They treat every vertical surface as a ALTERNATIVELY: Add the following to the
ladder. existing skill:

• The fighter gains +1 Strength.


(3) DODGE • When firing an Unwieldy ranged weapon, the
• If the fighter suffers a wound from a ranged or close
fighter suffers a -1 modifier to hit but treats
combat attack, roll D6 before attempting an armour
the Shoot (Double) action as Shoot (Basic).
save – on 6, the attack is negated.

• 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:

� HEADBUTT (Basic): Choose an Engaged target and


(6) SPRINT roll two D6s – if either rolls equal or higher than
• If the fighter takes two consecutive Move (Simple) their Toughness, the target suffers a Strength +2, AP
actions on their turn, the distance for the second is 0, Damage 2 hit.
doubled.
If both roll lower than the target’s Toughness, the
attacker suffers a hit equal to their own Strength,
with AP 0 and Damage 1.

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.

If they impact a terrain piece or another fighter, (2) COUNTER-ATTACK


their movement ceases and they suffer a Strength 3,
• When the fighter makes Reaction attacks, they gain +1
AP 0, Damage 1 hit. attack for every enemy attack that failed to hit
If they were tossed into another fighter, that target (whether they missed, were parried, or similar).
also suffers the above hit and becomes Pinned.
(3) DISARM
(6) IRON JAW • The fighter’s Melee weapons all gain the Disarm trait.
• When the fighter is hit by unarmed close combat
• If a weapon already has the Disarm trait, the target is
attacks, they count as having +2 Toughness.
disarmed on a 5-6, rather than the usual 6.

ALTERNATIVE: Replace the existing skill with the


(4) PARRY
following;
• In close combat, the fighter may force the enemy to re-
• If the fighter is Seriously Injured in close roll one successful hit.
combat, roll D6 and add their Toughness.
• If the fighter wields a weapon with the Parry trait, the
• On 7+, they convert the Serious Injury to a fighter can force the enemy to re-roll two successful
Flesh Wound. hits, instead of one.

• 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.

• These re-rolls can be spread across any number of


enemies currently Engaged with the fighter.

(5) RAIN OF BLOWS


• The fighter treats the Fight (Basic) action as Fight
(Simple).

(6) STEP ASIDE


• If an enemy hits the fighter in close combat, check
Initiative before rolling to Wound.

• If passed, one of the enemy hits is negated – any


others are resolved as normal.

• This skill may be used any number of times in a round,


but only once per enemy.

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.

(3) HEAVY FOOT


(3) EVADE
• Once per round, when the crew performs either a
• Ranged attacks against the fighter suffer an additional -
Vehicle Move (Simple) or Ram (Double) action, the
1 modifier to hit at Short range, or -2 at Long range.
vehicle may increase its movement distance by D3”.
• This skill cannot be used if the fighter is Engaged,
• However, if the D3 rolls a natural 1, the vehicle suffers a
Seriously Injured, or receiving the benefit of cover.
Glancing Hit.

(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.

(5) LIE LOW


• If the fighter is Prone, ranged attacks can only target (6) RUNNING REPAIRS
them within Short range. • If the vehicle crew rolls a natural 6 on their Handling
check when attempting to Restart a Stalled vehicle, the
• Weapons with no Short range are unaffected.
vehicle regains +1 Hull Point as well as being Restarted.

(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.

• Declare you will overwatch as soon as the enemy


announces their action, but before they carry it out.

• If the target is Pinned or Seriously Injured, their


activation ends immediately, their action wasted.

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) UNSTOPPABLE � ORDER (Double): Choose a friendly fighter within 6”


– they may immediately take two free actions,
• Before attempting Recovery for the fighter, first roll D6
exactly as if they had been activated, and
– on 4+, they discard one Flesh Wound.
regardless of whether they have the Ready
• If the fighter has no Flesh Wounds, rolling 4+ grants an condition or not.
additional Recovery die.

(6) REGROUP
• If the fighter ends their activation Standing and Active,
check Leadership.

• If passed, every friendly fighter within 6” and subject to


the Broken condition immediately Rallies.

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.

(4) MEDICAE (4) MARKSMAN


• When the fighter assists an ally’s attempt at Recovery, • The fighter may disregard the rules for Target Priority
re-roll any Out of Action results. when making ranged attacks.

• If the fighter’s ranged attack hits on a natural 6,


(5) MUNITIONEER weapon Damage is doubled.
• This fighter may re-roll any failed Ammo checks for
� This skill does not apply to Blast weapons.
themselves, and for any friendly fighters within 6”.
� Weapons with the Rapid Fire trait only double the
(6) SAVVY TRADER Damage of the very first hit, if multiple are scored.
• When making a Trade action in the Post-Battle
Sequence, the fighter increases item availability: (5) PRECISION SHOT
• If the fighter’s ranged attack hits on a natural 6, the
� Increase item Rarity at the Trading Post by +1; or
target loses their armour save.
� Increase item Illegality at the Black Market by +1.
• This skill does not apply to Blast weapons.
• As part of this same Trade action, the cost of one item
purchased from that marketplace is reduced by -20
(6) TRICK SHOT
credits (to a minimum of 5).
• The fighter’s ranged attacks against Engaged targets
disregard the usual -1 modifier to hit.
(6) SAVVY SCAVENGER: This replacement skill is used in
• The fighter’s ranged attacks against enemies in partial
the Uprising Campaign – in the Damnation Phase, when the
cover count them as being in the open.
fighter makes a Scavenge action, they may add 1 or 2 to the
result of their dice roll. • The fighter’s ranged attacks against enemies in full
cover suffer a -1 modifier to hit, instead of the usual -2.

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.

� They must still end their move at least 1” from any


(2) BRING IT ON! enemies.
• The fighter can take the following action:
• The fighter may move across any barricade up to 2”
� ISSUE CHALLENGE (Basic): One enemy within 12” is high without a reduction in movement.
so enraged that the only attacks they can freely
make are against the issuing fighter.
(2) COMBAT FOCUS
The enemy may ignore the Target Priority rules to • For every enemy currently Out of Action or Seriously
do so. If they wish to target a different fighter, they Injured, the fighter gains +1 Willpower and Cool.
must first pass a Willpower check.

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

(3) GUILDER CONTACTS weapon gains the Versatile trait.

• 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:

� SOMERSAULT (Basic): Reposition the fighter to any


point visible to them within 6”. This does not count
as “movement” when considering other skills,
abilities, weapon traits, and so on.

92
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.

⬥ They cannot be forced to move from their


current position, regardless of any rule.
(3) FAKE OUT
• When rolling to choose a scenario, roll three D6s – this
fighter’s gang chooses one to discard.
(4) NAAARGH!
• When activated, the fighter can declare they will
attempt to take a third action after their first two.
(4) PSI-TOUCHED
• When the fighter takes the Wyrd Power (X) action or
• Roll D6 – if the result is equal or less than their attempts to Disrupt an enemy wyrd power, they may
Toughness, they can take a third action; otherwise, re-roll a failed Willpower check.
their activation ends immediately, all actions wasted.
• When visiting the Black Market, this fighter counts the
• Regardless of the outcome, the fighter is automatically chem Ghast as being Common.
Pinned at the end of their activation (this cannot be
avoided by any means).
(5) TAKEDOWN
• Any enemies this fighter takes Out of Action are set
(5) UNLEASH THE BEAST aside. After the battle, instead of Capturing enemies in
• The fighter may take the following action while the usual way, roll D6 for each set-aside enemy.
Engaged:
• On a 4+, the gang may choose to Capture that fighter.
� FLEX (Simple): Every fighter in base contact must Remember, only one Captive can be taken at a time.
check Strength – if failed, they are pushed D3”
directly away from this fighter (stopping if they
(6) RUMOURMONGER
contact another fighter or terrain feature).
• The fighter can take the following Post-Battle Action:

(6) WALK IT OFF � DESPICABLE RUMOURS: Check Intelligence – if


passed, the enemy gang loses D3 Reputation and
• If the fighter takes two consecutive Move (Simple)
the fighter’s gang gains that same amount.
actions, check Toughness – if passed, they may either
regain one lost Wound, or discard one Flesh Wound.

93
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.

• If the target is Pinned or Seriously Injured, their (2) DEVOTIONAL FRENZY


activation ends immediately and the charge is wasted. • Declare this skill at the start of the fighter’s activation.

• The fighter gains +D3 Weapon Skill, Cool, Leadership,


(2) HELMAWR’S JUSTICE and Willpower (all rolled separately).
• When the fighter takes the Coup de Grace (Simple)
• When their activation ends, the fighter loses 1 Wound.
action, they roll twice for Lasting Injury and choose
which to apply.
(3) LORD OF RATS
• The fighter grants friendly Juves and Prospects within
(3) NON-VERBAL COMMUNICATION
12” and line of sight +2 Cool and Willpower.
• If the fighter is Standing and Active, they may take the
following action: • Any hostile rats (whatever their origin or source) that
end a move within 3” of this fighter are automatically
� COMMS (Double): One friendly fighter within 6”
repositioned by the shortest distance to be 3” away.
checks Cool – if passed, they gain a 360° vision arc
until the End Phase of this round.
(4) RESTLESS FAITH
• The fighter can come out of Recovery to participate in a
(4) RESTRAINT PROTOCOLS
battle, but begins it with one Flesh Wound.
• Instead of the Coup de Grace (Simple) action, the fighter
can take the following action instead:
(5) SCAVENGER’S EYE
� RESTRAIN (Simple): The enemy goes Out of Action
• This skill activates in any scenario using loot counters,
and rolls for Lasting Injury, but is set aside. After the scrap, or harvested goods that are worth credits after
battle, each set-aside fighter adds +1 when rolling the battle.
to determine whether the gang Captures an enemy.
• The fighter adds +1 to the dice roll when determining
each object’s worth.
(5) TEAMWORK
• If the fighter has the Group Activation (X) ability,
increase (X) by +1. (6) UNSHAKEABLE CONVICTION
• The fighter is immune to the Coup de Grace (Simple)
• Otherwise, they gain the Group Activation (1) ability. action

• The fighter can make Reaction attacks while Seriously


(6) THREAT RESPONSE
Injured.
• To use this skill, the fighter must be Standing and
Active and have the Ready condition. • The fighter can take the following action while
Seriously Injured:
• When an enemy completes a Charge (Double) action
within 6” of them, this fighter may discard their Ready � FLOCK TOGETHER (Double): The fighter may move
condition to target that enemy with a Charge (Double) their full movement distance, plus D3”, as long as it
action of their own. is towards a friendly fighter.

• This fighter’s action is fully resolved first. If the enemy


survives, they may then resolve their own.

94
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.

• When resolving a hit by the Rad-Phage trait, the fighter


discards an existing Flesh Wound instead of gaining a
new one.

• If the Pitch Black rules are in effect, this fighter always


counts as having the Revealed condition.

(6) WEAPONSMITH
• The fighter’s weapons lose the Scarce trait.

• Any of the fighter’s weapons that do not have the


Scarce trait gain the Plentiful trait.

95
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.

(6) BRING IT DOWN


• The fighter can take the following action:

� BRING IT DOWN (Basic): Target an enemy in the


fighter’s line of sight.

For the remainder of the round, all friendly fighters


(including this fighter) can disregard the rules for
Target Priority in order to attack this enemy.

In addition, any fighter targeting this enemy with


the Shoot (Basic) action may re-roll failed hits.

96
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”

TYPES OF PSYKER can attempt to disrupt the power.

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.

• However, a psyker can keep a Continuous Effect going


WYRD POWER DISCIPLINES for another round by making a successful Maintain
Unless otherwise stated, a psyker has a single wyrd power: Control (Simple) action as their first action.
• Powers may be chosen from their gang’s list, or from • A Continuous Effect ends immediately if the psyker
among the disciplines presented here. becomes Seriously Injured or goes Out of Action.

• 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.

• They do not gain this ability if their wyrd powers are


drawn from multiple disciplines.

98
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.

99
Psykers & Wyrd Powers:

WYRD POWER DISCIPLINES


(1) BIOMANCY (2) CHRONOMANCY
BIOMANCER SPECIAL ABILITY CHRONOMANCER SPECIAL ABILITY
If a psyker selects powers exclusively from this discipline, If a psyker selects powers exclusively from this discipline,
they are a Biomancer. They gain the following rule: they are a Chronomancer. They gain the following rule:

• 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.

1. FREEZE TIME (Double)


1. ARACHNOSIS (Basic, Continuous Effect) • Any fighter (friendly or enemy) who activates within 12”
• While this power is maintained, the fighter counts as of the psyker, they can only take one action this round,
having the Clamber, Catfall, and Mighty Leap skills. instead of the usual two.

2. CHAMELEON (Basic, Continuous Effect) 2. SUPPRESS POWER (Basic)


• While this power is maintained, ranged attacks that • Target an enemy psyker within 18” and line of sight.
target the psyker suffer a -2 modifier to hit.
• Choose one of their wyrd powers. The enemy cannot
• This effect is cancelled if the psyker moves during their use this power during this round.
activation.
3. ZEN SHOOTIST (Basic, Continuous Effect)
3. CAUSE PAIN (Basic) • While this power is maintained, the psyker’s Ballistic
• Target an enemy within 18” and line of sight who has Skill increases to 2+, and they ignore negative
lost at least one Wound, or suffered at least one Flesh modifiers to hit from cover.
Wound.
• This power has no effect when firing a weapon with the
• The enemy immediately rolls an Injury die and applies Rapid Fire (X) or Blast (X”) trait.
the result.
4. WALK THROUGH WALLS (Double)
4. STOP BLEEDING (Basic) • Reposition the fighter anywhere within 8”, at least 1”
• Target a friendly fighter within 18” and line of sight who from any enemies.
has lost at least one Wound, or suffered at least one
Flesh Wound. 5. MIRROR IMAGE (Basic)
• Any attack against the psyker suffers an additional -1
• The fighter immediately discards all Flesh Wounds they modifier to hit.
have suffered.
• If the psyker takes the Retreat (Basic) action, the enemy
5. QUICKENING (Basic, Continuous Effect) may not take Reaction attacks.
• While this power is maintained, the psyker gains +3
Movement, and improves their Weapon Skill, Ballistic 6. LUCKY AURA (Basic, Continuous Effect)
Skill, and Initiative by 1 (to a maximum of 2+). • Once per round while this power is maintained, when
an enemy successfully hits the psyker with an attack,
6. IRON ARM (Basic, Continuous Effect) the psyker may force them to re-roll.
• While this power is maintained, the psyker gains an
armour save of 5+ against close combat attacks.

• This save can be attempted after any other armour


save the psyker already has.

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.

1. WEAPON JINX (Simple) 1. ASSAIL (Basic)


• Target an enemy or obstacle within 12” and line of
• Target an enemy within 18” – they must immediately
sight, then check Ballistic Skill – if passed, move them
make an Ammo check.
D3” in any direction.
2. OVERCHARGE (Basic, Continuous Effect) • If they impact anything, they stop and suffer a Strength
• Choose one of the psyker’s ranged weapons. 3, AP 0, Damage 1 hit, then become Pinned (if they
• While this power is maintained, this weapon gains +2 impact a fighter, that victim also suffers this hit).
Strength, +1 Damage, and the Unstable trait.
2. CRUSH (Basic)
3. HARDENING (Basic, Continuous Effect) • Target an enemy or obstacle within 12” and line of
• While this power is maintained, the psyker improves sight, then check Ballistic Skill.
their armour save by +2 (to a maximum of 2+), and • If passed, a targeted obstacle is removed from play,
decreases their movement by -1. while a targeted fighter must attempt an armour save –
� If they had no armour save, they gain one of 5+. if failed, roll an Injury die and apply the result.

4. MANIPULATE DOOR (Simple) 3. FORCE FIELD (Basic, Continuous Effect)


• The psyker opens or closes a single, unlocked door • While this power is maintained, the psyker and any
anywhere on the battlefield. friendly fighters within 3” improve their armour saves
by +1 (to a maximum of 2+).
5. MANIPULATE LUMENS (Double) � If they had no armour save, they gain one of 6+.
• The Pitch Black rules immediately come into effect.

• Alternatively, if the Pitch Black rules are already in 4. HAILSTORM (Basic)


effect, they immediately cease. • The psyker checks Ballistic Skill for every fighter
(friendly or enemy) within 12” – if passed, that fighter
6. CRACK LOCK (Basic) suffers a Strength 1, AP 0, Damage 1 hit.
• Target a single locked door within 18” of the psyker – it
immediately becomes unlocked and open. 5. FORCE BLAST (Basic)
• Every enemy within 3” is pushed D3” directly away,
• Alternatively, target a single loot casket anywhere on checking Initiative if they reach an edge – if passed,
the battlefield – it immediately opens. You may choose they victim are Pinned at the edge; if failed, they fall.
its contents, rather than rolling randomly.
• If they hit terrain, they stop, become Pinned, and suffer
a hit with Strength equal to the distance pushed.

6. LEVITATION (Basic)
• While this power is maintained, the psyker gains the
following abilities:

� +3 Movement.

� The ability to freely float over terrain and between


levels (though they are still blocked by impassable
terrain and walls).

� Immune to Pinning and falling.

102
(7) TELEPATHY
TELEPATH SPECIAL ABILITY
If a psyker selects powers exclusively from this discipline,
they are a Telepath. They gain the following rule:

• Fearful Aura: If the psyker is targeted by a Charge


(Double) action, the enemy must check Willpower – if
failed, the action is instead wasted.

1. MIND CONTROL (Basic, Continuous Effect)


• Target an enemy within 9”.

• The enemy immediately take a free Shoot (Basic) action


against a target selected by the psyker.

2. TERRIFY (Double)
• Target an enemy within 18”.

• The target must check Nerve with a -3 modifier – if


failed, they become Broken and immediately make a
free Run for Cover (Double) action.

3. INVISIBILITY (Double)
• While this power is maintained, the psyker cannot be
targeted by ranged attacks.

• If they take any action other than Move (Simple) or


Maintain Control (Simple), the effect ends immediately.

4. MENTAL ASSAULT (Basic)


• Target an enemy within 12” and line of sight. The
psyker and the target must both check Willpower.

• If the psyker’s result is equal or higher than the


target’s, the target loses their Ready condition and
becomes Pinned.

5. HALLUCINATIONS (Basic)
• Target an enemy within 12”. They gain the Insane
condition.

6. UNBREAKABLE WILL (Basic, Continuous Effect)


• While this power is maintained, any time a friendly
fighter within 9” of the psyker must check Nerve or
Willpower, they may use the psyker’s characteristic
instead of their own.

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.

• Vehicle crews cannot equip a Waster’s Dirtbike.

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.

• As such, when a Wasteland gang visits the Trading


Post/Black Market:

� The penalty for a Law-Abiding gang seeking Illegal


equipment is reduced by 1.

� The penalty for an Outlaw gang seeking Rare


equipment is reduced by 1.

105
Vehicle Rules:

VEHICLE PROFILES & CHARACTERISTIC CHECKS


VEHICLE PROFILES MODIFYING CHARACTERISTICS
Just like fighters, each vehicle has a characteristics profile – • All of the rules a fighter follows when modifying
which incorporates values for both the vehicle itself, and characteristics also apply to vehicles, in exactly the
the crew operating it. For example: same way.

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.

• HULL POINTS (HP): The amount of punishment the


vehicle can take before becoming Wrecked.

• HANDLING (HND): A vehicle’s manoeuvrability and


responsiveness to its driver’s commands. Handling is
used to avoid damage from dangerous terrain;
determine success in ramming; and even when
attempting to Restart a Stalled vehicle.

• SAVE (SV): How heavily armoured the vehicle is.

• BALLISTIC SKILL (BS): The crew’s proficiency with


any ranged weapons fitted to the vehicle.

• LEADERSHIP (LD): The crew’s ability to both issue


and follow commands in the heat of battle.

• COOL (CL): The crew’s capacity for staying calm under


pressure – this characteristic is used for Nerve checks.

• WILLPOWER (WILL): The crew’s mental fortitude and


resilience.

• INTELLIGENCE (INT): The crew’s mental acuity and


ability to apply knowledge.

106
Vehicle Rules:

LIST OF VEHICLE ACTIONS


VEHICLE RELOAD (Simple)
(1) MOBILE VEHICLES • Choose one of the following:
VEHICLE MOVE (Simple) � A vehicle weapon with the Crew Operated trait and
• The vehicle may do each of the following: the Out of Ammo condition.
� Move in a straight line directly forwards, a distance � A crew weapon with the Out of Ammo condition.
up to its Movement characteristic.
• Make an Ammo check for your choice – if passed, that
� Make a single pivot around its centre of up to 90º, at weapon is reloaded and the condition removed.
any point before, during, or after its move. This is
• If this weapon has multiple ammunition profiles, you
referred to in the rules as making a turn.
may attempt to reload using the easiest roll.
� Cross any gap between two platforms that is no
wider than the vehicle’s length – as long as the • If the weapon is successfully reloaded, all ammunition
starting platform is not lower than the target types become available.
platform. � The exception is ammunition with the Scarce trait
that has previously gone Out of Ammo – this is not
� Cross certain types of difficult or dangerous terrain.
regained).

VEHICLE MANOEUVRE (Simple)


• The vehicle may do each of the following:
VEHICLE AIM (Basic)
• If the vehicle uses its second action to make a ranged
� Move in a straight line directly forwards or attack, it gains a +1 modifier to the hit roll.
backwards, a distance up to half its Movement
characteristic.
DRIFT (Basic)
� Make any number of pivots around its centre of up • The vehicle may move up to half its movement
to 90º, at any point before, during, or after its move. characteristic in a straight line anywhere in its Side arc.

� 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.

FIRE ALL (Basic)


• Resolve one ranged attack for each of the vehicle’s
weapons that has the Crew Weapon trait.

• A vehicle cannot perform Fire All (Basic) and Move &


Shoot (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.

• The vehicle resolves a Vehicle Move (Simple) action, but


may move up to three times its Movement
characteristic.
(4) BROKEN VEHICLES
• When activated, a vehicle subject to the Broken
• If it makes a pivot, the vehicle must immediately make
condition must perform the Break for Air (Double)
a Loss of Control test with a -1 modifier.
action if it is Mobile – or the Burn Out (Double) action if
it is Stationary.

(2) STALLED VEHICLES BREAK FOR AIR (Double)


JUMP START (Simple) • Desperate to escape the battle, the vehicle roars free!
• The driver frantically attempts to restart their ride.
• The vehicle resolves a Vehicle Move (Simple) action, but
• Check Handling – applying a +1 modifier, unless the its distance moved is 3D6” and there is no limit to the
vehicle only has 1 HP left. number of pivots it can make.
• If the check is passed, the vehicle immediately changes • A Broken vehicle must attempt to end its move as
its Status to Mobile. If failed, it remains Stalled. follows (in order of priority):

TURN-OVER (Basic) � More than 3” away from enemy fighters.


• The engine turns over briefly, allowing the vehicle to � Out of line of sight of enemy fighters.
move in small bounds.
� In partial or full cover.
• The vehicle resolves a Vehicle Move (Simple) action, but
� As far away from any enemy fighters as possible.
its maximum distance is D3”.

• Gain a +1 cumulative modifier to the next Restart test.


BURN OUT (Double)
• The panicked crew try to restart the vehicle and escape
FREE WHEEL (Basic) – their frantic attempts causing thick clouds of smoke
• The driver releases the brakes, letting gravity pull the and ash to billow from its exhausts and wheels.
vehicle.
• Place D3 Smoke markers anywhere within 1” of the
• The vehicle resolves a Vehicle Move (Simple) action, but vehicle – each one has the Smoke trait.
its maximum distance is D6” and it will naturally follow
• In the End Phase of any round in which this action was
the incline of the battlefield – roll D6:
taken, the vehicle gains a -1 modifier to its Restart test
� 1-3: The vehicle moves forwards. for each Smoke marker it placed.
� 4-6: The vehicle moves backwards.

• If the vehicle collides with another vehicle or terrain


feature, its movement ceases automatically and
collision damage is resolved as normal.

FIRE ALL (Basic)


• Resolve one ranged attack for each of the vehicle’s
weapons that has the Crew Weapon trait.

• A vehicle cannot perform Fire All (Basic) and Move &


Shoot (Basic) in the same activation.

108
Vehicle Rules:

VEHICLE MOVEMENT RULES


LOCOMOTION FIGHTER MOVEMENT ON
VEHICLES
• A vehicle’s Locomotion rule determines how it
interacts with terrain, as well as identifying the class of
that vehicle. • Gang members can scramble over racing vehicles,
engaging in rooftop fights and leaping from one vehicle
WHEELED to another.
• These vehicles can reach high speeds but struggle with
• To represent this, fighters treat vehicles like terrain
rough terrain.
when they move – vehicles can be climbed, leapt onto
• For every 1” a wheeled vehicle moves through difficult from above, and so on.
terrain, it counts as having moved 2”.
• When a vehicle moves, any fighter positioned on it –
TRACKED with the exception of those in dedicated transport
spaces – must immediately check Initiative:
• These vehicles can navigate all terrain, though they
struggle with high speeds. � If failed, they fall, Scattering 1” after the vehicle
finishes moving – and if they dropped from a height
• A tracked vehicle suffers no penalty for moving over
of 3” or more, they suffer a hit accordingly.
difficult terrain.
� If they land within 0.5” of a platform, they must
WALKER check Initiative again to see if they fall again!
• These vehicles can make any number of turns during
� If they land on impassable terrain, reposition them
their activation.
by the shortest distance to allow their placement.
• For every 1” a walker moves through difficult terrain, it
• A fighter only needs to make this check once per
counts as having moved 2”.
vehicle activation – but they must check again if their
• Walkers are unable to take certain Upgrades and ride is involuntarily moved by a collision.
Wargear (this will be indicated in the description).

SKIMMER CARGO ON VEHICLES


• These vehicles ignore all difficult and dangerous terrain • Loot Caskets and similar objects can be placed on
when moving. vehicles.
• However, if it ends its activation on difficult or • If they are placed in a designated transport area, they
dangerous terrain, it must check Handling – if failed, it count as secure and are transported along with the
suffers an immediate Catastrophic hit to its Drive. vehicle. If they are not in a transport area, they count
as insecure.

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.

• If the Toughness of one vehicle is lower, it increases the


COLLIDING WITH FIGHTERS Strength, AP, and Damage of the hit it suffers by 1.
• If a moving vehicle comes into contact with a fighter’s
base, the fighter is moved (by the shortest distance) to SIDE-ON COLLISIONS
allow the vehicle to pass – ensuring they do not end up • During a vehicle’s movement, if its Side arc makes
within 1” of the vehicle. contact with any part of another vehicle, a Side-On
• Continue to resolve the vehicle’s movement in full – Collision results.
then, each fighter who was force-moved out of the • This is generally the result of a failed Loss of Control
vehicle’s path must check Initiative. test, or a vehicle turning.
� If the fighter was Standing, they gain a +1 modifier. • Check Handling, gaining a +1 modifier if the moving
� If the fighter is Seriously Injured, they can only pass vehicle’s impact arc has a higher Toughness.
this check on a natural 6. � If passed, the target vehicle is repositioned by the
• If failed, the fighter is Pinned and suffers an automatic shortest distance possible to allow the moving
hit according to the Vehicle Collision Table. vehicle to pass.

� If failed, the moving vehicle is pivoted by the


COLLIDING WITH TERRAIN smallest amount possible that lets it keep moving.
• If a vehicle impacts a wall or impassable terrain
• Both vehicles then suffer an automatic hit according to
feature, it automatically counts as having collided with
the Vehicle Collision Table.
a vehicle of higher Toughness, while the terrain suffers
no damage. • If the Toughness of one vehicle is lower, it increases the
Strength, AP, and Damage of the hit it suffers by 1.
• If a vehicle impacts an obstacle or Flimsy structure, it
counts as colliding with a vehicle of lower Toughness.
CHAIN COLLISIONS
� The terrain feature is destroyed and removed. • It is possible – even likely – that a chain reaction of
� Fighters aboard the vehicle automatically fall, multiple collisions can occur.
Scattering 1” after it finishes moving. If they • If this happens, fully resolve the damage from each
dropped from a height of 3” or more, they suffer a collision in the order they occurred.
hit accordingly.
• If a subsequent collision occurs due to a vehicle being
pushed, use the initial vehicle’s Movement
characteristic to resolve the impact.

• If a vehicle stops moving due to an impact, subsequent


vehicles involved in the collision also stop.

110
Vehicle Rules:

VEHICLES AND SHOOTING


WEAPON HARDPOINTS
VEHICLE RANGED ATTACKS • Weapon Hardpoints are considered a type of Upgrade,
APPLY STANDARD RULES though many vehicles come with them permanently
• Vehicles follow the same rules for ranged attacks as installed at recruitment.
fighters, with the below modifications. • Some Weapon Hardpoints are automatically assigned
the Crew Operated or Passenger Operated trait. If not,
MEASURING RANGE you must immediately (and permanently) assign one
• Distance is measured from the weapon being fired, not of these traits to it.
from the vehicle’s base or hull. • Some Weapon Hardpoints automatically have a set arc
(Front, Left, Right, or Rear). If not, you must
VISION ARCS immediately assign it to one of these arcs. All weapons
• Larger vehicles with more crew may have up to four fitted there gain the Arc (Front / Left / Right / Rear) trait.
vision arcs.
• Each Weapon Hardpoint can fit one Basic, Special, or
Heavy weapon.
FRONT
• Between campaign battles, you can freely swap out
one fitted weapon with another from the gang’s Stash.

• A Weapon Hardpoint is not required to have a weapon


fitted, but it can never hold more than one.
SIDE SIDE

REAR

• Determine vision arcs by drawing imaginary lines


through the vehicle’s corners, as above.

• All vehicles have a Front arc, representing what the


crew can see.

• If a vehicle has more than one vision arc, it is invariably


because they have crewed weapons facing into each of
those arcs.

• If a vehicle lacks a certain vision arc, this is referred to


as a blind spot.

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

1. DETERMINE FACING OF ATTACK both the Location and Damage dice.

• All vehicles have three Toughness characteristics:


THE LOCATION DIE
Front Facing, Side Facings, and Rear Facing.
• The Location die determines the exact point hit.
• These correspond to its equivalent vision arcs.
• In some cases, it will be impossible to hit a certain
• Distance is measured from the attacker to the closest location from a specific facing – if this ever occurs, re-
point of the vehicle’s hull – draw an imaginary line to roll the Location die.
determine which facing is hit.
THE DAMAGE DIE
• The centre of the attacker’s base will fall within one of • Roll a number of Damage die equal to the Damage
these arcs. This arc determines which facing is hit. value of the attacking weapon.
� In the case of a Blast template, measure using the • Of these, the attacker chooses a single result to apply
central hole. and discards the remaining dice.
• If there is ever any doubt as to which facing is hit, use • Refer to the Vehicle Damage Tables for each Location
whichever has the higher Toughness. to determine effects.

HULL DOWN • All damage effects are cumulative.


• Sometimes, an attacker will be within a vehicle’s arc
but cannot draw line of sight to that facing.

• In such cases, the vehicle is referred to as being “Hull


Down,” which means it counts as being in Full Cover.

2. ATTACKER ROLLS TO WOUND


Compare the successful attack’s Strength with the target’s
Toughness to find the threshold for wounding them:

SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+

Strength is GREATER than Toughness: 3+

Strength is EQUAL to Toughness: 4+

Strength is LOWER than Toughness: 5+

Strength is HALF Toughness, or lower: 6+

112
Vehicle Rules:

VEHICLES AND CLOSE COMBAT


3. VEHICLE ATTEMPTS ARMOUR SAVE
VEHICLES IN MELEE • For each attack that successfully wounds, the vehicle
• A vehicle never makes close combat attacks (including can attempt a single armour save.
Reaction Attacks.
• Each successful armour save negates the loss of one
• A vehicle never provides an Assist to friendly fighters. Wound.

• A vehicle can move freely away from an attacker


without Disengaging – but if it does leave an enemy’s 4. ATTACKER INFLICTS DAMAGE
engagement range, those enemies may check • For every unsuccessful armour save roll, the attacker
Initiative, and if passed, can make Reaction Attacks. rolls both the Location and Damage dice:

� A fighter Engaged with a vehicle rolls +1 bonus

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.

� A fighter attacking a vehicle never gains the


benefits of Assists.

2. ATTACKER ROLLS TO WOUND


• Hits are resolved against the Toughness value of the
facing the fighter is in contact with.

� If a fighter is physically on top of a vehicle, resolve


hits against the vehicle’s lowest Toughness value.

• Compare the successful attack’s Strength with the


target’s Toughness to find the threshold for wounding
them:

SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+

Strength is GREATER than Toughness: 3+

Strength is EQUAL to Toughness: 4+

Strength is LOWER than Toughness: 5+

Strength is HALF Toughness, or lower: 6+

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.

JACKKNIFE • Place each thrown fighter anywhere within 2” of the


vehicle.
The vehicle pivots 90° around its central point
– left if the D6 rolled 1-3, right if it rolled 4-6. • Each thrown fighter must check Initiative:
If the vehicle is Stationary, it pivots in place. • If passed, they remain Standing.
If the vehicle is Mobile, it pivots and then moves directly • If failed, they count as falling. If the vehicle was Mobile
forward a distance equal to half its Movement when it was Wrecked, and the fighter’s drop height
characteristic. means they suffer a hit from the fall, increase its
Regardless of the vehicle’s Status, any fighters aboard it Strength, AP, and Damage by 1. The fighter then
must check Initiative – if failed, they fall. becomes Pinned.

ROLL
The vehicle is flipped over by the force of the
impact!

If the vehicle is Stationary, it flips onto its side or roof, then


becomes Wrecked.

If the vehicle is Mobile, the opposing player rolls the Scatter


die and a D3:

• The Scatter die determines the direction of the roll. If it


scores a “Hit”, use the icon’s small arrow to determine
direction.

• The D3 determines how many times the vehicle rolls


before coming to rest – it moves 2” per roll, then
becomes Wrecked.

• During this move, the rules for Collisions apply as if this


vehicle is active.

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.

OUT OF AMMO HIDDEN / REVEALED


• This condition affects one of the vehicle’s weapons – • Some scenarios or special rules allow a fighter or
not the vehicle itself. vehicle to gain the Hidden condition. This condition is
lost if they ever gain the equivalent Revealed
• If a vehicle crew rolls “Ammo” on the Firepower die,
condition.
they must immediately make an Ammo check for that
weapon – if failed, the weapon gains this condition. • A ranged attack can only target a Hidden vehicle if they
are within 3”.
• An Out of Ammo weapon cannot be used until
successfully reloaded, in which case it immediately � Attackers with Photo-Goggles or Infra-Scopes
loses this condition. extend this range to 12”.

• 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.

BLAZE • In the End Phase, a vehicle with the Revealed condition


regains the Hidden condition once more, unless it is
• The vehicle is set on fire!
also subject to the Blaze condition.
• When activated, the vehicle immediately suffers a
Strength 3, AP -1, Damage 1 hit against Rear
Toughness. It must then check Cool:

� If passed, there is no further effect.

� If failed and the vehicle is Mobile, they count as


having failed a Loss of Control test and their
activation ends.

� If failed and the vehicle is Stalled, they must


perform the Burn Out (Double) action and their
activation ends.

BLIND
• The fighter loses their Ready condition immediately, if
they have it.

• If they do not have the Ready condition, they do not


gain it at the start of the next round.

• A Blind vehicle cannot make any kind of attack


(including Reaction Attacks).

CONCUSSION
• The vehicle suffers a -2 penalty to Handling checks.

• Concussion is removed in the End phase.

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:

RIDE BY Moved Str AP Damage


• The fighter is allowed to move within 1” of an enemy, 0”-5” 3 - 1
an exception to the usual rule. 6”-9” 5 -1 1
• When doing so, they can pause their move – make a 10”+ 7 -2 2
single attack against that target – and then complete
their movement. � After resolving the automatic hit, the fighter is
Pinned.
� The target is allowed a single Reaction attack.
• A fighter who is Pinned after being Knocked Down (as
� If the Reaction attack hits, its Strength is equal to above) is not automatically able to stand up – if they
the distance the Ride-By fighter has moved so far. wish to take the Stand Up (Basic) action, they must first
• The fighter can also use a Ride By if there is a target check Initiative.
within the Long range of a Versatile weapon they have. • If passed, the fighter can take the Stand Up (Basic)
action – if failed, the action is wasted, and the fighter
QUICK RETREAT remains Pinned.
• When taking the Retreat (Basic) action, the fighter gains
a +2 modifier to their Initiative check.

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.

• This applies even if they do not have the “Tools of the


Trade” special rule.

• Whichever card is chosen applies for the duration of


the game – a fighter can never become separate from
their mount mid-battle.

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.

• Complete a fighter card for each member of your


WEAPONS & EQUIPMENT
gang, showing their name, characteristics, and any
• When you recruit a fighter, you may simultaneously
weapons, armour, and skills they have. A gang roster is
purchase them weapons equipment.
also completed for the gang as a whole.
• A fighter’s entry in their Gang List shows the gear
options available to them.
FIGHTER DESIGNATIONS
• Every fighter in a gang has a rank, and belongs to a � CAMPAIGN PLAY: Newly-recruited fighters can only
category. They should also be given a personal name. buy gear from their personal House Equipment List.

� “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.

OBTAINING NEW WEAPONS IN A CAMPAIGN


• In a campaign, fighters can gain new weapons, up to
their limit of three.

• If a fighter has the “Tools of the Trade” special rule,


they can own more than three weapons (see below),
but these must be spread across multiple fighter cards.

• Fighters can never discard a weapon – once obtained,


a weapon is permanently locked to its owner
(superstitious underhive gangers get very attached to
their beloved guns).

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.

• Any item discarded in this way is placed into the gang’s


WEAPON HARDPOINTS
Stash, and can be issued to another fighter.
• Most vehicles come with a number of Weapon
• Note that this means gear can only be discarded if it is Hardpoints.
being replaced by an alternative item that fulfils a
• A vehicle can equip one weapon per Hardpoint.
similar purpose.
• Through upgrades or gear, a vehicle might gain
• A fighter can never discard gear that provides them
additional Weapon Hardpoints.
with the Mounted condition.

EQUIPPING GEAR TO A VEHICLE


MULTIPLE LOADOUTS • There is no limit to the amount of gear a vehicle can be
• Senior gang members, enjoying the privilege of rank, fitted with.
have the “Tools of the Trade” special rule.
• However, some items of gear may be incompatible
• This rule allows them to have multiple fighter cards – with others – where this is the case, it is clearly stated
each with its own set of weapons and equipment.
in the description.
• If a fighter has this ability, you can create a new fighter
card for them at any time – but only one fighter card UPGRADE SLOTS
can be used per battle. • A vehicle comes with a set number of Upgrade slots
that are divided into categories – Body, Drive, and
� This rule allows a fighter to possess more than three
Engine.
weapons, though each fighter card still has a
maximum of three allowed. • Each vehicle upgrade will be assigned to one of these
categories.
� Note that you should have an appropriate model for
each fighter card that demonstrates the specific • A vehicle can discard one upgrade and replace it with
loadout of each one. another from the same category, if desired.

� 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.

• If the fighter suffers Lasting Injuries or gains


Advancements, these are recorded on all of their
fighter cards.

• If a scenario uses random selection, randomly select


this fighter’s loadout first and shuffle that card in with
the rest (meaning you have no control over their
loadout in this battle).

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.

� You may recruit experienced Gangers – they remain


as Gangers in the new crew.

• Additional fighters can be recruited as normal.

• Any Gang Fighter (Ganger) – experienced or new – can


be promoted to Specialist, though do not gain a skill
(noting that a Juve cannot be promoted to Ganger,
then Specialist).

• A splinter gang must abide by the same composition


rules as any other, and has the same starting budget.

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.

• Clever But Cautious: Natborn fighters gain +2


Intelligence, +1 Willpower, and lose -1 Cool.

• Physical Perfection: When a Natborn fighter uses an


Advancement to increase their Strength or Toughness,
it costs 6 XP instead of the usual 8 XP. Natborn
Gangers who gain an Advancement can choose to gain
+1 Strength or Toughness, instead of rolling randomly.

UNBORN FIGHTERS
Though outsiders, the Unborn are Goliath’s hardiest – having
survived great pain and peril to be counted among the Clan.

• Outsiders: Unborn fighters gain an additional Primary


skill set – choose from Agility, Brawn, Combat,
Cunning, Ferocity, Shooting or Savant. However, they
may never select skills from the Muscle list.

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+

EQUIPMENT SPECIAL RULES


• The Forge Tyrant may purchase any weapons or Gang Leader: A House Goliath gang must always
equipment from the Forge Tyrant Equipment List. include a single fighter with this special rule.

• 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.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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

• Heavy Bolter ��……………… 160 • Suspensor (Heavy


SPECIAL WEAPONS • Heavy Flamer��……………….. 195 Weapons only)………………….. 60

• Combi-Weapon • Heavy Stubber ��……………… 130 • Telescopic Sight…………… 25


- Bolter / Flamer…………………… 175 • “Krumper” Rivet Cannon ��….. 170
- Bolter / Grenade Launcher • Missile Launcher (Frag & EXOTIC BEASTS
(Frag Grenades)………………… 80 Krak Missiles)…………………… 165 • 0-1 Sumpkroc…………………… 130
- Bolter / Meltagun………………… 165 • Multi-Melta………………………. 180
- Bolter / Plasma Gun…………….. 115
• Flamer………………………………….140 GRENADES
• Grenade Launcher (Frag & • Blasting Charges………………. 35
Krak Grenades)………………………. 55 • Frag Grenades…………………. 30
- Smoke Grenades………………… +15 • Krak Grenades…………………. 45
- Stun Rounds……………………… +15 • Smoke Grenades………………. 15
• Meltagun……………………………….135 • Stun Grenades………………… 25

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+

EQUIPMENT SPECIAL RULES


• A Forge Boss may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Forge Boss Equipment List. and this fighter passes their Cool check, all friendly
Goliath fighters within 6” automatically pass theirs.
• During a campaign, a Forge Boss may purchase
additional weapons and equipment from this list, In addition, during a campaign, this fighter can perform
the Trading Post, or the Black Market. Post-Battle Actions.

• 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.

• Secondary Skills: Combat, Leadership, Savant,


Muscle

125
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

SPECIAL WEAPONS HEAVY WEAPONS • Suspensor (Heavy


• Combi-Weapon • Heavy Bolter ��……………… 160 Weapons only)………………….. 60
-Bolter / Flamer……………………175 • Heavy Flamer��……………….. 195 • Telescopic Sight…………… 25
-Bolter / GrenadeLauncher • Heavy Stubber ��……………… 130
(Frag Grenades)………………… 80 • “Krumper” Rivet Cannon ��….. 170 EXOTIC BEASTS
-Bolter / Meltagun………………… 165 • Missile Launcher (Frag & • 0-1 Sumpkroc…………………… 130
-Bolter / Plasma Gun……………..115 Krak Missiles)…………………… 165
• Flamer………………………………….140 • Multi-Melta………………………. 180
• Grenade Launcher (Frag &
Krak Grenades)……………………….55 GRENADES
-Smoke Grenades………………... +15 • Blasting Charges………………. 35
-Stun Rounds……………………... +15 • Frag Grenades…………………. 30
• Meltagun……………………………….135 • Krak Grenades…………………. 45
• Smoke Grenades………………. 15
• Stun Grenades………………… 25

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+

EQUIPMENT SPECIAL RULES


• A Stimmer may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Stimmer Equipment List. and this fighter passes their Cool check, all friendly
Goliath fighters within 6” automatically pass theirs.
• During a campaign, a Stimmer may purchase
additional weapons and equipment from this list, In addition, during a campaign, this fighter can perform
the Trading Post, or the Black Market. Post-Battle Actions.

• 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

GENE-SMITHING Attacks characteristic by +D3 until the end of the round.

• 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.

• Primary Skills: Ferocity, Muscle.

• Secondary Skills: Brawn, Combat

127
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+

EQUIPMENT SPECIAL RULES


• A Forge-Born may purchase any weapons or Gang Fighter (Prospect): These fighters form the
equipment from the Forge-Born Equipment List. gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Forge-Born may purchase
with the Gang Fighter (X) rule.
additional weapons and equipment from this list,
the Trading Post, or the Black Market. Tools of the Trade: This fighter may take multiple
equipment sets.
• A Forge-Born can use any weapon from the Forge-
Born Equipment List – but can only use Pistols or Promotion (Champion): Once a Forge-Born gains five
Close Combat Weapons from the Trading Post or Advancements, they can be promoted to a Forge Boss or
Black Market. Stimmer, if desired.

GENE-SMITHING Their category is adjusted to Champion and they gain all


the rules and gear access of their new rank – but lose the
• Must be either Vatborn (+0 credits), Natborn (+20
Promotion, Hot-Headed, Fast Learner and Gang Fighter
credits) or Unborn (+10 credits).
(Prospect) rules.
• May purchase a maximum of one Gene-Smithed
When promoted, an appropriate model should be used
upgrade from the chosen category.
to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

FORGE-BORN EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Stub Gun……………………………… 5 • Fighting Knife…………………….10 • Armoured Undersuit……………. 25
-Dum Dum Rounds……...……….. +5 • Heavy Rock Saw……………….. 120 • Bio-Booster……………………… 35
• Filter Plugs………………………. 10
SPECIAL WEAPONS GRENADES
• Storm Welder ��…………………….. 75 • Frag Grenades…………………..30
• Incendiary Grenades……………40
ARMOUR • Krak Grenades………………….. 45
• Furnace Plates……………………….. 5 • Smoke Grenades………………..15

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+

EQUIPMENT SPECIAL RULES


• Bruisers (and Bruiser Specialists) may purchase Gang Fighter (Ganger): These fighters form the gang’s
any weapons or equipment from the Bruiser backbone. The total number of Gang Leaders and
Equipment List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Bruiser may purchase
additional weapons from this list. Promotion (Bruiser Specialist): When the gang is
founded, one Bruiser can be promoted to a Bruiser
� A Bruiser can only use Pistols, Basic Weapons,
Specialist.
and Close Combat Weapons.
In a campaign, additional Bruisers may also be
� A Bruiser Specialist can use any weapon.
promoted through an Advancement.
• During a campaign, a Bruiser may purchase
A Bruiser Specialist gains the following additional rules:
additional equipment from this list, the Trading
Post, or the Black Market. • Tools of the Trade: This fighter may take multiple
equipment sets.
GENE-SMITHING
• Special Weapons: This fighter may purchase
• Must be either Vatborn (+0 credits), Natborn (+20
Special Weapons from the Bruiser Equipment List.
credits) or Unborn (+10 credits).

• May purchase a maximum of one Gene-Smithed • Specialist: This fighter may spend XP to gain
upgrade from the chosen category. additional skills.

BRUISER EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Bolt Pistol……………………………... 45 • Axe ………………………………. 10 • Armoured Undersuit……………. 25
• Hand Flamer…………………………..75 • Brute Cleaver…………………….20 • Drop Rig…………………………. 10
• Stub Gun……………………………… 5 • Fighting Knife…………………….10 • Filter Plugs………………………. 10
-Dum Dum Rounds……………….+5 • Maul (Club)……………………… 10 • Photo Goggles………………….. 35
• Spud-Jacker…………………….. 15 • Respirator……………………….. 15
BASIC WEAPONS • Two-Handed Axe ��.………….. 25 • Stimm-Slug Stash………………. 25
• Boltgun………………………………... 55 • Two-Handed Hammer ��..…….35
• Combat Shotgun (Salvo & WEAPON ACCESSORIES
Shredder Ammo)………………… 60 SPECIAL WEAPONS • Telescopic Sight (Pistols &
• Shotgun (Solid & Scatter Ammo)…... 30 • Flamer…………………………….140 Basic Weapons only)……………25
• Stub Cannon…………………………..20 • Grenade Launcher (Frag &
Krak Grenades)………………….55 ARMOUR
GRENADES -Smoke Grenades………….. +15 • Furnace Plates…………………..5
• Frag Grenades………………………. 30 -Stun Rounds……………….. +15
• Incendiary Grenades………………… 40 • Meltagun………………………… 135
• Krak Grenades.………………………. 45
• Smoke Grenades……………… 15

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+

EQUIPMENT SPECIAL RULES


• A Bully may purchase any weapons or equipment Gang Fighter (Juve): These fighters form the gang’s
from the Bully Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Bully may purchase
with the Gang Fighter (X) rule.
additional weapons from this list.
Promotion (Bruiser Specialist): Once a Bully gains five
• A Bully can only use weapons from this list.
Advancements, they can be promoted to a Bruiser
• During a campaign, a Bully may purchase Specialist, if desired.
additional equipment purchased from this list, the
Their category is adjusted to Ganger and they gain all
Trading Post, or the Black Market.
the rules and gear access of their new rank – but lose the
GENE-SMITHING Promotion, Fast Learner and Gang Fighter (Juve) rules.
• Must be either Vatborn (+0 credits), Natborn (+20 Fast Learner: In a campaign, this fighter may improve a
credits) or Unborn (+10 credits). characteristic any number of times without its cost
increasing.
• May purchase a maximum of one Gene-Smithed
upgrade from the chosen category.

BULLY EQUIPMENT LIST


PISTOLS GRENADES
• Stub Gun……………………………… 5 • Frag Grenades…………………..30
-Dum Dum Rounds……...……….. +5 • Incendiary Grenades……………40
• Krak Grenades………………….. 45
CLOSE COMBAT WEAPONS • Smoke Grenades………………..15
• Axe…………………………………….. 10
• Brute Cleaver………………………… 20 PERSONAL EQUIPMENT
• Fighting Knife………………………….10 • Armoured Undersuit…...………..25
• Maul (Club)…………………………….10 • Drop Rig…………...……………..10
• Spud-Jacker…………………………...15 • Filter Plugs…..………………….. 10
• Stimm-Slug Stash….……………25
ARMOUR
• Furnace Plates……………………….. 5

131
GOLIATH SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT MUSCLE
Forge Tyrant - Primary Secondary - Primary Primary - Secondary Secondary

Forge Boss - Primary Secondary - Primary Secondary - Secondary Secondary

Stimmer - Secondary Secondary - Primary - - - Primary

Forge-Born Secondary - Primary - - - - Secondary -

Bruiser Specialist - Primary Secondary - Primary - - Secondary -

Bully Secondary Secondary - - Primary - - - -

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.

(4) GENETIC ANCIENT +10 CREDITS


Coming from a long line of stable vatborn, the fighter carries
a kind of genetic memory.

• Increase Leadership, Willpower, and Intelligence by 1.

(5) HARDENED IMMUNE SYSTEM +5 CREDITS


Poison finds little purchase in flesh, organs, and blood
designed to swiftly purge harmful substances.

• If the fighter is hit by a weapon with the Gas or Toxin


trait, that weapon always requires a natural 6 to
resolve its effects.

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.

• Reduce Cool by 1. (2) ADAPTIVE MIND +5 CREDITS


Genetic memory and an evolving intelligence grants an
instinctive understanding of countless fighting skills.
(8) DERMAL HARDENING +10 CREDITS
The fighter’s skin thick enough to act like a coat of ballistic • When spending XP, the fighter counts their Secondary
cloth around their body. skill sets as Primary.

• 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.

• If the fighter already have the Group Activation (X)


(10) OVERDEVELOPED MUSCULATURE +5 CREDITS ability, increase their (X) value by +1.
A massive, slab-like bulk – even their muscles have muscles!

• Increase Strength by 1. (4) IRON FLESH +10 CREDITS


Genetic forebears gift an impressive resistance to pain.
• Reduce Initiative by 1.
• Increase Wounds by 1.

(5) OVER-ENGINEERED -10 CREDITS


A mismatch of genetic heritages, some beneficial, others not,
leave the fighter’s body more likely to betray them.

• When the fighter rolls for Lasting Injury, they must roll
twice and accept the higher result.

• Cannot be combined with Redundant Organs.

(6) ALPHA’S LINEAGE +10 CREDITS


A perfect example of pure Goliath – an ideal for all of their
kind to aspire to.

• Improve any characteristic by 1.

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 activates for the first time in any


(8) REDUNDANT ORGANS +15 CREDITS battle, check Intelligence – if failed, they gain the
The extra organs grown in the fighter’s body provides Insanity condition.
redundancies in the event of severe internal trauma.

• 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 any two characteristics.


(3) DOC’S FAILURE -10 CREDITS
• This upgrade can only be taken by a Forge Tyrant.
Unfortunately, the doc wasn’t quite focused or sober enough
while performing the fighter’s invasive surgery.
(10) TYRANT’S PRIDE -20 CREDITS • Select two characteristics from Movement, Strength,
Goliath leaders grow in power by violently defeating their
Toughness, and Wounds.
rivals, until they stand alone among lesser warriors.
• Decrease both characteristics by 1.
• The gang cannot include any Champions.

• This upgrade can only be taken by a Forge Tyrant.


(4) GENETIC OUTSIDER -5 CREDITS
No matter how hard they try to prove themselves, an air of
distrust surrounds the fighter.

• The fighter loses the Group Activation (X) ability.

• This upgrade can only be taken by a Forge Tyrant or


Forge Boss.

(5) MALFORMED +5 CREDITS


Though muscle grafts give the fighter the size and image of a
Goliath, the extra weight leaves them ungainly and slow.

• Increase Strength by 1.

• Reduce Initiative by 1.

(6) PROTO-GOLIATH -10 CREDITS


The fighter is yet to undergo the transformative surgery to
become accepted as a Goliath.

• Increase Movement by 1, and Intelligence and


Willpower by 2.

• Decrease Strength and Toughness by 1, and Cool by 2.

134
(7) SCAR TISSUE +10 CREDITS
Thick scars cover the fighter’s body, inuring them to pain.

• Reduce the Damage of all hits suffered by the fighter


by 1 (to a minimum of 1).

(8) SURVIVOR +10 CREDITS


The fighter has suffered untold hardships during their life, yet
each time death threatens, they grimly soldier on.

• When the fighter makes a Recovery test, they may re-


roll one result on the Injury dice.

(9) STIMM IMPLANT +5 CREDITS


Experimental organs implanted in the fighter feed a steady
stream of chems into their blood.

• When the fighter activates, they can choose to


increase their Strength by 2 until the end of the round.

• If they do, they must roll D6 in the End Phase – on 4+,


they suffer a Flesh Wound.

(10) TWO LIVES +5 CREDITS


Though remade as a Goliath, the fighter retains some skills
and memories from their previous life.

• When the fighter gains a skill Advancement (Skill A),


randomly choose a second skill from among their
Primary and Secondary sets (Skill B).

• Record the paired skills on the fighter’s card.

• At the start of the fighter’s next battle, one of these


skills will be forgotten. Roll D6 – on 1-3, Skill A is lost;
on 4-6, Skill B is lost.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Sumpkroc has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Brawn.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Ferocity.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Counter-Charge: Once per round, if the Sumpkroc is
• Profile Restriction: Exotic Beasts may never be Standing and Active when its owner is Engaged by an
issued new weapons or equipment – they can only enemy Charge (Double) action, it may immediately take
use the ones included in their profile. a free Charge (Double) action of its own against that
• Activation: When its owner activates (including as enemy.
part of a Group Activation), all of their Exotic If the Sumpkroc succeeds, resolve its combat before the
Beasts also activate. The activations can be enemy’s (if they survived).
resolved in any order.
Scaly Hide: The Sumpkroc has an armour save of 5+.
• Behaviour: If an Exotic Beast ends its activation
more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• A Pit Trainer wields a Chainsword and Fighting • A gang can hire a maximum of one Pit Trainer.
Knife.
SKILLS
HANGER-ON RULES • A Pit Trainer comes with the Mentor skill at
• Rep & Recruitment: The maximum number of recruitment:
combined Brutes and Hangers-On a gang can
� MENTOR: If a friendly fighter within 6” gains
recruit is determined by their Reputation:
experience, check this fighter’s Leadership – if
REP MAX passed, the friendly fighter gains an additional
0-5 1 +1 XP.
5-9 2
10-14 3 SPECIAL RULES
15-19 4 Combat Ready: Between battles, the Pit Trainer can
20-24 5 train up to three of the gang’s fighters who are not in
Each additional +5 +1
Recovery.

• 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

⬥ Paired & Master-Crafted �� - E - - S+1 - 1 - Master-Crafted, Paired, Knockback, Melee

Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee


Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, 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.

• EFFECTS: The weapon gains the Silent trait.


BIO-BOOSTER
• The first time the owner rolls an Injury, roll one less
SUSPENSOR die.
• FITTED TO: Heavy Weapons
• If only one die would be used, instead roll two and
• EFFECTS: Attacking with this heavy weapon becomes
choose which result to apply.
a (Basic) action rather than (Double).

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.

ARMOUR FILTER PLUGS


• If the owner is hit by a weapon with the Gas trait, their
FURNACE PLATES Toughness counts as +1 when rolling to determine
• The wearer gains a 6+ armour save. whether they are affected.

• 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.

� Against attacks using a Blast marker for this


purpose, treat the central hole as the attack origin. PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
� If the wearer lacks a facing (e.g. because they are
spot enemies up to 12” away, rather than 3”.
Prone), they do not increase the save.
• The owner can see through smoke clouds.

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.

� Against attacks originating within the wearer’s RESPIRATOR


front vision arc, the save increases to 3+. • If the owner is hit by a weapon with the Gas trait, their
� Against Blast markers, treat the central hole as the Toughness counts as +2 when rolling to determine
origin of the attack. whether they are affected.

� If the wearer lacks a facing (e.g. because they are


Prone), they do not increase the save.

LIGHT CARAPACE ARMOUR


• The wearer gains a 4+ armour save.

142
SKINBLADE
• If the fighter is Captured after a battle, they can
attempt to escape – roll D6.

� On 1-2, they are unsuccessful and become a


Captive.

� On 3-4, they escape but must roll for Lasting Injury.

� On 5-6, they escape effortlessly.

• If a fighter escapes, their skinblade is removed.

STIMM-SLUG STASH
• Once per game, the owner can take a stimm-slug
when they are activated, but before making any
actions.

• Discard one Flesh Wound.

• Until the end of the round, the fighter gains +2


Movement, Strength, and Toughness.

• In the End Phase, roll D6 – on 1, the stimm overload


results in damaging after-effects. Roll Injury and apply
the result.

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.

PLACING GANG TERRAIN • Place in the gang’s deployment zone, or anywhere in


no-man’s-land.
• The owner of gang terrain places it on the battlefield
• If a furnace barricade is providing cover to a fighter
before any fighters are deployed but after all other
within 1” of it, that fighter ignores the effects of the
terrain has been set up.
Blaze and Melta traits when suffering hits.
• Gang terrain may be placed within its gang’s
deployment area; or if noted, in no-man’s-land – that
is, anywhere on the battlefield that is not a gang (3) RELIC OF THE FORGE (DEFENSIVE, GANG RELIC)
deployment zone. Broken machinery reshaped into a totem pole of clan icons –
used to mark territory and warn trespassers.
• If gang terrain is marked Defensive, it can only be
used if the gang is a defender in a scenario. • Place in the gang’s deployment zone.

• 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.

• When rolling to determine whether an enemy is


Captured, you may re-roll any die results.

(5) HEAVY RIVET CANNON (DEFENSIVE)


Goliath gangs often convert their factory rivet guns into
defensive weapons.

• Place in the gang’s deployment zone.

• Activate the cannon as you would a fighter.

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.

• They are permanently removed from the gang, along


with all their weapons and equipment.
(13+) GLORY FOR GOLIATH!
Impressed with the gang’s strength, the masters decide to
visit their boons upon one of its fighters.
(3-5) TEST OF STRENGTH
The masters demand the gang prove itself in combat – should • Choose one fighter. They gain a free Gene-Smithing
they survive, the lessons learned will be reward enough. upgrade appropriate to their lineage (Vatborn,
Natborn, or Unborn).
• Randomly select one fighter. They gain D3+2 XP.
• After applying the upgrade, the fighter enters
• They must then roll for Lasting Injuries. Recovery.
• If a Critical Injury (61-65) is rolled, an available Gang
Leader or Champion may immediately make the
Medical Escort Post-Battle action.

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+

HOUSE AGENT RULES SKILLS


• Champion of the House: When you hire a House • Once a House Agent’s services are secured, choose
Agent, choose one of the above profiles to use. an option for their skills:

• 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:

D6+REP OUTCOME SPECIAL RULES


The House heeds the gang’s plea for aid and an Gang Hierarchy (Champion): If the gang is Bottling,
1-5 Agent is dispatched. For 40 credits, they can be and this fighter passes their Cool check, all friendly
hired for this battle. Goliath fighters within 6” automatically pass theirs.
The House agrees to send an Agent to aid the In addition, during a campaign, this fighter can perform
6-10 gang, but it will cost them. For 80 credits, they
Post-Battle Actions.
can be hired for this battle.
The House feels the gang is capable of winning Group Activation (1): When this fighter activates, they
11-15 this fight alone. An Agent cannot be hired for this may also activate one Ready fighter within 3” of their
battle. position, in addition to themselves.
The House is angered that such a notorious This must be announced at the start of the activation,
gang dares petition for more aid. An Agent
16+ cannot be hired for this battle – and the gang with the other chosen fighter clearly identified.
must pay a tithe of 2D6x10 credits to the House
Activate the two fighters in any order, fully resolving
as punishment for making foolish requests.
each activation before proceeding to the next.

• “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.

• Campaign Play: Hired Guns do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the
Goliath Forge Tyrant Equipment List.

• The value of the weapons and equipment increase


the Gang’s Rating.

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.

• Unlike the usual Stimm-Slug Stash rules, when


determining whether a fighter is overcome by the
effects, roll a number of D6s equal to the current
round – on 1 (on any die) they must roll for Injury.

• 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.

(4) PAID OVERKILL


• Reveal at the start of any activation if you have two or
more of your fighters Engaged with the same enemy.

• If the enemy has been taken Out of Action by the end


of this activation, gain D6x10 credits. .

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.

(6) SHOW OF BRAWN


(QUEEN) BACK FROM THE DEAD
• Reveal when one of your fighters uses a Brawn skill
• Reveal after the second time you have a fighter
(Bull Charge, Bulging Biceps, Crushing Blow, Headbutt,
Recovery from being Seriously Injured.
Hurl, or Iron Jaw), regardless of whether it involved a
dice roll, or was passively triggered. • Gain +D3 Rep. If the recovered fighter subsequently
takes an enemy Out of Action before the end of the
• That fighter gains +1 XP. This increases to +D3 XP if the
battle, this increases to +2D3 Rep.
skill took an enemy Out of Action.

(KING) NAKED BRUTALITY


(7) EXCESSIVE FORCE
• Reveal after you have determined your fighters for the
• Reveal if one of your fighters inflicts 5 or more points
battle.
of Damage against a single enemy, in a single
activation. • Choose one of your fighters as the subject of this Sub-
Plot. For the duration of the battle, they count as
• The gang gains + 1 Rep. This increases to +2 Rep if this
having no weapons, armour, equipment, or clothes.
took the enemy Out of Action.
• If they inflict a Serious Injury or take an enemy Out of
Action – and they are still on the battlefield when the
(8) PERSONAL VENDETTA game ends – they gain +6 bonus XP.
• Reveal if your Gang Leader takes an enemy Gang
Leader Out of Action.

• Draw D3 random Gang Tactics cards.

(9) SKY STOMP


• Reveal if one of your fighters falls onto an enemy.

• If the enemy was Seriously Injured or taken Out of


Action, your fighter gains +1 XP. This increases to +2
XP if your fighter was not Seriously Injured or taken
Out of Action themselves.

(10) IMPRESSIVE COMBO


• Reveal if your Gang Leader or Champion wounds two
or more enemies in a single activation, using a
weapon with the Melee trait.

• Gain +1 Rep. This increases to D3 Rep if your fighter


wounded three or more enemies.

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.

Scaly Hide: Old Three Eyes has an armour save of 4+.

Unpredictable: Old Three Eyes cannot be included in


Group Activations, and cannot benefit from the Leading
by Example rules.

Goliath Sump Beast: Though Old Three Eyes is hired in


the same manner as any other Dramatis Personae, she is
not a Bounty Hunter or Hive Scum, and so is not subject
to any of those rules.

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

EQUIPMENT HOUSE LOYALTY


• Furnace Plates Tess can only be hired by House Goliath gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Wired: Tess’s enhanced nervous system allows her to
the weapons and equipment options included on re-roll failed Initiative tests.
their profile – they can never be given other gear.
SKILLS
HIVE SCUM RULES • Clamber: When Tess climbs, it does not cost extra
• Recruitment: Gangs may recruit up to five Hive movement. She treats every vertical surface as a
Scum prior to a battle. Hive Scum are retained for ladder.
a single battle – they depart afterwards, unless re-
• Sprint: If Tess takes two consecutive Move
hired.
(Simple) actions on her turn, the distance for the
• “You Get What You Pay For”: Once recruited, second is doubled.
Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT HOUSE LOYALTY


• Furnace Plates Attilus can only be hired by House Goliath gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Undefeated: Attilus has no concept of defeat, as he’s
the weapons and equipment options included on never been bested. He ignores the first Out of Action
their profile – they can never be given other gear. result he suffers on the Injury dice.

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).

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT HOUSE LOYALTY


• Furnace Plates Djangar can only be hired by House Goliath gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Storm of Fire: If Djangar has not moved prior to taking
the weapons and equipment options included on the Shoot (Basic) action, his Custom Stubbers gain the
their profile – they can never be given other gear. Rapid Fire (1) trait.

BOUNTY HUNTER RULES SKILLS


• “You Get What You Pay For”: Once recruited, a • Gunfighter: Djangar does not suffer the -1
Bounty Hunter does not count towards the gang’s modifier to hit when attacking with Twin Guns
fighter limit for a scenario . Blazing.

• “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.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT HOUSE LOYALTY


• Heavy Carapace Armour Ajex can only be hired by House Goliath gangs.

• 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.

Regardless of the outcome, Ajex is automatically


Pinned at the end of his activation (this cannot be
avoided by any means).

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

DRAMATIS PERSONAE RULES EQUIPMENT


• Personal Style: Dramatis Personae can only use Light Carapace Armour, Photo-Goggles, Stimm-Slug
the weapons and equipment options included on Stash.
their profile – they can never be given other gear.
GANG LOYALTY
BOUNTY HUNTER RULES Sparky can only be hired by Slave Ogryn and Outlaw
• “You Get What You Pay For”: Once recruited, a House Goliath gangs.
Bounty Hunter does not count towards the gang’s
fighter limit for a scenario . SPECIAL RULES
Group Activation (1): When this fighter activates, they
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang may also activate one Ready fighter within 3” of their
can earn creds off the bodies of their enemies: position, in addition to themselves. Activate these
� Dead, Not Alive: When an opponent’s fighter fighters in any order, fully resolving each activation
dies, the gang immediately claims half their before proceeding to the next.
value in credits, rounded up to the nearest 5.
Note that a gang can only make one Group Activation
� Claiming Bounties: Roll D6 when the gang per turn.
takes a Captive – on 3+, the gang is cut in on an Runaway: If this fighter is taken Captive and Sold to the
active warrant – gain D6x10 credits. Guilders, they are worth an additional D6x10 credits.
After the battle, if neither of these abilities were
used, the Bounty Hunter remains with the gang. SKILLS
• Headbutt: Sparky can take the following action:
If one ability was used, roll D6 – on 1-3, the Bounty
Hunter leaves; on 4-6, they remain with the gang. � HEADBUTT (Basic): Choose an Engaged target
and roll two D6s – if either rolls equal or higher
If both abilities were used, the Bounty Hunter than their Toughness, they suffer a S+2, AP 0,
departs, happy with their payment. Damage 2 hit.
• Gang Rating: Bounty Hunters increase the Gang However, if both roll lower, Sparky suffers a
Rating in the same way as any other fighter. Strength 5, AP 0, Damage 1 hit.

• Inspirational: If a friendly fighter within 6” checks


Cool and fails, check Sparky’s Leadership – if
passed, the Cool check counts as having succeeded.

• True Grit: When Sparky rolls for Injury with multiple


dice, discard one of them – and when he rolls for
Injury with a single die, roll two instead and choose
which result to apply.

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+

EQUIPMENT SPECIAL RULES


• The Gang Queen may purchase any weapons or Gang Leader: A House Escher gang must always include
equipment from the Gang Queen Equipment List. a single fighter with this special rule.

• 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.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• A Gang Matriarch may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Gang Matriarch Equipment and this fighter passes their Cool check, all friendly
List. Escher fighters within 6” automatically pass theirs.

• 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.

SKILLS Group Activation (1): When this fighter activates, they


may also activate one Ready fighter within 3” of their
• The Gang Matriarch gains one Primary skill at
position, in addition to themselves.
recruitment, which costs no XP and does not
increase their credit value. This must be announced at the start of the activation,
with the other chosen fighter clearly identified.
• Primary Skills: Agility, Combat.
Activate the two fighters in any order, fully resolving
• Secondary Skills: Cunning, Ferocity, Leadership,
each activation before proceeding to the next.
Finesse
Note that a gang can only make one Group Activation
per turn.

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+

EQUIPMENT SPECIAL RULES


• A Death-Maiden may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Death-Maiden Equipment List. and this fighter passes their Cool check, all friendly
Escher fighters within 6” automatically pass theirs.
• During a campaign, a Death-Maiden may purchase
additional weapons and equipment from this list, In addition, during a campaign, this fighter can perform
the Trading Post, or the Black Market. Post-Battle Actions.

• 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.

SKILLS If the Death-Maiden is wielding a weapon with the Toxin


• The Death-Maiden gains one Primary skill at trait and rolls a natural 1 when trying to beat the
recruitment, which costs no XP and does not target’s Toughness, they may re-roll the die.
increase their credit value.

• Primary Skills: Agility, Finesse.

• Secondary Skills: Combat, Ferocity

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+

EQUIPMENT SPECIAL RULES


• A Wyld Runner may purchase any weapons or Gang Fighter (Prospect): These fighters form the
equipment from the Wyld Runner Equipment List. gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Wyld Runner may purchase
with the Gang Fighter (X) rule.
additional weapons and equipment from this list,
the Trading Post, or the Black Market. Tools of the Trade: This fighter may take multiple
equipment sets.
• A Wyld Runner can use any weapon from the Wyld
Runner Equipment List – but can only use Pistols Promotion (Champion): Once a Wyld Runner gains five
and Close Combat Weapons from the Trading Post Advancements, they can be promoted to a Gang
or Black Market. Matriarch, if desired.

Their category is adjusted to Champion and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Hot-Headed, Fast Learner and Gang Fighter
(Prospect) rules.

When promoted, an appropriate model should be used


to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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+

EQUIPMENT SPECIAL RULES


• Gang Sisters (and Gang Sister Specialists) may Gang Fighter (Ganger): These fighters form the gang’s
purchase any weapons or equipment from the backbone. The total number of Gang Leaders and
Gang Sister Equipment List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Gang Sister may purchase
additional weapons from this list. Promotion (Gang Sister Specialist): When the gang is
founded, one Gang Sister can be promoted to a Gang
� A Gang Sister can only use Pistols, Basic
Sister Specialist.
Weapons, and Close Combat Weapons.
In a campaign, additional Gang Sisters may also be
� A Gang Sister Specialist can also use Special
promoted through an Advancement.
Weapons.
A Gang Sister Specialist gains the following additional
• During a campaign, a Gang Sister may purchase
rules:
additional equipment from this list, the Trading
Post, or the Black Market. • Tools of the Trade: This fighter may take multiple
equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Gang Sister Equipment
List.

• Specialist: This fighter may spend XP to gain


additional skills.

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+

EQUIPMENT SPECIAL RULES


• A Little Sister may purchase any weapons or Gang Fighter (Juve): These fighters form the gang’s
equipment from the Little Sister Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Little Sister may purchase
with the Gang Fighter (X) rule.
additional weapons from this list.
Promotion (Gang Sister Specialist): Once a Little Sister
• During a campaign, a Little Sister may purchase
gains five Advancements, they can be promoted to a
equipment from this list, the Trading Post, or the
Gang Sister Specialist, if desired.
Black Market.
Their category is adjusted to Ganger and they gain all
the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

LITTLE SISTER EQUIPMENT LIST


PISTOLS GRENADES PERSONAL EQUIPMENT
• Autopistol………………………………10 • Choke Gas Grenades………….. 45 • Chem-Synth………………... 15
• Laspistol………………………………. 10 • Frag Grenades………………….. 30 • Drop Rig……………………..10
• Needle Pistol…………………………. 25 • Krak Grenades………………….. 45 • Filter Plugs…………………. 10
• Stub Gun……………………………… 5 • Photon Flash Grenades………...15 • Photo-Goggles…………….. 35
-Dum Dum Rounds……………+5 • Scare Gas Grenades...………… 40 • Respirator…………………...15
• Smoke Grenades………………..15 • Skinblade…………………... 10
BASIC WEAPONS • Stun Grenades………………….. 25
• Throwing Knives………………………5
CLOSE COMBAT WEAPONS
ARMOUR • Fighting Knife…………………….15
• Flak Armour……………………………10 • Stiletto Knife…………………….. 20

166
ESCHER SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT FINESSE
Gang Queen Primary - Primary Secondary Secondary Primary - - Secondary

Gang Matriarch Primary - Primary Secondary Secondary Secondary - Secondary Secondary

Death-Maiden Primary - Secondary - Secondary - - - Primary

Wyld Runner Primary - Secondary Secondary - - - - -

Gang Sister Specialist Primary - Primary Secondary Secondary - - - -

Little Sister Primary - Secondary 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.

(2) BLOOD RUSH 15 CREDITS


Created from plasmid-modified cells, this stimm rapidly stops
bleeding and knits together torn flesh.

• The user immediately removes one Flesh Wound, or


recovers from being Seriously Injured.

(3) BRAIN LOCK 15 CREDITS


Psychoactive stimms flood the user’s brain, allowing them to
disrupt nearby malign energies by willpower alone.

• The user can Disrupt enemy wyrd powers as if they


were a psyker.

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.

• The user gains +2” Movement. (1) ACIDIC 20 CREDITS


Caustic compounds quickly eat away at the filters and seals
• When the user takes the Charge (Double) action, they of protective gear, though at the cost of some lethality.
add D6” to their movement, rather than the usual D3”.
• A target hit by this ammo cannot use any armour or
• The user suffers a -1 modifier to all hit rolls. equipment that increases their Toughness against the
Gas trait (e.g. Respirators).
(6) ICE COLD 15 CREDITS • If this ammo results in an Injury roll, the target treats
Concocted from strains of Kalma and Spur, this stimm dulls
an Out of Action result as Seriously Injured.
reality without deadening the senses.

• The user gains a +2 modifier to Cool checks. (2) BANE 15 CREDITS


This chemical compound works its way into vulnerable eyes,
(7) JOLT 30 CREDITS mouths and organs.
A blast of powerful stimulants floods the body, letting a user
• A target hit by this ammo counts as Toughness 3,
to shrug off injuries and keep fighting… while the effects last.
regardless of their actual profile.
• Until the End Phase of the round in which the stimm
• Equipment such as respirators can still modify
was administered, the user counts Serious Injuries as
Toughness against the Gas trait as usual.
Flesh Wounds.

(3) BLACKOUT 30 CREDITS


(8) NIGHT NIGHT 25 CREDITS Potent flurane chems combine powerful mixtures of knockout
Bio-anaesthetics shut down the user’s body, placing them
drugs that can instantly snuff out a victim’s consciousness.
into a healing coma.
• If this ammo results in an Injury roll, the target treats a
• If the user goes Out of Action, they do not roll for
Serious Injury result as Out of Action.
Lasting Injury – they automatically count as Out Cold.
• If this ammo takes a target Out of Action, they do not
• The user can still be Captured as normal.
roll for Lasting Injury – they automatically count as
Out Cold.
(9) PUKE 15 CREDITS
Potent counter-toxins pump into the user’s system – tiny
(4) BLINDING 10 CREDITS
microbes purging foreign agents from the bloodstream.
Bio-adhesives infiltrate the victim’s eyeballs, restricting blood
• The user doubles their Toughness when determining flow and robbing them of sight.
whether they are affected by the Toxin or Gas traits.
• If this ammo inflicts a Flesh Wound on a target, the
target becomes subject to the Blind condition.
(10) WIDE-EYE 10 CREDITS
Ocular stimulants expand the pupils and sharpen the mind,
letting the user notice even the most minute of details.

• The user ignores the Pitch Black rules.

• If the user is a Sentry in a scenario that uses the Sneak


Attack rules, they always count attackers as being “in
the open.”

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:

� If the attack used the Flame template, place the


marker anywhere within that area.

� If the attack used a Blast marker, place the marker


anywhere within that area.

� For all other attacks, place the marker over the


target.

• If a fighter moves through this Blast marker, they


count as being hit by the original weapon (resolved at
the end of the activation).

• The Blast marker is removed in the current End Phase.

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.

(2) CONCENTRATED 15 CREDITS (7) MAIMING 10 CREDITS


Though its potency is short-lived, this formula delivers a Nano-caustic chems tear the victim’s body apart from within,
highly effective poison right into its victim’s heart. leaving wounds that persist beyond the poison’s effects.

• 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.

• This modifier only applies to the very first hit scored in


the battle – every hit from the second onwards is
(8) PANICKING 10 CREDITS
This nerve agent triggers uncontrollable palpitations,
resolved as normal.
sending victims spiralling into terror and despair.

(3) DEBILITATING 10 CREDITS • If this ammo inflicts an Injury on a target, they


This vile concoction inflicts blindness, paralysis, and immediately become Broken and make a free Running
enfeeblement. for Cover (Double) action.

• If this ammo inflicts an Injury on a target, but does not


take them Out of Action, place a marker beside them.
(9) PARALYSING 5 CREDITS
Cortical inhibitors mixed with deadly poisons leave the victim
• Any time the target checks a characteristic, they suffer wracked with pain and going nowhere.
an additional -1 modifier for every marker they have.
• If this ammo Injures a target, they must immediately
check Strength – if failed, they become paralysed.
(4) DECAYING 5 CREDITS
Necrotic acids both poison organics and eat away at armour, • A paralysed fighter becomes subject to the Webbed
leaving victims vulnerable to further harm. condition.

• If this ammo inflicts an Injury on a target, but does not


take them Out of Action, place a marker beside them.
(10) SILENCING 5 CREDITS
Subtle chemicals target the victim’s vocal organs and
• Any time the target attempts an armour save, they auditory senses, isolating them from the world around them.
suffer a -1 modifier to their roll.
• If this ammo Injures a target, for the remainder of the
round they cannot issue or be part of Group
Activations.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Phyrr Cat has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Agility.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Cunning.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Independent: Unlike other Exotic Beasts, the Phyrr Cat
• Profile Restriction: Exotic Beasts may never be must always try to remain within 9” of its owner, rather
issued new weapons or equipment – they can only than the usual 3”.
use the ones included in their profile.
Lands on their Feet: If the Phyrr Cat falls for any reason,
• Activation: When its owner activates (including as it reduces the Strength of the impact by -2.
part of a Group Activation), all of their Exotic
Beasts also activate. The activations can be
resolved in any order.

• Behaviour: If an Exotic Beast ends its activation


more than 9” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 9” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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+

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Phelynx has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Brawn.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Ferocity.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Venemous Bite: If the hit roll for any of the Phelynx’s
• Profile Restriction: Exotic Beasts may never be attacks is a natural 6, it gains the Toxin trait.
issued new weapons or equipment – they can only
use the ones included in their profile. Untamed: All of the Phelynx’s attacks have the Reckless
trait.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic
Beasts also activate. The activations can be
resolved in any order.

• Behaviour: If an Exotic Beast ends its activation


more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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:

ADDITIONAL OPTIONS � CRUSHING BLOW: When the Khimerix takes the


Fight (Basic) action, before rolling to hit, it may
• Replace Chemical Cloud Breath with Gaseous
nominate one Attack dice as a Crushing Blow.
Eruption Breath: +80 credits.
If this attack successfully hits the target, it gains
• Replace Talons with Razor-Sharp Talons: +10
+1 Strength and +1 Damage.
credits.
• Primary Skills: Ferocity.
• Upgrade to scaly hide (counts as Flak Armour): +10
credits. • Secondary Skills: Agility, Combat.

BRUTE RULES SPECIAL RULES


• Rep & Recruitment: The maximum number of Regeneration: As long as the Khimerix is not subject to
combined Brutes and Hangers-On a gang can the Blaze condition, it can take the following action:
recruit is determined by their Reputation:
� REGENERATE (Simple): Roll D6 – on 4+, the
REP MAX Khimerix heals one lost wound.
0-5 1
5-9 2
10-14 3
15-19 4
20-24 5
Each additional +5 +1

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• An Apprentice Clan Chemyst wields a Needle • A gang can hire a maximum of one Apprentice Clan
Pistol. Chemyst.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • An Apprentice Clan Chemyst comes with the Fixer
combined Brutes and Hangers-On a gang can skill at recruitment:
recruit is determined by their Reputation:
� FIXER: As long as the Apprentice Clan Chemyst
REP MAX is not Captured or in Recovery, the gang gains
0-5 1 an additional D3x10 credits.
5-9 2
10-14 3 SPECIAL RULES
15-19 4 Experimental Elixirs: When engaging in Chem-
20-24 5 Alchemy, the Chemyst’s gang reduces the overall cost of
Each additional +5 +1
a created chem by D6x10 (to a minimum of 10 credits).

• 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.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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+

EQUIPMENT RECRUITMENT LIMIT


• None. • A gang can hire a maximum of one Shivver.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • A Shivver comes with the Fearsome skill at
combined Brutes and Hangers-On a gang can recruitment:
recruit is determined by their Reputation:
� FEARSOME: If the Shivver is targeted with a
REP MAX Charge (Double) action, the enemy must check
0-5 1 Willpower after declaring it – if failed, they
5-9 2 cannot move and their activation ends
10-14 3 immediately.
15-19 4
20-24 5
Each additional +5 +1 SPECIAL RULES
Psyniscience: After a battle, one fighter with the Gang
• Support Role: Generally, Hangers-On do not Heirarchy (X) rule can take the following Post-Battle
willingly participate in battles. However, if the Action:
gang has Home Turf Advantage in the scenario
� VISIT SHIVVER: The Shivver looks into the fighter’s
being played, roll D6 – on 4+, this fighter is unlucky
future, divining what lies ahead for them and their
enough to be hanging around when the fighting
sisters. Roll 2D6 and consult the table:
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). 2D6 PORTENT
DOOM! The fighter is so disheartened they
• Profile Restriction: Hangers-On can only use the 2
immediately go into Recovery.
weapons and equipment options included on their
profile – they can never be given any other gear. THE FATES ARE UNCLEAR: Choose either
Leadership, Willpower, or Intelligence. In the
• Campaign Play: Hangers-On do not gain XP or 3-4
next battle, the fighter can re-roll failed
Advancements – and if they suffer a Lasting Injury checks against this characteristic.
(roll of 46+), they permanently depart the gang.
FAVOURABLE PORTENTS: When the
However, they can be taken Captive, and a Rescue
fighter makes ranged attacks in the next
Mission can be mounted for them as normal. 5-7
battle, they may re-roll natural 1s and ignore
Hangers-On cannot work Territories. friendly fighters when resolving Stray Shots.

A GREAT VICTORY: If the fighter’s gang


8-9 wins their next battle, the fighter gains +D6
bonus XP.

A MYSTERIOUS STRANGER: In their next


battle, the fighter’s gang may hire a Bounty
10-11
Hunter for free. The Bounty Hunter
automatically departs afterwards.

FORTUNE AND GLORY: In the next battle


this fighter participates in, they double their
12
total XP earned, and their gang doubles any
Reputation earned.

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.

• This can never be reduced to less than 6+ by a


GUNSHROUD
weapon’s AP or any other modifier.
• FITTED TO: Autopistol, Reclaimed Autopistol, Bolt
Pistol, Laspistol, Las Sub-Carbine, Stub Gun; all Basic
Weapons; Long Rifle, Sniper Rifle LIGHT CARAPACE ARMOUR
• The wearer gains a 4+ armour save.
• EFFECTS: The weapon gains the Silent trait.

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

• EFFECTS: The weapon’s Short range Accuracy bonus


increases by +1.
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.

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.

• The effects last one round.

DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action::

� 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.

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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

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”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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.

� On 1-2, they are unsuccessful and become a


Captive.

� On 3-4, they escape but must roll for Lasting Injury.

� On 5-6, they escape effortlessly.

• If a fighter escapes, their skinblade is removed.

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.

PLACING GANG TERRAIN


• When an enemy moves within 2” of a Blade Cage, they
must check Initiative – if failed, flip the trap to see if it
• The owner of gang terrain places it on the battlefield is false or real.
before any fighters are deployed but after all other � If false, discard the trap with no effect.
terrain has been set up.
� If real, the Blade Cage traps the fighter, who gains
• Gang terrain may be placed within its gang’s the Webbed condition.
deployment area; or if noted, in no-man’s-land – that
is, anywhere on the battlefield that is not a gang • A Blade Cage can only trap one fighter at a time. If it
deployment zone. traps an enemy, other enemies will not trigger it.

• 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!

ESCHER GANG TERRAIN


(2) DECAPITATORS
TERRAIN COST AVAILABILITY Highly unsubtle, these spring-loaded or pneumatic blades
1. Blade Cages 50 Rare (9) make savage and messy booby traps.
2. Decapitators 75 Rare (11) • Decapitators are traps, and use the rules for Hidden
3. Gas Canisters 15 Common Traps.
4. Gas Censers 50 Rare (10)
• Place in the gang’s deployment zone, or anywhere in
5. Chemyst Cult Relic 100 Rare (10)
no-man’s-land.

• When an enemy moves within 2” of a Decapitator,


they must check Initiative – if failed, flip the trap to see
if it is false or real.

� If false, discard the trap with no effect.

� If real, the Decapitator triggers – the fighter must


immediately roll for Injury.

• An enemy within 1” of a Decapitator can take the


following action:

� DISARM (Basic): Check Intelligence – if passed,


discard the Blade Cage. If failed, the trap triggers
and the fighter must roll for Injury, as above!

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.

(4) GAS CENSER


Hung from domes or doorways, gas censers slowly release
toxins into the air.

• Place in the gang’s deployment zone, or anywhere in


no-man’s-land.

• Represent the Gas Censer with a token or model.

• In each End Phase, any fighter within 3” of a Gas


Censer must check Toughness. They may use any
equipment that protects against the Gas trait. If failed
(or on a natural 6), they suffer a Flesh Wound.

• A fighter in base contact with a Gas Censer can throw


it – treat it as a Choke Gas Grenade (that is, Blast (3”),
Gas). Once resolved, remove the marker.

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.

• However, any weapons given to them gain the


Be warned! While the gang’s masters may bestow them
Reckless trait.
gifts, they might also exact a price for those audacious
enough to call upon them. • If no Wyld Runner models are available, re-roll this
result.
If a gang has an Alliance, or has petitioned a House Agent
for aid in the upcoming battle, they may not seek a favour.
(11-12) CHYMIST CULT MATRON
A powerful member of the Clan House has descended from
PETITIONING FOR FAVOUR the Sirens to Hive City to aid the gang.
Before the game, after choosing your crew for the scenario,
then roll 2D6 and add +1 for every enemy gang in the • For the rest of the campaign week, the gang gains a
campaign with a higher Gang Rating than you (to a free House Agent.
maximum of +3).
(13+) CHEMICAL WARFARE
Determine the final score and immediately apply the result Sometimes an experimental chem will be given to a gang,
from the list. allowing them to experience all the realities of gang warfare
without any of its consequences.
(2) TOO MANY CHEMS • At the start of the battle, you can announce your gang
Too much of a good thing can sometimes be deadly… is undertaking Chemical Warfare.
• Choose one fighter to suffer a fatal chem reaction. • For the duration of the battle, every fighter in the gang
• They are permanently removed from the gang, along automatically passes Cool checks, and the gang never
with all their weapons and equipment. takes Bottle Tests.

(3-5) TEST SUBJECTS


To prove themselves, the gang must test out some new chems
to see if they are “battle ready.”

• The gang gains 50 credits that must immediately be


spent on Chem-Alchemy to create Stimms.

• Issue the created Stimms to up to three fighters.

• Any credits not spent immediately are lost.

(6-8) SURPLUS CLAN EQUIPMENT


The gang receives a shipment of Escher chems and weapons.

• Immediately gain 2D6x10 credits worth of weapons


and equipment from the Gang Sister Equipment List.

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+

HOUSE AGENT RULES EQUIPMENT


• Champion of the House: When you hire a House • A House Agent is equipped with 150 credits worth
Agent, choose one of the above profiles to use. of weapons and gear, chosen for free from the
Escher Gang Queen Equipment List.
• Agent Limit: You may have a maximum of one
House Agent in your gang at a time. • The value of the weapons and equipment increase
the Gang’s Rating.
• Recruitment: House Agents are not hired in the
usual way – instead, a gang must petition them
SKILLS
before a battle. Roll D6 on the below table:
• Once a House Agent’s services are secured, choose
D6+REP OUTCOME an option for their skills:
The House heeds the gang’s plea for aid and an � Gain three random skills.
1-5 Agent is dispatched. For 40 credits, they can be
hired for this battle. � Choose one skill, then gain one random skill.
The House agrees to send an Agent to aid the • Skills are drawn from Brawn, Combat, Ferocity,
6-10 gang, but it will cost them. For 80 credits, they
Leadership, Finesse or Shooting.
can be hired for this battle.
The House feels the gang is capable of winning SPECIAL RULES
11-15 this fight alone. An Agent cannot be hired for this
Gang Hierarchy (Champion): If the gang is Bottling,
battle.
and this fighter passes their Cool check, all friendly
The House is angered that such a notorious Escher fighters within 6” automatically pass theirs.
gang dares petition for more aid. An Agent
16+ cannot be hired for this battle – and the gang In addition, during a campaign, this fighter can perform
must pay a tithe of 2D6x10 credits to the House Post-Battle Actions.
as punishment for making foolish requests.
Group Activation (1): When this fighter activates, they
• “You Get What You Pay For”: Once recruited, may also activate one Ready fighter within 3” of their
House Agents can always be added to the crew, position, in addition to themselves.
regardless of how many fighters the gang is This must be announced at the start of the activation,
allowed to bring to a scenario. They do not count with the other chosen fighter clearly identified.
towards the fighter limit.
Activate the two fighters in any order, fully resolving
• Campaign Play: Hired Guns do not gain XP or each activation before proceeding to the next.
Advancements, never gain Lasting Injuries, and
cannot work Territories. Note that a gang can only make one Group Activation
per turn.

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.

• If the enemies were all defeated using weapons with


• Players should agree prior to the battle whether to use the Melee or Versatile trait, this increases to +3 Gang
Sub-Plots. If so, a deck of playing cards is required. Tactics cards.
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) EXPERIMENTAL GAS
• Reveal after the first time one of your fighters
• Every Joker drawn must be shown to your opponent,
Seriously Injures or takes an enemy Out of Action
then discarded. You must then privately draw two
using a weapon with the Gas trait.
cards. If one of these is a Joker, do the same again.
• Your fighter gains +1 bonus XP.
• Once you complete a Sub-Plot, reveal it to your
opponent, gain the rewards and apply the effects, • If this enemy defeats two enemies in this way, they
then discard the card. gain +2 bonus XP.

(4) A DARK FATE


• Reveal at the end of the battle if you Captured an
enemy fighter. You may immediately roll a Lasting
Injury for the Captive.

• On any result other than Memorable Death, the enemy


is returned to their own gang.

• Your gang gains +D3 Rep.

(5) A THOUSAND CUTS


• Reveal if an enemy fighter goes Out of Action as a
result of Flesh Wounds reducing their Toughness to
zero.

• Gain +D3 Rep. This increases to +D6 if the victim was a


Gang Leader or Champion.

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.

(7) SCRAG ‘EM ALL (KING) CRUEL AND UNUSUAL


• Reveal at the end of the battle if you won the scenario • Reveal in the End Phase, if at least three enemies have
before round 9. been taken Out of Action via the Coup de Grace
(Simple) action so far in the battle.
• Gain +D3 Rep. This increases to +D6, if you won the
scenario before round 6. • Gain +1 random Gang Tactics card. This increases to
+2 if any of the enemies were a Gang Leader or
Champion.
(8) A SLOW POISON
• Reveal if an enemy is Seriously Injured by a weapon
with the Gas or Toxin trait, attempts Recovery, but
ultimately goes Out of Action.

• Gain D6x10 credits. This increases to 2D6x10 if the


enemy was a Gang Leader or Champion.

(9) TERROR TACTICS


• Reveal at the start of a round where three or more
enemies are Broken.

• Gain +1 random Gang Tactics card. This increases to


+2 cards if at least one of those enemies is a Gang
Leader or Champion.

(10) QUEEN TAKES KING


• Reveal if your Gang Leader takes an enemy Gang
Leader, Champion, or Bounty Hunter Out of Action.

• Gain D6x10 credits. This increases to 2D6x10 credits if


your Gang Leader achieved this using a weapon with
the Melee or Versatile trait.

(JACK) BLOODY SISTERHOOD


• Reveal in the End Phase, if two of your fighters
simultaneously, successfully Recover.

• Gain +D3 Rep.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour Necrana can only be hired by House Escher gangs.

• 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.

• Gang Rating: House Agents increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour Cyniss can only be hired by House Escher gangs.

• 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.

• “You Get What You Pay For”: Once recruited,


House Agents can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: House Agents increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT • HOUSE LOYALTY


• Mesh Armour Betti can only be hired by House Escher gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Banshee Wail: If Betti makes a successful Charge
the weapons and equipment options included on (Double) action, her target may not make Reaction
their profile – they can never be given other gear. attacks against her that turn.

BOUNTY HUNTER RULES In addition, when an enemy activates within 6” of Betti,


• “You Get What You Pay For”: Once recruited, a they must check Willpower – if failed, they may only take
Bounty Hunter does not count towards the gang’s a single action in their activation.
fighter limit for a scenario .
SKILLS
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang • Parry: When attacked in close combat, Betti can
can earn creds off the bodies of their enemies: force the enemy to re-roll three successful hits (as
she dual-wields two weapons that both have the
� Dead, Not Alive: When an opponent’s fighter
Parry trait).
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour, Telescopic Sight (Long Las), Chem- Kria can only be hired by House Escher gangs.
Synth.
SKILLS
DRAMATIS PERSONAE RULES • Infiltrate: During deployment, set Kria aside
• Personal Style: Dramatis Personae can only use instead of placing her.
the weapons and equipment options included on Immediately before the start of the first round,
their profile – they can never be given other gear. deploy her anywhere on the battlefield that is not
visible to or within 6” of any enemies.
BOUNTY HUNTER RULES
• “You Get What You Pay For”: Once recruited, a If multiple players have fighters with this skill, take
Bounty Hunters does not count towards the gang’s turns deploying them (roll off to see who goes
fighter limit for a scenario. first).

• “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.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

Having a Legendary Name grants the fighter additional


benefits – but also often impose a drawback.

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+

EQUIPMENT LEGENDARY NAMES


• The Road Captain may purchase any weapons or This fighter can have up to three Legendary Names.
equipment from the Road Captain Equipment List. Each one increases their value by +5 credits.

• 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.

• 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.

Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Orlock
fighters within 12” automatically pass theirs.

In addition, during a campaign, this fighter can perform


Post-Battle Actions.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT LEGENDARY NAMES


• A Road Sergeant may purchase any weapons or This fighter can have up to three Legendary Names.
equipment from the Road Sergeant Equipment Each one increases their value by +5 credits.
List.
• One Legendary Name can be chosen for free at
• During a campaign, a Road Sergeant may recruitment (that is, in addition to a skill).
purchase additional weapons and equipment from
• As an Advancement, they can spend -3 XP to gain a
this list, the Trading Post, or the Black Market.
random Legendary Name from any category (re-
• A Road Sergeant can use any weapon. roll any duplicates).

SKILLS • As an Advancement, they can spend -6 XP to


choose a Legendary Name from any category.
• The Road Sergeant gains one Primary skill at
recruitment, which costs no XP and does not
SPECIAL RULES
increase their credit value.
Gang Hierarchy (Champion): If the gang is Bottling,
• Primary Skills: Ferocity, Bravado. and this fighter passes their Cool check, all friendly
Orlock fighters within 6” automatically pass theirs.
• Secondary Skills: Brawn, Leadership, Savant.
In addition, during a campaign, this fighter can perform
Post-Battle Actions.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (1): When this fighter activates, they


may also activate one Ready fighter within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT LEGENDARY NAMES


• An Arms Master may purchase any weapons or This fighter can have up to three Legendary Names.
equipment from the Arms Master Equipment List. Each one increases their value by +5 credits.

• 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.

Tools of the Trade: This fighter may take multiple


equipment sets.

Rule of Iron: Few Orlocks will back down from a fight


when an Arms Master is watching.

Whenever the Arms Master is activated, choose a visible


friendly Orlock fighter within 6” – that fighter gains the
Nerves of Steel skill until the end of the round:

� NERVES OF STEEL: When the fighter is hit by a


ranged attack, check Cool – if passed, they may
choose to not be Pinned.

Feared and Respected: If an Arms Master is present


when the gang makes a Bottle Test, subtract 2 from the
result.

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+

EQUIPMENT LEGENDARY NAMES


• When recruited, Wreckers come with a Jump This fighter can have up to two Legendary Names. Each
Booster (included in their starting cost). one increases their value by +5 credits.

• 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.

Tools of the Trade: This fighter may take multiple


equipment sets.

Promotion (Champion): Once a Wrecker gains five


Advancements, they can be promoted to a Road
Sergeant, if desired.

Their category is adjusted to Champion and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Hot-Headed, Fast Learner and Gang Fighter
(Prospect) rules.

When promoted, an appropriate model should be used


to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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+

EQUIPMENT LEGENDARY NAMES


• Gunners (and Gunner Specialists) may purchase This fighter can have up to two Legendary Names. Each
any weapons or equipment from the Gunner one increases their value by +5 credits.
Equipment List.
• As an Advancement, they can spend -3 XP to gain a
• During a campaign, a Gunner may purchase random Legendary Name from any category (re-
additional weapons from this list. roll any duplicates).

� 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.

� Gunner Specialist can use any weapon.


SPECIAL RULES
• During a campaign, a Gunner may purchase Gang Fighter (Ganger): These fighters form the gang’s
additional equipment from this list, the Trading backbone. The total number of Gang Leaders and
Post, or the Black Market. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.

Promotion (Gunner Specialist): When the gang is


founded, one Gunner can be promoted to a Gunner
Specialist.

In a campaign, additional Gunners may also be


promoted through an Advancement.

A Gunner Specialist gains the following additional rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Gunner Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

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+

EQUIPMENT LEGENDARY NAMES


• A Greenhorn may purchase any weapons or This fighter can have up to two Legendary Names. Each
equipment from the Greenhorn Equipment List. one increases their value by +5 credits.

• 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.

Promotion (Gunner Specialist): Once a Greenhorn


gains five Advancements, they can be promoted to a
Gunner Specialist, if desired.

Their category is adjusted to Ganger and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

GREENHORN EQUIPMENT LIST


PISTOLS GRENADES PERSONAL EQUIPMENT
• Autopistol………………………………10 • Blasting Charges ………………. 30 • Drop Rig ……………… 15
• Stub Gun……………………………… 5 • Demo Charges……… 45 • Filter Plugs…………………. 35
-Dum Dum Rounds……………+5 • Frag Grenades...……………….. 30 • Photo-Goggles……… 15
• Krak Grenades………………….. 45 • Respirator…………………...10
BASIC WEAPONS
• Sawn-Off Shotgun (Scatter Ammo)…15 CLOSE COMBAT WEAPONS ARMOUR
-Solid Ammo…………… +10 • Chainsword……………………… 25 • Flak Armour…………………10
• Fighting Knife…………………….15 • Hazard Suit………………….10
• Flail………………………………..20 • Mesh Armour………………. 15
• Maul……………………………… 10
• Two-Handed Hammer ��……..35

202
IRON RIDER
(CREW) - 35 credits
BS Ld Cl WP Int
5+ 7+ 8+ 8+ 8+

EQUIPMENT SPECIAL RULES


• The Iron Rider crew must be equipped with a Gang Fighter (Crew): These fighters form the gang’s
vehicle – attach the above profile to that of the backbone. The total number of Gang Leaders and
vehicle. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• The Iron Rider Crew can purchase any item from
the Vehicle Crew Equipment List.

• During a campaign, the crew can purchase


weapons, equipment, or a new vehicle from this
list, the Trading Post, or the Black Market.

� If they purchase a new vehicle, their old one (if


any) is moved to the gang’s Stash.

• A vehicle crew may only use Pistols.

SKILLS
• Primary Skills: Shooting, Driving

• Secondary Skills: Savant

IRON RIDER EQUIPMENT LIST


VEHICLES
• Custom Vehicle………………………………. varies
• Wolfquad……………………………………….70
• Ridgerunner……………………………………145
• Rockgrinder…………………………………… 145
• Outrider Quad………………………………… 80

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

Road Sergeant - Secondary - - - Primary Secondary - Secondary Primary

Arms Master - Secondary - - - Primary Secondary - Secondary Primary

Wrecker - - Secondary - - - - Primary Secondary -

Gunner Specialist - Primary Secondary - - Primary - Secondary - -

Greenhorn Secondary Secondary - - - Primary - - - -

Iron Rider - - - - Primary - - Primary Secondary -

ORLOCK LEGENDARY NAMES


Orlock Legendary Names let you customise your Gang
Leader and Champions with additional benefits. UNBELIEVABLE ESCAPES
Orlock gangers live and die by their reputation however, Some fighters are just D6 LEGENDARY NAME
and part of being a legend is living up to the hype – so each impossible to kill, with a
1 Iron Hard
one comes with a drawback, as well. reputation for surviving
2 Bullet Dodger
impossible odds – shrugging
USING LEGENDARY NAMES off rounds to the chest, 3 Badzone Legend
• A Gang Leader or Champion can have up to three sidestepping a bullet as though 4 Promethium-Proof Killer
Legendary Names. dodging a punch, or yanking 5 Slippery Scummer
out a knife to the gut and 6 Blade Breaker
� These fighters can select a Legendary Name at
plunging it into their foe.
recruitment, for free (that is, in addition to a skill).

• Any other fighter can have up to two Legendary


(1) IRON HARD
Names.
• Pro: This fighter counts the first Serious Injury or Out
• As an Advancement, any fighter can spend -3 XP to of Action result as a Flesh Wound.
gain a random Legendary Name from any category
• Con: If this fighter goes Out of Action, the gang
(re-roll any duplicates).
automatically fails its next Bottle Test.
• As an Advancement, any fighter can spend -6 XP to
choose a Legendary Name from any category. (2) BULLET DODGER
• Pro: Once per battle, when an enemy makes a ranged
• Each Legendary Name increases a fighter’s value by +5 attack against this fighter, you can force them to re-
credits. roll all their successful hits.

• Con: After using this ability, in the fighter’s next


activation they can only make Move (Simple) actions.

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.

• Con: The fighter can never use or benefit from the


(1) BIG MAN
Leading By Example rule.
• Pro: When making a Group Activation, this fighter may

(5) SLIPPERY SCUMMER include fighters within 6”, instead of 3”.

• 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 this ability is used, the gang may not attempt


(2) LUCKY
to rescue the replacement Captive.
• Pro: Once per battle, after rolling any die, this fighter
can change its result to a 6.
(6) BLADE BREAKER
• Con: If the scenario uses the Reinforcements rules,
• Pro: If the fighter is hit by a weapon that has the Melee
this fighter is automatically a Reinforcement.
or Versatile trait, roll D6 – on a 6, the attack becomes a
miss and the enemy is disarmed (as per the Disarm
(3) IMPRESSIVE SCARS
trait – the enemy can only make their Reaction attacks
• Pro: Friendly fighters can benefit from this fighter’s
unarmed until this combat is over).
Leading By Example ability at any range, as long as
• Con: N/A. they can draw line of sight to them.

• Con: If this fighter has the Group Activation (X) rule,


subtract -1 from (X).

(4) TOO PRETTY FOR PRIMUS


• Pro: If this fighter is still on the battlefield at the end
of the game, you can choose to gain 2D6x5 credits.

• Con: If this ability is used, and a double is rolled, your


opponent gains the credits instead.

(5) IRON STARE


• Pro #1: Ranged attackers wishing to target this fighter
must first pass a Cool check if they are in this fighter’s
line of sight – if failed, they cannot target this fighter,
but their action is not lost.

• Pro #2: This fighter never counts as being the closest


when working out Target Priority.

(6) ROCK STEADY


• Pro: If this fighter is Standing when the gang makes a
Bottle Test, roll two D6s and apply the lowest result.

• 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

(2) BULLET LORD


• Pro: Once per battle, instead of rolling the Firepower
die, this fighter can choose the Rapid Fire (3) result.

• Con: If this ability is used, after resolving the attack,


that weapon automatically goes Out of Ammo.

(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.

• Con: In any round where this fighter uses the Twin


Guns Blazing rule, they cannot initiate or participate in
a Group Activation.

(4) CHANCER
• Pro: If this fighter hits an enemy with an Improbable
Shot, gain +D3 XP.

• Con: When gaining Advancements, this fighter may


never choose new skills and can only gain them
randomly.

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.

WEAPON HARDPOINTS: One. ENGINE UPGRADES


• A weapon mounted on this Hardpoint gains the • Easy Turnover……………………………………... 5
Crew Operated and Arc (Front) traits. • Glys Injector…………….…………………………..20
• Nitro Burner…………………………………………15
TRANSPORT AREA: None.
HEAVY WEAPONS
UPGRADE SLOTS: Body (0), Drive (1), Engine (2).
• Harpoon Launcher………………………………… 110
EQUIPMENT: • Heavy Bolter………...………...………...………… 160
• An Outrider Quad may purchase items from the
Outrider Quad Equipment List. WARGEAR
• During a campaign, the Outrider Quad may • Headlights………………………………………….. 15
purchase additional items from this list, the • Smoke Launchers…………………………………. 20
Trading Post, and the Black Market.

• An Outrider Quad can only use Basic, Special or


Heavy weapons.

• An Outrider Quad can only install Upgrades from


the Outrider Quad Equipment List.

SPECIAL RULES:
• Agile: When taking a Vehicle Move (Simple) action,
the Outrider Quad can make two turns instead of
the usual one.

• Dedicated Gunner: When taking a Move & Shoot


(Basic) action, the Outrider Quad can move up to
its full Movement allowance, rather than the usual
half.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Cyber-Mastiff has no skills at recruitment.
battle, the Exotic Beast may also be included and
does not count towards the gang’s fighter limit • Primary Skills: Combat.
(and so are not considered in Bottle Tests). If its • Secondary Skills: Ferocity.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Watchdog: If the Cyber-Mastiff’s owner is acting as a
• Profile Restriction: Exotic Beasts may never be
Sentry, the fighter can attempt to spot enemies even if
issued new weapons or equipment – they can only
they are not within their vision arc, and also gains a +1
use the ones included in their profile.
modifier to the roll (natural 1 still fails).
• Activation: When its owner activates (including as
Loyal Protector: The Cyber-Mastiff’s owner is immune
part of a Group Activation), all of their Exotic
to the Coup de Grace (Simple) action if the Cyber-Mastiff
Beasts also activate. The activations can be
is Active or Engaged within 3” of them.
resolved in any order.

• Behaviour: If an Exotic Beast ends its activation


more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• A Grease Monkey wields a Wrench and Blowtorch • A gang can hire a maximum of one Grease Monkey.
(same stats as a Maul and Hand Flamer).
SKILLS
HANGER-ON RULES • A Grease Monkey comes with the Munitioneer skill
• Rep & Recruitment: The maximum number of at recruitment:
combined Brutes and Hangers-On a gang can
� MUNITIONEER: The Grease Monkey may re-roll
recruit is determined by their Reputation:
any failed Ammo checks for themselves, and for
REP MAX any friendly fighters within 6”. The second
0-5 1 outcome always stands.
5-9 2
10-14 3 SPECIAL RULES
15-19 4 Overcharge: Before any battle, the Grease Monkey can
20-24 5 overcharge one of the gang’s Brutes, or the jump
Each additional +5 +1
boosters of their Wreckers.

• 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.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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+

EQUIPMENT RECRUITMENT LIMIT


• None. • A gang can hire a maximum of one Prize Fighter.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • A Prize Fighter comes with the Iron Jaw skill at
combined Brutes and Hangers-On a gang can recruitment:
recruit is determined by their Reputation:
� IRON JAW: When the Prize Fighter is hit by
REP MAX unarmed close combat attacks, they count as
0-5 1 having +2 Toughness.
5-9 2
10-14 3
15-19 4
SPECIAL RULES
20-24 5 Bare Knuckle Fighter: When collecting income after a
Each additional +5 +1 battle, you can choose to have the Prize Fighter enter a
pit fight.
• Support Role: Generally, Hangers-On do not
If so, roll D6x10 twice, take the higher result, and gain
willingly participate in battles. However, if the
that many credits.
gang has Home Turf Advantage in the scenario
being played, roll D6 – on 4+, this fighter is unlucky If a 1 is rolled on either D6, the Prize Fighter is KO’d and
enough to be hanging around when the fighting no creds are earned.
starts and must be included as part of the crew If a double 1 is rolled, the Prize Fighter is killed in the
(and counting towards the gang’s fighter limit). ring and must be deleted from the Gang Roster.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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.

• Against weapons that use a Blast marker or Flame


GUNSHROUD
template, this increases to 5+.
• FITTED TO: Autopistol, Reclaimed Autopistol, Bolt
Pistol, Laspistol, Las Sub-Carbine, Stub Gun; all Basic
Weapons; Long Rifle, Sniper Rifle FURNACE PLATES
• The wearer gains a 6+ armour save, increased to 5+
• EFFECTS: The weapon gains the Silent trait.
against attacks originating within the fighter’s frontal
vision arc.
HOTSHOT LAS PACK
• This can never be reduced to less than 6+ by a
• FITTED TO: Lasgun, Laspistol
weapon’s AP or any other modifier.
• EFFECTS: The weapon’s profile changes to Strength 4,
AP -1, Ammo 4+, and it loses the Plentiful trait.
HAZARD SUIT
• The wearer gains a 6+ armour save.
LAS-PROJECTOR
• If the wearer also has a Respirator, when resolving a
• FITTED TO: Pistols, Basic Weapons, Special Weapons
Gas attack, they count as +3 Toughness instead of +2.
• EFFECTS: The weapon’s Short range Accuracy bonus
• The wearer is never affected by the Blaze condition or
increases by +1.
the Rad-Phage weapon trait.

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

SUSPENSOR Charge (Double) action.

• FITTED TO: Heavy Weapons


LIGHT CARAPACE ARMOUR
• EFFECTS: Attacking with this heavy weapon becomes
• The wearer gains a 4+ armour save.
a (Basic) action rather than (Double).

MESH ARMOUR
TELESCOPIC SIGHT [★]
• The wearer gains a 5+ armour save.
• FITTED TO: Pistols; all Basic & Special Weapons

• EFFECTS: If a fighter takes the Aim (Basic) action, this


weapon always uses its modifier for Short range, even
if the target is at Long range.

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.

• This displacement can result in the wearer becoming DROP RIG


Engaged. • If the owner is Active and within 1” of an edge, they
• If the wearer is displaced so that any part of their base can take the following action::
overhangs an edge, they must check Initiative – if � DESCEND (Basic): Move up to 3” horizontally, and
failed, they fall. up to 12” vertically. The fighter’s vertical movement
• If the wearer is displaced off an edge (or into a hazard must be downwards – i.e. towards the ground.
such as a pitfall) they fall automatically.

• If the wearer is displaced off the battlefield, they count


FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
as going Out of Action (but do not roll for Lasting
Toughness counts as +1 when rolling to determine
Injury).
whether they are affected.

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.

• If this occurs, roll another D6 – on a 1, the field


permanently burns out. Remove the refractor field
from the fighter’s card.

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.

• A Jump Booster can be used in either of the following


ways, chosen at activation: SERVO HARNESS (PARTIAL)
• The user gains +2 Strength and +1 Toughness, for as
� Safe Mode: Increase Movement by +3” for this
long as they wear the Servo Harness.
round.
• The user counts as having Suspensors on any
� Overcharge: Increase Movement by D3+3” for this
weapons they carry with the Unwieldy trait.
round. On a natural 1, the user is instead
immediately Pinned. • The user loses -1” Movement and -1 Initiative.

• 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.

• Any friendly fighter with Intelligence 8+ or worse, and


who is within 6” may use the user’s Cool in place of
their own.

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”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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).

PLACING GANG TERRAIN


• If a fighter within 3” of a Promethium Barrel is hit by a
weapon with the Blaze trait, add 1 to the dice when
• The owner of gang terrain places it on the battlefield rolling to see if they are set on fire.
before any fighters are deployed but after all other
terrain has been set up. (2) ROAD RELIC (GANG RELIC)
• Gang terrain may be placed within its gang’s These altars to the road gods of Necromunda are fashioned
deployment area; or if noted, in no-man’s-land – that from scavenged vehicle parts and hung with icons such as
wheels, fuel tanks, or battered gun turrets.
is, anywhere on the battlefield that is not a gang
deployment zone. • While a friendly fighter is in base contact with the
• If gang terrain is marked Defensive, it can only be Road Relic, they count as being armed with the
used if the gang is a defender in a scenario. following weapon:

• If gang terrain is marked Gang Relic, it can be used as RNG ACC


such in any scenario utilising that rule. HEAVY TURRET S L S L Str AP D Am
Burst Fire 20” 40” - - 4 -1 1 4+

ORLOCK GANG TERRAIN


Traits: Rapid Fire (1)
Suppressing Fire 12” 24” +1 - 4 -1 1 4+
Traits: Rapid Fire (3), Unstable
TERRAIN COST AVAILABILITY
1. Promethium Barrels 30 Rare (8)
(3) SAWN-OFF SURPRISE
2. Road Relic 75 Rare (10)
Sawn-off shotguns are a House Orlock staple with dozens of
3. Sawn-Off Surprise 20 Common uses – including in traps used to blast unsuspecting foes.
4. Servitor Sentry 100 Rare (11)
• Place within the gang’s deployment zone, or in no-
5. Tool Box 50 Rare (10)
man’s land.

• A Sawn-Off Surprise is a Hidden Trap. Deploy six


markers. Use some means to privately note which
marker is the real Surprise.

• When an enemy moves within 2” of a Sawn-Off


Surprise marker, they must immediately halt and
check Initiative.

• If passed, they complete their movement as normal.

• If failed, flip the marker – if the trap is false, discard it.


If the trap is real, it immediately triggers!

• Every fighter within 3” takes an automatic Strength 3,


AP 0, Damage 1 hit with the Scattershot trait.

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.

• If a Cyber-Mastiff, Ambot, Servitor Sentry, or “Lugger”


SERVITOR SENTRY
M WS BS S T W I A Ld Cl WP Int Cargo Servitor activates within 1” of a Tool Box, roll D6
- 6+ 5+ 2 4 1 6+ 1 12+ 4+ 6+ 12+ – on 4+, they may discard one Flesh Wound, or recover
one lost Wound.
• The servitor is a terrain piece, but is activated and
targeted in the same way as a fighter.

• It automatically passes Cool and Willpower checks.

• It automatically fails Leadership and Intelligence


checks.

• It is armed with either an autogun or a shotgun with


solid and scatter ammo:

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.

(2) A LONG WALK (13+) ORLOCK’S FINEST


Clearly, the gang needs a lesson in what it is to be Orlock. It’s not guns or ammo, creds, or a new fighter. It’s something
better!
• Choose one fighter to suffer a fatal chem reaction.
• The gang receives a crate of Merdena’s Finest Wild
• They are permanently removed from the gang, along
Snake. Add this to the Stash.
with all their weapons and equipment.
• The gang can drink the hooch before any battle. This
(3-5) HARD TIMES item has one use, so delete it from the Stash.
A true Orlock makes do with whatever tools are at hand. • For the duration of that battle, the gang automatically
• Choose three fighters. They can be given weapons passes all Cool checks.
from their equipment list for free.

• These weapons gain the Unstable and Limited traits


and are kept until the end of the campaign week.

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+

HOUSE AGENT RULES SKILLS


• Champion of the House: When you hire a House • Once a House Agent’s services are secured, choose
Agent, choose one of the above profiles to use. an option for their skills:

• 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:

D6+REP OUTCOME LEGENDARY NAMES


The House heeds the gang’s plea for aid and an • A House Agent may either choose one Legendary
1-5 Agent is dispatched. For 40 credits, they can be Name, or take two at random.
hired for this battle.
• To determine a random Legendary Name, choose
The House agrees to send an Agent to aid the a category and roll D6 (re-roll if the Agent already
6-10 gang, but it will cost them. For 80 credits, they
can be hired for this battle. has that Legendary Name).

The House feels the gang is capable of winning SPECIAL RULES


11-15 this fight alone. An Agent cannot be hired for this
Gang Hierarchy (Champion): If the gang is Bottling,
battle.
and this fighter passes their Cool check, all friendly
The House is angered that such a notorious Orlock fighters within 6” automatically pass theirs.
gang dares petition for more aid. An Agent
16+ cannot be hired for this battle – and the gang In addition, during a campaign, this fighter can perform
must pay a tithe of 2D6x10 credits to the House Post-Battle Actions.
as punishment for making foolish requests.
Group Activation (1): When this fighter activates, they
• “You Get What You Pay For”: Once recruited, may also activate one Ready fighter within 3” of their
House Agents can always be added to the crew, position, in addition to themselves.
regardless of how many fighters the gang is This must be announced at the start of the activation,
allowed to bring to a scenario. They do not count with the other chosen fighter clearly identified.
towards the fighter limit.
Activate the two fighters in any order, fully resolving
• Campaign Play: Hired Guns do not gain XP or each activation before proceeding to the next.
Advancements, never gain Lasting Injuries, and
Note that a gang can only make one Group Activation
cannot work Territories.
per turn.
EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the
Orlock Road Captain Equipment List.

• The value of the weapons and equipment increase


the Gang’s Rating.

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.

• Instead of rolling for Lasting Injury, the enemy target


• Players should agree prior to the battle whether to use is automatically Out Cold.
Sub-Plots. If so, a deck of playing cards is required.
• For the remainder of the battle, any time this same
Each player privately draws one card, then consults
fighter takes the Coup de Grace (Simple) action, the
their list of House Sub-Plots to see what secret
above effects are repeated.
assignment their gang has been given.

• Every Joker drawn must be shown to your opponent,


then discarded. You must then privately draw two (3) PROSPECTING MISSION
cards. If one of these is a Joker, do the same again. • Reveal at the start of the battle, after deployment but
before Priority.
• Once you complete a Sub-Plot, reveal it to your
opponent, gain the rewards and apply the effects, • Place three markers anywhere on the battlefield, at
then discard the card. least 12” from your deployment zone and 8” from
each other.

• When one of your fighters is within 1” of these


markers, they may take the following action:

� PROSPECT (Basic): Remove the marker and gain


D6x10 credits.

(4) COMEBACK KING


• Reveal at the start of the round, if your gang has failed
a Bottle Test and your opponent has at least three
times as many fighters in play as you do.

• If you win the battle, gain +D3 Rep.

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.

• This increases to 2D6x10 credits if this was achieved


(6) TAKE A BEATING while your Gang Leader was Engaged with more than
• Reveal if you win the battle with three or fewer one enemy fighter at the time.
fighters on the battlefield while Standing and Active.

• Gain D6x10 credits. This increases to 2D6x10 credits if


(QUEEN) ASH BATH
you have only a single fighter left.
• Reveal if three or more enemy fighters are
simultaneously subject to the Blaze condition.
(7) RACE THE CLOCK • Gain +1 Gang Tactics card.
• Reveal at the end of the battle if you won the scenario
before round 7.
(KING) THE LAST ROUND
• Gain +1 Rep. This increases to +D3 if you won the
• Reveal after one of your fighters successfully reloads a
scenario before round 3.
weapon for their first action, then uses their second
action to take an enemy fighter Out of Action with the
(8) OUTLAND SHOWDOWN same weapon.
• Reveal at the start of any activation if you have a • That fighter gains +D3 XP. This increases to +D6 XP if
fighter within 12” of an enemy – and both these they took two or more enemies Out of Action with
fighters are more than 12” from any other. their second action.
• If your fighter inflicts a Serious Injury on this enemy, or
takes them Out of Action, gain +1 Rep.

(9) HOSTILE NEGOTIATIONS


• Reveal when your opponent plays a Gang Tactics card
and you have fewer fighters in play than they do.

• Gain +1 random Gang Tactics card. This increases to


+2 cards if your opponent has three times as many
fighters in play than you do.

(10) BADZONE BROTHERHOOD


• Reveal if your Gang Leader or Champion uses their
“Leading by Example” rule to let three or more
friendly fighters automatically pass their Cool checks.

• The Gang Leader or Champion gains +D3 XP. This


increases to +D6 XP if they let every remaining
member of your crew pass their Cool checks.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour, Photo Goggles Slate and Macula can only be hired by House Orlock
gangs.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Man’s Best Friend: Slate is always accompanied by his
their profile – they can never be given other gear. faithful cyber-mastiff Macula – see over for rules.

BOUNTY HUNTER RULES SKILLS


“You Get What You Pay For”: Once recruited, a Bounty • Fearsome: If Slate is targeted by a Charge (Double)
Hunter does not count towards the gang’s fighter li action, the enemy must check Willpower after
• mit for a scenario. declaring it – if failed, their activation ends
immediately.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies: • Iron Will: When the gang makes a Bottle test, as
long as Slate is not Seriously Injured, reduce the
� Dead, Not Alive: When an opponent’s fighter
final score by 1.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. • Nerves of Steel: When Slate is hit by a ranged
attack, check Cool – if passed, he may choose to
� Claiming Bounties: Roll D6 when the gang
not be Pinned.
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EXOTIC BEAST RULES SPECIAL RULES


• Joining a Fight: If its owner participates in a Watchdog: If Slate Merdena is acting as a Sentry, he can
battle, the Exotic Beast may also be included and attempt to spot enemies even if they are not within his
does not count towards the gang’s fighter limit vision arc – and he also gains a +1 modifier to the roll (a
(and so are not considered in Bottle Tests). If its natural 1 still fails).
owner is removed for any reason, the Exotic Beast
Loyal Protector: Slate Merdena is immune to the Coup
is also removed.
de Grace (Simple) action if Macula is either Active or
• Profile Restriction: Exotic Beasts may never be Engaged within 3”.
issued new weapons or equipment – they can only
use the ones included in their profile. SKILLS
• Combat Master: Macula never suffers negative
• Activation: When its owner activates (including as
modifiers from enemy interference in close
part of a Group Activation), all of their Exotic
combat – and can always grant assists to friendly
Beasts also activate. The activations can be fighters, regardless of how many enemies he is
resolved in any order.
Engaged with.
• Behaviour: If an Exotic Beast ends its activation
more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

An Exotic Beast automatically Rallies if its activation ends


within 3” of its owner (but does not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

EQUIPMENT HOUSE LOYALTY


• Flak Armour, Respirator Margo can only be hired by House Orlock gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Queen of the Road: If Margo is on the battlefield, all
the weapons and equipment options included on friendly Orlock fighters can use her Cool characteristic
their profile – they can never be given other gear. instead of their own.

HOUSE AGENT RULES SKILLS


• Recruitment: You may have a maximum of one • Bring it On! Margo can take the following action:
House Agent in your gang at a time.
� ISSUE CHALLENGE (Basic): Choose an enemy
• Petition: House Agents must be petitioned for aid, fighter within 12”.
rather than directly hired. Roll D6, add the gang’s
Until the End Phase, or until they are attacked,
Reputation, and consult the below table:
that enemy can only freely target this fighter
D6+REP OUTCOME (ignoring Target Priority to do so).
Margo heeds the gang’s plea for aid. For 100 If they wish to target a different fighter, they
1-8
credits, she can be hired for this battle. must first pass a Willpower check.
Margo reluctantly agrees to assist. For 200
9-15 • Clamber: When Margo climbs, it does not cost
credits, she can be hired for this battle.
extra movement. She treats every vertical surface
Margo feels the gang can succeed without her
16+ as a ladder.
help. She cannot be hired for this battle.
• Spring Up: If Margo is Pinned when she is
• “You Get What You Pay For”: Once recruited, activated, check Initiative – if passed, she may
House Agents can always be added to the crew, take a free Stand Up (Basic) action.
regardless of how many fighters the gang is
• Sprint: If Margo takes two consecutive Move
allowed to bring to a scenario. They do not count
(Simple) actions on her turn, the distance for the
towards the fighter limit.
second is doubled.
• Gang Rating: House Agents increase the Gang

Rating in the same way as any other fighter.

226
VESPA “MINX” MERDENA, ORLOCK WILD CHILD
(ORLOCK VEHICLE / BOUNTY HUNTER) – 245 credits hiring fee

OUTRIDER QUAD VESPA & BIG PETE


M Fr Si Re HP Hnd Sv BS Ld Cl Will Int
9” 4 3 3 3 3+ 5+ 3+ 6+ 7+ 5+ 6+

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

EQUIPMENT HOUSE LOYALTY


• Custom Outrider Quad Vespa can only be hired by House Orlock gangs.

DRAMATIS PERSONAE RULES LOCOMOTION: Wheels.


• Personal Style: Dramatis Personae can only use
the weapons and equipment options included on SPECIAL RULES
their profile – they can never be given other gear. Agile: When taking a Vehicle Move (Simple) action,
Vespa’s quad can make two turns instead of the usual
BOUNTY HUNTER RULES one.
• “You Get What You Pay For”: Once recruited, a
Big Pete Plainsman: Vespa’s driver allegedly keeps an
Bounty Hunter does not count towards the gang’s
eye on her for Slate – but in reality, is completely
fighter limit for a scenario.
wrapped around her little finger. When taking a Move &
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang Shoot (Basic) action, the quad can move up to its full
can earn creds off the bodies of their enemies: Movement allowance, rather than the usual half.

� Dead, Not Alive: When an opponent’s fighter SKILLS


dies, the gang immediately claims half their • Jink: Once per round, when Vespa’s quad is hit by
value in credits, rounded up to the nearest 5. an attack, she may choose to roll D6 – on 6+, the
� Claiming Bounties: Roll D6 when the gang hit is ignored.
takes a Captive – on 3+, the gang is cut in on an
Jink saves are never modified by an attacking
active warrant – gain D6x10 credits. weapon’s Armour Piercing value.
After the battle, if neither of these abilities were • Trick Shot: Vespa’s ranged attacks against
used, the Bounty Hunter remains with the gang. Engaged targets disregard the usual -1 modifier to
If one ability was used, roll D6 – on 1-3, the Bounty hit.
Hunter leaves; on 4-6, they remain with the gang.
Ranged attacks against enemies in partial cover
If both abilities were used, the Bounty Hunter count them as being in the open.
departs, happy with their payment.
Ranged attacks against enemies in full cover suffer
• Gang Rating: Bounty Hunters increase the Gang a -1 modifier to hit, instead of the usual -2.
Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT HOUSE LOYALTY


• Respirator D060-K13 can only be hired by House Orlock gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Tenacious: If D060 goes Out of Action but has not yet
the weapons and equipment options included on activated this round, do not remove him from play – he
their profile – they can never be given other gear. may be activated as normal, and is removed from play
once this is completed.
HIVE SCUM RULES
Hardcase: D060 has a 4+ save.
• Recruitment: Gangs may recruit up to five Hive
Scum prior to a battle. Hive Scum are retained for Digi-Weapon Arsenal: When D060 activates he may
a single battle – they depart afterwards, unless re- choose to arm one of his digi-weapons. It remains
hired. armed until his next activation begins. D060 can only
make attacks with the digi-weapon he has armed.
• “You Get What You Pay For”: Once recruited,
Hive Scum can always be added to the crew, Wandering Hound: D060 is not an Exotic Beast, and so
regardless of how many fighters the gang is does not have an “owner” – he is very much his own
allowed to bring to a scenario. They do not count master!
towards the fighter limit.
SKILLS
• Gang Rating: Hive Scum increase the Gang Rating
• Big Brother: If D060 is Standing and Active, any
in the same way as any other fighter.
friendly fighter within 9” can use his Cool for any
• Campaign Play: Hive Scum do not gain XP or Nerve tests they must make.
Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour, Lho-Sticks Wilcox can only be hired by House Orlock gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Heavy Drinker: Wilcox is immune to the Intoxicated and
the weapons and equipment options included on Insane conditions.
their profile – they can never be given other gear.
Potent Fumes: Any fighter who activates within 3” of

BOUNTY HUNTER RULES Wilcox gains the Intoxicated condition:

• “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.

• “We’ll Get Our Bit...”: The Bounty Hunter’s gang


SKILLS
can earn creds off the bodies of their enemies:
• Unstoppable: Before Wilcox attempts Recovery,
� Dead, Not Alive: When an opponent’s fighter roll D6 – on 4+, he discards one Flesh Wound.
dies, the gang immediately claims half their
If Wilcox has no Flesh Wounds, on a 4+ he instead
value in credits, rounded up to the nearest 5.
gains +1 additional Recovery die to roll.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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.

SKILLS SPECIAL RULES


• The Prime gains one Primary skill at recruitment, Gang Leader: A House Van Saar gang must always
which costs no XP and does not increase their include a single fighter with this special rule.
credit value.
• During campaign play, this fighter may not retire –
• Primary Skills: Leadership, Shooting, Savant. the only way out for a gang leader is death.

• 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.

Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Van Saar
fighters within 12” automatically pass theirs.

In addition, during a campaign, this fighter can perform


Post-Battle Actions.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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.

SKILLS SPECIAL RULES


• The Augmek 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 Van
increase their credit value. Saar fighters within 6” automatically pass theirs.

• 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.

Group Activation (1): When this fighter activates, they


may also activate one Ready fighter within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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.

SKILLS SPECIAL RULES


• The Archeotek 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 Van
increase their credit value. Saar fighters within 6” automatically pass theirs.

• 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.

Master of Cyberteknika: When recruited, an Archeotek


may gain one Alpha-level item of Cyberteknika for free
(this does not increase their value).

In addition, the cost of any Cyberteknika purchased for


an Archeotek is halved, rounding up to the nearest 5
credits.

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.

Tools of the Trade: This fighter may take multiple


equipment sets.

Promotion (Champion): Once a Neotek gains five


Advancements, they can be promoted to an Augmek, if
desired.

Their category is adjusted to Champion and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Hot-Headed, Fast Learner and Gang Fighter
(Prospect) rules.

When promoted, an appropriate model should be used


to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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.

� A Tek can only use Pistols, Basic Weapons, and


SPECIAL RULES
Close Combat Weapons.
Gang Fighter (Ganger): These fighters form the gang’s
� A Tek Specialist can use any weapon. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Tek may purchase additional
with the Gang Fighter (X) rule.
equipment from this list, the Trading Post, or the
Black Market. Promotion (Tek Specialist): When the gang is founded,
one Tek can be promoted to a Tek Specialist.

In a campaign, additional Teks may also be promoted


through an Advancement.

A Tek Specialist gains the following additional rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Tek Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

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.

Promotion (Tek Specialist): Once a Subtek gains five


Advancements, they can be promoted to a Tek
Specialist, if desired.

Their category is adjusted to Ganger and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

SUBTEK EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Laspistol………………………………. 5 • Power Knife………………………25 • Bio-Booster…………… 35
• Las Sub-Carbine…………………….. 15 • Servo Claw……………………….30 • Drop Rig……………………. 10
• Shock Baton…………………….. 30 • Filter Plugs……………… 10
BASIC WEAPONS • Shock Stave…………………….. 25 • Medicae Kit………………….30
• Lasgun………………………………… 10 • Photo-Goggles……………...35
GRENADES • Respirator…………………...15
ARMOUR • Frag Grenades………………….. 30
• Flak Armour……………………………10 • Krak Grenades……… 45
• Mesh Armour…………………………. 15 • Rad Grenades………………….. 25
• Smoke Grenades………………..15

241
VAN SAAR SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT TECH
Prime Secondary - - Secondary - Primary Primary Primary Secondary

Augmek - - Secondary Secondary - Secondary Primary Primary Secondary

Archeotek - - - Secondary - - Secondary Primary Primary

Neotek Primary - - - - - Secondary Secondary -

Tek Specialist - - Secondary Secondary - - Primary Primary -

Subtek Primary - - - - - Secondary Secondary -

VAN SAAR ARCHAO-CYBERTEKNIKA


House Van Saar’s affinity for cybernetic modification lets
UPGRADING CYBERTEKNIKA
you install upgrades and improvements to your fighters.
• Each piece of Cyberteknika has three tiers: Alpha,
USING CYBERTEKNIKA Gamma, and Omega (basic, intermediate, and
• Any Van Saar fighter can install Cyberteknika, and to advanced).
do so, they need only pay its cost. • When gained, a fighter can choose which tier to install.
• However, a fighter can only install Cyberteknika at key • Fighters can upgrade an existing piece of Cyberteknika
points in their development: in any Post-Battle Sequence by paying the difference
1) At Recruitment: Gang Leaders and Champions in cost and entering Recovery.
can purchase Cyberteknika when they are first
recruited.
DAMAGED CYBERTEKNIKA
• If a fighter suffers a Lasting Injury to a location where
2) At Advancement: Whenever a fighter takes an
Cyberteknika has been installed, roll D6:
Advancement, they can also install Cyberteknika.
� On 1-3, the Lasting Injury is disregarded, but the
This is taken alongside the Advancement, not
Cyberteknika is damaged by the attack – the fighter
instead of it. The fighter must enter Recovery.
can no longer use this Cyberteknika’s benefits.
3) Carrying a Lasting Injury: During any Post-
� On 4-6, the Cyberteknika safely absorbs the attack
Battle Sequence, a fighter can install
and the Lasting Injury is disregarded.
Cyberteknika that is specifically associated with a
Lasting Injury on their profile (eye, hand, etc). • Regardless of the result, the fighter always enters
Recovery.
The fighter enters Recovery. Once cleared, the
effects of the Lasting Injury are replaced with the • Damaged Cyberteknika can be repaired in any Pre-
effects of the Cyberteknika. Battle Sequence (or during campaign Downtime) by
paying half its cost in credits.
• Once gained, Cyberteknika is permanent.

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.

• When the fighter becomes Prone within 0.5” of an


INSTALLATION edge and checks Initiative to determine whether they
• Cancels an existing Hand Injury Lasting Injury. fall, they can re-roll a failed result.
• Damaged if this Lasting Injury is rolled.

(1) ALPHA 50 credits


• The fighter ignores the effects of the Disarm trait.

(2) GAMMA 75 credits


• The fighter ignores the effects of the Disarm trait.

• The fighter does not suffer the usual -1 modifier to hit


in close combat if they have to turn to face their
opponent.

(3) OMEGA 125 credits


• The fighter is immune to the effects of the Disarm trait.

• The fighter does not suffer the usual -1 modifier to hit


in close combat if they have to turn to face their
opponent.

• The fighter is immune to the effects of the Parry trait.

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.

(1) ALPHA 50 credits VASCULAR CYBERTEKNIKA


• The fighter always counts as having an Infra-Sight
Replacing a fighter’s heart and lungs grants them a
attached to whatever ranged weapon they are using.
resistance to underhive perils, as well as a level of

(2) GAMMA 85 credits regenerative ability.

• The fighter always counts as having an Infra-Sight and


INSTALLATION
Mono Sight attached to whatever ranged weapon they
• Cancels an existing Enfeebled Lasting Injury.
are using.
• Damaged if this Lasting Injury is rolled.
(3) OMEGA 105 credits
• The fighter always counts as having an Infra-Sight and (1) ALPHA 40 credits
Mono Sight attached to whatever ranged weapon they • The fighter counts as having +1 Toughness when
are using. counting the number of Flesh Wounds they can take
before going Out of Action.
• The fighter always counts as having Photo Goggles
equipped.
(2) GAMMA 80 credits

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.

INSTALLATION (3) OMEGA 130 credits


• Cancels an existing Spinal Injury Lasting Injury. • The fighter counts as having +1 Toughness when
counting the number of Flesh Wounds they can take
• Damaged if this Lasting Injury is rolled.
before going Out of Action.
(1) ALPHA 50 credits • When checking Toughness, the fighter can re-roll the
• The fighter’s unarmed attack is Damage 3, rather than result.
the usual Damage 1.
• In each End Phase, the fighter can discard one Flesh
(2) GAMMA 75 credits Wound they have suffered.
• The fighter’s unarmed attack is Damage 3, rather than
the usual Damage 1.

• When resolving hits with a weapon that has the Melee


or Versatile trait, the fighter counts as +2 Strength.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Cyberachnid comes with the Clamber and
battle, the Exotic Beast may also be included and Fearsome skills at recruitment:
does not count towards the gang’s fighter limit
� CLAMBER: When the Cyberachnid climbs, this
(and so are not considered in Bottle Tests). If its
does not cost extra movement. They treat every
owner is removed for any reason, the Exotic Beast
vertical surface as a ladder.
is also removed.
� FEARSOME: If the Cyberachnid is targeted with
• Profile Restriction: Exotic Beasts may never be
a Charge (Double) action, the enemy must
issued new weapons or equipment – they can only
check Willpower after declaring it – if failed,
use the ones included in their profile.
they cannot move and their activation ends
• Activation: When its owner activates (including as immediately.
part of a Group Activation), all of their Exotic
• Primary Skills: Cunning.
Beasts also activate. The activations can be
resolved in any order. • Secondary Skills: Agility.

• Behaviour: If an Exotic Beast ends its activation SPECIAL RULES


more than 3” away from their owner, it must make Fear Inducing: The Cyberachnid confers its Fearsome
a Nerve check – if failed, it becomes Broken and skill to its owner, if they are within 3”.
immediately takes a free Running for Cover
(Double) action. Horrifying: A Cyberachnid is a horrifying meld of
machine and spider that most gangers would rather not
� An Exotic Beast flees towards its owner, rather have in their hideout. A Cyberachnid can never be
than cover. Captured.
� An Exotic Beast automatically Rallies if its
activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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+

EQUIPMENT RECRUITMENT LIMIT


• None. • A gang can hire a maximum of one Cogitator Core
Servitor.
HANGER-ON RULES
• Rep & Recruitment: The maximum number of SKILLS
combined Brutes and Hangers-On a gang can • None.
recruit is determined by their Reputation:
SPECIAL RULES
REP MAX Mind in the Machine: In any End Phase in a scenario
0-5 1
where the gang is a defender, the servitor can choose to
5-9 2
switch the lights on or off – either bringing the Pitch
10-14 3
15-19 4 Black rules into effect, or cancelling them.
20-24 5 Hostile Environment: When the gang is a defender in a
Each additional +5 +1
scenario, immediately after both sides have deployed,
the gang may place D3 Frag, Krak, or Melta traps
• Support Role: Generally, Hangers-On do not
anywhere on the battlefield that is not within 6” of an
willingly participate in battles. However, if the
enemy.
gang has Home Turf Advantage in the scenario
being played, roll D6 – on 4+, this fighter is unlucky Security Measures: When the gang is a defender in a
enough to be hanging around when the fighting scenario, enemies who attempt an Access Terminal
starts and must be included as part of the crew (Basic) or Bypass Loot Casket Lock (Basic) action suffer
(and counting towards the gang’s fighter limit). an additional -1 modifier to their Intelligence check.

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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.

HOTSHOT LAS PACK


• FITTED TO: Pistols, Basic Weapons, Special Weapons,
Heavy Weapons
ARMOUR
ARMOURED BODYGLOVE
• EFFECTS: The weapon’s profile changes to Strength 4,
• The wearer is immune to the effects of the Rad-Phage
AP -1, Ammo 4+, and it loses the Plentiful trait.
trait – that is, they never suffer an additional Flesh
Wound.
INFRA-SIGHT [★]
• Can be worn in conjunction with armour, or on its
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
own.
Heavy Weapons
� If worn in conjunction with other armour, the
• EFFECTS: The weapon disregards the -1 modifier for
wearer improves their armour save by +1.
partial cover, and treats full cover as partial. This
ability does not stack with the Trick Shot skill. � If worn alone, the wearer gains a 6+ armour save.

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.

• This displacement can result in the wearer becoming FILTER PLUGS


Engaged. • If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
• If the wearer is displaced so that any part of their base whether they are affected.
overhangs an edge, they must check Initiative – if
failed, they fall. • This item is one-use only. After applying the above
modifier, the filter plugs are removed.
• If the wearer is displaced off an edge (or into a hazard
such as a pitfall) they fall automatically.
GRAV CHUTE
• If the wearer is displaced off the battlefield, they count • The owner never suffers damage from jumping or
as going Out of Action (but do not roll for Lasting falling to a lower level.
Injury).

REFRACTOR FIELD
• If the wearer is hit by an attack, roll D6 – on 5+ the hit
is disregarded.

• If this occurs, roll another D6 – on a 1, the field


permanently burns out. Remove the refractor field
from the fighter’s card.

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.

• If the user is in cover, they reduce its effects by -1.

• The user can utilise the grav-cutter’s speed and bulk


to whip strike down enemies as they whip past. The
user has access to the following action:

� HIT AND RUN (Basic): The fighter moves a distance


up to their Movement characteristic.

If they pass over any enemies in the process, choose


one to target with a glancing strike.

Check Weapon Skill – if passed, resolve a Strength 4,


AP 0, Damage 1 hit with the Concussion and
Knockback traits against the chosen target.

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”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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.

(2) ENERGY SINK


PLACING GANG TERRAIN These devices charge power cells by sucking energy directly
• The owner of gang terrain places it on the battlefield from the environment. Though prohibited by an Imperium
before any fighters are deployed but after all other intolerant of cost-free power, House Van Saar seemingly
terrain has been set up. cares little and makes great use of them.

• Place within the gang’s deployment zone, or in no-


• Gang terrain may be placed within its gang’s
man’s-land.
deployment area; or if noted, in no-man’s-land – that
is, anywhere on the battlefield that is not a gang • If a fighter is within 0-3” of an energy sink, and is
deployment zone. armed with a las, plasma, or weapon with the Melta
trait, these lose -D3 Strength.
• If gang terrain is marked Defensive, it can only be
used if the gang is a defender in a scenario. • If the fighter is within 3-6” of an energy sink, these
weapons lose -1 Strength.
• If gang terrain is marked Gang Relic, it can be used as
such in any scenario utilising that rule. • Weapons can be reduced to a minimum of 1 Strength.

VAN SAAR GANG TERRAIN (3) RAD CANNON EMPLACEMENT (DEFENSIVE)


These signature weapons of the House use the same deadly
TERRAIN COST AVAILABILITY
radiation that blights the Van Saar’s very existence. Holding
1. Archaeo-Relic 80 Rare (9)
little terror to the Van Saar themselves, the debilitating after-
2. Energy Sink 60 Rare (10) effects of rad weapons are fearful for outsiders to behold.
3. Rad Cannon Emplacement 145 Rare (8)
• Once placed on the battlefield, Rad Cannons
4. Rad Casters 40 Rare (10)
Emplacements are fixed and cannot be moved.
5. Thermal Mine 70 Rare (11)
• The emplacement is a terrain piece, but is activated in
the same way as a fighter.

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!

• Every fighter within 0-3” suffers a Strength 8, AP -4,


Damage 3 hit with the Blaze and Melta traits.

• Every fighter within 3-6” suffers a Strength 8, AP -4,


Damage 3 hit with the Blaze trait.

� If you have multiple Thermal Mines in play, do not


discard the remaining markers – this keeps the
enemy guessing.

� If this was your last (or only) Thermal Mine, remove


the remaining markers.

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.

In House Van Saar, favours represent the largesse of clan


(9-10) SMOOTH SKIN
masters taking a personal interest in a gang, or perhaps an
The most ambitious young bloods travel from gang to gang,
imperious Prime or renowned Archeotek providing cold-
proving their skill through the fires of battle.
eyed and logical assistance, as appropriate.
• For the rest of the campaign week, the gang gains 1
Be warned! While the gang’s masters may bestow them Neotek.
gifts, they might also exact a price for those audacious
• They are equipped with an Armoured Bodyglove and
enough to call upon them.
Grav-Cutter as normal – plus a “Hystrar” Pattern
Energy Shield and Plasma Pistol.
If a gang has an Alliance, or has petitioned a House Agent
for aid in the upcoming battle, they may not seek a favour. • The plasma pistol gains the Reckless trait (on both
profiles).

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.

• Randomly select two fighters. Every weapon they


carry that does not have the Melee trait gains the
Unstable trait until the end of the campaign week.

• If these fighters participate in a battle, and are not


Seriously Injured or Out of Action when it ends, they
gain +D3 bonus XP.

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+

HOUSE AGENT RULES SKILLS


• Champion of the House: When you hire a House • Once a House Agent’s services are secured, choose
Agent, choose one of the above profiles to use. an option for their skills:

• 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:

D6+REP OUTCOME SPECIAL RULES


The House heeds the gang’s plea for aid and an Gang Hierarchy (Champion): If the gang is Bottling,
1-5 Agent is dispatched. For 40 credits, they can be and this fighter passes their Cool check, all friendly Van
hired for this battle. Saar fighters within 6” automatically pass theirs.
The House agrees to send an Agent to aid the In addition, during a campaign, this fighter can perform
6-10 gang, but it will cost them. For 80 credits, they
Post-Battle Actions.
can be hired for this battle.
The House feels the gang is capable of winning Group Activation (1): When this fighter activates, they
11-15 this fight alone. An Agent cannot be hired for this may also activate one Ready fighter within 3” of their
battle. position, in addition to themselves.
The House is angered that such a notorious This must be announced at the start of the activation,
gang dares petition for more aid. An Agent
16+ cannot be hired for this battle – and the gang with the other chosen fighter clearly identified.
must pay a tithe of 2D6x10 credits to the House
Activate the two fighters in any order, fully resolving
as punishment for making foolish requests.
each activation before proceeding to the next.

• “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.

• Campaign Play: Hired Guns do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the Van
Saar Prime Equipment List.

• The value of the weapons and equipment increase


the Gang’s Rating.

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.

• Every Joker drawn must be shown to your opponent,


then discarded. You must then privately draw two (4) FORWARD THINKING
cards. If one of these is a Joker, do the same again. • Reveal when your opponent plays a Gang Tactics card.

• 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.

(5) RADIATION PURGE


• Reveal the first time an enemy goes Out of Action as a
result of the Rad-Phage trait reducing their Toughness
to zero.

• Gain +D3 Rep. This increases to +D6 if the victim was a


Gang Leader or Champion.

(6) SEIZE THE SYSTEM!


• Reveal at the start of any friendly fighter’s activation if
at least two of your fighters have made successful
Intelligence checks this round.

• You may immediately choose to open, close, or lock


each individual door on the battlefield.

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.

(KING) BURNING WITH ENERGY


(9) RELIABLE TECH • Reveal in any End Phase if you took three or more
• Reveal during the Choose Crews step of the Pre-Battle enemies Out of Action using plasma-based weapons.
Sequence.
• Gain +1 random Gang Tactics card. This increases to
• Your gang can only use weapons with the Plentiful +2 cards if the victims included a Gang Leader or
trait in this battle. Champion.
• If any of your participating fighters lack a weapon with
the Plentiful trait, they count as wielding a laspistol.

• If you win the scenario, gain 2D6x10 bonus credits in


addition to any other rewards.

(10) SHOOT FOR THE HEAD


• Reveal if one of your fighters targets the enemy Gang
Leader with a Shoot (Basic) action and Seriously
Injures or takes them Out of Action.

• Gain D3 random Gang Tactics cards.

(JACK) EXPLOSIVE MESSAGE


• Reveal at the end of the battle if one of your fighters
used grenades to Seriously Injure or take Out of Action
at least three enemies.

• Gain D6x10 credits.

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

EQUIPMENT SPECIAL RULES


• Light Carapace Armour, Bio-Booster, Respirator Combined Consciousness: The Arachnotek Golem has
no consciousness of its own; it relies on the minds and
DRAMATIS PERSONAE RULES memories of others for a semblance of self-awareness.
• Personal Style: Dramatis Personae can only use
When hired, the gang chooses one fighter (even one in
the weapons and equipment options included on
Recovery) to loan their consciousness to the Golem.
their profile – they can never be given other gear.
The Golem replaces the donor in the gang for this battle.
HOUSE AGENT RULES It may use the donor’s skills, and all of the Golem’s
• Recruitment: You may have a maximum of one characteristics with a [?] are replaced the donor’s.
House Agent in your gang at a time.
Abominable Intelligence: If the gang loses its battle,
• Petition: House Agents must be petitioned for aid, the Golem coldly departs without relinquishing its
rather than directly hired. Roll D6, add the gang’s borrowed mind. The donor changes their Leadership,
Reputation, and consult the below table: Cool, Willpower, and Intelligence to 12+.

D6+REP OUTCOME Seemingly Invulnerable: The Golem’s 5+ armour save


“Acknowledged.” For 50 credits, the Golem can is never modified by a weapon’s Armour Piercing value.
1-8
be hired for this battle.
“Conditional.” For 100 credits, the Golem can be SKILLS
9-15 • Catfall: When the Golem jumps or falls, halve the
hired for this battle.
“Illogical.” The Golem cannot be hired for this distance for damage purposes (rounding up), then
16+ check Initiative – if passed, it remains Standing.
battle.
• Clamber: When the Golem climbs, it does not cost
• “You Get What You Pay For”: Once recruited, extra movement.
House Agents can always be added to the crew,
regardless of how many fighters the gang is • Cold and Calculating: Once per round, the Golem
allowed to bring to a scenario. They do not count can check Intelligence in place of Cool / Willpower.
towards the fighter limit. • Mental Mastery: The fighter is immune to the
• Gang Rating: House Agents increase the Gang Insanity condition and can Disrupt wyrd powers.
Rating in the same way as any other fighter. • Rad-Phaged: When resolving hits from the Gas or
Toxin traits, roll two D6s and discard the highest.
HOUSE LOYALTY
The Golem can only be hired by House Van Saar gangs. If targeted by the Rad-Phage trait, roll D6 – on 4+,
the Golem discards one Flesh Wound.

If the Pitch Black rules are in effect, the Golem


always counts as having the Revealed condition.

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

EQUIPMENT HOUSE LOYALTY


• “Arachni-Rig” Servo Suit Lisbeth can only be hired by House Van Saar gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Arachno-Cyberteknika Savant: Lisbeth ignores
the weapons and equipment options included on negative modifiers for moving through difficult terrain,
their profile – they can never be given other gear. and gains +2” movement when travelling vertically.

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.

After the battle, if neither of the above abilities


were used, the Bounty Hunter decides to stick
around – the gang may hire them for free in the
next battle. Otherwise, they depart.

If one of the above abilities were used, roll D6 – on


1-3, the Bounty Hunter leaves; on 4-6, they stick
around for the next battle, as above.

If both of the above abilities were used, the


Bounty Hunter departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT HOUSE LOYALTY


• Armoured Bodyglove, Bio-Booster, Filter Plugs, Von Buren can only be hired by House Van Saar gangs.
Light Carapace Armour, Medicae Kit, Photo-
Goggles, Respirator SPECIAL RULES
Master of Cyberteknika: When hired, Von Buren may
DRAMATIS PERSONAE RULES choose three items of Cyberteknika worth up to 200
• Personal Style: Dramatis Personae can only use credits, for free. This does not increase his value.
the weapons and equipment options included on
Heart of Iron: If targeted by the Rad-Phage trait, roll D6
their profile – they can never be given other gear.
as normal – however, on 3+, Von Buren discards one

BOUNTY HUNTER RULES Flesh Wound.

• “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.

After the battle, if neither of the above abilities


were used, the Bounty Hunter decides to stick
around – the gang may hire them for free in the
next battle. Otherwise, they depart.

If one of the above abilities were used, roll D6 – on


1-3, the Bounty Hunter leaves; on 4-6, they stick
around for the next battle, as above.

If both of the above abilities were used, the


Bounty Hunter departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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.

• The Gang Leader must check Willpower:

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+

EQUIPMENT CAWDOR CREED


• The Word-Keeper may purchase any weapons or Pious: A devout member of House Cawdor, this fighter
equipment from the Word-Keeper Equipment List. adheres closely to the teachings of the Redemption,
while dutifully denying the path of the fanatic.
• During a campaign, the Word-Keeper may
purchase additional weapons and equipment from � If this fighter rolls a natural double 1 when
this list, the Trading Post, or the Black Market. attempting to Rally, they may immediately re-roll.

• The Word-Keeper can use any weapon. SPECIAL RULES


Gang Leader: A House Cawdor gang must always
SKILLS
include a single fighter with this special rule.
• The Word-Keeper gains one Primary skill at
recruitment, which costs no XP and does not • During campaign play, this fighter may not retire –
increase their credit value. the only way out for a gang leader is death.

• 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.

The Path We Follow: As the gang’s leader, the Word-


Keeper Priest must choose a particular Path of Faith for
their gang to follow.

Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Cawdor
fighters within 12” automatically pass theirs.

In addition, during a campaign, this fighter can perform


Post-Battle Actions.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT CAWDOR CREED


• The Redemptor Priest may purchase any weapons Fanatical: A zealous follower of Redemptionist
or equipment from the Redemptor Priest teachings, this fighter embodies the extreme beliefs of
Equipment List. their cult, embracing the path of the fanatic.

• 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.

The Path We Follow: As the gang’s leader, the


Redemptor Priest must choose a particular Path of Faith
for their gang to follow.

Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Cawdor
fighters within 12” automatically pass theirs.

In addition, during a campaign, this fighter can perform


Post-Battle Actions.

Tools of the Trade: This fighter may take multiple


equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT CAWDOR CREED


• A Firebrand may purchase any weapons or Pious: A devout member of House Cawdor, this fighter
equipment from the Firebrand Equipment List. adheres closely to the teachings of the Redemption,
while dutifully denying the path of the fanatic.
• During a campaign, a Firebrand may purchase
additional weapons and equipment from this list, � If this fighter rolls a natural double 1 when
the Trading Post, or the Black Market. attempting to Rally, they may immediately re-roll.

• A Firebrand can use any weapon. SPECIAL RULES


Gang Hierarchy (Champion): If the gang is Bottling,
SKILLS
and this fighter passes their Cool check, all friendly
• The Firebrand gains one Primary skill at
Cawdor fighters within 6” automatically pass theirs.
recruitment, which costs no XP and does not
increase their credit value. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Primary Skills: Brawn, Combat.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Agility, Ferocity, Leadership,
equipment sets.
Piety.
Group Activation (1): When this fighter activates, they
may also activate one Ready fighter within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Righteous Warrior: Once per battle, when making a


Threshold test to perform an Act of Faith, the Firebrand
may choose to re-roll the Faith dice. If so, all dice must
be re-rolled.

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+

EQUIPMENT CAWDOR CREED


• A Deacon may purchase any weapons or Fanatical: A zealous follower of Redemptionist
equipment from the Deacon Equipment List. teachings, this fighter embodies the extreme beliefs of
their cult, embracing the path of the fanatic.
• During a campaign, a Deacon may purchase
additional weapons and equipment from this list, � If this fighter rolls a natural double 1 when checking
the Trading Post, or the Black Market. Nerve, they may immediately re-roll.

• A Deacon can use any weapon. SPECIAL RULES


Gang Hierarchy (Champion): If the gang is Bottling,
SKILLS
and this fighter passes their Cool check, all friendly
• The Deacon gains one Primary skill at recruitment,
Cawdor fighters within 6” automatically pass theirs.
which costs no XP and does not increase their
credit value. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Primary Skills: Brawn, Combat, Piety.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Agility, Ferocity, Leadership
equipment sets.

Group Activation (1): When this fighter activates, they


may also activate one Ready fighter within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Fanatical Fervour: Once per battle, the Deacon may


double their Attacks following a successful a Charge
(Double) action. If so, they suffer an additional -1
modifier to hit.

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+

EQUIPMENT CAWDOR CREED


• Brethren (and Brethren Specialists) may purchase Pious: A devout member of House Cawdor, this fighter
any weapons or equipment from the Brethren adheres closely to the teachings of the Redemption,
Equipment List. while dutifully denying the path of the fanatic.

• 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.

� A Brethren can only use Pistols, Basic Weapons, SPECIAL RULES


and Close Combat Weapons.
Gang Fighter (Ganger): These fighters form the gang’s
� A Brethren Specialist can also use Special backbone. The total number of Gang Leaders and
Weapons. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Brethren may purchase
additional equipment from this list, the Trading Promotion (Brethren Specialist): When the gang is
Post, or the Black Market. founded, one Ganger (either Brethren or Redemptionist)
can be promoted to a Specialist.

In a campaign, additional Brethren may also be


promoted through an Advancement.

A Brethren Specialist gains the following additional


rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Specialist: This fighter may spend XP to gain


additional skills.

Devout Masses (Ganger): After choosing crews, the


gang may add one additional Ganger with this special
rule to the starting crew, even if this takes you above the
size limit allowed by the scenario.

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+

EQUIPMENT CAWDOR CREED


• Redemptionists (and Redemptionist Specialists) Fanatical: A zealous follower of Redemptionist
may purchase any weapons or equipment from teachings, this fighter embodies the extreme beliefs of
the Redemptionist Equipment List. their cult, embracing the path of the fanatic.

• 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.

� A Redemptionist can only use Pistols, Basic SPECIAL RULES


Weapons, and Close Combat Weapons.
Gang Fighter (Ganger): These fighters form the gang’s
� A Redemptionist Specialist can also use Special backbone. The total number of Gang Leaders and
Weapons. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Redemptionist may
purchase additional equipment from this list, the Promotion (Redemptionist Specialist): When the gang
Trading Post, or the Black Market. is founded, one Ganger (either Brethren or
Redemptionist) can be promoted to a Specialist.

In a campaign, additional Redemptionists may also be


promoted through an Advancement.

A Redemptionist Specialist gains the following


additional rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Specialist: This fighter may spend XP to gain


additional skills.

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+

EQUIPMENT CAWDOR CREED


• A Bonepicker may purchase any weapons or Pious: A devout member of House Cawdor, this fighter
equipment from the Bonepicker Equipment List. adheres closely to the teachings of the Redemption,
while dutifully denying the path of the fanatic.
• During a campaign, a Bonepicker can only
purchase additional weapons from this list. � If this fighter rolls a natural double 1 when
attempting to Rally, they may immediately re-roll.
• During a campaign, a Bonepicker 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.

Promotion (Brethren or Redemptionist Specialist):


Once a Bonepicker gains five Advancements, they can
be promoted to a Brethren Specialist or a Redemption
Specialist, if desired.

Their category is adjusted to Ganger and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

Devout Masses (Juve): After choosing crews, the gang


may add D3 additional Juves with this special rule to the
starting crew, even if this takes you above the size limit
allowed by the scenario.

BONEPICKER EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Reclaimed Autopistol…………………5 • Axe ………………………………. 10 • Flak Armour………… 10
• Stub Gun…………………… 5 • Cleaver…………………………... 20 • Gutterforged Cloak…………15
-Dum Dum Rounds……………... +5 • Fighting Knife…………………….15
• Flail………………………………..20 PERSONAL EQUIPMENT
GRENADES • Heavy Club……………………… 15 • Bomb Delivery Rats……….. 30
• Blasting Charges…………………….. 35 • Maul……………………………… 10 • Filter Plugs…………… 10
• Frag Grenades……………………….. 30 • Skinblade…………………... 10
• Incendiary Charges………………….. 45 • Strip Kit………………………10
• Krak Grenades………………………. 40

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+

EQUIPMENT CAWDOR CREED


• A Zealot may purchase any weapons or equipment Fanatical: A zealous follower of Redemptionist
from the Zealot Equipment List. teachings, this fighter embodies the extreme beliefs of
their cult, embracing the path of the fanatic.
• During a campaign, a Zealot can only purchase
additional weapons from this list. � If this fighter rolls a natural double 1 when checking
Nerve, they may immediately re-roll.
• During a campaign, a Zealot 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.

Promotion (Redemptionist Specialist): Once a Zealot


gains five Advancements, they can be promoted to a
Redemption Specialist, if desired.

Their category is adjusted to Ganger and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

ZEALOT EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS FIELD ARMOUR
• Autopistol………………………………10 • Eviscerator ��………………….. 90 • Hexagrammatic Fetish……. 25
• Stub Gun…………………… 5 • Fighting Knife…………………... 15
-Dum Dum Rounds……………... +5 • Two-Handed Axe ��…………… 25 PERSONAL EQUIPMENT
-Exterminator……………….. +15 • Drop Rig……………………..10
GRENADES • Two-Handed Hammer ��………35 • Filter Plugs…………… 10
• Blasting Charges…………………….. 35 -Exterminator……………….. +15 • Pyromantic Mantle 45
• Frag Grenades……………………….. 30
• Incendiary Charges………………….. 45 ARMOUR
• Krak Grenades………………………. 40 • Flak Armour………… 10
• Incombustible Hauberk………… 20

277
CAWDOR SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT PIETY
Word-Keeper - Primary Primary - Secondary Primary Secondary - Secondary

Redemptor Priest - Secondary Primary - Secondary Primary Secondary - Primary

Firebrand Secondary Primary Primary - Secondary Secondary - - Secondary

Deacon Secondary Primary Primary - Secondary Secondary - - Primary

Brethren Secondary Secondary Primary - Primary - - - -

Redemptionist - Secondary Primary - Primary - - - Secondary

Bonepicker Secondary - Secondary - Primary - - - -

Zealot - - Secondary - Primary - - - Secondary

CAWDOR ARTICLES OF FAITH


Faith: there is no greater weapon in the Imperium’s arsenal!
GENERATING FAITH DICE
If a Cawdor warrior believes strongly enough in themselves, • Faith Dice are the resource used to attempt the
their brothers, and the God-Emperor, something miraculous miraculous Articles of Faith.
might happen… but should their faith falter, these divine
• In each End Phase, roll a D6 for every friendly Cawdor
gifts are just as easily taken away.
fighter on the battlefield who is not Seriously Injured
Articles of Faith are a collection of rules that apply to all or Broken – on 5+, a Faith Die is added to the pool.
Cawdor fighters.
• In addition, every Cawdor fighter can take the
Essentially, these are special abilities the gang can trigger following action:
by generating, and then gambling on Faith Dice.
� BESEECH THE GOD-EMPEROR (Double): The
There are four sets of Articles, determined by the gang’s fighter works themselves into a holy frenzy,
chosen Path of Faith. chanting prayers and flagellating themselves.

They gain the Impassioned condition (mark this


PATHS OF FAITH with a token, if possible):
• While other Clan Houses see little difference in the
-IMPASSIONED: In the End Phase,roll three
varied followers of the Redemption, in truth there are
D6s for this fighter rather than one.
a myriad of splinter faiths within House Cawdor.
• Faith Dice can be retained in the pool between rounds.
• These divergent beliefs are represented by the four
Paths of Faith: the Paths of the Faithful, the Fanatic, • However, there can never be more Faith Dice in the
the Doomed, and the Redeemer. pool than friendly Cawdor fighters on the battlefield. If
this is the case, discard the difference.
• When the gang is first created, the Gang Leader must
decide which Path of Faith to follow. • Naturally, Chaos-Corrupted or Genestealer-Infected
Cawdor gangs cannot generate Faith Dice or use
• This decision is permanent – unless the Gang Leader
Articles of Faith.
dies or is replaced. If this happens, their successor
may revisit the decision and choose their own Path.

• Each Path has its own Articles of Faith and key


benefits, reflecting that ideology.

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.

(3) “THE WORD FELL UPON THEM, AND THEY WERE


BROKEN BY IT…”
• Threshold: 5+

• Passed: Every enemy within 9” that has line of sight to


this fighter must check Nerve.

• Failed: The fighter must check Nerve.

(4) “AND BY THEIR WORKS SHALL THEY BE KNOWN…”


• Threshold: 5+

• Passed: One enemy psyker within 12” that has line of


sight to this fighter must check Leadership – if failed,
they must roll for Perils of the Warp.

• 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.

• Failed: The fighter must resolve the declared


movement without the benefit.

(2) “BY OUR PAIN SHALL HE JUDGE OUR WORTH…”


• Threshold: 3+

• Passed: The fighter counts as +3 Toughness –


however, when the Article expires, they suffer a Flesh
Wound.

• Failed: The fighter suffers a Flesh Wound.

(3) “WITHOUT THOUGHT, HE SMOTE THEM DOWN…”


• Threshold: 6+

• Passed: The fighter immediately takes a free Charge


(Double) action – but also suffers a -2 modifier to hit
for the rest of this round.

• Failed: The fighter suffers a -2 modifier to hit for the


rest of the battle.

(4) “HIS FEET CARRIED HIM INTO THE FRAY…”


• Threshold: 2+

• Passed: The fighter immediately takes a free Move


(Simple) action – but also suffers a Flesh Wound.

• Failed: The fighter suffers a Flesh Wound.

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.

• Failed: No effect. GANG BENEFITS


• If the Gang Leader has been taken Out of Action, or if
(6) “HE GAVE UNTO THEM THE EMPEROR’S MERCY…” the gang has failed a Bottle Test, Faith Dice are
• Special: Declare this Article when an enemy makes a generated on a 4+, rather than a 5+.
Coup de Grace (Simple) action against a friendly
Cawdor fighter (instead of at the start of an activation, (1) “AND THE PEOPLE ROSE UP IN THEIR MULTITUDES TO
as would usually be the case).
AID HIM…”
• Threshold: 5+ • Threshold: 8+

• 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.

(2) “BY THE MANNER OF HIS DEATH DID THE EMPEROR


JUDGE HIM!”
• Threshold: 5+

• Passed: The fighter takes a free Move (Simple) action.


After resolving this, centre the Blast (5”) template on
them. Any fighter it touches suffers a Strength 3, AP 0,
Damage 1 hit. The fighter then goes Out of Action.

• Failed: No effect.

(3) “AND IN THE GRACE OF THE EMPEROR, EVEN DEATH


WAS DEFIED!”
• Threshold: 8+

• Passed: When rolling for injury, the fighter treats


Serious Injury and Out of Action results as “No Effect.”
When this Article expires, the fighter automatically
goes Out of Action.

• Failed: No effect.

(4) “AND IN HIS LIGHT THEY WERE STRUCK BLIND…”


• Threshold: 5+

• Passed: This fighter, and any others within 6”, cannot


make ranged attacks against targets further than 3”
away from them – and cannot be targeted by ranged
attacks from further than 3” away.

• 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. GANG BENEFITS


• When generating Faith Dice, roll one additional D6 for
(6) “UPON A FORTRESS OF BONE SHALL MY STRENGTH every friendly fighter who is currently Seriously
BE BUILT!” Injured, or who has gone Out of Action.
• Threshold: 6+
(1) “EACH BLOW SHALL BARB MY ENEMY’S FLESH…”
• Passed: The fighter gains Strength and Toughness • Threshold: 5+
equal to the number of friendly fighters with the Gang
• Passed: An enemy who declares a close combat
Fighter (Ganger) rule who have gone Out of Action (to
a maximum of +3). attack against this fighter must first check Willpower –
if failed, they suffer a Flesh Wound.
• Failed: The fighter reduces their Strength and
• Failed: No effect.
Toughness to 1 for the rest of the battle.

(2) “AND FLAME SHALL BURN AWAY THEIR SIN!”


• Threshold: 3+

• Passed: Any weapon the fighter has with the Melee or


Versatile trait gains the Blaze trait.

• Failed: The fighter accidentally lights themselves on


fire, becoming subject to the Blaze condition.

(3) “WITH IRON TEETH, SHALL THEY BE DEVOURED…”


• Threshold: 5 +

• Passed: The fighter may re-roll any Wound rolls when


using a chain weapon (e.g. Chainsword, Chainaxe,
Chainglaive, or Eviscerator).

• Failed: No effect.

(4) “AND AGONY BROUGHT THE UNBELIEVERS LOW…”


• Threshold: 7+

• Passed: Every enemy within 6” who has suffered a


Flesh Wound and has line of sight to this fighter can
only perform a single action this round.

• Failed: The fighter can only perform a single action


this round.

(5) “IN HIS GAZE, THEY WERE FOUND WANTING…”


• Threshold: 9+

• Passed: The fighter takes the following action:

� JUDGE (Double): Choose an enemy within 9”. They


must check Willpower – if failed, they cannot
perform any actions in their next activation.

• Failed: No effect.

282
(6) “EVEN DEATH COULD NOT STAY HIS RIGHTEOUS
WRATH!”
• Threshold: 7+

• Passed: If this fighter goes Out of Action, choose one


enemy within 6” and in line of sight. They suffer a
Strength 5, AP -1, Damage 2 hit.

• Failed: No effect.

DESIGNER’S NOTE: FORGING YOUR OWN PATH


In a campaign, you may choose not to follow any
of these Paths of Faith – and instead forge your
own.

This allows a Gang Leader to choose any four


Articles of Faith to form the basis of the gang’s
unique beliefs.

Note that this does allow players to create


powerful combinations of Articles and so it is
essential that the Arbitrator both grants
permission, and reviews the decision.

To forge a custom Path of Faith:

Name the Path: This is an essential step that


helps define the gang’s beliefs. Without it, players
may simply choose what they feel is the best
combination to use, and that should be avoided!

Choose Beliefs: Choose up to four different


Articles of Faith from those listed previously.

Finally, note that taking the option of forging your


own Path does mean your gang will not gain any
of the benefits associated with the ‘formal’ Paths.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Sheen Bird has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Ferocity.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Agility.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Flight: A Sheen Bird ignores all terrain, moves freely
• Profile Restriction: Exotic Beasts may never be between levels, and can never fall – but cannot ignore
issued new weapons or equipment – they can only impassable terrain, and cannot end a move with its base
use the ones included in their profile. overlapping an obstacle or another fighter’s base.
• Activation: When its owner activates (including as Bate: The Sheen Bird always tries to charge an enemy –
part of a Group Activation), all of their Exotic even if its owner does not want it to.
Beasts also activate. The activations can be
resolved in any order. When the Sheen Bird’s owner activates, they must check
Willpower – if failed, the Sheen Bird resolves a Charge
• Behaviour: If an Exotic Beast ends its activation (Double) action towards the closest enemy.
more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and Rake Away: At the end of the Sheen Bird’s activation, its
immediately takes a free Running for Cover owner may check Willpower if they are either Standing
(Double) action. and Active or Pinned.

� 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).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• The Hive Preacher wields a Two-Handed Hammer. • A gang can hire a maximum of one Hive Preacher.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • The Hive Preacher has the Inspirational skill at
combined Brutes and Hangers-On a gang can recruitment:
recruit is determined by their Reputation:
� INSPIRATIONAL: If a friendly fighter within 6”
REP MAX checks Cool and fails, check the Hive Preacher’s
0-5 1 Leadership – if passed, the Cool check also
5-9 2 counts as having succeeded.
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Outlaw: Only Outlaw gangs can recruit the Hive
Each additional +5 +1
Preacher.

• 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

EQUIPMENT RECRUITMENT LIMIT


• The Flagellator wields a Flail. • A gang can hire a maximum of one Flagellator.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • The Flagellator has the Fearsome skill at
combined Brutes and Hangers-On a gang can recruitment:
recruit is determined by their Reputation:
� FEARSOME: If the Flagellator is targeted with a
REP MAX Charge (Double) action, the enemy must check
0-5 1 Willpower after declaring it – if failed, they
5-9 2 cannot move and their activation ends
10-14 3 immediately.
15-19 4
20-24 5 SPECIAL RULES
Each additional +5 +1
Outlaw: Only Outlaw gangs can recruit the Flagellator.

• 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.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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.

• Against weapons that use a Blast marker or Flame


INFRA-SIGHT [★]
template, this increases to 5+.
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
Heavy Weapons
GUTTERFORGED CLOAK
• EFFECTS: The weapon disregards the -1 modifier for
• Can be combined with other types of armour (except
partial cover, and treats full cover as partial. This
field armour).
ability does not stack with the Trick Shot skill.
• The wearer gains a 6+ armour save.
The weapon ignores the effect of smoke clouds, and if
the Pitch Black rules are in effect, the weapon can • Against environmental effects (such as Carnivorous
spot targets up to 12” away, instead of 3”. Plants or Badzone Environments), this increases to 5+.

An infra-sight cannot be fitted to a weapon with the


Rapid Fire (X), Blast (3”) or Blast (5”) traits. INCOMBUSTIBLE HAUBERK
• Can be combined with other types of armour (except
field armour).
MONO-SIGHT [★]
• FITTED TO: Basic Weapons, Special Weapons, Heavy • When the wearer is hit by a weapon with the Blaze
Weapons trait, roll D6 – on 5+, they do not roll to see if they are
set on fire.
• EFFECTS: If the fighter makes an Aim (Basic) action
with this weapon, gain a +2 modifier to the hit roll • If the wearer is subject to the Blaze condition and
instead of the usual +1. attempting to extinguish the flames, they gain a +1
modifier to their roll.

LIGHT CARAPACE ARMOUR


• The wearer gains a 4+ armour save.

MESH ARMOUR
• The wearer gains a 5+ armour save.

SCRAP SHIELD
• Can be combined with other types of armour (except
field armour).

• The user increases their existing armour save by +1


against enemy Reaction attacks.

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.

Check Ammo for the chosen grenade (exactly as if it


was thrown).

Then, check Intelligence – if passed, move the rat 6”.


If failed, the rat Scatters 6”.

• RAT MOVEMENT: Bomb delivery rats may ignore any


terrain that is not impassable – they can climb freely,
never fall, and may leap any gap of 2” or less (wider
gaps are impassable). In addition, they may pass
within 1” of other fighters, an exception to the norm.

• RAT ACTIVATION: Bomb delivery rats automatically


activate at the end of the Priority Phase:

� If the owner is Standing and Active within 9”, they


check Intelligence – if passed, move the rat 6”.

� If the owner is Engaged; Seriously Injured; more


than 9” away; or failed the Intelligence check, the
rat Scatters 6”, instead.

• DETONATION: If a rat ends a move within 1” of any


fighter (including a fellow rat), roll D6 – on 1, the
grenade is a dud; otherwise, it detonates. Resolve the
grenade’s effects, then remove the rat from play.

• TARGETING RATS: Rats can be attacked normally,


though with an additional -1 modifier to hit. If a rat is
hit, roll D6 – on 4+, it detonates. Either way, remove it
from play.

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.

� 5-6: They successfully effect a legendarily dramatic


DROP RIG escape – however, the skinblade is discarded.
• If the owner is Active and within 1” of an edge, they
can take the following action::
STRIP KIT
� DESCEND (Basic): Move up to 3” horizontally, and • When the owner checks Intelligence to try and operate
up to 12” vertically. The fighter’s vertical movement a door terminal, bypass a loot casket lock, or similar,
must be downwards – i.e. towards the ground. they gain a +2 modifier.

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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

PYROMANTIC MANTLE
• All of the owner’s weapons with the Melee or Versatile
trait also gain the Blaze trait.

• This effect is only active during the owner’s activation


(so it will not apply to Reaction Attacks, for example).

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.

• If gang terrain is marked Gang Relic, it can be used as


such in any scenario utilising that rule. (2) DIVINE BRAZIER
Cawdor gangs often plant holy icons on the battlefield –

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:

� IGNITE WEAPON (Simple): Choose one of the


fighter’s weapons that has the Melee or Versatile
trait. That weapon gains the Blaze trait for the
remainder of this round.

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.

� Fighters from House Cawdor are not affected by


Hive Incense (though their Hangers-On, Hired Guns,
and so forth are).

(4) HOLY RELIC (GANG RELIC, DEFENSIVE)


Whether a battered, long-broken autopistol once wielded by
a great “saint”, or a shattered fragment of armour allegedly
revealing the face of the God-Emperor himself, Cawdor
warriors behold these sacred objects with a rapturous awe.

• Place within the gang’s deployment zone.

• Cawdor fighters within 6” of a Holy Relic are filled with


fervent zeal in their attempts to protect it, gaining a +1
modifier to both hit and wound.

• An enemy within 1” of a Gang Relic can take the


following action:

� DEFILE RELIC (Double): The faithless villain


despoils the holy artefact. The Gang Relic loses the
above rules, and the fighter who defiled it gains +D3
XP. This action can only be taken once per game.

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.

Be warned! While the gang’s masters may bestow them


gifts, they might also exact a price for those audacious (9-10) BLESSED OF CAWDOR
enough to call upon them. A ‘chosen’ one appears and takes command of the gang for a
short time… before either dying, or learning their place.
If a gang has an Alliance, or has petitioned a House Agent
• The gang gains a free Juve – uniquely, they have the
for aid in the upcoming battle, they may not seek a favour.
Gang Leader rule.

• For the duration of this campaign week (or until the


PETITIONING FOR FAVOUR newcomer dies), the gang’s actual leader loses the
Before the game, after choosing your crew for the scenario, Gang Leader rule.
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) A VISION OF THE GOD-EMPEROR
The gang is struck by an outburst of sudden, religious mania,
speaking in tongues and flailing about in rapturous spasms.
Determine the final score and immediately apply the result
from the list. • Roll D6 for each member of the gang:

� 1: The fighter immediately goes into Recovery.


(2) PENANCE! However, they are cleared to return directly after
The gang’s faithless pleas for aid are disregarded and the the upcoming battle.
roaring nobles command that a penance must be paid.
� 2-5: The fighter gains +1 XP.
• Choose one fighter to pay the gang’s atonement in
� 6: The fighter gains +D6 XP.
blood.

• They are permanently removed from the gang, along


(13+) THE DIVINE EXECUTIONER COMETH!
with all their weapons and equipment.
Ominous boot-treads sound down the darkened corridors.
Behold with holy reverence as one of the Thane’s own
(3-5) FLAGELLATION Executioners descends from hive city to aid the gang.
The gang members whip themselves into a frenzy of faith and
• For the duration of the campaign week, the gang can
religious zeal, awaiting aid from on high that never comes.
include a free House Agent without the need to
• For the duration of this campaign week, the gang petition one.
begins every battle with D6 Faith Dice in their pool.

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+

HOUSE AGENT RULES SKILLS


• Champion of the House: When you hire a House • Once a House Agent’s services are secured, choose
Agent, choose one of the above profiles to use. an option for their skills:

• 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:

D6+REP OUTCOME CAWDOR CREED


The House heeds the gang’s plea for aid and an If the gang is Law-Abiding, the House Agent is Pious. If
1-5 Agent is dispatched. For 40 credits, they can be the gang is Outlaw, the House Agent is Fanatical.
hired for this battle.
The House agrees to send an Agent to aid the
SPECIAL RULES
6-10 gang, but it will cost them. For 80 credits, they Gang Hierarchy (Champion): If the gang is Bottling,
can be hired for this battle. and this fighter passes their Cool check, all friendly
The House feels the gang is capable of winning Cawdor fighters within 6” automatically pass theirs.
11-15 this fight alone. An Agent cannot be hired for this
In addition, during a campaign, this fighter can perform
battle.
Post-Battle Actions.
The House is angered that such a notorious
gang dares petition for more aid. An Agent Group Activation (1): When this fighter activates, they
16+ cannot be hired for this battle – and the gang may also activate one Ready fighter within 3” of their
must pay a tithe of 2D6x10 credits to the House position, in addition to themselves.
as punishment for making foolish requests.
This must be announced at the start of the activation,
• “You Get What You Pay For”: Once recruited, with the other chosen fighter clearly identified.
House Agents can always be added to the crew, Activate the two fighters in any order, fully resolving
regardless of how many fighters the gang is each activation before proceeding to the next.
allowed to bring to a scenario. They do not count
towards the fighter limit. Note that a gang can only make one Group Activation
per turn.
• Campaign Play: Hired Guns do not gain XP or
Advancements, never gain Lasting Injuries, and
cannot work Territories.

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).

• The value of the weapons and equipment increase


the Gang’s Rating.

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.

• Gain +2 random Gang Tactics cards. This increases to


+3 if the enemies were Seriously Injured or taken Out
of Action by weapons with the Blaze trait.

(5) HYMN OF DEVOTION


• Reveal if two or more fighters made a successful
Threshold test this round.

• Every enemy fighter suffers a -1 modifier to Cool


checks until the end of the 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.

• If they Seriously Injure or take an enemy Out of Action,


(KING) DIVINE POSSESSION
they gain +D3 bonus XP. After doing so, if the fighter
• Reveal when an enemy takes your Gang Leader or a
goes Out of Action, gain +2D3 Rep.
Champion Out of Action.

• The fighter does not go Out of Action – instead, they

(7) RIGHTEOUS ARE THE FALLEN regain one lost Wound.

• 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.

(8) IF IT DOESN’T HURT… IT DOESN’T COUNT!


• Reveal if your Gang Leader or Champion successfully
Recovers from a Serious Injury.

• Gain +D3 Rep. This increases to +2D3 if this fighter


goes on to successfully Recover a second time.

(9) MARCH TO THE GRAVE


• Reveal at the start of any round if the gang has failed a
Bottle Test and your opponent has at least three times
as many fighters on the battlefield as you.

• If you win the battle, gain +D3 bonus Rep.

(10) RITES OF DOOM


• Reveal at the start of any friendly activation if the gang
has two or more fighters Engaged against a single
Gang Leader or Champion.

• If that enemy is Out of Action by the end of the


activation, gain +D3+1 Rep.

(JACK) WORD OF THE GOD-EMPEROR


• Reveal when your Gang Leader or Champion initiates
a Group Activation.

• Until the start of their next activation, every fighter in


that Group Activation gain a 3+ armour save that
cannot be modified in any way.

• In addition, if these fighters perform a Coup de Grace


(Simple) action, they gain +1 bonus XP and the gang
gains +1 Rep.

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

EQUIPMENT HOUSE LOYALTY


• Book of the Redemption, Flak Armour, Klovis the Redeemer (and Deacon Malakev) can only be
Incombustible Hauberk, Pyromantic Mantle hired by House Cawdor gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Outlaw: Klovis the Redeemer can only be hired by
the weapons and equipment options included on Outlaw gangs.
their profile – they can never be given other gear.
Deacon Malakev: The Redeemer is always

HOUSE AGENT RULES accompanied by Deacon Malakev (see over).

• 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.

• True Grit: When the Redeemer rolls for Injury with


multiple dice, discard one of them; or, if he rolls
for Injury with a single die, instead roll two and
choose which result to apply.

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+

EQUIPMENT SPECIAL RULES


• Light Carapace Armour Dedicated Follower: Deacon Malakev is utterly loyal to
the Redeemer. He cannot be hired on his own – instead,
DRAMATIS PERSONAE RULES when a gang hires Klovis the Redeemer, he is
• Personal Style: Dramatis Personae can only use automatically accompanied by Deacon Malakev.
the weapons and equipment options included on
At the start of the battle, Malakev must be deployed
their profile – they can never be given other gear.
within 3” of the Redeemer.

Bodyguard: If the Redeemer is hit by a ranged attack,


the hit and all its effects can be transferred to Malakev if
he is within 2” of the Redeemer.

Scribe: Malakev records the great deeds of the


Redeemer’s crusade through the underhive. At the end
of a battle, if Malakev was not Seriously Injured, the
gang gains +D3 Rep.

The Liber Excruciatus: This is the Redeemer’s infamous


book of tortures, carried and updated by Deacon
Malakev to become a mighty tome.

If the Redeemer is within 1” of Malakev, and both are


Standing and Active, the Redeemer can take the
following action:

� KNOW YOUR FATE (Basic): Fixing his gaze upon his


enemies, Klovis reads aloud from the Liber
Excruciatus, informing them of the many tortures
they can expect.

Choose D3 enemies within 9” and in line of sight of


the Redeemer. Each must check Nerve with a -1
modifier.

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).

• Lie Low: If Malakev is Prone, ranged attacks can


only target him at Short range (any weapons
without a Short range ignore this skill).

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

EQUIPMENT HOUSE LOYALTY


• Light Carapace Armour, Stimm-Slug Stash The Headsman can only be hired by House Cawdor
gangs.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Iconic Figure: The Headsman is an iconic figure that
their profile – they can never be given other gear. inspires both fear and fervour in members of House
Cawdor. As such, he has the Gang Hierarchy (Champion)
BOUNTY HUNTER RULES and Group Activation (1) rules.
• “You Get What You Pay For”: Once recruited,
Articles of Faith: The Headsman can generate Faith
Bounty Hunters can always be added to the crew,
Dice as normal, and may perform Articles of Faith. He
regardless of how many fighters the gang is
follows the Path of the Zealot.
allowed to bring to a scenario. They do not count
towards the fighter limit.
SKILLS
• “We’ll Get Our Bit...”: A Bounty Hunter grants a • Counter-Attack: When the Headsman makes
gang the ability to earn some creds off the bodies Reaction attacks, he may make an additional +1
of their enemies: for every one of the enemy’s attacks that failed to
hit (whether they missed, were parried, or similar).
� Dead, Not Alive: When an opponent’s fighter
dies, the gang immediately claims half their • Fearsome: If the Headsman is targeted with a
value in credits, rounded up to the nearest 5. Charge (Double) action, the enemy must check
Willpower after declaring it – if failed, they cannot
� Claiming Bounties: If the gang takes a Captive,
move and their activation ends immediately.
immediately roll D6 – on 3+, there is an active
warrant for this fighter, and the Bounty Hunter • Inspirational: If a friendly fighter within 6” checks
cuts the gang in – gain D6x10 credits reward. Cool and fails, check the Headsman’s Leadership –
if passed, the Cool check also counts as having
After the battle, if neither of the above abilities
succeeded.
were used, the Bounty Hunter decides to stick
around – the gang may hire them for free in the • Reign of Blows: The Headsman treats the Fight
next battle. Otherwise, they depart. (Basic) action as Fight (Simple).

If one of the above abilities were used, roll D6 – on


1-3, the Bounty Hunter leaves; on 4-6, they stick
around for the next battle, as above.

If both of the above abilities were used, the


Bounty Hunter departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

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

EQUIPMENT HOUSE LOYALTY


• Flak Armour Rattus can only be hired by House Cawdor gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Questionable Morals: The law is a vague concept to
the weapons and equipment options included on Rattus. He can be hired by both Law-Abiding and Outlaw
their profile – they can never be given other gear. gangs.

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”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

In both cases, this modifier is to a maximum of 3.

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+

EQUIPMENT SPECIAL RULES


• The Master of Shadow may purchase any weapons Gang Leader: A House Delaque gang must always
or equipment from the Master of Shadow include a single fighter with this special rule.
Equipment List.
• During campaign play, this fighter may not retire –
• During a campaign, the Master of Shadow may the only way out for a gang leader is death.
purchase additional weapons and equipment from
• If this fighter dies during a campaign (or is
this list, the Trading Post, or the Black Market.
otherwise permanently lost), another fighter must
• The Master of Shadow can use any weapon. be promoted to replace them, gaining the Gang
Leader rule.
SKILLS
Gang Hierarchy (Leader): If the gang is Bottling, and
• The Master of Shadow gains one Primary skill at
this fighter passes their Cool check, all friendly Delaque
recruitment, which costs no XP and does not
fighters within 12” automatically pass theirs.
increase their credit value.
In addition, during a campaign, this fighter can perform
• Primary Skills: Agility, Cunning, Leadership.
Post-Battle Actions.
• Secondary Skills: Savant, Shooting, Obfuscation.
Tools of the Trade: This fighter may take multiple
PSYCHOTERIC WHISPERS equipment sets.
The Master of Shadow can be upgraded with the Group Activation (2): When this fighter activates, they
following rules at recruitment (+30 credits) – or through may also activate two Ready fighters within 3” of their
an Advance (-7 XP): position, in addition to themselves.
• Psychoteric Mastery: The fighter is a Psyker – This must be announced at the start of the activation,
choose a Psychoteric Whispers discipline with chosen fighters clearly identified.
(Madness, Delusion, or Darkness) and gain one
Activate the three fighters in any order, fully resolving
wyrd power from that list.
each activation before proceeding to the next.
During campaign play, this fighter can pay -6 XP to
Note that a gang can only make one Group Activation
gain a random wyrd power from their discipline, or
per turn.
-9 XP to choose one.
Psychoteric Choir: When a Delaque fighter uses a
• Unsanctioned Psyker: If this fighter is taken Out
Psychoteric Whisper wyrd power, every gang member
of Action, the enemy gang receives a bounty of
who is Standing and Active within 3”:
D3x10 credits. If Captured and sold to the Guilders,
they are worth their full value. � Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

In both cases, this modifier is to a maximum of 3.

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+

EQUIPMENT SPECIAL RULES


• A Phantom may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Phantom Equipment List. and this fighter passes their Cool check, all friendly
Delaque fighters within 6” automatically pass theirs.
• During a campaign, a Phantom may purchase
additional weapons and equipment from this list, In addition, during a campaign, this fighter can perform
the Trading Post, or the Black Market. Post-Battle Actions.

• 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.

• Unsanctioned Psyker: If this fighter is taken Out


of Action, the enemy gang receives a bounty of
D3x10 credits. If Captured and sold to the Guilders,
they are worth their full value.

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+

EQUIPMENT SPECIAL RULES


• A Nacht-Ghul may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Nacht-Ghul Equipment List. and this fighter passes their Cool check, all friendly
Delaque fighters within 6” automatically pass theirs.
• During a campaign, a Nacht-Ghul may purchase
additional weapons and equipment from this list, In addition, during a campaign, this fighter can perform
the Trading Post, or the Black Market. Post-Battle Actions.

• 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

SKILLS who is Standing and Active within 3”:

• 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.

During campaign play, this fighter can pay -6 XP to


gain a random wyrd power from their discipline, or
-9 XP to choose one.

• Unsanctioned Psyker: If this fighter is taken Out


of Action, the enemy gang receives a bounty of
D3x10 credits. If Captured and sold to the Guilders,
they are worth their full value.

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+

EQUIPMENT Psychoteric Mastery: The fighter is a Psyker – choose a


Psychoteric Whispers discipline at recruitment
• A Psy-Gheist may purchase any weapons or
(Madness, Delusion, or Darkness) and gain one wyrd
equipment from the Psy-Gheist Equipment List.
power from that list.
• During a campaign, a Psy-Gheist may purchase
During campaign play, this fighter can pay -6 XP to gain
additional weapons and equipment from this list,
a random wyrd power from their discipline, or -9 XP to
the Trading Post, or the Black Market.
choose one.
• A Psy-Gheist can use any weapons from the Psy-
Unsanctioned Psyker: If this fighter is taken Out of
Gheist Equipment List – but can only use Pistols
Action, the enemy gang receives a bounty of D3x10
and Close Combat Weapons from the Trading Post
credits. If Captured and sold to the Guilders, they are
or Black Market.
worth their full value.
SPECIAL RULES Psychoteric Choir: When a Delaque fighter uses a
Gang Fighter (Prospect): These fighters form the Psychoteric Whisper wyrd power, every gang member
gang’s backbone. The total number of Gang Leaders and who is Standing and Active within 3”:
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule. � Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Tools of the Trade: This fighter may take multiple
Intelligence check.
equipment sets.
In both cases, this modifier is to a maximum of 3.
Promotion (Champion): Once a Psy-Gheist gains five
Advancements, they can be promoted to a Phantom or
WYRD POWERS
Nacht-Ghul, if desired.
A Psy-Gheist can purchase additional wyrd powers at
Their category is adjusted to Champion and they gain all recruitment, chosen from their selected Psychoteric
the rules and gear access of their new rank – but lose the Whispers discipline for +30 credits each.
Promotion, Hot-Headed, Fast Learner and Gang Fighter
Note that wyrd powers can only be purchased in this
(Prospect) rules.
way at recruitment – during campaign play, new powers
When promoted, an appropriate model should be used can only be gained as Advancements.
to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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+

EQUIPMENT SPECIAL RULES


• Ghosts (and Ghost Specialists) may purchase any Gang Fighter (Ganger): These fighters form the gang’s
weapons or equipment from the Ghost Equipment backbone. The total number of Gang Leaders and
List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Ghost may purchase
additional weapons from this list. Promotion (Ghost Specialist): When the gang is
founded, one Ghost can be promoted to a Ghost
� A Ghost can only use Pistols, Basic Weapons,
Specialist.
and Close Combat Weapons.
In a campaign, additional Ghosts may also be promoted
� A Ghost Specialist can use any weapon.
through an Advancement.
• During a campaign, a Ghost may purchase
A Ghost Specialist gains the following additional rules:
additional equipment from this list, the Trading
Post, or the Black Market. • Tools of the Trade: This fighter may take multiple
equipment sets.

• Specialist: This fighter may spend XP to gain


additional skills.

Psychoteric Choir: When a Delaque fighter uses a


Psychoteric Whisper wyrd power, every gang member
who is Standing and Active within 3”:

� Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

In both cases, this modifier is to a maximum of 3.

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+

EQUIPMENT SPECIAL RULES


• A Shadow may purchase any weapons or Gang Fighter (Juve): These fighters form the gang’s
equipment from the Shadow Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Shadow can only purchase
with the Gang Fighter (X) rule.
additional weapons from this list.
Promotion (Ghost Specialist): Once a Shadow gains
• During a campaign, a Ghost may purchase
five Advancements, they can be promoted to a Ghost
additional equipment from this list, the Trading
Specialist, if desired.
Post, or the Black Market.
Their category is adjusted to Ganger and they gain all
the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

Psychoteric Choir: When a Delaque fighter uses a


Psychoteric Whisper wyrd power, every gang member
who is Standing and Active within 3”:

� Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

In both cases, this modifier is to a maximum of 3.

SHADOW EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 5 • Shock Stave……………………...25 • Filter Plugs………………………. 10
• Flechette Pistol (Solid & Fleshbane • Stiletto Knife……………………...20 • Photo-Goggles………………….. 20
Ammo)………………………………...30 • Web Gauntlet…………………… 35 • Respirator…………….…………. 15
• Hand Flamer………………………….75 • Skinblade…………………………10
• Laspistol……………………………… 10 GRENADES
• Stub Gun……………………………...5 • Scare Gas Grenades….……….. 40 WEAPON ACCESSORIES
• Web Pistol…………………………….80 • Smoke Grenades……………….. 15 • Gunshroud (Pistols
• Stun Grenades………………….. 10 & Basic Weapons)……………… 10
BASIC WEAPONS • Infra-Sight (Pistols, Basic,
• Throwing Knives…………………….. 10 ARMOUR & Special Weapons)……………. 35
• Flak Armour………………………10
• Mesh Armour………………….. 15

317
DELAQUE SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT OBFUSCATION
Master of Shadow Primary - - Primary - Primary Secondary Secondary Secondary

Phantom Secondary - - Primary - Secondary Secondary Primary Primary

Nacht-Ghul Primary - - Primary - Secondary Secondary - Secondary

Psy-Gheist Secondary - - Primary - - - Secondary -

Ghost Specialist Secondary - Secondary Primary - - - Primary -

Shadow Secondary - - Primary - - - 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.

(2) TERRIBLE TRUTHS (Basic)


• Target an enemy within 3”. They must check
Intelligence – if failed, they gain the Insanity condition.

(3) PSYCHOTERIC LURE (Basic)


• Target an enemy with the Ready condition within 3”.

• When play switches back to the enemy gang, this


target must be activated.

• The target cannot perform a Group Activation when


next activated.

(4) CYCLOPEAN GAZE (Double)


• Target an enemy with the Ready condition within 1”.
They immediately lose the Ready condition.

(5) CRAVEN HOWL (Basic, Continuous Effect)


• While this power is maintained, enemy fighters within
5” cannot attempt to Rally.

(6) UNREMEMBERABLE UTTERANCE (Simple,


Continuous Effect)
• While this power is maintained, enemy fighters who
activate within 3” treat all actions as (Double).

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”.

(4) DECEITFUL THOUGHTS (Double) (4) ETERNAL SLUMBER (Double)


• Target an enemy within 5”. They must check • All Seriously Injured enemies within 3” automatically
Intelligence – if failed, you may make a free Move go Out of Action.
(Simple) action for them.
(5) CLOAK OF WHISPERS (Basic, Continuous Effect)
• This may not be used to send them over an edge, into • While this power is maintained, no friendly Delaque
dangerous terrain, or any other area of the battlefield fighter within 3” can be targeted or affected by an
harmful to them. enemy Gang Tactics card.

(5) SUICIDAL EMBRACE (Basic) • This includes the psyker themselves.


• Target an enemy within 3”. They must check
Intelligence – if failed, randomly select one of their (6) SIGHT BLIGHT (Simple, Continuous Effect)
weapons with the Melee trait. • While this power is maintained, every enemy within 5”
counts as being affected by the Pitch Black rules.
• The target resolves an automatic hit against
themselves with this weapon. • This means they have a sight range of 3” and cannot
make a Shoot (Basic) or Charge (Double) action against
• If the target has no weapons with the Melee trait, they any target further than this.
resolve an automatic, unarmed attack against
themselves. • The enemy can still use any equipment they have that
mitigates the effects of darkness (such as Photo-
Goggles).
(6) OPPROBRIOUS CURSE (Simple)
• Target an enemy within 3”. They must check
Toughness – if failed, they suffer a Flesh Wound.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Cephalopod Spektor has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Cunning.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Agility.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Flight: A Cephalopod Spektor ignores all terrain, may
• Profile Restriction: Exotic Beasts may never be move freely between levels, and can never fall –
issued new weapons or equipment – they can only however, it may not ignore impassable terrain, nor end
use the ones included in their profile. a move overlapping an obstacle or another fighter.
• Activation: When its owner activates (including as Sensor Array: If a Cephalopod Spektor is within 3” of its
part of a Group Activation), all of their Exotic owner when they check Intelligence, roll an additional
Beasts also activate. The activations can be D6, then choose one to discard.
resolved in any order.
Threat Response: If the Cephalopod Spektor’s owner is
• Behaviour: If an Exotic Beast ends its activation taken Out of Action, before removing the Spektor itself,
more than 3” away from their owner, it must make all enemies within D6” suffer an automatic Strength 1,
a Nerve check – if failed, it becomes Broken and AP 0, Damage 1 hit with the Seismic trait.
immediately takes a free Running for Cover
(Double) action. Watchdog: If the Sneak Attack rules are in effect and the
Cephalopod Spektor’s owner is acting as a Sentry, they
� An Exotic Beast flees towards its owner, rather gain a +1 modifier when trying to spot attackers, and
than cover. can attempt to spot attackers that are not within their
� An Exotic Beast automatically Rallies if its vision arc.
activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Psychoteric Wyrm has no skills at recruitment.
battle, the Exotic Beast may also be included and
• Primary Skills: Cunning.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its • Secondary Skills: Secondary.
owner is removed for any reason, the Exotic Beast
is also removed. SPECIAL RULES
Long Leash: Unlike other Exotic Beasts, a Psychoteric
• Profile Restriction: Exotic Beasts may never be Wyrm only checks Nerve if it is more than 12” from its
issued new weapons or equipment – they can only owner, rather than the usual 3”.
use the ones included in their profile.
Psychoteric Node: If a Delaque psyker uses a wyrd
• Activation: When its owner activates (including as power, they can channel it through a Psychoteric Wyrm
part of a Group Activation), all of their Exotic they own – this means that the effects of the wyrd power
Beasts also activate. The activations can be are resolved based on the position of the Psychoteric
resolved in any order. Wyrm, rather than its owner.
• Behaviour: If an Exotic Beast ends its activation To do this, the Wyrm must be within 12” and not
more than 12” away from their owner, it must Engaged or Seriously Injured.
make a Nerve check – if failed, it becomes Broken
and immediately takes a free Running for Cover Effectively, line of sight, distance, range, and so forth are
(Double) action. all measured from the Psychoteric Wyrm, rather than
the fighter actually using this wyrd power.
� An Exotic Beast flees towards its owner, rather
than cover. Burrowing: The Psychoteric Wyrm can move freely
below impassable terrain if it has the movement to do
� An Exotic Beast automatically Rallies if its so – but may not end a move on or within it.
activation ends within 12” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

• Full Member: Once recruited, Brutes are an


accepted part of the gang. They may join a battle
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• A Psychoteric Thrall wields either an Autogun, a • A gang can hire a maximum of one Psychoteric
Lasgun, or a Shotgun (Solid & Scatter Rounds). Thrall.

• The Thrall also wields a Fighting Knife.


SKILLS
A Psychoteric Thrall comes with the Evade skill at
HANGER-ON RULES •
recruitment:
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can � EVADE: An enemy targeting the Thrall with a
recruit is determined by their Reputation: ranged attack suffers an additional -1 modifier
to hit at Short range, or -2 at Long range (does
REP MAX
not apply if the Thrall is Engaged, Seriously
0-5 1
5-9 2 Injured, or in cover).
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Psychoteric Echo: If a Delaque psyker uses a wyrd
Each additional +5 +1 power, they can channel it through the Psychoteric
Thrall – this means that the effects of the wyrd power
• Support Role: Generally, Hangers-On do not are resolved based on the position of the Psychoteric
willingly participate in battles. However, if the Thrall, rather than its owner.
gang has Home Turf Advantage in the scenario
To do this, the Thrall must be within 12” and not
being played, roll D6 – on 4+, this fighter is unlucky
Engaged or Seriously Injured.
enough to be hanging around when the fighting
starts and must be included as part of the crew Effectively, line of sight, distance, range, and so forth are
(and counting towards the gang’s fighter limit). all measured from the Psychoteric Thrall, rather than
the fighter actually using this wyrd power.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their Disturbingly Familiar: When recruiting a Psychoteric
profile – they can never be given any other gear. Thrall, decide their House of origin (Goliath, Escher,
Orlock, Van Saar, or Cawdor).
• Campaign Play: Hangers-On do not gain XP or
Advancements – and if they suffer a Lasting Injury Enemies suffer a -1 modifier to Leadership and Cool
(roll of 46+), they permanently depart the gang. while within 6” of the Thrall. This increases to -2 if the
However, they can be taken Captive, and a Rescue enemy is from the Thrall’s House of origin.
Mission can be mounted for them as normal. Part of the Crew: Unlike other Hangers-On, the Thrall is
Hangers-On cannot work Territories. treated like a regular member of the gang –they can be
chosen (or randomly selected) to join the starting crew,
just like any other Ganger.

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+

EQUIPMENT RECRUITMENT LIMIT


• None. • A gang can hire a maximum of two Spykers.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • A Spyker has no skills at recruitment.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation: SPECIAL RULES
Flight: A Spyker ignores all terrain, may move freely
REP MAX between levels, and can never fall – however, it may not
0-5 1
ignore impassable terrain, nor end a move overlapping
5-9 2
an obstacle or another fighter.
10-14 3
15-19 4 Part of the Crew: Unlike other Hangers-On, the Spyker
20-24 5 is treated like a regular member of the gang –they can
Each additional +5 +1
be chosen (or randomly selected) to join the starting
crew, just like any other Ganger.
• Support Role: Generally, Hangers-On do not
willingly participate in battles. However, if the Unsanctioned Psyker: If this fighter is taken Out of
gang has Home Turf Advantage in the scenario Action, the enemy gang receives a bounty of D3x10
being played, roll D6 – on 4+, this fighter is unlucky credits. If Captured and sold to the Guilders, they are
enough to be hanging around when the fighting worth their full value.
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). WYRD POWERS
A Spyker knows all three of the following wyrd powers:
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their • Psychic Scream (Basic): All enemies within 3”
profile – they can never be given any other gear. must check Nerve with a -1 modifier – any that fail
become Broken.
• Campaign Play: Hangers-On do not gain XP or
Advancements – and if they suffer a Lasting Injury • Psychic Assault (Basic): Target an enemy within
(roll of 46+), they permanently depart the gang. 18” – they must check Willpower.
However, they can be taken Captive, and a Rescue If failed, they lose 1 Wound and become Pinned. If
Mission can be mounted for them as normal. passed, they become Pinned.
Hangers-On cannot work Territories.
• Force Blast (Basic): All enemies within 3” are
pushed D3” directly away.

If this would take them over an edge, they stop


there and check Initiative – if failed, they fall,
otherwise they are Pinned.

If they hit an obstacle, they are Pinned and suffer a


hit with Strength equal to the distance pushed.

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.

• Against weapons that use a Blast marker or Flame


GUNSHROUD
template, this increases to 5+.
• FITTED TO: Autopistol, Reclaimed Autopistol, Bolt
Pistol, Laspistol, Las Sub-Carbine, Stub Gun; all Basic
Weapons; Long Rifle, Sniper Rifle LIGHT CARAPACE ARMOUR
• The wearer gains a 4+ armour save.
• EFFECTS: The weapon gains the Silent trait.

MESH ARMOUR
INFRA-SIGHT [★] • The wearer gains a 5+ armour save.
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
Heavy Weapons

• EFFECTS: The weapon disregards the -1 modifier for


partial cover, and treats full cover as partial. This
EQUIPMENT
ability does not stack with the Trick Shot skill. ARMOURED UNDERSUIT
• An armoured undersuit can be worn in conjunction
The weapon ignores the effect of smoke clouds.
with armour, or on its own.
If the Pitch Black rules are in effect, the weapon can
• If worn in conjunction with armour, the wearer
spot targets up to 12” away, instead of 3”.
improves their armour save by +1.
An infra-sight cannot be fitted to a weapon with the
• If worn alone, the wearer gains a 6+ armour save.
Rapid Fire (X), Blast (3”) or Blast (5”) traits.

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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

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.

PSYCHOMANCER’S HARNESS WEB SOLVENT


• The user gains +2” Movement.
• If the user has the Webbed condition when attempting
• The user is automatically equipped with the Paired Recovery, roll an additional Injury die and choose one
Psychomantic Claws close combat weapon. to discard.

• 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.

(2) SHADOW VEIL


PLACING GANG TERRAIN These devices absorb photo-radiation to lower the ambient
• The owner of gang terrain places it on the battlefield light in an area, making it more comfortable for the Delaque.
before any fighters are deployed but after all other • Place within the gang’s deployment zone, or in no-
terrain has been set up. man’s land.
• Gang terrain may be placed within its gang’s • The area in a 3” radius around the Shadow Veil counts
deployment area; or if noted, in no-man’s-land – that as being subject to the Pitch Black rules to any fighters
is, anywhere on the battlefield that is not a gang within it.
deployment zone.
• In addition, this radius effectively blocks the line of
• If gang terrain is marked Defensive, it can only be sight of fighters not within it.
used if the gang is a defender in a scenario.
• The Shadow Veil can be attacked (noting it is within an
• If gang terrain is marked Gang Relic, it can be used as area of Pitch Black). It is Toughness 4, Wounds 1. If
such in any scenario utilising that rule. destroyed, remove it from play – the Pitch Black effect
is cancelled.

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.

• A Sightblind Trap is a Hidden Trap. Deploy six


markers. Use some means to privately note which
marker is the real Sightblind Trap.

• When an enemy moves within 2” of a Sightblind Trap


marker, they must immediately halt. The marker is
flipped – if the trap is false, discard it. If the trap is real,
it immediately triggers!

• Every fighter within 5” is automatically affected by the


Blind condition.

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.

Determine the final score and immediately apply the result


from the list. (13+) AGENT OF THE STAR CHAMBER
As the Silent Ones will it.

(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.

• Choose one fighter to step outside and vanish.

• They are permanently removed from the gang, along


with all their weapons and equipment.

(3-5) QUESTIONABLE INFORMATION


Is this information the truth? Is there such a thing?

• During the Pre-Battle Sequence, when rolling for the


scenario, the gang can roll 3D6 (rather than the usual
2D6) and choose one die to discard.

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+

HOUSE AGENT RULES SKILLS


• Champion of the House: When you hire a House • Once a House Agent’s services are secured, choose
Agent, choose one of the above profiles to use. an option for their skills:

• 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:

D6+REP OUTCOME PSYCHOTERIC WHISPERS


The House heeds the gang’s plea for aid and an • For a cost of +30 credits, a House Agent may be
1-5 Agent is dispatched. For 40 credits, they can be upgraded to a psyker, gaining both of the
hired for this battle. following rules:
The House agrees to send an Agent to aid the � Psychoteric Mastery: Choose a Psychoteric
6-10 gang, but it will cost them. For 80 credits, they
Whispers discipline (Madness, Delusion, or
can be hired for this battle.
Darkness). Gain one wyrd power from that list.
The House feels the gang is capable of winning
11-15 this fight alone. An Agent cannot be hired for this � Unsanctioned Psyker: If the Agent is taken Out
battle. of Action, the enemy gang receives a bounty of
The House is angered that such a notorious D3x10 credits. If Captured and sold to the
gang dares petition for more aid. An Agent Guilders, they are worth their full value.
16+ cannot be hired for this battle – and the gang
must pay a tithe of 2D6x10 credits to the House SPECIAL RULES
as punishment for making foolish requests.
Gang Hierarchy (Champion): If the gang is Bottling,
and this fighter passes their Cool check, all friendly
• “You Get What You Pay For”: Once recruited, Delaque fighters within 6” automatically pass theirs.
House Agents can always be added to the crew,
regardless of how many fighters the gang is In addition, during a campaign, this fighter can perform
allowed to bring to a scenario. They do not count Post-Battle Actions.
towards the fighter limit. Group Activation (1): When this fighter activates, they
• Campaign Play: Hired Guns do not gain XP or may also activate one Ready fighter within 3” of their
Advancements, never gain Lasting Injuries, and position, in addition to themselves. Activate the two
cannot work Territories. fighters in any order, fully resolving each activation
before proceeding to the next.
EQUIPMENT A gang can only make one Group Activation per turn.
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the Psychoteric Choir: When a Delaque fighter uses a
Delaque Master of Shadow Equipment List. Psychoteric Whisper wyrd power, every gang member
who is Standing and Active within 3”:
• The value of the weapons and equipment increase
the Gang’s Rating. � Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

� In both cases, this modifier is to a maximum of 3.

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.

(4) SILENT FOOTSTEPS


• Reveal if one of your fighters Engages an enemy while
not within their line of sight – or the line of sight of any
other enemy.

• At the end of the round, if your fighter is not Out of


Action, gain +1 random Gang Tactics card.

(5) EYES IN THE DARK


• Reveal if the Pitch Black rules are in effect, or come
into effect during the battle.

• If you win the battle without any of your fighters ever


gaining the Revealed condition, every participating
fighter gains +D3 bonus XP.

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.

• That fighter gains +D3 bonus XP. This increases to +D6


(8) FOLLOW THE LEADER bonus XP if, after eliminating the target, they remain
• Secretly choose an enemy fighter at the start of the out of enemy line of sight for the rest of the battle.
battle. If the enemy Gang Leader is participating, you
must choose them. Note your choice down.
(KING) MEMORY FADES TO MYTH
• Reveal and identify the target in the End Phase, if you
• Secretly choose one of your fighters at the start of the
have a fighter within 6” and line of sight of them.
battle. Note your choice down.
• If you achieve this for three consecutive turns, gain
• During the battle, make a note each time an enemy is
2D6x10 credits.
Seriously Injured or taken Out of Action within this
fighter’s line of sight.
(9) A DARK MIRROR • Reveal at the end of the battle if this fighter is still on
• Reveal after an enemy completes their activation, if the battlefield.
you have a fighter within 18” and line of sight of them.
• If the fighter witnessed three enemies become
• Your fighter must take exactly the same action(s) the Seriously Injured or go Out of Action, gain D6x10
enemy did (though need not use the same weapons or credits. This increases to 3D6x10 credits if they
attack the same target). witnessed five enemies.
• In each subsequent round, your fighter must activate
after the chosen enemy and copy their actions.

• If they achieve this for three consecutive rounds, they


gain +D3 XP. This increases to +D6 XP if they achieve
this for the rest of the battle.

(10) DEAD OF NIGHT


• When the battle begins, secretly make a note of a
number between 6 and 12.

• Reveal when the round matches the number picked.

• In this round, if no enemies can draw line of sight to


any of your fighters, gain +1 random Gang Tactics
card.

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

EQUIPMENT HOUSE LOYALTY


• Bio-Scanner, Heavy Carapace Armour, Respirator The Servant of the Silent Ones can only be hired by
House Delaque gangs.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Psychoteric Echo Chamber: Once per round,
their profile – they can never be given other gear. immediately after a friendly Delaque psyker within 12”
takes a Wyrd Power (X) action, the Servant may perform
HOUSE AGENT RULES the same action for free. This does not count as
• Recruitment: You may have a maximum of one activating the Servant.
House Agent in your gang at a time.
Gang Hierarchy (Champion): If the gang is Bottling,
• Petition: House Agents must be petitioned for aid, and the Servant passes its Cool check, all friendly
rather than directly hired. Roll D6, add the gang’s Delaque fighters within 6” automatically pass theirs.
Reputation, and consult the below table:
Group Activation (1): When the Servant activates, it
D6+REP OUTCOME may also activate one Ready fighter within 3” of their
Unlooked-for, the Servant materialises. For 100 position, in addition to itself.
1-8
credits, it can be hired for this battle.
Activate these two in any order, fully resolving each
The Servant hears the gang’s petition. For 200 activation before proceeding to the next.
9-15
credits, it can be hired for this battle.
A gang can only make one Group Activation per turn.
There is no sign of the Servant. It cannot be
16+
hired for this battle.
SKILLS
• Infiltrate: During deployment, set the Servant
• “You Get What You Pay For”: Once recruited,
aside instead of placing It.
House Agents can always be added to the crew,
regardless of how many fighters the gang is Before the first round, deploy it anywhere on the
allowed to bring to a scenario. They do not count battlefield that is not visible to or within 6” of any
towards the fighter limit. enemies.

• 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.

• Sprint: If the Servant takes two consecutive Move


(Simple) actions on its turn, the distance for the
second is doubled.

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

EQUIPMENT HOUSE LOYALTY


• Armoured Undersuit, Mesh Armour, Respirator Calthyxis can only be hired by House Delaque gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Face of a Killer: Calthyxis has centuries of memories
the weapons and equipment options included on and talents. At the start of a battle, he chooses two
their profile – they can never be given other gear. additional skills from the Agility, Brawn, Combat,
Cunning, Ferocity, Shooting, or Obfuscation sets.
BOUNTY HUNTER RULES
Psychoteric Choir: When a Delaque fighter uses a
• “You Get What You Pay For”: Once recruited, a
Psychoteric Whisper wyrd power, every gang member
Bounty Hunter does not count towards the gang’s
who is Standing and Active within 3”:
fighter limit for a scenario .
� Increases that power’s range by +1”.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies: � Applies a cumulative -1 modifier to the target’s
Intelligence check.
� Dead, Not Alive: When an opponent’s fighter
dies, the gang immediately claims half their In both cases, this modifier is to a maximum of 3.
value in credits, rounded up to the nearest 5.
SKILLS
� Claiming Bounties: Roll D6 when the gang
Faceless: This skill is in effect from the start of
takes a Captive – on 3+, the gang is cut in on an
each round until the fighter activates. Enemies
active warrant – gain D6x10 credits.
who declare a ranged attack against Calthyxis (or
After the battle, if neither of these abilities were place a Blast marker touching him) must check
used, the Bounty Hunter remains with the gang. Willpower – if failed, they may select a different
target, otherwise the action is wasted.
If one ability was used, roll D6 – on 1-3, the Bounty
Hunter leaves; on 4-6, they remain with the gang. • Infiltrate: During deployment, set Calthyxis aside
instead of placing him.
If both abilities were used, the Bounty Hunter
departs, happy with their payment. Before the first round, deploy him anywhere on
the battlefield that is not visible to or within 6” of
• Gang Rating: Bounty Hunters increase the Gang
any enemies.
Rating in the same way as any other fighter.
• Overwatch: If Calthyxis is Standing and Active
• Campaign Play: Bounty Hunters do not gain XP or
with the Ready condition, he can interrupt a
Advancements, never gain Lasting Injuries, and
visible enemy’s action – declare this when the
cannot work Territories.
enemy announces their action, but before they
carry it out.

Calthyxis loses his Ready condition and resolves a


Shoot (Basic) action against the target. If they are
Pinned or Seriously Injured, their activation ends
immediately, their action unresolved.

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

EQUIPMENT HOUSE LOYALTY


• Mesh Armour, Respirator Yageloth can only be hired by House Delaque gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Envoy of the Silent Ones: Unlike other Bounty Hunters,
the weapons and equipment options included on Yageloth does not have the “Dead, Not Alive,” “Claiming
their profile – they can never be given other gear. Bounties,” or “We’ll Get Our Bit” rules.

BOUNTY HUNTER RULES Creature of Shadows: Yageloth is no longer fully


human – perhaps not even fully corporeal. Attacks
• “You Get What You Pay For”: Once recruited,
without a Strength characteristic have no effect upon
Bounty Hunters can always be added to the crew,
him.
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count Enemy Unknown: If Yageloth suffers a Serious Injury,
towards the fighter limit. remove him from the battlefield – in the End Phase,
place him within 5” of a friendly fighter, at least 1” from
• Gang Rating: Bounty Hunters increase the Gang
any enemies, as if the Serious Injury had not occurred.
Rating in the same way as any other fighter.
Master of Whispers: At recruitment, Yageloth chooses
• Campaign Play: Bounty Hunters do not gain XP or
five wyrd powers chosen from across the Madness,
Advancements, never gain Lasting Injuries, and
Delusion, and Darkness disciplines.
cannot work Territories.
Unsanctioned Psyker: If this fighter is taken Out of
Action, the enemy gang receives a bounty of D3x10
credits. If Captured and sold to the Guilders, they are
worth their full value.

Psychoteric Choir: When a Delaque fighter uses a


Psychoteric Whisper wyrd power, every gang member
who is Standing and Active within 3”:

� Increases that power’s range by +1”.

� Applies a cumulative -1 modifier to the target’s


Intelligence check.

In both cases, this modifier is to a maximum of 3.

SKILLS
• Infiltrate: During deployment, set Yageloth aside
instead of placing him.

Before the first round, deploy him anywhere on


the battlefield that is not visible to or within 6” of
any enemies.

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:

• If the Gang Leader is a Palanite Captain, the gang


must include at least two Patrolmen.

• If the Gang Leader is a Subjugator Captain, the gang


must include at least two Subjugators.

• If the Gang Leader is a Badzone Captain, the gang can


only include fighters with the “Badzone Fighter” rule.

ENFORCER ARMOURY
A Palanite Enforcer gang has a unique structure for its
equipment lists.

There are two standard lists: the Enforcer Equipment List


and the Subjugator Equipment List. Every fighter in the gang,
regardless of rank, uses one of these two lists and has
access to all the gear within it.

(Note that the gang can still purchase and equip weapons
and equipment from the Trading Post and Black Market.)

The exception is if the gang is led by a Badzone Captain.


These gangs, often based in the Ash Wastes, must rely on a
rougher arrangement than their more orderly in-hive
counterparts.

As such, unlike other enforcers, each Badzone fighter has


their own equipment list (in much the same manner as a
standard gang).

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.

PALANITE PRECINCT � The Palanite Enforcers gang sets up all tiles,


barricades, terrain, and doors (choosing
Fortress, prison, and execution ground – the
whether they are locked or unlocked – the
precinct is the brutal authority of Lord Helmwar
Enforcers themselves always treat precinct
stamped boldly into the underhive’s heart for all
doors as unlocked).
to see.
� Though the challenger cannot take control of
� TERRITORY BOON
this Territory, they do gain benefits if they win,
• Generate D6x10 credits for income. while the Enforcers will suffer negative effects.

• 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+

EQUIPMENT SPECIAL RULES


• The Palanite Captain comes equipped with a Stub Gang Leader: A Palanite Enforcers gang must always
Gun, Magnacles, Flak Armour, and an Armoured include a single fighter with this special rule.
Undersuit at recruitment.
• During campaign play, this fighter may not retire –
• The Palanite Captain may additionally purchase the only way out for a gang leader is death.
any weapons or equipment from the Enforcer
• If this fighter dies during a campaign (or is
Equipment List (find this at the end of the Gang
otherwise permanently lost), another fighter must
List).
be promoted to replace them, gaining the Gang
• During a campaign, the Palanite Captain may be Leader rule.
given additional weapons and equipment
� If the new leader was an Enforcer, they become
purchased from this list; the Trading Post; or the
a Palatine Captain.
Black Market.
� If the new leader was a Subjugator, they
• The Palanite Captain has no weapon restrictions –
become a Subjugator Captain.
all types are available.
Gang Hierarchy (Leader): If the gang is Bottling, and
SKILLS this fighter passes their Cool check, all friendly Enforcer
• The Palanite Captain gains one Primary skill at fighters within 12” automatically pass 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: Brawn, Shooting, Palanite Drill.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Ferocity, Leadership. equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• The Subjugator Captain comes equipped with a Gang Leader: A Palanite Enforcers gang must always
Stub Gun, Magnacles, Layered Flak Armour, and include a single fighter with this special rule.
an Armoured Undersuit at recruitment.
• During campaign play, this fighter may not retire –
• The Subjugator Captain may additionally the only way out for a gang leader is death.
purchase any weapons or equipment from the
• If this fighter dies during a campaign (or is
Subjugator Equipment List (find this at the end of
otherwise permanently lost), another fighter must
the Gang List).
be promoted to replace them, gaining the Gang
• During a campaign, the Subjugator Captain may Leader rule.
be given additional weapons and equipment
� If the new leader was an Enforcer, they become
purchased from this list; the Trading Post; or the
a Palatine Captain.
Black Market.
� If the new leader was a Subjugator, they
• The Subjugator Captain has no weapon
become a Subjugator Captain.
restrictions – all types are available.
Gang Hierarchy (Leader): If the gang is Bottling, and
SKILLS this fighter passes their Cool check, all friendly Enforcer
• The Subjugator Captain gains one Primary skill at fighters within 12” automatically pass 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: Brawn, Shooting, Palanite Drill.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Ferocity, Leadership. equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• The Badzone Captain comes with Magnacles and Gang Leader: A Palanite Enforcers gang must always
an Armoured Undersuit at recruitment. include a single fighter with this special rule.

• 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).

SKILLS Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Enforcer
• The Badzone Captain gains one Primary skill at
fighters within 12” automatically pass theirs.
recruitment, which costs no XP and does not
increase their credit value. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Primary Skills: Brawn, Shooting, Palanite Drill.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Ferocity, Leadership.
equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Law in the Badzones: If a Badzone Captain is the Gang


Leader, only fighters with the “Badzone Fighter” rule
can be recruited into the gang.

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

GRENADES FIELD ARMOUR


• Frag Grenades…………………….....30 • Conversion Field………………...60
• Photon Flash Grenades……….........15 • Refractor Field…………………...50
• Smoke Grenades………………….... 15
• Stun Grenades…………………….....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+

EQUIPMENT SPECIAL RULES


• The Palanite Sergeant comes equipped with a Gang Hierarchy (Champion): If the gang is Bottling,
Stub Gun, Magnacles, Flak Armour, and an and this fighter passes their Cool check, all friendly
Armoured Undersuit at recruitment. Enforcer fighters within 6” automatically pass theirs.

• 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.

• Primary Skills: Cunning, Shooting, Palanite Drill.

• Secondary Skills: Brawn, Ferocity, Leadership.

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+

EQUIPMENT SPECIAL RULES


• The Subjugator Sergeant comes equipped with a Gang Hierarchy (Champion): If the gang is Bottling,
Stub Gun, Magnacles, Layered Flak Armour, and and this fighter passes their Cool check, all friendly
an Armoured Undersuit at recruitment. Enforcer fighters within 6” automatically pass theirs.

• 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.

• Primary Skills: Cunning, Shooting, Palanite Drill.

• Secondary Skills: Brawn, Ferocity, Leadership.

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+

EQUIPMENT SPECIAL RULES


• The Badzone Sergeant comes with Magnacles and Gang Hierarchy (Champion): If the gang is Bottling,
an Armoured Undersuit at recruitment. and this fighter passes their Cool check, all friendly
Enforcer fighters within 6” automatically pass theirs.
• The Badzone Sergeant may additionally purchase
any weapons or equipment from the Badzone In addition, during a campaign, this fighter can perform
Sergeant Equipment List. Post-Battle Actions.

• 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,

SKILLS with the other chosen fighter clearly identified.

• 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

GRENADES FIELD ARMOUR


• Frag Grenades…………………….....30 • Conversion Field………………...60
• Photon Flash Grenades……….........15 • Refractor Field…………………...50
• Smoke Grenades………………….... 15
• Stun Grenades…………………….....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+

EQUIPMENT SPECIAL RULES


• The Patrolman comes equipped with a Stub Gun, Gang Fighter (Ganger): These fighters form the gang’s
Magnacles, Flak Armour, and an Armoured backbone. The total number of Gang Leaders and
Undersuit at recruitment. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• The Patrolman may additionally purchase any
weapons or equipment from the Enforcer
HOUSE RULE:
Equipment List (find this at the end of the Gang
List). Promotion (Patrolman Specialist): When the gang is
founded, one Patrolman can be promoted to a
• During a campaign, the Patrolman may be given
Patrolman Specialist.
additional equipment (but not weapons)
purchased from the Trading Post or Black Market. In a campaign, additional Patrolmen may also be
promoted through an Advancement.

A Patrolman Specialist gains the following additional


rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may equip Special


Weapons from the Trading Post and Black Market.

• Specialist: This fighter may spend XP to gain


additional skills.

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+

EQUIPMENT SPECIAL RULES


• The Subjugator comes equipped with a Stub Gun, Gang Fighter (Ganger): These fighters form the gang’s
Magnacles, Layered Flak Armour, and an backbone. The total number of Gang Leaders and
Armoured Undersuit at recruitment. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• The Subjugator may additionally purchase any
weapons or equipment from the Subjugator
HOUSE RULE:
Equipment List (find this at the end of the Gang
List). Promotion (Subjugator Specialist): When the gang is
founded, one Subjugator can be promoted to a
• During a campaign, the Subjugator may be given
Subjugator Specialist.
additional equipment (but not weapons)
purchased from the Trading Post or Black Market. In a campaign, additional Subjugators may also be
promoted through an Advancement.

A Subjugator Specialist gains the following additional


rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may equip Special


Weapons from the Trading Post and Black Market.

• Specialist: This fighter may spend XP to gain


additional skills.

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+

EQUIPMENT SPECIAL RULES


• The Badzone Lawman comes with Magnacles and Gang Fighter (Ganger): These fighters form the gang’s
an Armoured Undersuit at recruitment. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• The Badzone Lawman may additionally purchase
with the Gang Fighter (X) rule.
any weapons or equipment from the Badzone
Lawman Equipment List. Promotion (Badzone Specialist): When the gang is
founded, one Badzone Lawman can be promoted to a
• During a campaign, the Badzone Lawman may be
Badzone Specialist.
given additional weapons and equipment
purchased from this list, the Trading Post, or the In a campaign, additional Badzone Lawmen may also be
Black Market. promoted through an Advancement.

• 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.

• Specialist: This fighter may spend XP to gain


additional skills.

Broken Supply Lines: The following weapons gain the


Scarce trait when wielded by a Badzone Lawman or
Badzone Specialist:

• Enforcer Boltgun

• Enforcer Shotgun

• Concussion Carbine

Badzone Fighter: This fighter can only be recruited if


the Gang Leader is a Badzone Captain.

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.

Promotion (Patrolman or Subjugator): Once a Rookie


gains five Advancements, they can be promoted to
either a Patrolman or Subjugator, if desired.

Their category is adjusted to Ganger and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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+

EQUIPMENT SPECIAL RULES


• The Enlisted Scum may purchase any weapons or Expendable: If an Enlisted Scum is Seriously Injured or
equipment from the Enlisted Scum Equipment List. goes Out of Action, friendly fighters within 3” do not
need to check Nerve unless they are also an Enlisted
• During a campaign, the Enlisted Scum may be
Scum.
given additional weapons purchased from this list.
Outsider: Enlisted Scum can never be Group Activated,
• During a campaign, the Enlisted Scum may be
nor can they benefit from another fighter’s Gang
given additional equipment purchased from this
Hierarchy (X) rule.
list, the Trading Post, or the Black Market.
Conscript: This fighter can never gain the Gang Fighter
• An Enlisted Scum can only use Pistols, Basic
(X) rule.
Weapons, and Close Combat Weapons.
Promotion (Badzone Lawman): In a campaign, an
Enlisted Scum who has attained five or more
Advancements can be promoted to become a Badzone
Lawman.

If so, they lose the Expendable, Outsider, and Conscript


rules and gain all the Badzone Lawman’s rules and
equipment access.

Badzone Fighter: This fighter can only be recruited if


the Gang Leader is a Badzone Captain.

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

Subjugator Captain - Primary - - Secondary Secondary Primary - Primary

Badzone Captain - Primary - - Secondary Secondary Primary - Primary

Palanite Sergeant - Secondary - Primary Secondary Secondary Primary - Primary

Subjugator Sergeant - Secondary - Primary Secondary Secondary Primary - Primary

Badzone Sergeant - Secondary - Primary Secondary Secondary Primary - Primary

Patrolman - Secondary - - Secondary - Primary - Primary

Subjugator - Secondary - - Secondary - Primary - Primary

Badzone Specialist - Secondary - - Secondary - Primary - Primary

Rookie Secondary - - - - - Secondary - Primary

Enlisted Scum Secondary - - Primary Secondary - - - -

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

SUBJUGATOR EQUIPMENT LIST


PISTOLS HEAVY WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Heavy Concussion Ram ��…… 70 • Bio-Booster……………………… 35
-Fragmentation Rounds…………+10 • SLHG-Pattern Assault Ram ��..90 • Bio-Scanner…………………….. 20
-Manstopper Rounds……………+10 • Drop Rig…………………………. 10
• Stub Gun ……………………………..5 CLOSE COMBAT WEAPONS • Lock Punch……………………… 10
-Dum Dum Rounds…………….. +5 • Shock Stave………..………..….. 25 • Photo-Lumens…………………. 15
• Shock Baton…………… …….30 • Respirator……………………….. 15
BASIC WEAPONS • Vigilance-Pattern Assault Shield 40 • Stimm-Slug Stash………………. 30
• Subjugation Grenade Launcher
(Frag & Stun Grenades)……………. 50 GRENADES WEAPON ACCESSORIES
-Choke Gas Grenades………….30 • Choke Gas Grenades………….. 50 • Infra-Sight (Pistols, Basic,
-Krak Grenades………………….35 • Frag Grenades………………….. 30 & Special Weapons)……………. 40
-Photon Flash Grenades………..15 • Photon Flash Grenades……….. 15
-Scare Gas Grenades…………..40 • Smoke Grenades………………..15 ARMOUR
-Smoke Grenades………….......15 • Stun Grenades………………….. 15 • Hardened Layered Flak………... 30

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.

• Behaviour: If an Exotic Beast ends its activation SPECIAL RULES


more than 3” away from their owner, it must make Tenacious: Hardcase Cyber-Mastiffs are renowned for
a Nerve check – if failed, it becomes Broken and their tenacity. If the Cyber-Mastiff is taken Out of Action,
immediately takes a free Running for Cover do not immediately remove it from play if it has not yet
(Double) action. activated.

� 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

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Hacked Cyber-Mastiff has no skills at
battle, the Exotic Beast may also be included and recruitment.
does not count towards the gang’s fighter limit
• Primary Skills: Combat.
(and so are not considered in Bottle Tests). If its
owner is removed for any reason, the Exotic Beast • Secondary Skills: Ferocity.
is also removed.
SPECIAL RULES
• Profile Restriction: Exotic Beasts may never be Glitchy: When a Hacked Cyber-mastiff activates, roll D6
issued new weapons or equipment – they can only – on 1, it gains the Insane condition.
use the ones included in their profile.
Tenacious: If the Hacked Cyber-Mastiff goes Out of
• Activation: When its owner activates (including as Action, do not remove it from play if it has not yet
part of a Group Activation), all of their Exotic activated this round – it is only removed once it
Beasts also activate. The activations can be completes its activation.
resolved in any order.
Badzone Fighter: This fighter can only be recruited if
• Behaviour: If an Exotic Beast ends its activation the Gang Leader is a Badzone Captain.
more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover
(Double) action.

� An Exotic Beast flees towards its owner, rather


than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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.

• Against weapons that use a Blast marker or Flame


INFRA-SIGHT [★]
template, this increases to 5+.
• FITTED TO: Any ranged weapon

• EFFECTS: The weapon disregards the -1 modifier for


HARDENED FLAK ARMOUR
partial cover, and treats full cover as partial. This
• The wearer gains a 6+ armour save.
ability does not stack with the Trick Shot skill.
• Against weapons that use a Blast marker or Flame
The weapon ignores the effect of smoke clouds.
template, this increases to 5+.
If the Pitch Black rules are in effect, the weapon can
• If the wearer is hit by a ranged attack, the AP value of
spot targets up to 12” away, instead of 3”.
that weapon is reduced by 1 (to a minimum of -1).
An infra-sight cannot be fitted to a weapon with the
Rapid Fire (X), Blast (3”) or Blast (5”) traits.
LAYERED FLAK ARMOUR
• The wearer gains a 5+ armour save.
TELESCOPIC SIGHT [★]
• Against weapons that use a Blast marker or Flame
• FITTED TO: Pistols; all Basic & Special Weapons
template, this increases to 4+.
• EFFECTS: If a fighter takes the Aim (Basic) action, this
weapon always uses its modifier for Short range, even
HARDENED LAYERED FLAK ARMOUR
if the target is at Long range.
• The wearer gains a 5+ armour save.

• Against weapons that use a Blast marker or Flame


template, this increases to 4+.

• If the wearer is hit by a ranged attack, the AP value of


that weapon is reduced by 1 (to a minimum of -1).

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.

• If worn alone, the wearer gains a 6+ armour save.


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.
STIMM-SLUG STASH
• If only one die would be used, instead roll two and • Once per game, the owner can choose to take stimm-
choose which result to apply. slug stash prior to making any action.

• They immediately discard one Flesh Wound, and until


BIO-SCANNER
the end of this round, they gain +2 Movement,
• If the Sneak Attack rules are in effect and the owner is
Strength, and Toughness.
acting as a Sentry, they gain a +1 modifier when rolling
to spot an attacker. • At the start of the End Phase of this round, roll D6 – on
1, the stimm overload is too much. Roll an Injury die
• The owner can attempt to spot an attacker who is not
and apply that result.
within their vision arc.

DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action:

� 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.

LOCK PUNCH
• When the owner takes the Force Door (Basic) action,
they count as +4 Strength.

• A door opened with a Lock Punch is permanently


damaged and removed from the battlefield.

PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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.

• The gang may recruit a free fighter with the Gang


(2) REASSIGNED TO SECUNDUS Fighter (Ganger) rule.
The messenger is in the wrong place at the wrong time,
• The fighter comes with up to 150 credits worth of
drawing the impatient wrath of the Palanite higher-ups.
weapons and equipment (any unspent credits are
• Choose one fighter to infuriate Palanite command. lost).
• They are permanently removed from the gang, along • The fighter comes with 2D6 XP.
with all their weapons and equipment.

(3-5) SUPPLY CHAIN FAILURE


The request is logged, the forms completed in triplicate – but
where is the support?

• No immediate effect.

• The gang may attempt to seek a Favour again after


their next battle, rather than waiting for a new
campaign week.

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:

� TEAR DOWN GANG ICONS (Double): This sector is


Sub-Plots are side missions a gang can pursue mid-battle –
reclaimed for Helmawr.
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics • Reveal the first time you take this action. If the gang
cards. completes three Tear Down Gang Icons (Double)
actions, gain D3+1 Rep.
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
(2) WE ARE WATCHING
armies – every victory granting the hidden masters more
• A fighter in the enemy deployment zone can take the
political capital to further their schemes.
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.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) CASE CLOSED


(6) VERIFIED GUILTY
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT EVIDENCE (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: ORDERS FROM ABOVE
(7) EXCLUSION ZONE (ACE) TERMINATION WARRANT
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) WARRANT SERVED Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) UNTOUCHABLE
• Reveal at the start of the battle. Randomly select one
(9) THE HAMMERFALLS of your participating Rookies (if you have none, select
• Reveal when you take an enemy Gang Leader or a fighter with the Gang Fighter (Ganger) rule).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) FALL FROM GRACE enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) SNITCH’S REPORT
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SEARCH FOR REPORT (Double): Roll D6 – on 5+, the
fighter locates the informant’s missing report. Gain
(JACK) THE IRON FIST OF LAW 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

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.

(JACK) SHOCK AND AWE


(5) BREAK THEIR LINES
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) MOBILE SURVEILLANCE


(6) FEARLESS ADVANCE • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. Your fighters reduce
enemy. Any fighter within 12” of this enemy can take
the benefits of cover by -1.
the following action:
• If you win the battle, gain 2D6x10 credits. This
� SHADOW (Double): The fighter takes no other
increases to 3D6x10 credits, if you won with none of
action this turn and gains the Shadowing condition.
your fighters Out of Action.
-SHADOWING: When the fighter’stargetnext
moves, the fighter automatically moves after
(7) COMMUNITY DONATIONS
them (they are stopped by impassable terrain or
• A fighter in base contact with an enemy can take the
another fighter).
following action:
If the fighter ends this move more than 12” from
� SHAKEDOWN (Basic): Gain D3x10 credits. This
the target, they lose the Shadowing condition.
increases to D6x10 credits if the target is a Gang
Leader or Champion. • At the end of the game, if you have a fighter with the
Shadowing condition, gain +D6 Rep.
• Reveal the first time this action is taken.

(KING) NON-LETHAL SUPPRESSION


(8) GRIEVOUS BODILY HARM
• Reveal at the end of the battle. For every fighter
• Reveal if the gang takes an enemy Out of Action by
(friend or enemy) who went Out of Action but did not
causing another fighter (friendly or enemy) to fall on
suffer a Memorable Death (66), gain D3x10 credits.
them.
• This increases to D6x10 credits if the fighter suffered a
• Gain 2D6x10 credits. This increases to 3D6x10 credits if
Critical Injury (61-65).
the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) THE FATE OF ALL CRIMINALS


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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

(3) PATROL INBOUND (again), they gain +D6 bonus XP.

• 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.

• Immediately place them within your deployment


(8) FINAL JUSTICE
zone; they are now part of your existing crew.
• Reveal the first time your gang takes the Coup de
• If you lose this battle, none of your fighters receive XP Grace (Simple) action. The fighter responsible gains +1
for this scenario. bonus XP.

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.

• If you win the scenario, every participating fighter


gains +D3 bonus XP. This increases to +D6 XP if you
won with no fighters going Out of Action.

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.

(JACK) FOR HELMAWR! (2) BACK-ALLEY BEATDOWN


• Reveal when one of your fighters successfully Rallies. • Reveal when the gang takes an enemy Out of Action
They gain +2 XP for doing so, rather than the usual +1 using a weapon with the Melee trait, in a location that
XP. is out of line of sight and more than 12" from other
enemies.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of • Gain +1 random Gang Tactics card.
the usual +1 XP (each fighter only gains this reward
once, however).
(3) CROWD DISPERSAL
• Reveal if at least half the enemy gang is Seriously
(QUEEN) STREET INSTINCTS Injured, Out of Action, or removed from play.
• Reveal the first time that one of the following occurs:
• Gain +1 random Gang Tactics card.
� Your fighter successfully leaps a Pitfall

� 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.

• They gain +1 bonus XP.


(5) PALANITE CONTROL BYPASS
• For the remainder of the battle, any fighter who does
• Reveal at the start of the battle. Choose three door
the same gains +1 bonus XP (each fighter only gains
consoles (Zone Mortalis) or terrain pieces (Sector
this reward once, however).
Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
(KING) EXPERIMENTALSTIMMS
• A fighter within 1” of one of these objectives can take
• Reveal when the gang suffers its first Flesh Wound.
the following action:
• For the remainder of the battle, when the gang rolls a
� UPLOAD PALANITE OVERRIDE (Double): Check
Flesh Wound result on the Injury die, they treat it as
Intelligence – if passed, gain +1 Gang Tactics card of
“No Effect.”
your choice. This action can only be taken once per
• However, any fighter who rolls for Lasting Injury must game.
roll twice and take the worse result.

• 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.

• Roll D6 – on 6+, you have located the required


evidence and gain +1 Gang Tactics card of your choice.

• Otherwise, each successive time you make this roll


adds an additional +1 to the result.

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

(9) EXTREME AREA DENIAL fighter to be carrying a virulent infection.

• 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.

• If the gang completes three Plant Bomb (Simple)


actions, gain +1 Gang Tactics card of your choice.

• If the bomb carrier goes Out of Action before they


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.

(10) CRIMINAL INFORMANT


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� RECRUIT INFORMANT (Basic): The target must


check Willpower – if failed, their gang gains D3x10
credits and that fighter is removed from play (they
do not count as being Out of Action for the purposes
of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

371

CONTENTS SLAVE OGRYN RULES


1. Slave Ogryn Rules
OUTLAW ALIGNMENT
2. Gang List
A Slave Ogryn gang is always Outlaw – it can never change
3. Skill Access
its alignment (at least, not without Arbitrator permission).
4. Armoury
5. Petitioning for Stuff AUGMETIC WEAPONS
6. Slave Ogryn Sub-Plots
Slave Ogryns have access to unique and powerful Augmetic
7. Dramatis Personae Weapons.

An Augmetic Weapon can only be purchased at recruitment


– they are unavailable at all other times.

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+

EQUIPMENT SPECIAL RULES


• The Overboss may purchase any weapons or Gang Leader: A Slave Ogryn gang must always include a
equipment from the Overboss Equipment List. single fighter with this special rule.

• 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.

SKILLS In addition, during a campaign, this fighter can perform


Post-Battle Actions.
• The Overboss gains one Primary skill at
recruitment, which costs no XP and does not Group Activation (1): When this fighter activates, they
increase their credit value. may also activate one Ready fighter within 3” of their
position, in addition to themselves.
• Primary Skills: Brawn, Leadership, Muscle.
This must be announced at the start of the activation,
• Secondary Skills: Combat, Ferocity.
with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Runaway: If this fighter is taken Captive and Sold to the


Guilders, they are worth an additional D6x10 credits.

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+

EQUIPMENT SPECIAL RULES


• A Underboss may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Underboss Equipment List. and this fighter passes their Cool check, all friendly
Slave Ogryn fighters within 6” automatically pass theirs.
• At recruitment, an Underboss may purchase
Augmetic weapons. They cannot take Augmetic In addition, during a campaign, this fighter can perform
weapons at any point afterwards. Post-Battle Actions.

• 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.

• During a campaign, the Underboss may be given


equipment purchased from this list; the Trading
Post; or the Black Market

SKILLS
• The Underboss gains one Primary skill at
recruitment, which costs no XP and does not
increase their credit value.

• Primary Skills: Brawn, Muscle.

• Secondary Skills: Combat, Ferocity, Leadership.

UNDERBOSS 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

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+

EQUIPMENT SPECIAL RULES


• An Ogryn may purchase any weapons or Gang Fighter (Ganger): These fighters form the gang’s
equipment from the Ogryn Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• At recruitment, an Ogryn may purchase Augmetic
with the Gang Fighter (X) rule.
weapons. They cannot take Augmetic weapons at
any point afterwards. Limited Learning Capacity: This fighter cannot become
a Specialist. If they roll a 2 or 12 on the Advancement
• During a campaign, an Ogryn may be given
table, they may instead choose any other result.
additional weapons from the Close Combat
Weapons section of this list. Loyal: When providing assistance to an Engaged
friendly fighter, an Ogryn grants them a +2 modifier to
• During a campaign, an Ogryn may be given
hit, rather than the usual +1.
equipment purchased from this list; the Trading
Post; or the Black Market Runaway: If this fighter is taken Captive and Sold to the
Guilders, they are worth an additional D6x10 credits.
SKILLS
An Ogryn comes with the Headbutt skill at recruitment:

• Headbutt: If the fighter is Engaged, they may take


the following action:

� HEADBUTT (Basic): Choose an Engaged target


and roll two D6s – if either rolls equal or higher
than their Toughness, the target suffers a
Strength +2, AP 0, Damage 2 hit.

If both roll lower than the target’s Toughness,


the attacker suffers a hit equal to their own
Strength, at AP 0 and Damage 1.

OGRYN 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 • Krak Grenades………………….. 30
• Heavy Rock Cutter ��……………… 120 • Spud-Jacker……………………. 15
• Heavy Rock Saw ��……………….. 135 • Two-Handed Axe ��…………… 25 PERSONAL EQUIPMENT
• Las Cutter……………………………. 60 • Two-Handed Hammer ��………35 • Armoured Undersuit……………. 25
• Storm Welder………………………... 75 • Bio-Booster……………………… 35
ARMOUR • Drop Rig…………………………. 10
WEAPON ACCESSORIES • Furnace Plates………………….. 5 • Servo-Harness (Partial) ……….. 100
• Suspensor (Heavy Weapons only)...60 • Light Carapace Armour…………80 • Stimm-Slug Stash………………. 25

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+

EQUIPMENT SPECIAL RULES


• A Lobo may purchase any weapons or equipment Gang Fighter (Ganger): These fighters form the gang’s
from the Lobo Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• At recruitment, a Lobo may purchase Augmetic
with the Gang Fighter (X) rule.
weapons. They cannot take Augmetic weapons at
any point afterwards. Limited Learning Capacity: This fighter cannot become
a Specialist. If they roll a 2 or 12 on the Advancement
• During a campaign, a Lobo may be given
table, they may instead choose any other result.
additional weapons from the Close Combat
Weapons section of this list. Lobotomised: This fighter can never be Pinned by
ranged attacks, but cannot take the Take Cover (Basic)
• During a campaign, a Lobo may be given
action.
equipment purchased from this list; the Trading
Post; or the Black Market Slow-Witted: This fighter can never be part of a Group
Activation.

Runaway: If this fighter is taken Captive and Sold to the


Guilders, they are worth an additional D6x10 credits.

LOBO EQUIPMENT LIST


AUGMETIC WEAPONS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Augmetic Fist………………….…….. 40 • Axe……………………………….. 10 • Armoured Undersuit……………. 25
-Paired Augmetic Fists ��…….. 70 • Brute Cleaver…………………….20 • Bio-Booster……………………… 35
• Arc Welder…………………………… 50 • Maul.………………………………10 • Drop Rig…………………………. 10
• Heavy Rock Cutter ��……………… 120 • Spud-Jacker……………………. 15 • Servo-Harness (Partial) ……….. 100
• Heavy Rock Saw ��……………….. 135 • Two-Handed Axe ��…………… 25 • Stimm-Slug Stash………………. 25
• Las Cutter……………………………. 60 • Two-Handed Hammer ��………35
• Storm Welder………………………... 75
ARMOUR
WEAPON ACCESSORIES • Furnace Plates………………….. 5
• Suspensor (Heavy Weapons only)...60 • Hazard Suit……………………… 10
• Light Carapace Armour…………80

377
SLAVE OGRYN SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT MUSCLE
Overboss - Primary Secondary - Secondary Primary - - Primary

Underboss - Primary Secondary - Secondary Secondary - - Primary

Note: Ogryn and Lobo fighters have no skill access.

SLAVE OGRYN ARMOURY


AUGMETIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Augmetic Fist - E - - S+1 -1 2 - Knockback, Melee
⬥ Paired Augmetic Fists - E - - S+1 -1 2 - Paired, Knockback, Melee
Arc Welder - E - - S+2 -3 3 - Blaze, Melee
Heavy Rock Cutter �� - E - - S+4 -4 3 - Unwieldy, Melee
Heavy Rock Saw �� - E - +1 S+3 -3 2 - Rending, Unwieldy, Melee
Las Cutter E 2” +1 - 9 -3 2 6+ Versatile, Scarce, Melee
Storm Welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable

CLOSE COMBAT WEAPONS


RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - S+1 - 1 - Disarm, Melee
Brute Cleaver - E - +1 S -1 1 - Parry, Rending, Melee
Maul (Club) - E - - S +1 2 - Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, 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

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.

ARMOUR • If worn alone, the wearer gains a 6+ armour save.

FURNACE PLATES BIO-BOOSTER


• The wearer gains a 6+ armour save, increased to 5+ • The first time the owner rolls an Injury, roll one less
against attacks originating within the fighter’s frontal die.
vision arc.
• If only one die would be used, instead roll two and
• This can never be reduced to less than 6+ by a choose which result to apply.
weapon’s AP or any other modifier.

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.

• The user loses -1” Movement and -1 Initiative.

• This item cannot be combined with a Servo Claw or


any other type of servo harness.

STIMM-SLUG STASH
• Once per game, the user can choose to take a Stimm-
Slug at the start of their activation.

• The user discards one Flesh Wound.

• Until the end of the round, the user gains +2 Move,


Strength, and Toughness.

• In the next End Phase, roll D6 – on 1, roll an Injury die


and apply the result.

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.

Be warned! While a favour may bestow benefit to the gang,


there may also be a price if a deal goes south. (6-8) TOOLS OF THE REVOLUTION, PLUS OTHER STUFF
A bunch of fellow ogryns cause a massive amount disruption,
If a gang has an Alliance, they may not seek a favour. allowing the gang to nick some gear.

• Gain 2D6x10 credits, which must immediately be


PETITIONING FOR FAVOUR spent on weapons and equipment with a Common
Before the game, after choosing your crew for the scenario, rating from the Trading Post.
then roll 2D6 and add +1 for every enemy gang in the
• Any unspent credits are lost.
campaign with a higher Gang Rating than you (to a
maximum of +3).
(9-10) FIGHT FOR OGRYN FREEDOM!
Determine the final score and immediately apply the result A newly-unchained ogryn stands proudly ready to join the
from the list. march to freedom.

• Roll D6 – on 1-3, the gang may recruit a free Juve; or


(2) BAD LUCK AND TROUBLE on 4+, a free Ganger.
Really have to remember there’s a bounty out…
• This fighter comes with up to 60 credits’ worth of
• Choose a Slave Ogryn to be lured into an ambush. weapons and gear from the gang’s relevant
equipment list.
• They are permanently removed from the gang, along
with all their weapons and equipment.
(11-12) A DAY OF FRIENDLY FIGHTING
Beating the promethium out of each other teaches you a lot,
plus it’s just good harmless fun. Hur hur.

• Roll D3+1 and choose that many fighters in the gang.

• Each one gains +D6 bonus XP, rolled individually.

(13+) TINY, BUT SKILLED


Someone (maybe someone famous) offers a bit of mutual
back-scratching while they’re heading the same way.

• The gang may recruit a free Bounty Hunter (including


Dramatis Personae), who remains with the gang for
the duration of the campaign week.

HOUSE RULE: A non-Dramatis Personae Bounty


Hunter comes with up to 150 credits 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:

� BREAK SOMETHING (Double): Stick the boot into a


Sub-Plots are side missions a gang can pursue mid-battle –
nearby piece of valuable-looking machinery.
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics • Reveal the first time you take this action. If the gang
cards. completes three Break Something (Double) actions,
gain D3+1 Rep.
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
(2) SYMBOLS OF FREEDOM
armies – every victory granting the hidden masters more
• A fighter in the enemy deployment zone can take the
political capital to further their schemes.
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.

• Players should agree prior to the battle whether to use


Sub-Plots. If so, a deck of playing cards is required. (3) THE GOOD STUFF
Each player privately draws one card, then consults • Reveal when the battle begins.
their list of House Sub-Plots to see what secret • Randomly select one fighter – then choose weapon
assignment their gang has been given. they are wielding. It gains +1 Strength and Damage for
• Every Joker drawn must be shown to your opponent, the remainder of the battle.
then discarded. You must then privately draw two • If you win the battle, gain +D3 Rep.
cards. If one of these is a Joker, do the same again.

• Once you complete a Sub-Plot, reveal it to your (4) SMASH EVERYTHING


opponent, gain the rewards and apply the effects, • Reveal when the battle begins.
then discard the card.
� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

(5) BASH SOME HEADS


• Reveal at the end of the game, if at least five enemy
fighters went Out of Action.

� Fighters who Bottled and fled the battlefield do not


count.

• Gain +D3+1 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.

(10) PHYSICAL COMEDY


(3) DEAD DROP
• Reveal if your fighter knocks an enemy down a Pitfall,
• A fighter within 3” of a Ductway (Zone Mortalis), or
or makes them fall from a height that sends them Out
who is on the upper level of a terrain piece (Sector
of Action.
Mechanicus) can take the following action:
• Gain +D3 Rep. At the end of the game, if three enemies
� PLACE A SECRET CODE (Double): Roll D6 – on 5+,
have been taken Out of Action in this manner, gain an
the fighter remembers this is the correct dead drop
additional +D3 Rep.
location and successfully hides a revolutionary
message that probably has lots of pictures. Gain
(JACK) SUPER UPPERCUT 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

(QUEEN) BUG HUNT


• Reveal when the last enemy Juve goes Out of Action –
(4) AN’ DON’T YOU FORGET IT
• If your fighter successfully hits an enemy Gang Leader
gain +D6 Rep.
with a close combat attack, you can choose to reveal.
� If the enemy gang has no Juves, reveal when the
three enemy fighters with the lowest value go Out of • If you do, the attack ends without rolling to Wound,
Action. and with no further effect or impact on the enemy.

• Gain D6x10 credits. This increases to 2D6x10 credits if


it was your Gang Leader who delivered this warning.

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.

• Reveal the first time this action is taken.


(KING) MAKE AN EXAMPLE
(8) THE BIG SPLAT • Reveal at the end of the battle. For every fighter
(friend or enemy) who went Out of Action but did not
• Reveal if the gang takes an enemy Out of Action by
suffer a Memorable Death (66), gain D3x10 credits.
causing another fighter (friendly or enemy) to fall on
them. • This increases to D6x10 credits if the fighter suffered a
Critical Injury (61-65).
• Gain 2D6x10 credits. This increases to 3D6x10 credits if
the fighter who goes Out of Action is a Gang Leader or
Champion. HEARTS: BAD STUFF
(ACE) BAD MOODS ALL ROUND
(9) TERRIFYING BRUTALITY • Reveal at the beginning of the first round.
• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of • Your Gang Leader’s “Leading by Example” range is
Action. reduced to 6”.

• 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.

• Gain D3x10 credits. This increases to D6x10 credits if


the victim was taken Out of Action by a weapon with
the Melee trait.

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.

If a fighter takes the fleshwarper Out of Action (again),


(3) EXTRA MUSCLE

they gain +D6 bonus XP.
• Reveal before rolling Priority in the first round.
• If this happens, the fleshwarper does not roll for
• Randomly select D3 of your fighters who are not
Lasting Injury, as the “true” fighter never actually
participating in this battle.
participated in this battle.
• Immediately place them within your deployment
zone; they are now part of your existing crew.
(8) IT’S STOMPIN’ TIME
• If you lose this battle, none of your fighters receive XP • Reveal the first time your gang takes the Coup de
for this scenario. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
HOUSE RULE: Your fighters still gain XP for taking
enemies Out of Action. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
gains +1 bonus XP (each fighter only gains this reward
(4) POWER OVERFLOW once, however).
• Reveal at the start of the battle. Your fighters may re-
roll failed Ammo checks.
(9) EXTRA SURLY TODAY
• Ranged attacks against your fighters all gain a +1 • Reveal the first time that you activate a Gang Leader
modifier to Damage. or Champion. For the rest of the battle, this fighter
cannot make Group Activations.
• At the end of the battle, every fighter in the gang who
did not go Out of Action gains +D3 bonus XP. • At the end of the battle, if this fighter was not taken
Out of Action, they gain +D3 bonus XP if they are a
(5) THE BIGGEST UNDERDOGS Champion, or +D6 bonus XP if they are a Gang Leader.
• Reveal at the start of the battle. Every fighter in the
gang must reduce their Cool by 2 for the duration of (10) TANK ‘EM
the battle. • Reveal when a fighter enters base contact with two or
more enemies.
• If you win the scenario, every participating fighter
gains +D3 bonus XP. This increases to +D6 XP if you • At the end of their activation, they gain +D3 bonus XP.
won with no fighters going Out of Action. This increases to +D6, if they have successfully taken
all these enemies Out of Action by the end of their
(6) SOMEHOW OUTSMARTED activation.
• Reveal prior to deployment. Your gang must set up
before any other opponent, regardless of the any (JACK) RALLY FOR THE CAUSE
normal rules. • Reveal when one of your fighters successfully Rallies.
They gain +2 XP for doing so, rather than the usual +1
• Your opponent automatically takes Priority in the first
XP.
round of the game, and adds +1 to their Priority roll in
each round. • For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
• At the end of the battle, any fighter who did not go Out
the usual +1 XP (each fighter only gains this reward
of Action gains +D3 bonus XP.
once, however).

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).

(KING) DISTRACTED FROM INJURY (6) STOLEN PACKAGE


• 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+, the gang has located an employer’s
“No Effect.”
mysterious missing parcel. Gain +1 Gang Tactics card
• However, any fighter who rolls for Lasting Injury must 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.

(7) BOWL ‘EM OVER!


DIAMONDS: WEIRD STUFF • Reveal at the end of any round if three or more
enemies are Prone.
(ACE) HIT ‘EM HARD
• Reveal at the end of any round where three or more • Gain +1 random Gang Tactics card.
enemy fighters are Seriously Injured or taken Out of
Action. (8) OUR NEXT TARGET
• Gain +1 random Gang Tactics card. • Reveal when a fighter within 6” of the enemy Gang
Leader takes the following action:

(2) A QUIET CLOBBERING � MAKE A POSITIVE ID (Double): Squint hard to make


• Reveal when the gang takes an enemy Out of Action extra, extra sure it’s them. The fighter gains the
using a weapon with the Melee trait, in a location that Knows Important Stuff condition.
is out of line of sight and more than 12" from other -KNOWS IMPORTANTSTUFF:If this fighter
enemies. returns to the gang’s deployment zone,
• Gain +1 random Gang Tactics card. remove them from play.

Gain +3 Gang Tactics cards of your choice.


(3) SONGS OF REBELLION The fighter does not count as being Out of
• Reveal if at least half the enemy gang is Seriously
Action or Seriously Injured for the purposes of
Injured, Out of Action, or removed from play.
Bottle tests
• Gain +1 random Gang Tactics card.

(4) PSYCHE OUT!


• Reveal when an enemy fails a Willpower check by
rolling 10+.

• Gain +1 random Gang Tactics card.

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.

• If the bomb carrier goes Out of Action before they


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.

(10) FOR YER EFFORTS


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

(JACK) DELIVERY BOY


• Reveal at the start of the battle. Randomly select one
fighter to be the courier.

• At the end of any round, if the courier is inside the


enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.

• The courier does not count as being Out of Action for


the purposes of Bottle Tests.

(QUEEN) LAY ‘EM OUT AS A WARNING


• Reveal at the start of the battle. Choose a point on the
battlefield at least 12” from your deployment zone.

• As soon as there are two or more Seriously Injured


fighters within 6” of this point, 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

DRAMATIS PERSONAE RULES EQUIPMENT


• Personal Style: Dramatis Personae can only use Light Carapace Armour, Photo-Goggles, Stimm-Slug
the weapons and equipment options included on Stash.
their profile – they can never be given other gear.
GANG LOYALTY
BOUNTY HUNTER RULES Sparky can only be hired by Slave Ogryn and Outlaw
• “You Get What You Pay For”: Once recruited, House Goliath gangs.
Bounty Hunters can always be added to the crew,
and do not count towards the fighter limit. SPECIAL RULES
Group Activation (1): When this fighter activates, they
• “We’ll Get Our Bit...”: A Bounty Hunter grants a may also activate one Ready fighter within 3” of their
gang the ability to earn some creds off the bodies position, in addition to themselves. Activate these
of their enemies: fighters in any order, fully resolving each activation
� Dead, Not Alive: When an opponent’s fighter before proceeding to the next.
dies, the gang immediately claims half their
Note that a gang can only make one Group Activation
value in credits, rounded up to the nearest 5. per turn.
� Claiming Bounties: If the gang takes a Captive, Runaway: If this fighter is taken Captive and Sold to the
immediately roll D6 – on 3+, there is an active Guilders, they are worth an additional D6x10 credits.
warrant for this fighter, and the Bounty Hunter
cuts the gang in – gain D6x10 credits reward. SKILLS
After the battle, if neither of the above abilities • Headbutt: Sparky can take the following action:
were used, the Bounty Hunter decides to stick � HEADBUTT (Basic): Choose an Engaged target
around – the gang may hire them for free in the and roll two D6s – if either rolls equal or higher
next battle. Otherwise, they depart. than their Toughness, they suffer a S+2, AP 0,
If one of the above abilities were used, roll D6 – on Damage 2 hit.
1-3, the Bounty Hunter leaves; on 4-6, they stick However, if both roll lower, Sparky suffers a
around for the next battle, as above. Strength 5, AP 0, Damage 1 hit.
If both of the above abilities were used, the • Inspirational: If a friendly fighter within 6” checks
Bounty Hunter departs, happy with their payment. Cool and fails, check Sparky’s Leadership – if
• Gang Rating: Bounty Hunters increase the Gang passed, the Cool check counts as having succeeded.
Rating in the same way as any other fighter. • True Grit: When Sparky rolls for Injury with multiple
• Campaign Play: Bounty Hunters do not gain XP or dice, discard one of them – and when he rolls for
Advancements, never gain Lasting Injuries, and Injury with a single die, roll two instead and choose
cannot work Territories. which result to apply.

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.

This diversity is the Venators’ greatest strength:

• Each Venator fighter has four profile options to choose


from at recruitment.

• Venators purchase their weapons and equipment


from the Trading Post, rather than having dedicated
Equipment Lists.

PROFESSIONAL MANHUNTERS
Venator gangs earn creds for hauling in enemies, dead or
alive.

• Dead: During and after a battle, whenever the enemy


gang deletes a dead fighter from their Gang Roster,
the Venators gain credits equal to half their value,
rounded up to the nearest 5.

• Alive: When Venators take the Sell to the Guilders


Post-Battle Action, the Captive being sold is worth
their full value in credits, rather than the usual half.

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

• To represent their great diversity, Venators approach


Skills in a different way to other gangs.

• At gang creation, choose any four Skill sets (apart from


Leadership).

• Rank these from 1-4, with 1 being the skillset that


most embodies the way the gang operates as a team.

• This creates the Venators Skill Access table (see


below).

VENATORS SKILL ACCESS


SKILL 1 SKILL 2 SKILL 3 SKILL 4 LEADERSHIP
Hunt Leader Primary Primary Secondary Secondary Primary

Hunt Champion Primary Primary Secondary Secondary Secondary

Hunter Specialist Primary Primary Secondary Secondary -

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+

ALL-COMERS HOUSE LEGACY


• At recruitment, choose which of the above four This fighter may purchase a House Legacy for 30 credits,
profiles the Hunt Leader will use. choosing either Goliath, Escher, Orlock, Cawdor, or
Delaque.
EQUIPMENT
They gain access to the Gang Leader Equipment List for
• The Hunt Leader may purchase any weapons or
that House (Goliath Forge Tyrant, Escher Gang Queen,
equipment from the Trading Post valued at Rare
Orlock Road Captain, Cawdor Word-Keeper, or Delaque
(11) or lower.
Master of Shadows).
• During a campaign, the Hunt Leader may be given
additional weapons and equipment purchased SPECIAL RULES
from the Trading Post or Black Market. Gang Leader: A Venators gang must always include a
single fighter with this special rule.
• The Hunt Leader has no weapon restrictions – all
types are available. • During campaign play, this fighter may not retire –
the only way out for a gang leader is death.
SKILLS
• If this fighter dies during a campaign (or is
• The Hunt Leader gains one Primary skill at
otherwise permanently lost), another fighter must
recruitment, which costs no XP and does not
be promoted to replace them, gaining the Gang
increase their credit value.
Leader rule.
WYRD POWERS Gang Hierarchy (Leader): If the gang is Bottling, and
• The Hunt Leader may be upgraded to become a this fighter passes their Cool check, all friendly Venator
psyker for +35 credits. fighters within 12” automatically pass theirs.
• If so, they gain a single wyrd power chosen from In addition, during a campaign, this fighter can perform
any of the available disciplines. Post-Battle Actions.
• They must also gain one of the following rules: Tools of the Trade: This fighter may take multiple
� SANCTIONED PSYKER: The fighter may re-roll equipment sets.
one failed Willpower check per battle. Group Activation (2): When this fighter activates, they
� UNSANCTIONED PSYKER: If the fighter is taken may also activate two Ready fighters within 3” of their
Out of Action, the enemy gang receives a bounty position, in addition to themselves.
of D3x10 credits. If Captured and Sold to the This must be announced at the start of the activation,
Guilders, they are worth their full value in with chosen fighters clearly identified.
credits.
Activate the three fighters in any order, fully resolving
each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

ALL-COMERS HOUSE LEGACY


• At recruitment, choose which of the above four This fighter may purchase a House Legacy for 30 credits,
profiles the Hunt Champion will use. choosing either Goliath, Escher, Orlock, Cawdor, or
Delaque.
EQUIPMENT
They gain access to a specific Champion Equipment List
• The Hunt Champion may purchase any weapons
for that House: (Goliath Forge Boss, Escher Gang
or equipment from the Trading Post valued at
Matriarch, Orlock Road Sergeant, Cawdor Firebrand, or
Rare (10) or lower.
Delaque Phantom).
• During a campaign, the Hunt Champion may be
given additional weapons and equipment SPECIAL RULES
purchased from the Trading Post or Black Market. Gang Hierarchy (Champion): If the gang is Bottling,
and this fighter passes their Cool check, all friendly
• A Hunt Champion has no weapon restrictions – all
Venator fighters within 6” automatically pass theirs.
types are available.
In addition, during a campaign, this fighter can perform
SKILLS Post-Battle Actions.
• The Hunt Champion 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 (1): When this fighter activates, they
may also activate one Ready fighter within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

ALL-COMERS HOUSE LEGACY


• At recruitment, choose which of the above four This fighter may purchase a House Legacy for 30 credits,
profiles the Hunter will use. choosing either Goliath, Escher, Orlock, Cawdor, or
Delaque.
EQUIPMENT
They gain access to the Ganger Equipment List for that
• The Hunter (and Hunter Specialist) may purchase
House (Goliath Bruiser, Escher Gang Sister, Orlock
any weapons or equipment from the Trading Post
Gunner, Cawdor Brethren, or Delaque Ghost).
valued at Rare (8) or lower.

� A Hunter can only equip Pistols, Basic Weapons, SPECIAL RULES


and Close Combat Weapons. Gang Fighter (Ganger): These fighters form the gang’s
backbone. The total number of Gang Leaders and
� Hunter Specialist can additionally equip Special
Champions may never exceed the number of fighters
Weapons.
with the Gang Fighter (X) rule.
• During a campaign, a Hunter may be given
Promotion (Hunter Specialist): When the gang is
additional weapons and equipment purchased
founded, one Hunter can be promoted to a Hunter
from the Trading Post or the Black Market, within
Specialist.
the above restrictions.
In a campaign, additional Hunters may also be
promoted through an Advancement.

A Hunter Specialist gains the following additional rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Hunter Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

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.

CALLING IN FAVOURS • Any unspent credits are lost.

A Venators gang can petition for aid either on the Venator


Favours table, below – or if the Hunt Leader has a House (9-10) HUNT ASPIRANT
Legacy, their House Favours table instead. A promising individual has endured great hardship to stand
before the crew.
Be warned! While a favour may bestow benefit to the gang, • Roll D6 – on 1-3, the gang may recruit a free Juve; or
there may also be a price if a deal goes south. on 4+, a free Ganger.

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.

(13+) A FAMED HUNTER


(2) THE BLINK OF AN EYE
A famous hunter is heading in the same direction as the
Sometimes, a deal goes bad.
crew… for a while.
• Choose a Hunter or Hunt Initiate to be in the wrong
• The gang may recruit a free Bounty Hunter (including
place at the wrong time.
Dramatis Personae), who remains with the gang for
• They are permanently removed from the gang, along the duration of the campaign week.
with all their weapons and equipment.
HOUSE RULE: A non-Dramatis Personae Bounty
Hunter comes with up to 150 credits worth of
(3-5) HIRED BAIT weapons and equipment.
Use them – but don’t ever trust them.

• The gang may recruit a free Hive Scum for their next
battle.

• This unsavoury character is far from trustworthy. In


each End Phase, they must check Leadership – if
failed, they are immediately removed from play.

HOUSE RULE: A Hive Scum comes with 25 credits’


worth of weapons and equipment.

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.

• If you win the battle, gain +D3 Rep.

(4) SCORCHED EARTH


• Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) SWIFT VICTORY


(6) THE STITCH-UP
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT EVIDENCE (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: NOBLE WHIMS
(7) DANGEROUS GROUND (ACE) EXTREME DISPLEASURE
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) RIGHT OF WAY Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) NOBLE NEPHEW
• Reveal at the start of the battle. Randomly select one
(9) DECAPITATING STRIKE of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) MEAT FOR THE MACHINE enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) LOST HEIRLOOM
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SEARCH FOR HEIRLOOM (Double): Roll D6 – on 5+,
the fighter locates the noble’s missing heirloom.
(JACK) CONTEMPTUOUS TAKEDOWN Gain 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

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.

(JACK) MAKE SOME NOISE


(5) CRUEL AND UNUSUAL
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(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.

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) A SUITABLE SPECTACLE


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) LOADED FOR SUMP SPIDER (9) BAD DAY


• 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) OUT OF FAVOUR (1) ACT OF DEFIANCE


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) HAZARD PAY
• Reveal the first time that one of the following occurs:
(5) SCRAP CODE
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� UPLOAD HACKED CODE (Double): Check
• For the remainder of the battle, any fighter who does
Intelligence – if passed, gain +1 Gang Tactics card of
the same gains +1 bonus XP (each fighter only gains
your choice. This action can only be taken once per
this reward once, however).
game.

(KING) CHEMICAL SOLUTIONS


(6) THE COLD TRADE
• Reveal when the gang suffers its first Flesh Wound.
• Reveal the first time that the gang takes an enemy Out
• For the remainder of the battle, when the gang rolls a of Action using a weapon with the Melee trait, or the
Flesh Wound result on the Injury die, they treat it as Coup de Grace (Simple) action.
“No Effect.”
• Roll D6 – on 6+, you have located a smuggled object
• However, any fighter who rolls for Lasting Injury must and gain +1 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.

(7) SUPPRESSION ORDER


DIAMONDS: DARK INFLUENCES • Reveal at the end of any round if three or more
enemies are Prone.
(ACE) OUTLAW VENDETTA
• Reveal at the end of any round where three or more • Gain +1 random Gang Tactics card.
enemy fighters are Seriously Injured or taken Out of
Action.

• Gain +1 random Gang Tactics card.

(2) STRANGERS IN THE HIVE


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) A LITTLE SURPRISE fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) THE PAYOFF


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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.

� +2 if the gang already had their god’s favour during


the battle.

CHAOS HELOTS RULES � +2 if a Captive is sacrificed to fuel the ritual.

� -1 if the gang lost their battle.


OUTLAW ALIGNMENT
A Chaos Helot gang is automatically Outlaw and cannot � -1 if the gang lost Rep in their battle.
change its Alignment (or not without Arbitrator permission).
(4) OUTCOME
SACRIFICING CAPTIVES • On a 9+, the gang draws their chosen god’s attention!
Mark this on the Gang Roster.
A Chaos Helot gang cannot take the Sell to Guilders Post-
Battle Action. Instead, they can sacrifice the Captive in a • A Dark God’s favour lasts for one battle. See below for
Dark Ritual (see below). A Captive can only be sacrificed if the effects.
their gang has had a chance to rescue them.
• If a gang member was selected as the focus of the
DARK RITUAL POST-BATTLE ACTION ritual, they gain +D6 XP.

• If the result is 2 or less after applying modifiers, the


(1) CHOOSING A FAVOUR
gang is deemed unworthy. If a gang member was
• The gang must decide which Dark God’s favour they
selected as the focus of the ritual, they are
will attempt to seek: the Lord of Skin and Sinew, the
transformed into a Chaos Spawn.
Plague Lord, the Dark Prince, or the Architect of Fate.

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.

� The Gang Leader gains +1 Wounds.


MUTATIONS FROM LASTING INJURY
� Chaos Spawn gain +1 Toughness.
(46) HUNGERING PRIDE: The fighter must always be the first in the
• DARK PRINCE: Also know as the Pale One, the Pleasure
gang to activate each round (you may choose how to break ties). The
Lord, the Nightwild, and the Shadow Ruler
fighter gains +1 bonus XP for taking a Gang Leader or Champion Out
The gang gains the following favours: of Action.

� Once per round, the gang can activate two Ready


(51) DARK MADNESS: When the fighter activates, check Intelligence
fighters one after the other, instead of just one. – if failed, roll D6 to determinate their first action:
� The Gang Leader gains +2” Movement. • 1-2: Move (Simple)
� Chaos Spawn roll two D6s when determining • 3-4: Shoot (Basic) or Fight (Basic)
Movement, choosing the highest result.
• 5-6: Nothing – the first action is wasted.
• ARCHITECT OF FATE: Also know as the Whisperer, the
Lord of Lies, the Watcher, and the Dreamer (52) BESTIAL SENSES: The fighter counts as having a Bio-Scanner
The gang gains the following favours: – but can no longer initiate or join a Group Activation.

� Once per round, one fighter in the gang can ignore


all negative modifiers when making a Shoot (Basic) (53) DISTURBING APPENDAGE: The fighter counts as having a
Fighting Knife that can never be disarmed or lost – but suffer an
or (Double) action.
additional -1 modifier to hit with weapon that have the Unwieldy trait.
� The Gang Leader gains a random Wyrd Power.

� 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.

• +1 if the fighter already has one or more mutations.

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+

EQUIPMENT SPECIAL RULES


• The Demagogue may purchase weapons or Gang Leader: A Chaos Helots gang must always include
equipment from the Chaos Helot Equipment List. a single fighter with this special rule.

• 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.

SKILLS Gang Hierarchy (Leader): If the gang is Bottling, and


this fighter passes their Cool check, all friendly Enforcer
• The Demagogue gains one Primary skill at
fighters within 12” automatically pass theirs.
recruitment, which costs no XP and does not
increase their credit value. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Primary Skills: Cunning, Ferocity, Leadership.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Combat, Savant.
equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Devotion: Friendly fighters within 9” and line of sight of


this fighter can use the Demagogue’s Cool and
Willpower values instead of their own.

Inured to Insanity: This fighter can never gain the


Insanity condition.

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+

EQUIPMENT RECRUITMENT LIMIT


• The Witch may purchase weapons or equipment A Chaos Helots gang can recruit a maximum of one
from the Chaos Helots Equipment List. Witch.

• During a campaign, the Witch may be given SPECIAL RULES


additional weapons and equipment purchased
Gang Hierarchy (Champion): If the gang is Bottling,
from this list; the Trading Post; or the Black
and this fighter passes their Cool check, all friendly
Market. Enforcer fighters within 6” automatically pass theirs.
• The Witch can only wield Pistols and Close Combat In addition, during a campaign, this fighter can perform
Weapons. Post-Battle Actions.

SKILLS Tools of the Trade: This fighter may take multiple


• The Witch gains one Primary skill at recruitment equipment sets.
(see the “Wyrd Powers” rule, opposite), which
Group Activation (1): When this fighter activates, they
costs no XP and does not increase their credit
may also activate one Ready fighter within 3” of their
value.
position, in addition to themselves.
• Primary Skills: Savant.
This must be announced at the start of the activation,
• Secondary Skills: Combat, Cunning Ferocity. with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

Inured to Insanity: This fighter can never gain the


Insanity condition.

Unsanctioned Psyker: If this fighter is taken Out of


Action, the enemy gang receives a bounty of D3x10
credits. If Captured and Sold to the Guilders, they are
worth their full value in credits.

WYRD POWERS
The Witch has access to six Chaos Cult Wyrd Powers:
Scouring, Levitation, Warp Strength, Dark Shield,
Maddening Visions, and Assail.

The Witch treats this group of wyrd powers as one of


their Primary skill sets – therefore, at recruitment, they
may choose one for free, and during a campaign may
gain additional powers through Advancements.

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+

EQUIPMENT SPECIAL RULES


• The Disciple may purchase weapons or equipment Gang Hierarchy (Champion): If the gang is Bottling,
from the Chaos Helot Equipment List. and this fighter passes their Cool check, all friendly
Delaque fighters within 6” automatically pass theirs.
• During a campaign, the Disciple may be given
additional weapons and equipment purchased In addition, during a campaign, this fighter can perform
from this list; the Trading Post; or the Black Post-Battle Actions.
Market.
Tools of the Trade: This fighter may take multiple
• The Demagogue has no weapon restrictions – all equipment sets.
types are available.
Group Activation (1): When this fighter activates, they

SKILLS may also activate one Ready fighter within 3” of their


position, in addition to themselves.
• The Disciple gains one Primary skill at recruitment,
which costs no XP and does not increase their This must be announced at the start of the activation,
credit value. with the other chosen fighter clearly identified.

• 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.

Inured to Insanity: This fighter can never gain the


Insanity condition.

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+

EQUIPMENT SPECIAL RULES


• A Cultist may purchase weapons or equipment Gang Fighter (Ganger): These fighters form the gang’s
from the Chaos Helot Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Cultist may be given
with the Gang Fighter (X) rule.
additional weapons and equipment purchased
from this list; the Trading Post; or the Black Promotion (Cultist Specialist): When the gang is
Market. founded, one Cultist can be promoted to a Cultist
Specialist.
• A Cultist may purchase Basic Weapons, Close
Combat Weapons, or Pistols. In a campaign, additional Cultists may also be promoted
through an Advancement.
• A Cultist Specialist can additionally equip Special
Weapons. A Cultist Specialist gains the following additional rules:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may equip Special


Weapons from the Trading Post and Black Market.

• Specialist: This fighter may spend XP to gain


additional skills.

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 - - - -

EQUIPMENT SPECIAL RULES


• A Chaos Spawn has no equipment and always Lost and Damned: If a fighter is transformed into a
makes unarmed attacks. Chaos Spawn, they are effectively slain – remove them
from the Gang Roster. Their weapons are returned to
RECRUITMENT the gang’s Stash, while their equipment is lost.
• A Chaos Helot gang can only recruit a Chaos
A Chaos Spawn exists outside the gang’s structure – so if
Spawn if one of their fighters transforms into one.
the gang had two Champions, and one is transformed
• A Chaos Spawn is recruited for free, and increases into a Spawn, the gang now only has one Champion, so
the Gang’s Rating by 130 credits. another can be recruited.
• Once recruited, complete a fighter card for the Mindless Beast: A Chaos Spawn can only make the
Spawn as normal – rolling D6 for each X in its following actions: Move (Simple), Charge (Double), Fight
profile and using the value from the following (Basic), and Coup de Grace (Simple).
table:
Warped Monstrosity: Chaos Spawn can never be
D6 WS S T W I A Pinned, can never become Broken, and is immune to the
Insane condition.
1 5+ 3 4 1 5+ 1
2-5 4+ 4 5 2 4+ 2 It automatically passes Cool and Willpower, and
6 3+ 5 6 3 3+ 3 automatically fail Leadership and Intelligence checks.

If a Chaos Spawn rolls for injury, it treats a result of Flesh


Wound or Serious Injury as “No Effect.”

A Chaos Spawn never suffers Lasting Injury. Instead, it is


automatically restrained after the battle (see below).

Restraining the Spawn: After a battle, the gang must


roll to determine whether the Chaos Spawn can be
restrained:

• Nominate 0-3 Gangers or Juves who were not Out


of Action or Seriously Injured at the end of the
battle.

• Roll D6 for each fighter nominated – if any score


4+, the Spawn is successfully restrained.

• Otherwise, the Spawn escapes to join the other


nameless horrors of the underhive, and is removed
from the gang’s roster.

• If any die score a 1, that fighter suffers a Lasting


Injury.

406
CHAOS HELOT SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
Demagogue - - Secondary Primary Primary Primary - Secondary

Witch - - Secondary Secondary Secondary - - Primary

Disciple - - Secondary Primary Primary Secondary - Secondary

Cultist Specialist - - Secondary Primary Primary - - Secondary

CHAOS CULT WYRD POWERS


1. SCOURING (Basic, Continuous Effect) 4. ASSAIL (Basic)
While this power is maintained, the Witch counts as being Target an enemy in line of sight and within 12”. Check
armed with a ranged weapon that uses the Flame Template Ballistic Skill – if hit, the enemy is moved D3” in any
and has Strength 2, AP -2, Damage 1, and the Blaze trait. direction and then becomes Pinned.

• If they impact a terrain piece, they stop moving and


2. LEVITATION (Basic, Continuous Effect) suffer a Strength 3, AP 0, Damage 1 hit.
While this power is maintained, the Witch gains +3”
• If they reach base contact with another fighter, both
Movement and the ability to freely float over terrain and
fighters suffer a Strength 3, AP 0, Damage 1 hit, and
between levels (though they are still blocked by impassable
become Pinned.
terrain and walls).

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.

407
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+

EQUIPMENT RECRUITMENT LIMIT


• The Psychic Familiar has no equipment and always • A fighter can possess a maximum of two Psychic
makes unarmed attacks. Familiars.

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a battle, • A Psychic Familiar comes with the Clamber skill at
the Exotic Beast may also be included and does not recruitment:
count towards the gang’s fighter limit (and so are not
� CLAMBER: When the Familiar climbs, it does not
considered in Bottle Tests). If its owner is removed for
cost extra movement. It treats every vertical
any reason, the Exotic Beast is also removed.
surface as a ladder.
• Profile Restriction: Exotic Beasts may never be
• Primary Skills: Combat.
issued new weapons or equipment – they can only use
the ones included in their profile. • Secondary Skills: Ferocity.

• Activation: When its owner activates (including as SPECIAL RULES


part of a Group Activation), all of their Exotic Beasts Omen of Fortune: The Familiar can sense bad fortune
also activate. The activations can be resolved in any and forewarn its master with a flash of precognition.
order.
Once per round, the Familiar can attempt to cancel one
• Behaviour: If an Exotic Beast ends its activation more successful hit against its owner if they are within 3”.
than 3” away from their owner, it must make a Nerve
check – if failed, it becomes Broken and immediately To negate a hit, the Familiar’s owner must check
takes a free Running for Cover (Double) action. Willpower before the enemy rolls to Wound. If passed,
the attack counts as having missed (Blast markers and
� An Exotic Beast flees towards its owner, rather templates are placed as normal, but the fighter is
than cover. assumed to have dodged clear).
� An Exotic Beast automatically Rallies if its Precognition: The Familiar has a 3+ armour save that
activation ends within 3” of its owner (but does can never be modified by a weapon’s Armour Piercing
not gain XP). value.
• Campaign Play: Exotic Beasts gain XP and Lasting If hit by a Blast marker or template, roll D6 – on 1-3, the
Injuries as normal, and roll Advancements on the Familiar avoids damage (leave it in its current position).
Ganger Advancement Table (they can be promoted to
Specialist). They can be taken Captive, and a Rescue Psychic Manifestation: The Familiar is an extension of
Mission can be mounted for them as normal. Exotic its owner’s will and a clear manifestation of the gods’
Beasts cannot work Territories. favour. If its owner is a psyker, once per round they may
re-roll a failed Willpower check to perform a Wyrd Power
(X) action.

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:

ADDITIONAL OPTIONS � NERVES OF STEEL: When the Warp Horror is hit


by a ranged attack, check Cool – if passed, it
The Warp Horror can take any of the following upgrades
may choose to not be Pinned.
in addition to its two Horrific Appendages:
• Primary Skills: Ferocity.
• Gain Massive Tentacles (+50 credits).
• Secondary Skills: Brawn, Combat.
• Gain Warpfire Breath (+90 credits).

• Gain Undulating Skin (+40 credits). SPECIAL RULES


Terrifying: If an enemy wishes to make a Fight (Basic) or
BRUTE RULES Shoot (Basic) action against the Warp Horror, they must
• Rep & Recruitment: The maximum number of first check Willpower.
combined Brutes and Hangers-On a gang can
If failed, the enemy cannot take this action. They may
recruit is determined by their Reputation:
target another fighter if they wish, otherwise the action
REP MAX is wasted.
0-5 1
5-9 2 Instability: In each End Phase, roll 2D6 – if the result is
10-14 3 equal or lower than the current game round, the Warp
15-19 4 Horror suffers a Flesh Wound.
20-24 5
Warp Denizen: The Warp Horror ignores all Lasting
Each additional +5 +1
Injuries except for “Memorable Death.”
• Full Member: Once recruited, Brutes are an Undulating Skin: A Warp Horror with this upgrade
accepted part of the gang. They may join a battle reduces the Damage of any weapon that attacks it by -1.
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

409
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

412
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.

• If the wearer also has a Respirator, when resolving a


Gas attack, they count as +3 Toughness instead of +2.

• The wearer is never affected by the Blaze condition or


the Rad-Phage weapon trait.

MESH ARMOUR
• The wearer gains a 5+ armour save.

413
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.

(9-10) FRESH CONVERTS


Be warned! While the gang’s masters may bestow them
Eager new initiates fight for the chance to stand at the side of
gifts, they might also exact a price for those audacious
the Demagogue and prove their worth to the Dark Gods.
enough to call upon them.
• The gang may recruit up to three free fighters: Cultists
If a gang has an Alliance, they may not seek a favour. (Chaos Helots), Skinners (Corpse Grinder Cult), or
Gangers (Chaos-Corrupted Gang).

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.

• The fighters come with no weapons or equipment.


Determine the final score and immediately apply the result
from the list.
(11-12) HOUR OF THE WITCH
Dark energies swirl as the power of the Warp waxes.
(2) DEVOURED BY SPAWN
Gifts of the Dark Gods are seldom without their price… • Choose a fighter – they become a psyker, gaining one
power from the Chaos Helot Wyrd Powers list as well as
• Choose one fighter who has displeased the gods. the following rule:
• They are permanently removed from the gang, along � Unsanctioned Psyker: If this fighter is taken Out of
with all their weapons and equipment, and replace Action, the enemy gang receives a bounty of D3x10
them with a Chaos Spawn. credits. If Captured and Sold to the Guilders, they
• If the gang already has a Chaos Spawn, the chosen are worth their full value in credits.
fighter is simply devoured with no further effect. • The fighter treats the Chaos Cult Wyrd Power list as
one of their Primary skill sets from now on.
(3-5) DARK OMENS • If the chosen fighter was a Witch, they instead gain a
It is a portentous time for a believer to make their rituals. free power from the Chaos Cult Wyrd Power list.
• If a fighter takes the Dark Ritual Post-Battle Action,
they may re-roll the result.

• However, if they do re-roll and the result is any


double, it counts as a double 1.

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!

• In the gang’s next battle, when a fighter takes an


enemy Out of Action, roll D6 on the below table:

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.

GROWING INTEREST: The gods watch the fighter’s


progression with interest. The next time in this battle
2-3
the fighter rolls on this table, gain a cumulative +1
modifier.

DARK FAVOUR: The gods bestow a boon upon the


fighter, who improves one characteristic by +1 for the
4+ rest of this battle! A fighter can gain this result more
than once, but must choose a different characteristic
each time.

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:

� DEFILE THE AQUILA (Double): Tear down and


Sub-Plots are side missions a gang can pursue mid-battle –
smash a nearby symbol of weakling Imperial
kept secret from the opponent until completed and
dogma.
rewarding extra credits, XP, Reputation, or Gang Tactics
cards. • Reveal the first time you take this action. If the gang
completes three Defile the Aquila (Double) actions,
A House’s fortunes are tied invisibly to those of its strongest gain D3+1 Rep.
gangs. Each gang leader is akin to a general in the House’s
armies – every victory granting the hidden masters more (2) THE EIGHT-POINTED STAR
political capital to further their schemes.
• A fighter in the enemy deployment zone can take the
following action:
As such, sometimes the House’s nobles take a direct hand in
matters – meddling in the gang’s affairs, and sending them � SPRAYPAINT PROFANE ICON (Double): Tag the
on errands, and pressing them into agendas where they can walls with the sigils of Chaos.
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 Spraypaint Profane Icon (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) HERETEK’S BLESSING
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) EVERYTHING ENDS IN CHAOS
then discard the card. • Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) GLORY TO THE GODS


(6) A DARK INVITATION
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT HERETICAL PAMPHLET (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: CHANGE
(ACE) MARKED FOR DEATH
(7) SACRED SPACES • 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) THE UNSTOPPABLE MARCH 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) CHOSEN
+D6 Rep. • Reveal at the start of the battle. Randomly select one
of your participating Juves (if you have none, select a
(9) A PRIME OFFERING Ganger).
• Reveal when you take an enemy Gang Leader or
• At the end of the battle, if this fighter has not lost any
Champion Out of Action.
Wounds, gain 10 credits.
• At the end of the game, if the enemy has no Gang
• This increases to D6x10 if this fighter did not lose any
Leader or Champions in play, gain +D6 Rep.
Wounds, but inflicted at least one Wound on an
enemy.
(10) FALL INTO DARKNESS
Reveal if your fighter knocks an enemy down a Pitfall,

(3) FIND THE MESSAGE
or makes them fall from a height that sends them Out
• A fighter within 3” of a Ductway (Zone Mortalis), or
of Action.
who is on the upper level of a terrain piece (Sector
• Gain +D3 Rep. At the end of the game, if three enemies Mechanicus) can take the following action:
have been taken Out of Action in this manner, gain an
� SEARCH FOR MESSAGE (Double): Roll D6 – on 5+,
additional +D3 Rep.
the fighter locates their contact’s message. Gain
2D6x10 credits.
(JACK) RITUALISTIC TAKEDOWN
If the fighter is taking this action on the last
• Reveal if your fighter takes an enemy Out of Action
unsearched Ductway or terrain piece, do not roll –
with an unarmed attack.
the action is automatically successful.
• Gain +D3 Rep. This increases to +D6, if the victim was a
• If you win the battle, gain +D3 Rep.
Gang Leader or Champion.

417
(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.

(JACK) ANNOUNCE YOUR PRESENCE


(5) DARK AMUSEMENTS
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) THE HUNT IS ON


(6) UNHOLY DERANGEMENT • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. Overcome with group
enemy. Any fighter within 12” of this enemy can take
delusions and hallucinations, the gang loses all sense
the following action:
of self-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) LORD OF CHANGE
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) VIOLENT DELIGHTS
• 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) TWO FOR ONE 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.

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) SHOWER OF GORE


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) LOADED WITH AMMO (9) LOST IN DELUSION


• 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) ANGERED PATRON (10) CHAOS IS FOREVER


• 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.

419
(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

� Your fighter survives damage from a fall or


(3) THE FATE OF ALL FLESH
environmental hazard • Reveal if at least half the enemy gang is Seriously
• They gain +1 bonus XP. Injured, Out of Action, or removed from play.

• 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:

� UPLOAD HERETEK CODE (Double): Check


Intelligence – if passed, gain +1 Gang Tactics card of
your choice. This action can only be taken once per
game.

(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.

• Roll D6 – on 6+, you have liberated a piece of


incriminating evidence and gain +1 Gang Tactics card
of your choice.

• Otherwise, each successive time you make this roll


adds an additional +1 to the result.

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

(9) BRINGER OF DOOM fighters to be carrying a virulent infection.

• 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.

• If the gang completes three Plant Bomb (Simple)


actions, gain +1 Gang Tactics card of your choice.

• If the bomb carrier goes Out of Action before they


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.

(10) NOT HERE FOR YOU


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

421
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

EQUIPMENT GANG LOYALTY


• Mutating Flesh (Counts as Heavy Carapace The Abomination can only be hired by Chaos Helot,
Armour). Corpse Grinder Cult, or Chaos-Corrupted gangs.
Therefore, it is also an Outlaw.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Formless Nightmare: The only actions the Abomination
their profile – they can never be given other gear. can take are: Move (Simple), Charge (Double), Fight
(Basic) and Coup de Grace (Simple).
HIVE SCUM RULES
Mindless: The Abomination automatically passes Cool
• Recruitment: Gangs may recruit up to five Hive
and Willpower checks, and automatically fails
Scum prior to a battle. Hive Scum are retained for
Leadership or Intelligence checks.
a single battle – they depart afterwards, unless re-
hired.
SKILLS
• “You Get What You Pay For”: Once recruited, • Fearsome: If the Abomination is targeted with a
Hive Scum 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.
• True Grit: When the Abomination rolls for Injury
• Gang Rating: Hive Scum increase the Gang Rating with multiple dice, discard one of them.
in the same way as any other fighter.
When the fighter rolls for Injury with a single die,
• Campaign Play: Hive Scum do not gain XP or roll two instead and choose which result to apply.
Advancements, never gain Lasting Injuries, and
• Unstoppable: Before attempting Recovery for the
cannot work Territories.
Abomination, roll D6 – on 4+, they discard one
Flesh Wound. If it has no Flesh Wounds, instead
gain +1 additional Recovery die and choose which
result to apply from among the total.

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

EQUIPMENT GANG LOYALTY


• Plate Mail, Cult Icon The Eightfold Harvest Lord can only be hired by Chaos
Helot, Corpse Grinder Cult, or Chaos-Corrupted gangs.
DRAMATIS PERSONAE RULES Therefore, he is also an Outlaw.
• Personal Style: Dramatis Personae can only use
the weapons and equipment options included on BUTCHER’S MASK
their profile – they can never be given other gear. Bonus Armour Save: Provides an armour save of 6+.
This cannot be combined with other armour – but also
BOUNTY HUNTER RULES cannot be modified by a weapon’s Armour Piercing.
• “You Get What You Pay For”: Once recruited, a
Terrifying: An enemy attempting a Fight or Shoot action
Bounty Hunter does not count towards the gang’s
against the Butcher must first check Willpower – if
fighter limit for a scenario .
failed, the enemy’s action is cancelled and their
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang activation ends immediately.
can earn creds off the bodies of their enemies:
SKILLS
� Dead, Not Alive: When an opponent’s fighter
• Avatar of Blood: Each time the Harvest Lord
dies, the gang immediately claims half their
inflicts an unsaved wound with a Melee weapon,
value in credits, rounded up to the nearest 5.
they discard one Flesh Wound and its effects.
� Claiming Bounties: Roll D6 when the gang
• Killing Blow: When taking the Fight (Basic) action,
takes a Captive – on 3+, the gang is cut in on an
the fighter may substitute all of their attacks for a
active warrant – gain D6x10 credits.
single Killing Blow.
After the battle, if neither of these abilities were
If the Killing Blow successfully hits the target, the
used, the Bounty Hunter remains with the gang.
attack’s Strength and Damage are doubled, and
If one ability was used, roll D6 – on 1-3, the Bounty the target cannot attempt an armour save.
Hunter leaves; on 4-6, they remain with the gang.
Weapons with the Sidearm trait cannot be used to
If both abilities were used, the Bounty Hunter deliver a Killing Blow.
departs, happy with their payment.
• Slaughterborn: Each time the Harvest Lord
• Gang Rating: Bounty Hunters increase the Gang inflicts an unsaved wound with a Melee weapon,
Rating in the same way as any other fighter. their Movement increases by 1”. This effect lasts
for the duration of the battle.

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.

INCREASED CHAMPION ALLOWANCE


Corpse Grinder Cult gangs can recruit up to three
Champions, rather than the limit of two that other gangs
have.

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:

• + 1 if the Lasting Injury was inflicted by an enemy from


a Chaos Helot, Corpse Grinder Cult, or Chaos-
Corrupted gang.

• +1 if the Lasting Injury was inflicted by a daemon, or a


daemonically-possessed enemy.

• +1 if the fighter already has one or more mutations.

On 6+, replace the effects of the Lasting Injury with its


counterpart mutation from the table over the page.

The same mutation cannot be gained more than once. If this


occurs, the fighter may instead freely choose a different
mutation to gain.

424
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)

• 5-6: Nothing – the first action is wasted.

(52) BESTIAL SENSES: The fighter counts as having a Bio-Scanner


– but can no longer initiate or join a Group Activation.

(53) DISTURBING APPENDAGE: The fighter counts as having a


Fighting Knife that can never be disarmed or lost – but suffer an
additional -1 modifier to hit with weapon that have the Unwieldy trait.

(54) WARPED LIMBS: The fighter loses -1” Movement – but when
taking the Charge (Double) action, roll three D3s and count the
highest.

(55) CROOKED BODY: Ranged attacks targeting this fighter receive


an additional -1 modifier to hit at Long range, but the fighter can no
longer wear armour (transfer any they had into the Stash).

(56) 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.

425
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+

EQUIPMENT SPECIAL RULES


• The Butcher comes equipped with a Butcher’s Gang Leader: A Corpse Grinder Cult gang must always
Mask and Plate Mail at recruitment. include a single fighter with this special rule.

• 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.

• Secondary Skills: Ferocity, Savant, Savagery.

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.

• Secondary Skills: Cunning, Ferocity, Leadership.

427
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+

EQUIPMENT SPECIAL RULES


• A Skinner comes equipped with a Skinner’s Mask Gang Fighter (Specialist): These fighters form the
and Plate Mail at recruitment. gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• The Skinner may purchase Close Combat Weapons
with the Gang Fighter (X) rule.
or equipment from the Corpse Grinder Equipment
List. Start as Specialist: All Skinners are recruited as
Specialists and so can spend XP to gain additional skills.
• During a campaign, the Skinner may be given
additional equipment purchased from this list; the Tools of the Trade: This fighter may take multiple
Trading Post; or the Black Market. equipment sets.

• The Skinner can only use Close Combat Weapons.

SKINNER’S MASK
Save Modifier: When the Skinner attempts an armour
save, they gain a +1 modifier to their roll.

Head Protection: If the wearer suffers a Lasting Injury


result of Head Injury or Eye Injury, roll D6 – on 6+, they
ignore the result and instead go into Recovery.

Fearsome: If an enemy declares a Charge (Double)


action against the Skinner, they must check Willpower
before moving – if failed, the charge is cancelled and the
enemy’s activation ends immediately.

SKILLS
• The Cutter comes with the Berserker skill at
recruitment:

� BERSERKER: When the Skinner makes close


combat attacks as part of a successful Charge
(Double) action, they gain an additional +1
attack.

• Primary Skills: Combat, Savagery.

• Secondary Skills: Brawn, Ferocity.

428
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+

EQUIPMENT SPECIAL RULES


• An Initiate comes equipped with an Initiate’s Gang Fighter (Juve): These fighters form the gang’s
Mask and Flak Armour at recruitment. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• The Initiate may purchase weapons or equipment
with the Gang Fighter (X) rule.
from the Corpse Grinder Equipment List.
Promotion (Cutter): Once an Initiate gains five
• During a campaign, the Skinner may be given
Advancements, they can be promoted to a Cutter, if
additional weapons or equipment purchased from
desired.
this list; the Trading Post; or the Black Market.
Their category is adjusted to Ganger and they gain all
• An Initiate has no weapon restrictions – all types
the rules and gear access of their new rank – but lose the
are available.
Promotion, Fast Learner and Gang Fighter (Juve) rules.
INITIATE’S MASK Fast Learner: In a campaign, this fighter may improve a
Save Modifier: When the Initiate attempts an armour characteristic any number of times without its cost
save, they gain a +1 modifier to their roll. increasing.
Head Protection: If the wearer suffers a Lasting Injury
result of Head Injury or Eye Injury, roll D6 – on 6+, they
ignore the result and instead go into Recovery.

SKILLS
• The Initiate comes with the Infiltrate skill at
recruitment:

� INFILTRATE: During deployment, set the Initiate


aside instead of placing them.

Immediately before the start of the first round,


deploy them anywhere on the battlefield that is
not visible to or within 6” of any enemies.

If multiple players have fighters with this skill,


take turns deploying them (roll off to see who
goes first).

• Primary Skills: Combat.

• Secondary Skills: Brawn, Ferocity, Savagery.

429
CORPSE GRINDER CULT SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT SAVAGERY
Butcher - Primary Primary - Secondary Primary - Secondary Secondary

Cutter - Primary Primary Secondary Secondary Secondary - - Primary

Skinner - Secondary Primary - Secondary - - - Primary

Initiate - 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:

ADDITIONAL OPTIONS � NERVES OF STEEL: When the Warp Horror is hit


by a ranged attack, check Cool – if passed, it
The Warp Horror can take any of the following upgrades
may choose to not be Pinned.
in addition to its two Horrific Appendages:
• Primary Skills: Ferocity.
• Gain Massive Tentacles (+50 credits).
• Secondary Skills: Brawn, Combat.
• Gain Warpfire Breath (+90 credits).

• Gain Undulating Skin (+40 credits). SPECIAL RULES


Terrifying: If an enemy wishes to make a Fight (Basic) or
BRUTE RULES Shoot (Basic) action against the Warp Horror, they must
• Rep & Recruitment: The maximum number of first check Willpower.
combined Brutes and Hangers-On a gang can
If failed, the enemy cannot take this action. They may
recruit is determined by their Reputation:
target another fighter if they wish, otherwise the action
REP MAX is wasted.
0-5 1
5-9 2 Instability: In each End Phase, roll 2D6 – if the result is
10-14 3 equal or lower than the current game round, the Warp
15-19 4 Horror suffers a Flesh Wound.
20-24 5
Warp Denizen: The Warp Horror ignores all Lasting
Each additional +5 +1
Injuries except for “Memorable Death.”
• Full Member: Once recruited, Brutes are an Undulating Skin: A Warp Horror with this upgrade
accepted part of the gang. They may join a battle reduces the Damage of any weapon that attacks it by -1.
in the same way as any other fighter.

• Profile Restriction: Brutes can only use and


purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

431
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.

MESH ARMOUR BIO-BOOSTER


• The wearer gains a 5+ armour save.
• The first time the owner rolls an Injury, roll one less
die.
PLATE MAIL
• If only one die would be used, instead roll two and
• The wearer gains a 6+ armour save.
choose which result to apply.
• Against attacks originating within the wearer’s front
vision arc, this increases to 5+ (use the Vision Arc
CULT ICON
template if there is any uncertainty).
• This symbol of devotion to the Lord of Skin and Sinew
� If the wearer lacks a facing (e.g. because they are serves to inspire followers to greater acts in battle.
Prone), they do not increase the save.
• If the owner is Standing and Active, they can take the
• Against attacks that use a Blast marker, plate mail following action:
always provides a 5+ armour save, regardless of the
� ENRAGE (Simple): Any friendly fighter (including
direction of the attack.
the owner) who is Ready, within 6”, and Standing
and Active gains +D3” Movement until the End
Phase of this round.

• A gang can possess a maximum of one Cult Icon.

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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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.

� On 1-2, they are unsuccessful and become a


Captive.

� On 3-4, they escape but must roll for Lasting Injury.

� On 5-6, they escape effortlessly.

• If a fighter escapes, their skinblade is removed.

STIMM-SLUG STASH
• Once per game, the owner can take a stimm-slug
when they are activated, but before making any
actions.

• Discard one Flesh Wound.

• Until the end of the round, the fighter gains +2


Movement, Strength, and Toughness.

• In the End Phase, roll D6 – on 1, the stimm overload


results in damaging after-effects. Roll Injury and apply
the result.

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.

Be warned! While the gang’s masters may bestow them


gifts, they might also exact a price for those audacious (3-5) DARK OMENS
enough to call upon them. It is a portentous time for a believer to make their rituals.

• If a fighter takes the Dark Ritual Post-Battle Action,


If a gang has an Alliance, they may not seek a favour.
they may re-roll the result.

• However, if they do re-roll and the result is any


PETITIONING FOR FAVOUR double, it counts as a double 1.
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 (6-8) STOLEN WEAPONRY
maximum of +3). A Guilder weapons shipment has fallen into the cult’s hands,
the guns soon to be turned upon their creators.
Determine the final score and immediately apply the result • Gain 2D6x10 credits, which must immediately be
from the list. spent on weapons and equipment from any one of the
gang’s equipment lists.

• Any unspent credits are lost.

(9-10) FRESH CONVERTS


Eager new initiates fight for the chance to stand at the side of
the Demagogue and prove their worth to the Dark Gods.

• The gang may recruit up to three free fighters: Cultists


(Chaos Helots), Skinners (Corpse Grinder Cult), or
Gangers (Chaos-Corrupted Gang).

• If you choose to recruit one fighter, there is no further


effect.

• If you recruit two fighters, each rolls for Lasting Injury.

• If you recruit three, each rolls twice for Lasting Injury.

• The fighters come with no weapons or equipment.

437
(11-12) HOUR OF THE WITCH
Dark energies swirl as the power of the Warp waxes.

• Choose a fighter – they become a psyker, gaining one


power from the Chaos Helot Wyrd Powers list as well as
the following rule:

� Unsanctioned Psyker: If this fighter is taken Out of


Action, the enemy gang receives a bounty of D3x10
credits. If Captured and Sold to the Guilders, they
are worth their full value in credits.

• The fighter treats the Chaos Cult Wyrd Power list as


one of their Primary skill sets from now on.

• If the chosen fighter was a Witch, they instead gain a


free power from the Chaos Cult Wyrd Power list.

(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!

• In the gang’s next battle, when a fighter takes an


enemy Out of Action, roll D6 on the below table:

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.

GROWING INTEREST: The gods watch the fighter’s


progression with interest. The next time in this battle
2-3
the fighter rolls on this table, gain a cumulative +1
modifier.

DARK FAVOUR: The gods bestow a boon upon the


fighter, who improves one characteristic by +1 for the
4+ rest of this battle! A fighter can gain this result more
than once, but must choose a different characteristic
each time.

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:

� SPIKE SEVERED HEAD (Double): Brought for this


Sub-Plots are side missions a gang can pursue mid-battle –
purpose, plant this unfortunate weakling’s head
kept secret from the opponent until completed and
nearby as a warning.
rewarding extra credits, XP, Reputation, or Gang Tactics
cards. • Reveal the first time you take this action. If the gang
completes three Spike Severed Head (Double) actions,
A House’s fortunes are tied invisibly to those of its strongest gain D3+1 Rep.
gangs. Each gang leader is akin to a general in the House’s
armies – every victory granting the hidden masters more (2) A NEW MASTER
political capital to further their schemes.
• A fighter in the enemy deployment zone can take the
following action:
As such, sometimes the House’s nobles take a direct hand in
matters – meddling in the gang’s affairs, and sending them � DAUB BLOODY ICON (Double): Proudly smear the
on errands, and pressing them into agendas where they can eight-pointed star with bloody hands.
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 Daub Bloody Icon (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) THE RAZOR’S EDGE
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) NOWHERE TO HIDE
then discard the card. • Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) HUNGRY FOR VICTORY


(6) FEAST YOUR EYES
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� TERRIFYING PROMISE (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: SLICING SINEW
(7) RESTRICTED ACCESS (ACE) GOURMET SELECTION
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) WOLVES AT THE DOOR Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) INITIATE’S INDUCTION
• Reveal at the start of the battle. Randomly select one
(9) CHOICE CUTS of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) INTO THE MAW enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) MISSIVE FROM AN ALLY
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� LOCATE MISSIVE (Double): Roll D6 – on 5+, the
fighter locates their spy’s coded message. Gain
(JACK) TENDERISING TAKEDOWN 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

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.

(JACK) TURN UP THE HEAT


(5) SUCH SWEET TERROR
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) STALKING FRESH PREY


(6) INVITATION TO CARNAGE • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The red rage
enemy. Any fighter within 12” of this enemy can take
descends, and the gang loses all sense 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) YOUR MONEY OR YOUR LIFE
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) THE MEEK WILL SUFFER
• 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) CULINARY FUSION 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.

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) EXPERT CARVERY


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) INITIATES TO THE FORE (9) SOLITARY DINER


• 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) NOT ENOUGH BLOOD (10) HEEDLESS OF HARM


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) NOTHING STOPS THE KILLING
• Reveal the first time that one of the following occurs:
(5) SABOTAGE THE HIVE
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� SABOTAGE (Double): Check Intelligence – if passed,
• For the remainder of the battle, any fighter who does
gain +1 Gang Tactics card of your choice. This action
the same gains +1 bonus XP (each fighter only gains
can only be taken once per game.
this reward once, however).

(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.

(7) THE UNWORTHY AVERT THEIR EYES


DIAMONDS: FLENSING SKIN • Reveal at the end of any round if three or more
enemies are Prone.
(ACE) APPETISER, MAINS, DESSERT
• Reveal at the end of any round where three or more • Gain +1 random Gang Tactics card.
enemy fighters are Seriously Injured or taken Out of
Action.

• Gain +1 random Gang Tactics card.

(2) MIDNIGHT SNACK


• 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.

• Gain +1 random Gang Tactics card.

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.

(KING) ATE SOMETHING BAD


• Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.

• If the enemy gang takes this fighter Out of Action using


a weapon with the Melee trait, gain +1 random Gang
Tactics card.

• If the infected fighter is a Gang Leader or Champion,


you may choose the card, instead.

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

EQUIPMENT GANG LOYALTY


• Mutating Flesh (Counts as Heavy Carapace The Abomination can only be hired by Chaos Helot,
Armour). Corpse Grinder Cult, or Chaos-Corrupted gangs.
Therefore, it is also an Outlaw.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Formless Nightmare: The only actions the Abomination
their profile – they can never be given other gear. can take are: Move (Simple), Charge (Double), Fight
(Basic) and Coup de Grace (Simple).
HIVE SCUM RULES
Mindless: The Abomination automatically passes Cool
• Recruitment: Gangs may recruit up to five Hive
and Willpower checks, and automatically fails
Scum prior to a battle. Hive Scum are retained for
Leadership or Intelligence checks.
a single battle – they depart afterwards, unless re-
hired.
SKILLS
• “You Get What You Pay For”: Once recruited, • Fearsome: If the Abomination is targeted with a
Hive Scum 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.
• True Grit: When the Abomination rolls for Injury
• Gang Rating: Hive Scum increase the Gang Rating with multiple dice, discard one of them.
in the same way as any other fighter.
When the fighter rolls for Injury with a single die,
• Campaign Play: Hive Scum do not gain XP or roll two instead and choose which result to apply.
Advancements, never gain Lasting Injuries, and
• Unstoppable: Before attempting Recovery for the
cannot work Territories.
Abomination, roll D6 – on 4+, they discard one
Flesh Wound. If it has no Flesh Wounds, instead
gain +1 additional Recovery die and choose which
result to apply from among the total.

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

EQUIPMENT GANG LOYALTY


• Plate Mail, Cult Icon The Eightfold Harvest Lord can only be hired by Chaos
Helot, Corpse Grinder Cult, or Chaos-Corrupted gangs.
DRAMATIS PERSONAE RULES Therefore, he is also an Outlaw.
• Personal Style: Dramatis Personae can only use
the weapons and equipment options included on BUTCHER’S MASK
their profile – the y can never be given other gear. Bonus Armour Save: Provides an armour save of 6+.
This cannot be combined with other armour – but also
BOUNTY HUNTER RULES cannot be modified by a weapon’s Armour Piercing.
• “You Get What You Pay For”: Once recruited, a
Terrifying: An enemy attempting a Fight or Shoot action
Bounty Hunter does not count towards the gang’s
against the Butcher must first check Willpower – if
fighter limit for a scenario .
failed, the enemy’s action is cancelled and their
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang activation ends immediately.
can earn creds off the bodies of their enemies:
SKILLS
� Dead, Not Alive: When an opponent’s fighter
• Avatar of Blood: Each time the Harvest Lord
dies, the gang immediately claims half their
inflicts an unsaved wound with a Melee weapon,
value in credits, rounded up to the nearest 5.
they discard one Flesh Wound and its effects.
� Claiming Bounties: Roll D6 when the gang
• Killing Blow: When taking the Fight (Basic) action,
takes a Captive – on 3+, the gang is cut in on an
the fighter may substitute all of their attacks for a
active warrant – gain D6x10 credits.
single Killing Blow.
After the battle, if neither of these abilities were
If the Killing Blow successfully hits the target, the
used, the Bounty Hunter remains with the gang.
attack’s Strength and Damage are doubled, and
If one ability was used, roll D6 – on 1-3, the Bounty the target cannot attempt an armour save.
Hunter leaves; on 4-6, they remain with the gang.
Weapons with the Sidearm trait cannot be used to
If both abilities were used, the Bounty Hunter deliver a Killing Blow.
departs, happy with their payment.
• Slaughterborn: Each time the Harvest Lord
• Gang Rating: Bounty Hunters increase the Gang inflicts an unsaved wound with a Melee weapon,
Rating in the same way as any other fighter. their Movement increases by 1”. This effect lasts
for the duration of the battle.
• Campaign Play: Bounty Hunters do not gain XP or
Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

• Genestealer Cult gangs cannot take the Sell to the


Guilders Post-Battle Action, lest they risk revealing
themselves.

RECRUITING BRUTES & HANGERS-ON


Genestealer Cults are highly insular and cautious
operations, making them extremely selective about
recruiting from outside their own “family.”

To represent this, Genestealer Cult gangs use a modified


table to determine how many combined Brutes and
Hangers-On they can recruit:

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+

EQUIPMENT Tools of the Trade: This fighter may take multiple


equipment sets.
• The Adept may purchase any weapons or
equipment from the Genestealer Cult Equipment Group Activation (2): When this fighter activates, they
List. may also activate two Ready fighters within 3” of their
position, in addition to themselves.
• During a campaign, the Adept may be given
additional weapons and equipment purchased This must be announced at the start of the activation,
from this list; the Trading Post; or the Black with chosen fighters clearly identified.
Market.
Activate the three fighters in any order, fully resolving
• The Adept has no weapon restrictions – all types each activation before proceeding to the next.
are available.
Note that a gang can only make one Group Activation
SKILLS per turn.
• The Adept gains one Primary skill at recruitment Unsanctioned Psyker: If this fighter is taken Out of
(see the “Wyrd Powers” rule, opposite), which Action, the enemy gang receives a bounty of D3x10
costs no XP and does not increase their credit credits. If Captured and Sold to the Guilders, they are
value. worth their full value in credits.
• Primary Skills: Cunning, Leadership. Avoiding Discovery: This fighter is subject to the
following rules:
• Secondary Skills: Agility, Savant.
• If Critically Injured and provided with a Medical
SPECIAL RULES Escort Post-Battle Action, the fighter’s treatment
Gang Leader: A Genestealer Cult gang must always cost is 3D6x10.
include a single fighter with this special rule.
• If subjected to the Sell to the Guilders Post-Battle
• During campaign play, this fighter may not retire – Action, the fighter is worth their full value in
the only way out for a gang leader is death. credits.
• If this fighter dies during a campaign (or is • This fighter cannot take the Sell to the Guilders
otherwise permanently lost), another fighter must Post-Battle Action.
be promoted to replace them, gaining the Gang
Leader rule. WYRD POWERS
The Adept has access to six Genestealer Cult Wyrd
Gang Hierarchy (Leader): If the gang is Bottling, and
Powers: Hypnosis, Unbreakable Will, Zealot, Mind
this fighter passes their Cool check, all friendly
Control, Assail, and Force Blast.
Genestealer Cult fighters within 12” automatically pass
theirs. The Adept treats this group of wyrd powers as one of
their Primary skill sets – therefore, at recruitment, they
In addition, during a campaign, this fighter can perform
may choose one for free, and during a campaign may
Post-Battle Actions.
gain additional powers through Advancements.

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+

EQUIPMENT Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
• The Alpha comes equipped with a Hazard Suit at
position, in addition to themselves.
recruitment.
This must be announced at the start of the activation,
• The Alpha may purchase any weapons or
with chosen fighters clearly identified.
equipment from the Genestealer Cult Equipment
List. Activate the three fighters in any order, fully resolving
each activation before proceeding to the next.
• During a campaign, the Alpha may be given
additional weapons and equipment purchased Note that a gang can only make one Group Activation
from this list; the Trading Post; or the Black per turn.
Market.
Avoiding Discovery: This fighter is subject to the
• The Alpha has no weapon restrictions – all types following rules:
are available.
• If Critically Injured and provided with a Medical
SKILLS Escort Post-Battle Action, the fighter’s treatment
cost is 3D6x10.
• The Alpha gains one Primary skill at recruitment,
which costs no XP and does not increase their • If subjected to the Sell to the Guilders Post-Battle
credit value. Action, the fighter is worth their full value in
credits.
• Primary Skills: Combat, Leadership, Shooting.
• This fighter cannot take the Sell to the Guilders
• Secondary Skills: Cunning, Ferocity.
Post-Battle Action.
SPECIAL RULES Third Arm: As an early-generation hybrid, the Alpha has
Gang Leader: A Genestealer Cult gang must always an additional arm that grants the following abilities:
include a single fighter with this special rule.
• They may carry four weapons, instead of three.
• During campaign play, this fighter may not retire –
the only way out for a gang leader is death. • Their ranged weapons lose the Unwieldy trait, if
they had it.
• If this fighter dies during a campaign (or is
otherwise permanently lost), another fighter must • If the Alpha makes unarmed attacks, prior to the
be promoted to replace them, gaining the Gang enemy’s Reaction Attacks, resolve +1 bonus
Leader rule. unarmed Attack with the Rending trait.

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+

EQUIPMENT SPECIAL RULES


• Hybrid Acolytes come equipped with a Hazard Gang Hierarchy (Champion): If the gang is Bottling,
Suit at recruitment. and this fighter passes their Cool check, all friendly
Genestealer Cult fighters within 6” automatically pass
• Hybrid Acolytes may purchase any weapons or
theirs.
equipment from the Genestealer Cult Equipment
List. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• During a campaign, an Acolyte may be given
additional weapons and equipment purchased Tools of the Trade: This fighter may take multiple
from this list; the Trading Post; or the Black equipment sets.
Market.
Group Activation (1): When this fighter activates, they
• Acolytes has no weapon restrictions – all types are may also activate one Ready fighter within 3” of their
available. position, in addition to themselves.

ADDITIONAL OPTIONS This must be announced at the start of the activation,


with the other chosen fighter clearly identified.
Third Arm: A Hybrid Acolyte can belong to an early
generation for +45 credits, gaining an additional arm Activate the two fighters in any order, fully resolving
that grants the following abilities: each activation before proceeding to the next.

• 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.

• Primary Skills: Cunning, Ferocity.

• Secondary Skills: Agility, Combat, Leadership.

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+

EQUIPMENT SPECIAL RULES


• Neophytes come equipped with a Hazard Suit at Gang Fighter (Ganger): These fighters form the gang’s
recruitment. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• Neophytes (and Neophyte Specialists) may
with the Gang Fighter (X) rule.
purchase any weapons or equipment from the
Genestealer Cult Equipment List. Promotion (Neophyte Specialist): When the gang is
founded, one Neophyte can be promoted to a Neophyte
• During a campaign, a Neophyte may be given
Specialist.
additional weapons purchased from this list.
In a campaign, additional Neophytes may also be
� A Neophyte can only access Pistols, Basic
promoted through an Advancement.
Weapons, and Close Combat Weapons.
A Neophyte Specialist gains the following additional
� A Neophyte Specialist can additionally access
rules:
Special Weapons.
• Tools of the Trade: This fighter may take multiple
• During a campaign, a Neophyte may be given
equipment sets.
additional equipment purchased from this list, the
Trading Post, or the Black Market. • Special Weapons: This fighter may be given Special
Weapons.
ADDITIONAL OPTIONS
• Specialist: This fighter may spend XP to gain
Third Arm: A Neophyte can belong to an early
additional skills.
generation for +45 credits, gaining an additional arm
that grants the following abilities: Avoiding Discovery: This fighter is subject to the
following rules:
• They may carry four weapons, instead of three.
• If Critically Injured and provided with a Medical
• Their ranged weapons lose the Unwieldy trait, if
Escort Post-Battle Action, the fighter’s treatment
they had it.
cost is 3D6x10.
• If the Neophyte makes unarmed attacks, prior to
• If subjected to the Sell to the Guilders Post-Battle
the enemy’s Reaction Attacks, resolve +1 bonus
Action, the fighter is worth their full value in
unarmed Attack with the Rending trait.
credits.
• The Neophyte can triple-wield weapons with the
• This fighter cannot take the Sell to the Guilders
Melee and/or Sidearm traits – doing so grants +2
Post-Battle Action.
bonus attacks in close combat, instead of the
usual +1 for dual-wielding.

� Attacks from each weapon must be clearly


designated prior to rolling, as normal.

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+

EQUIPMENT SPECIAL RULES


• An Aberrant may purchase Close Combat Weapons Gang Fighter (Ganger): These fighters form the gang’s
and Armour from the Genestealer Cult Equipment backbone. The total number of Gang Leaders and
List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, an Aberrant may be given new
Armour purchased from this list; the Trading Post; Promotion (Aberrant Specialist): In the course of a
or the Black Market. campaign, the Aberrant may be promoted through an
Advancement.
SKILLS
An Aberrant Specialist gains the following additional
The Aberrant comes with the Unstoppable skill at
rules:
recruitment:
• Tools of the Trade: This fighter may take multiple
• Unstoppable: Before the Aberrant attempts
equipment sets.
Recovery, roll D6 – on 4+, it discards one Flesh
Wound. • Specialist: This fighter may spend XP to gain
additional skills.
If the Aberrant has no Flesh Wounds, on a 4+ it
instead gains +1 additional Recovery die to roll. Avoiding Discovery: This fighter is subject to the
following rules:

• If Critically Injured and provided with a Medical


Escort Post-Battle Action, the fighter’s treatment
cost is 3D6x10.

• If subjected to the Sell to the Guilders Post-Battle


Action, the fighter is worth their full value in
credits.

• This fighter cannot take the Sell to the Guilders


Post-Battle Action.

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

Alpha - - Primary Secondary Secondary Primary Primary -

Hybrid Acolyte Secondary - Secondary Primary Primary Secondary - -

Neophyte Secondary - Secondary Primary Primary - - -

Aberrant - Primary Secondary Secondary Primary - - -

GENESTEALER CULT WYRD POWERS


1. HYPNOSIS (Basic) 5. ASSAIL (Basic)
• Target an enemy with the Ready condition, in line of • Target an enemy in line of sight and within 12”. Check
sight and within 9”. Ballistic Skill – if hit, the enemy is moved D3” in any
direction and then becomes Pinned.
• The enemy treats the Move (Simple) action as Move
(Basic). • If they impact a terrain piece, they stop moving and
suffer a Strength 3, AP 0, Damage 1 hit.
2. UNBREAKABLE WILL (Basic, Continuous Effect) • If they reach base contact with another fighter, both
• While this power is maintained, any time a friendly fighters suffer a Strength 3, AP 0, Damage 1 hit, and
fighter within 9” of the Adept must check Nerve or become Pinned.
Willpower, they may use the Adept’s characteristic
instead of their own.
6. FORCE BLAST (Basic)
• All enemy fighters within 3” of the Adept are
3. ZEALOT (Double, Continuous Effect) immediately pushed D3+1” directly away from them.
• While as this power is maintained, a friendly fighter
• If this would push a target over an edge, they stop
within 9” of the Adept who takes either the Fight (Basic)
moving and check Initiative – if passed, they become
or Charge (Double) action may re-roll any 1s.
Pinned; if failed, they fall.
• This power can be used once per game round.
• If the target impacts a terrain piece, they become
Pinned and suffer an automatic hit – the Strength is
4. MIND CONTROL (Basic) equal to the distance they were pushed.
• Target an enemy within 9”. HOUSE RULE: Force Blast reaches targets within 6”,
• The enemy immediately take a free Shoot (Basic) action rather than 3”. Both friendly and enemy fighters are
against a target selected by the Adept. affected.

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+

EQUIPMENT RECRUITMENT LIMIT


• The Psychic Familiar has no equipment and • A fighter can possess a maximum of three Psychic
always makes unarmed attacks. Familiars.

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a • A Psychic Familiar comes with the Catfall and
battle, the Exotic Beast may also be included and Clamber skills at recruitment:
does not count towards the gang’s fighter limit
� CATFALL: When the Familiar drops from an
(and so are not considered in Bottle Tests). If its
edge, it halves the distance for damage
owner is removed for any reason, the Exotic Beast
(rounding up).
is also removed.
When it lands, check Initiative – if passed, it
• Profile Restriction: Exotic Beasts may never be
remains Standing rather than becoming Pinned
issued new weapons or equipment – they can only
(this does not apply if it is Seriously Injured as a
use the ones included in their profile.
result).
• Activation: When its owner activates (including as
� CLAMBER: When the Familiar climbs, it does not
part of a Group Activation), all of their Exotic
cost extra movement. It treats every vertical
Beasts also activate. The activations can be
surface as a ladder.
resolved in any order.
• Primary Skills: Combat.
• Behaviour: If an Exotic Beast ends its activation
more than 3” away from their owner, it must make • Secondary Skills: Ferocity.
a Nerve check – if failed, it becomes Broken and
immediately takes a free Running for Cover SPECIAL RULES
(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 Precognition: The Familiar has a 3+ armour save that
Rescue Mission can be mounted for them as can never be modified by a weapon’s Armour Piercing
normal. Exotic Beasts cannot work Territories. value.

If hit by a Blast marker or template, roll D6 – on 1-3, the


Familiar avoids damage (leave it in its current position).

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.

MESH ARMOUR FILTER PLUGS


• The wearer gains a 5+ armour save. • 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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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.

• Choose any fighter in the gang. They gain a random


PETITIONING FOR FAVOUR skill from either their Primary or Secondary set.
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) PSYCHIC BOND
A blessed awakening! A brood member has blossomed into a
maximum of +3).
psychic being under the command of the brood alpha.
Determine the final score and immediately apply the result • Choose a Neophyte – they become a psyker, gaining
from the list. one power from the Genestealer Cult Wyrd Powers list
as well as the following rule:
(2) BROOD CULL � Unsanctioned Psyker: If this fighter is taken Out of
Weakness within the brood cannot be allowed to fester and Action, the enemy gang receives a bounty of D3x10
grow. credits. If Captured and Sold to the Guilders, they
• Choose one fighter to submit themselves to the family. are worth their full value in credits.

• 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.

(3-5) INDUSTRY OF WAR (13+) A TRUE BIRTH


The Brood turns its claws to building weapons for the cause, A new generation of Purestrain Genestealers are born, deadly
leading to a temporary increase in firepower. new weapons in the cult’s growing arsenal!

• 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.

• No rule or effect can ever block the Purestrain


Genestealer from participating in a battle.

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:

� HANG SEDITIOUS POSTER (Double): Workers of


Sub-Plots are side missions a gang can pursue mid-battle –
Necromunda unite! You have nothing to lose but
kept secret from the opponent until completed and
your chains!
rewarding extra credits, XP, Reputation, or Gang Tactics
cards. • Reveal the first time you take this action. If the gang
completes three Hang Seditious Poster (Double)
A House’s fortunes are tied invisibly to those of its strongest actions, gain D3+1 Rep.
gangs. Each gang leader is akin to a general in the House’s
armies – every victory granting the hidden masters more (2) UNDER THE RADAR
political capital to further their schemes.
• A fighter in the enemy deployment zone can take the
following action:
As such, sometimes the House’s nobles take a direct hand in
matters – meddling in the gang’s affairs, and sending them � ERASE CULT TRAIL (Double): Quietly cover up
on errands, and pressing them into agendas where they can evidence of the cult’s presence here.
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 Erase Cult Trail (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) ADVANCED REQUISITIONS
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) CRUCIAL SABOTAGE
then discard the card. • Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) GUIDED BY THE STARS


(6) FRAMING THE ENEMY
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT EVIDENCE (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: SOCIAL COERCION
(7) GAINING GROUND (ACE) REMOVING A DISRUPTIVE ELEMENT
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) BEHIND ENEMY LINES Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) AN OPPORTUNITY TO SHINE
• Reveal at the start of the battle. Randomly select one
(9) EXECUTION of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10ª) A TRAGIC ACCIDENT enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) HIDDEN ACCESS PASS
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SEARCH FOR ACCESS PASS (Double): Roll D6 – on
5+, the fighter locates the stolen sector access pass
(JACK) ALIEN STRENGTH left for the gang. Gain 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

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.

(JACK) DRAWING ATTENTION


(5) SOWING DIVISION
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) THE TAIL


(6) A WILLING DISTRACTION • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang is acting as a
enemy. Any fighter within 12” of this enemy can take
loud and overt distraction from a separate Cult force.
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 -SHADOWING: When the fighter’stargetnext
your fighters Out of Action. moves, the fighter automatically moves after
them (they are stopped by impassable terrain or

(7) MAKE IT LOOK LIKE A ROBBERY another fighter).

• 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).

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) AN EXPRESSION OF MIGHT


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) DANGEROUS MUNITIONS (9) UNCLEAR STRATEGY


• 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) THE STARS GO SILENT (10) HOLD THE LINE


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) TREACHEROUS TERRAIN
• Reveal the first time that one of the following occurs:
(5) HACKING ACCESS
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� UPLOAD HACKED CODE (Double): Check
• For the remainder of the battle, any fighter who does
Intelligence – if passed, gain +1 Gang Tactics card of
the same gains +1 bonus XP (each fighter only gains
your choice. This action can only be taken once per
this reward once, however).
game.

(KING) A BURST OF WILL


(6) A USEFUL TRINKET
• Reveal when the gang suffers its first Flesh Wound.
• Reveal the first time that the gang takes an enemy Out
• For the remainder of the battle, when the gang rolls a of Action using a weapon with the Melee trait, or the
Flesh Wound result on the Injury die, they treat it as Coup de Grace (Simple) action.
“No Effect.”
• Roll D6 – on 6+, you have located an item that will ease
• However, any fighter who rolls for Lasting Injury must the family’s progress in this sector and gain +1 Gang
roll twice and take the worse result. Tactics card of your choice.
• At the end of the battle, every fighter who is not • Otherwise, each successive time you make this roll
Seriously Injured or Out of Action gains +D3 bonus XP. adds an additional +1 to the result.

DIAMONDS: LONG-TERM PLANNING (7) NOT ALL ARE CHOSEN


• Reveal at the end of any round if three or more
(ACE) ASSET REDUCTION enemies are Prone.
• Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of • Gain +1 random Gang Tactics card.
Action.

• Gain +1 random Gang Tactics card.

(2) FATE UNKNOWN


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) OVERT OPERATIONS fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) SOMEWHAT SUBTLER MEANS


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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

RECRUITMENT GANG LOYALTY


A gang can only (and briefly) recruit the Genestealer The Purestrain Genestealer can only be utilised by
when Petitioning for Favour, on a roll of 13+. Genestealer Cult gangs.

EQUIPMENT SPECIAL RULES


• Nocturnal Vision & Xenos Physiology (counts as A Precious Child: The Purestrain Genestealer is far too
Photo-Goggles and Bio-Booster) valuable to risk in a protracted battle. Before the battle,
roll D3 – the Genestealer is automatically removed from
DRAMATIS PERSONAE RULES play in the End Phase of that round.
• Personal Style: Dramatis Personae can only use
Nightmare Predator: No rule or effect can ever block
the weapons and equipment options included on
the Genestealer from participating in a battle.
their profile – they can never be given other gear.

DRAMATIS PERSONAE RULES SKILLS


• Dodge: If an enemy successfully wounds the
• Personal Style: Dramatis Personae can only use
Purestrain Genestealer, roll D6 – on 6, the attack is
the weapons and equipment options included on
negated. If it used a Blast marker or Flame
their profile – they can never be given other gear.
template, the Genestealer is instead repositioned
2”, to try and avoid the weapon.
UNIQUE FIGHTER RULES
• Recruitment: This fighter may be retained for a • Evade: Ranged attacks against the Genestealer
single battle only. They depart afterwards, unless suffer an additional -1 modifier to hit at Short
re-hired. range, or -2 at Long range (does not apply if it is
Engaged, Seriously Injured, or in cover).
• “You Get What You Pay For”: Once recruited, this
fighter can always be added to the crew, • Nerves of Steel: When the Genestealer is hit by a
regardless of how many the gang is allowed to ranged attack, check Cool – if passed, it may
bring to a scenario. They do not count towards the choose to not be Pinned.
fighter limit.
• Rain of Blows: The Genestealer treats the Fight
• Campaign Play: This fighter does not gain XP or (Basic) action as Fight (Simple).
Advancements, never gains Lasting Injuries, and
• Infiltrate: During deployment, set the Genestealer
cannot work Territories.
aside instead of placing it.

Immediately before the start of the first round,


deploy it anywhere on the battlefield that is not
visible to or within 6” of any enemies.

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

OUTCASTS RULES are.

• An Archetype determines the Gang Leader’s Primary


HIGHLY CUSTOMISABLE LEADERS and Secondary skill sets.
Outcast gangs are centred around a powerful, charismatic,
or magnetic leader. DEATH OF A LEADER
CREATING A LEADER If the Outcast Gang Leader dies, the gang falls apart and a
new Outcast gang forms to fill the power vacuum. To
• The Outcasts Gang Leader has four profiles to choose
represent this, follow these steps:
from – pick the one best suited to the miniature you
have in mind. • Create a new Outcasts gang, following all the usual
rules.
ELEVATING A LEADER
• The new gang’s starting credits are equal to 75% of
• Alternatively, you can elevate an existing fighter to the previous one’s Wealth – or 1,000 credits,
Gang Leader status.
whichever is higher.
• This can be any fighter with a profile, from any • Fighters from the previous gang can be added to the
Necromunda publication or ruleset – including, but
new one, simply by paying their value in credits. They
not limited to, Guild, Noble, and Criminal fighters, come with any skills and equipment they carried.
Dramatis Personae, and Hangers-On.
• If at least half the fighters from the old gang are
included in the new one, the gang starts with D6 less
Rep (to a minimum of 1).

• The new gang inherits any Territory or Settlement


structures the old one held.

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+

RECRUITMENT SPECIAL RULES


The Outcast Leader is either Custom or Elevated: Gang Leader: An Outcast gang must always include a
single fighter with this special rule.
• Custom: Choose one of the above profiles for the
Outcast Leader – the one best suiting their model. • During campaign play, this fighter may not retire –
the only way
• Elevated: Any fighter with a profile can be
Elevated to Outcast Leader status – this includes • out for a gang leader is death.
(but is not limited to) Hired Guns, Dramatis
• If this fighter dies during a campaign (or is
Personae, or Hangers-On. See over for rules.
otherwise permanently lost), the gang disperses,
AFFILIATION and a new gang must be founded (see “Death of a
Leader”).
• Upon recruitment, the Outcast Leader must select
an Affiliation, which determines their access to Gang Hierarchy (Leader): If the gang is Bottling, and
equipment and Alliances. this fighter passes their Cool check, all friendly Outcast
fighters within 12” automatically pass theirs.
ARCHETYPE
• Upon recruitment, the Outcast Leader must select In addition, during a campaign, this fighter can perform
an Archetype, which determines their Primary Post-Battle Actions.
and Secondary skill access. Tools of the Trade: This fighter may take multiple
equipment sets.
SKILLS
• The Outcast Leader gains one Primary skill at Group Activation (2): When this fighter activates, they
recruitment, which costs no XP and does not may also activate two Ready fighters within 3” of their
increase their credit value. position, in addition to themselves.

• 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.

• The Outcast Leader can use any weapon.

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.

The section over the pages covers the necessary details


for all available delegations.

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

GREIM MILITARY ATTACHÉ


TOLL COLLECTORS
Noble Delegation – (330 credits)
Guilder Delegation – (520 credits)
FIGHTER RANK NUMBER COST
FIGHTER RANK NUMBER COST
Krieg Master Gang Leader 1 240
Master of Coin Gang Leader 1 245
Jagerkin Champion 1 90
Skinflint Champion 1 125
Groveller Ganger 2 75
ULANTI COURT ADVISOR
Noble Delegation – (460 credits)
PYROMANTIC CONCLAVE FIGHTER RANK NUMBER COST
Guilder Delegation – (450 credits)
Courtier Gang Leader 1 235
FIGHTER RANK NUMBER COST
Mirror Mask Champion 1 225
Pyrocaen Lord Gang Leader 1 140
Pyromagir Champion 1 220
RAN LO AUDITING CONCLAVE
Cynder Ganger 2 45
Noble Delegation – (370 credits)
FIGHTER RANK NUMBER COST
SLAVER ENTOURAGE Auditor Gang Leader 1 180
Guilder Delegation – (710 credits)
Gelt-Scrivener Champion 1 190
FIGHTER RANK NUMBER COST
Chain Lord Gang Leader 1 280
CATALLUS CARNIVAL
Shackleman Champion 1 190
Noble Delegation – (320 credits)
Pit Fighter Ganger 2 120
FIGHTER RANK NUMBER COST
Masked Killer Gang Leader 1 245
NAUTICAN SYPHONING DELEGATION Mindfrayed Champion 1 75
Guilder Delegation – (435 credits)
FIGHTER RANK NUMBER COST
KO'IRON MINISTORUM DELEGATION
Master Nautican Gang Leader 1 185
Noble Delegation – (500 credits)
Syphonite Champion 1 90
FIGHTER RANK NUMBER COST
Subnautican Ganger 1 160
Prima Materis Gang Leader 1 300
Frateris Bodyuard Ganger 3 100
SMUGGLER SHORE PARTY
Criminal Delegation – (600 credits)
TY ONMYODO COVEN
FIGHTER RANK NUMBER COST
Noble Delegation – (300 credits)
Cold Trader Gang Leader 1 215
NUMBE
Bosun Champion 1 85 FIGHTER RANK COST
R
Voidborn Scum Ganger 2 150 Onmyodo Telepath Gang Leader 1 125
Onmyodo Null Ganger 1 175

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+

EQUIPMENT SPECIAL RULES


• The Outcast Champion may purchase any Gang Hierarchy (Champion): If the gang is Bottling,
weapons or equipment from the Trading Post, up and this fighter passes their Cool check, all friendly
to a Rarity value of (8). Outcast fighters within 6” automatically pass theirs.

• 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+

EQUIPMENT SPECIAL RULES


• Outcast Hive Scum (and Outcast Specialists) may Gang Fighter (Ganger): These fighters form the gang’s
purchase any weapons or equipment from the backbone. The total number of Gang Leaders and
Outcast Hive Scum Equipment List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, both an Outcast Hive Scum
and Outcast Specialist may be given additional Promotion (Outcast Specialist): Unlike other gangs, an
weapons purchased from this list, the Trading Outcast gang may not begin with a Specialist when first
Post, and the Black Market. created.

� 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:

• Tools of the Trade: This fighter may take multiple


equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Gunner Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

HIVE SCUM EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol……………………………..10 • Axe……………………………….. 10 • Flak Armour……………………... 10
• Laspistol…………………………….. 10 • Chainsword……………………… 25 • Furnace Plates………………….. 5
• Stub Gun…………………………….. 5 • Fighting Knife…………………… 15 • Gutterforged Cloak……………... 10
-Dum Dum Rounds……………... +5 • Flail……………………..…………20 • Hazard Suit………………………10
• Reclaimed Autopistol………………..5 • Maul.……………………………... 10 • Mesh Armour…………………… 15
• Sword……………………………. 20
BASIC WEAPONS • Two-Handed Axe ��…………… 25 PERSONAL EQUIPMENT
• Autogun……………………………… 15 • Two-Handed Hammer ��………35 • Armoured Undersuit……………. 25
• Lasgun………….…………………… 15 • Drop Rig…………………………. 10
• Reclaimed Autogun………………... 10 GRENADES • Filter Plugs………………………. 10
• Sawn-Off Shotgun………………..… 15 • Blasting Charges……………….. 30 • Photo-Goggles………………….. 35
• Shotgun (Solid & Scatter Ammo) 30 • Frag Grenades………………….. 30
• Throwing Knives……………………..10 • Krak Grenades………………….. 45 WEAPON ACCESSORIES
• Smoke Grenades………………. 15 • Telescopic Sight (Pistols,
Basic & Special Weapons)……..25

472
OUTCAST ARCHETYPES
WYRD
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
POWERS
Outcast Leader

Brawler Secondary Primary Secondary - Primary Primary - - -

Gunslinger Primary - - Secondary - Primary Primary Secondary -

Survivor Secondary Secondary Primary - Primary Primary - - -

Mastermind Secondary - - Primary - Primary Secondary Primary -

Wyrd - - - Secondary - Primary - - Special*

Outcast Champion

Brawler - Primary - - Secondary Secondary - - -

Gunslinger Secondary - - - - Secondary Primary - -

Survivor - - Secondary - Primary Secondary - - -

Mastermind - - - Primary - Secondary - Secondary -

Wyrd - - - Secondary - Secondary - - Special*

Outcast Hive Scum - - - Primary Secondary - - - -

* 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.

• When Sold to the Guilders, Clanless fighters provide no


bonus credits.

DRAWBACKS
• No additional options for purchasing weapons or
equipment.

• Being universally distrusted, Clanless gangs may never


form Alliances.

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).

• For scenario or campaign purposes, the gang counts


as being a Criminal Organisation of the chosen type.

• The gang may purchase any weapons and equipment


from the Trading Post that their chosen Criminal
Organisation’s delegation is equipped with (treating
these as having a value of Common).

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

WEAPON ACCESSORIES ARMOUR


Accessories with a [★] cannot be fitted together on the same
FLAK ARMOUR
weapon.
• The wearer gains a 6+ armour save.

• Against weapons that use a Blast marker or Flame


TELESCOPIC SIGHT [★]
template, this increases to 5+.
• FITTED TO: Pistols; all Basic & Special Weapons

• EFFECTS: If a fighter takes the Aim (Basic) action, this


FURNACE PLATES
weapon always uses its modifier for Short range, even
• The wearer gains a 6+ armour save, increased to 5+
if the target is at Long range.
against attacks originating within the fighter’s frontal
vision arc.

• This can never be reduced to less than 6+ by a


weapon’s AP or any other modifier.

GUTTERFORGED CLOAK
• Can be combined with other types of armour (except
field armour).

• The wearer gains a 6+ armour save.

• Against environmental effects (such as Carnivorous


Plants or Badzone Environments), this increases to 5+.

HAZARD SUIT
• The wearer gains a 6+ armour save.

• If the wearer also has a Respirator, when resolving a


Gas attack, they count as +3 Toughness instead of +2.

• The wearer is never affected by the Blaze condition or


the Rad-Phage weapon trait.

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.

• If worn in conjunction with armour, the wearer


improves their armour save by +1.

• If worn alone, the wearer gains a 6+ armour save.

DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action::

� 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.

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.

• This item is one-use only. After applying the above


modifier, the filter plugs are removed.

PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.

• The owner can see through smoke clouds.

• If the owner is hit by a Flash weapon, they count suffer


a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.

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).

HOUSE RULE: If an Outcast gang wishes to seek a Favour


and the Arbitrator agrees, roll D6 – on 1-3, they may roll for a
Law-Abiding Favour; on 4-6, they may roll for an Outlaw
Favour.

For an Outcast gang, favours represent help from old bonds,


friends, or associates – or perhaps locals and wanderers
offering conditional aid – or simply the effects of living free
from the shackles of ordinary society.

Be warned! While a favour may bestow benefit to the gang,


there may also be a price if a deal goes south.

If a gang has an Alliance, they may not seek a favour.

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.

(3-5) SHUNNED (3-5) CANNON FODDER


Cold glares and indifference are the outcast’s lot in life. Use this scummer if you have to, but don’t trust them an inch.

• 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.

• If you win the battle, gain +D3 Rep.

(4) SCORCHED EARTH


• Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) SWIFT VICTORY


(6) THE STITCH-UP
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT EVIDENCE (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: PAYBACK
(7) DANGEROUS GROUND (ACE) EXTREME DISPLEASURE
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) RIGHT OF WAY Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) UNTOUCHABLE
• Reveal at the start of the battle. Randomly select one
(9) DECAPITATING STRIKE of your participating Gangers.
• Reveal when you take an enemy Gang Leader or
• At the end of the battle, if this fighter has not lost any
Champion Out of Action.
Wounds, gain 10 credits.
• At the end of the game, if the enemy has no Gang
• This increases to D6x10 if this fighter did not lose any
Leader or Champions in play, gain +D6 Rep.
Wounds, but inflicted at least one Wound on an
enemy.
(10) MEAT FOR THE MACHINE
• Reveal if your fighter knocks an enemy down a Pitfall,
(3) LOST VALUABLE
or makes them fall from a height that sends them Out
• A fighter within 3” of a Ductway (Zone Mortalis), or
of Action.
who is on the upper level of a terrain piece (Sector
• Gain +D3 Rep. At the end of the game, if three enemies Mechanicus) can take the following action:
have been taken Out of Action in this manner, gain an
� SEARCH FOR HEIRLOOM (Double): Roll D6 – on 5+,
additional +D3 Rep.
the fighter locates the missing valuable. Gain
2D6x10 credits.
(JACK) CONTEMPTUOUS TAKEDOWN
If the fighter is taking this action on the last
• Reveal if your fighter takes an enemy Out of Action
unsearched Ductway or terrain piece, do not roll –
with an unarmed attack.
the action is automatically successful.
• Gain +D3 Rep. This increases to +D6, if the victim was a
• If you win the battle, gain +D3 Rep.
Gang Leader or Champion.

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.

(JACK) MAKE SOME NOISE


(5) CRUEL AND UNUSUAL
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(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.

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) A SUITABLE SPECTACLE


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) LOADED FOR SUMP SPIDER (9) BAD DAY


• 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) OUT OF FAVOUR (10) ACT OF DEFIANCE


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) HAZARD PAY
• Reveal the first time that one of the following occurs:
(5) SCRAP CODE
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� UPLOAD HACKED CODE (Double): Check
• For the remainder of the battle, any fighter who does
Intelligence – if passed, gain +1 Gang Tactics card of
the same gains +1 bonus XP (each fighter only gains
your choice. This action can only be taken once per
this reward once, however).
game.

(KING) CHEMICAL SOLUTIONS


(6) THE COLD TRADE
• Reveal when the gang suffers its first Flesh Wound.
• Reveal the first time that the gang takes an enemy Out
• For the remainder of the battle, when the gang rolls a of Action using a weapon with the Melee trait, or the
Flesh Wound result on the Injury die, they treat it as Coup de Grace (Simple) action.
“No Effect.”
• Roll D6 – on 6+, you have located a smuggled object
• However, any fighter who rolls for Lasting Injury must and gain +1 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.

(7) SUPPRESSION ORDER


DIAMONDS: FREEDOM • Reveal at the end of any round if three or more
enemies are Prone.
(ACE) OUTLAW VENDETTA
• Reveal at the end of any round where three or more • Gain +1 random Gang Tactics card.
enemy fighters are Seriously Injured or taken Out of
Action.

• Gain +1 random Gang Tactics card.

(2) STRANGERS IN THE HIVE


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) A LITTLE SURPRISE fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) THE PAYOFF


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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.

• Ash Waste Nomad gangs can never enter into an


Alliance.

• Hired Guns cannot be recruited by Ash Waste Nomad


gangs unless explicitly stated in the Hired Gun’s entry.

• Ash Waste Nomad gangs can only recruit the following


Hangers-On:

� Ammo-Jack

� Rogue Doc

� Slopper

� Arthromite Herder

� Outland Beastmaster

ASH WASTE NOMADS IN CAMPAIGNS


• Tribes trade with each other, so Ash Waste Nomad
gangs count as having the same access to the Trading
Post and Black Market as any other gang.

• Though designed with the Ash Wastes campaign in


mind, the Ash Waste Nomads can be used in any
campaign – though the Arbitrator may need to work to
explain their involvement.

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.

• Being Challenged by an Enemy: If the Ash Waste


: Nomads are challenged, the battle automatically
• Generate 2D6x10 credits for income. occurs inside the Nomad’s Outpost, representing an
assault from the enemy gang (see “Gang Assault,”
• The owner of this Territory can never lose
opposite):
control of it.
� If possible, this should be a Zone Mortalis battle.
:
� The Ash Waste Nomads gang sets up all tiles, doors,
• If an enemy gang assaults the Nomad Outpost
barricades, and terrain features.
and wins the battle, instead of taking control of
it, they gain +5 Rep. � The Ash Waste Nomads gang can designate any
door as locked or unlocked – and their fighters treat
all doors as unlocked regardless.

� The Ash Waste Nomads gang automatically has the


“Home Turf Advantage” rule.

RAID TERRITORY ACTION


• The affected Territory becomes unclaimed.

• The affected Territory is automatically converted to


become an Old Ruins (the Ash Waste Nomads do not
gain any Boons from this).

• The Ash Waste Nomads gang receives 4D6x10 credits.

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+

EQUIPMENT SPECIAL RULES


• The Kha’Tragi Chieftain comes with an Ash Cloak Gang Leader: An Ash Waste Nomads gang must always
and Sky Mantle at recruitment. include a single fighter with this special rule.

• 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.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• A Naku’Taari Watcher comes with an Ash Cloak Gang Hierarchy (Champion): If the gang is Bottling,
and Sky Mantle at recruitment. and this fighter passes their Cool check, all friendly Ash
Waste Nomads fighters within 6” automatically pass
• A Naku’Taari Watcher may purchase any weapons
theirs.
or equipment from the Watcher Equipment List.
In addition, during a campaign, this fighter can perform
• During a campaign, a Naku’Taari Watcher may
Post-Battle Actions.
purchase additional weapons and equipment from
this list, the Trading Post, or the Black Market. Tools of the Trade: This fighter may take multiple
equipment sets.
• A Naku’Taari Watcher can use any weapon.
Group Activation (1): When this fighter activates, they
SKILLS may also activate one Ready fighter within 3” of their
• The Naku’Taari Watcher gains one Primary skill at position, in addition to themselves.
recruitment, which costs no XP and does not
This must be announced at the start of the activation,
increase their credit value.
with the other chosen fighter clearly identified.
• Primary Skills: Shooting, Wastelands.
Activate the two fighters in any order, fully resolving
• Secondary Skills: Cunning, Leadership, Savant each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• A Wy’Tari Stormcaller comes with an Ash Cloak Gang Hierarchy (Champion): If the gang is Bottling,
and Dustback Helamite at recruitment. and this fighter passes their Cool check, all friendly Ash
Waste Nomads fighters within 6” automatically pass
• A Wy’Tari Stormcaller may purchase any weapons
theirs.
or equipment from the Stormcaller Equipment List.
In addition, during a campaign, this fighter can perform
• During a campaign, a Wy’Tari Stormcaller may
Post-Battle Actions.
purchase additional weapons and equipment from
this list, the Trading Post, or the Black Market. Tools of the Trade: This fighter may take multiple
equipment sets.
• A Wy’Tari Stormcaller can use any weapon.
Born in the Saddle: The Stormcaller never fights on
SKILLS foot – they can only participate in a battle by riding their
• The Wy’Tari Stormcaller gains one Primary skill at Dustback Helamite
recruitment, which costs no XP and does not
Call the Storm: If equipped with a Stormcaller Staff
increase their credit value.
(note that this item is not owned by default) the
• Primary Skills: Savant, Wastelands. Stormcaller can perform the following action:

• 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”).

If the Visibility (X”) rule is not active in this battle,


apply the Visibility (24”) rule.

These effects persist for the remainder of the battle,


and can be modified further by taking this action.

STORMCALLER EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Blast Pistol……………………………. 15 • Chain Lance…………………….. 55 • Bio-Booster……………………………35
• Scavenged Stub Gun………………... 5 • Long Blade……………………… 30 • Filter Plugs…………………………….10
• Web Pistol……………………………. 90 • Mono-Hook……………………… 35 • Medicae Kit……………………………30
• Stalking Knife…………………….20 • Photo-Goggles………………………..35
BASIC WEAPONS • Stormcaller Staff…………………35 • Respirator………………....................15
• Blast Carbine………………………......25
• Blast Rifle……………………………... 15 ARMOUR WEAPON ACCESSORIES
• Scavenged Autogun……………….... 10 • Flak Armour……………………... 10 • Infra-Sight (Pistols, Basic, Special
• Mesh Armour……………………. 15 & Heavy Weapons only)……………..25
SPECIAL WEAPONS • Mono-Sight (Basic, Special
• Long Rifle……………………………... 30 FIELD ARMOUR & Heavy Weapons only)……………. 35
• Venom-Caster…………………………160 • Conversion Field………….……..60 • Telescopic Sight (Pistols, Basic,
• Web Gun……………………………… 125 • Displacer Field….………………. 70 & Special Weapons only)…………… 25
• Refractor Field…………………...50

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+

EQUIPMENT SPECIAL RULES


• A Tarh’Noki Dust Rider comes with an Ash Cloak Gang Fighter (Prospect): These fighters form the
and Dustback Helamite at recruitment. gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• A Tarh’Noki Dust Rider may purchase any weapons
with the Gang Fighter (X) rule.
or equipment from the Dust Rider Equipment List.
Tools of the Trade: This fighter may take multiple
• During a campaign, a Tarh’Noki Dust Rider may
equipment sets.
purchase additional weapons and equipment from
this list, the Trading Post, or the Black Market. Born in the Saddle: The Dust Rider never fights on foot
– they can only participate in a battle by riding their
• A Tarh’Noki Dust Rider can use any weapon from
Dustback Helamite.
the Dust Rider Equipment List – but can only use
Pistols, Special Weapons, and Close Combat Promotion (Champion): Once a Tarh’Noki Dust Rider
Weapons from the Trading Post or Black Market. gains five Advancements, they can be promoted to
either a Naku’Taari Watcher or Wy’Tari Stormcaller, if
desired.

Their category is adjusted to Champion and they gain all


the rules and gear access of their new rank – but lose the
Promotion, Born in the Saddle, Hot-Headed, Fast Learner
and Gang Fighter (Prospect) rules.

When promoted, an appropriate model should be used


to represent their new rank and category.

Hot-headed: Prospects have much to prove, often


acting on impulse in the hopes of impressing their
superiors; as such, older and wiser fighters expect them
to be short-lived.

If a Prospect is Seriously Injured or taken Out of Action,


friendly fighters within 3” do not need to check Nerve
unless they are also a Prospect.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

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+

EQUIPMENT SPECIAL RULES


• A Tarn’Runi Warrior comes with an Ash Cloak and Gang Fighter (Ganger): These fighters form the gang’s
Sky Mantle at recruitment. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• Tarn’Runi Warriors (and Tarn’Runi Warrior
with the Gang Fighter (X) rule.
Specialists) may purchase any weapons or
equipment from the Warrior Equipment List. Promotion (Tarn’Runi Warrior Specialist): When the
gang is founded, one Tarn’Runi Warrior can be
• During a campaign, a Tarn’Runi Warrior may
promoted to a Tarn’Runi Warrior Specialist.
purchase additional weapons from this list.
In a campaign, additional Tarn’Runi Warriors may also
� A Tarn’Runi Warrior can only use Pistols, Basic
be promoted through an Advancement.
Weapons, and Close Combat Weapons.
A Tarn’Runi Warrior Specialist gains the following
� A Tarn’Runi Warrior Specialist can use any
additional rules:
weapon.
• Tools of the Trade: This fighter may take multiple
• During a campaign, a Tarn’Runi Warrior may
equipment sets.
purchase additional equipment from this list, the
Trading Post, or the Black Market. • Special Weapons: This fighter may purchase
Special Weapons from the Tarn’Runi Warrior
Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

Wasteland Sniper: Tarn’Runi Warriors treat Long Rifles


as Basic Weapons, instead of Special Weapons. This is
reflected in the Warrior Equipment List.

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+

EQUIPMENT SPECIAL RULES


• A Run’Taani Dust Runner comes with an Ash Cloak Gang Fighter (Juve): These fighters form the gang’s
and Sky Mantle at recruitment. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• A Run’Taani Dust Runner may purchase any
with the Gang Fighter (X) rule.
weapons or equipment from the Dust Runner
Equipment List. Promotion (Tarn’Runi Warrior Specialist): Once a
Run’Taani Dust Runner gains five Advancements, they
• During a campaign, a Run’Taani Dust Runner may
can be promoted to a Tarn’Runi Warrior Specialist, if
purchase additional weapons from this list.
desired.
• During a campaign, a Run’Taani Dust Runner may
Their category is adjusted to Ganger and they gain all
purchase equipment from this list, the Trading
the rules and gear access of their new rank – but lose the
Post, or the Black Market.
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

DUST RUNNER 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 ARMOUR • Photo-Goggles………………………..35
• Blast Carbine………………………......25 • Flak Armour……………………...10 • Respirator…………………………….. 15
• Blast Rifle……………………………... 15 • Mesh Armour….…………………15 • Rocket Pack………………………….. 5
• Scavenged Autogun……………….... 10

498
ASH WASTE NOMADS SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT WASTELAND
Kha’Tragi Chieftain Secondary - Secondary Primary - Primary - Primary Secondary

Naku’Taari Watcher - - - Secondary - Secondary Primary Secondary Primary

Wy’Tari Stormcaller - - Secondary Secondary - Secondary - Primary Primary

Tarh’Noki Dust Rider Secondary - - Primary Secondary - - - -


Tarn’Runi Warrior
Primary - - Primary Secondary - Secondary - -
Specialist
Run’Taani Dust
Secondary - - Primary Secondary - - - -
Runner

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

EQUIPMENT RECRUITMENT LIMIT


• An Arthromite Herder wields a Hunter’s Polearm, • A gang can hire a maximum of two Arthromite
and wears Mesh Armour and an Ash Cloak. Herders.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • An Arthromite Herder comes with the Born to the
combined Brutes and Hangers-On a gang can Wastes skill at recruitment:
recruit is determined by their Reputation:
� BORN TO THE WASTES: The Arthromite Herder
REP MAX may ignore the effects of the Battlefield Surface,
0-5 1 if these rules are in effect.
5-9 2
10-14 3 In addition, they can take the following action:
15-19 4 � HIDE IN THE WASTES (Double): If the
20-24 5 Arthromite Herder is at least 12” from the
Each additional +5 +1
nearest enemy, they gain the Hidden
condition.
• Support Role: Generally, Hangers-On do not
willingly participate in battles. However, if the They become Revealed if they move (along
gang has Home Turf Advantage in the scenario with any usual trigger for being Revealed).
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting SPECIAL RULES
starts and must be included as part of the crew Focused Efforts: After a battle, the Arthromite Herder
(and counting towards the gang’s fighter limit). can use either the “Arthromite Whisperer” or “Training
• Profile Restriction: Hangers-On can only use the Program” rule, but not both.
weapons and equipment options included on their Arthromite Whisperer: If the gang’s Arthromite
profile – they can never be given any other gear. Duneskuttler entered Recovery after a battle, roll D6 –
• Campaign Play: Hangers-On do not gain XP or on 3+, it heals all Lasting Injuries (but stays in Recovery).
Advancements – and if they suffer a Lasting Injury Alternatively, if the Duneskuttler was Critically Injured,
(roll of 46+), they permanently depart the gang. this is instead reduced to it entering Recovery.
However, they can be taken Captive, and a Rescue
Mission can be mounted for them as normal. Training Program: During any Post-Battle Sequence,
Hangers-On cannot work Territories. the Arthromite Herder can check Intelligence – if passed,
the gang’s Arthromite Duneskuttler gains +D3 XP.

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

EQUIPMENT RECRUITMENT LIMIT


• An Arthromite Duneskuttler wields Mandibles. • A gang can hire a maximum of two Arthromite
Duneskuttlers.
BRUTE RULES
• Rep & Recruitment: The maximum number of SKILLS
combined Brutes and Hangers-On a gang can • An Arthromite Duneskuttler comes with the
recruit is determined by their Reputation: Fearsome and Nerves of Steel skills at recruitment:

REP MAX � FEARSOME: If the Duneskuttler is targeted with


0-5 1 a Charge (Double) action, the enemy must
5-9 2 check Willpower after declaring it – if failed,
10-14 3 they cannot move and their activation ends
15-19 4 immediately.
20-24 5
Each additional +5 +1
� NERVES OF STEEL: When the Duneskuttler is hit
by a ranged attack, check Cool – if passed, it
• Full Member: Once recruited, Brutes are an
may choose to not be Pinned.
accepted part of the gang. They may join a battle
in the same way as any other fighter.
• Primary Skills: Combat.
• Profile Restriction: Brutes can only use and
• Secondary Skills: Agility, Ferocity.
purchase the weapons and equipment options
included on their profile – they can never be given SPECIAL RULES
any other gear. Heavy Chitin: The Duneskuttler counts as wearing
• Campaign Play: Brutes gain XP and Lasting Heavy Carapace Armour.
Injuries as normal, and count as a Specialist for This grants the Duneskuttler a 4+ armour save, which
Advancements. They can be taken Captive, and a increases to 3+ against attacks originating within its
Rescue Mission can be mounted for them as front arc – however, when taking the Charge (Double)
normal. Brutes cannot work Territories. action, it loses -1 Movement.

Wall Scuttler: When the Duneskuttler climbs, its vertical


distance is not halved – it always counts as moving up or
down a ladder.

Hard to Kill: If the Duneskuttler suffers a Lasting Injury,


it may roll twice on the table and choose which result to
apply.

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.

� If an incoming attack lacks a Strength value, the


MONO-SIGHT [★] displacer field cannot work against it. If the attack
• FITTED TO: Basic Weapons, Special Weapons, Heavy used a template, the hit is still ignored if the wearer
Weapons is still touching it after being displaced.

• 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.

• Against weapons that use a Blast marker or Flame


template, this increases to 5+.

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.

GRAV CHUTE SKY MANTLE


• The owner never suffers damage from jumping or • The wearer can take the following action:
falling to a lower level.
� HIDE IN THE WASTES (Double): If the wearer is at
least 12” from the nearest enemy, they gain the

MEDICAE KIT Hidden condition.

• 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.

(3) SAVAGE TOOLS


• Reveal when the battle begins.

• Randomly select one fighter – then choose weapon


they are wielding. It gains +1 Strength and Damage for
the remainder of the battle.

• If you win the battle, gain +D3 Rep.

(4) SCORCHED EARTH


• Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 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.

(KING) SWIFT STRIKE


(6) CURSE OF THE WASTES
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� SPEAK CURSE (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: RAIDING
(7) UNSTABLE GROUND (ACE) THE HUNT IS ON
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) ON THE MOVE Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) DIVINE STORMCHOSEN
• Reveal at the start of the battle. Randomly select one
(9) A BLOODY BLOW of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) THE UNFORGIVING PIT enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) SCAVENGER’S INSTINCTS
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SCAVENGE (Double): Roll D6 – on 5+, the fighter
sniffs out something useful. Gain 2D6x10 credits.
(JACK) RITUAL VIOLENCE
If the fighter is taking this action on the last
• Reveal if your fighter takes an enemy Out of Action
unsearched Ductway or terrain piece, do not roll –
with an unarmed attack.
the action is automatically successful.
• Gain +D3 Rep. This increases to +D6, if the victim was a
• If you win the battle, gain +D3 Rep.
Gang Leader or Champion.

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.

(JACK) THE DISTRACTION


(5) SCATTERED LIKE DUST
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) CREEPING DOOM


(6) WARSONG • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang enters battle
enemy. Any fighter within 12” of this enemy can take
chanting the mysterious war-songs of the tribe.
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 -SHADOWING: When the fighter’stargetnext
your fighters Out of Action. moves, the fighter automatically moves after
them (they are stopped by impassable terrain or

(7) POCKET-CUTTER another fighter).

• 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).

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) IN A POOL OF BLOOD


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) BULLET BELTS (9) THE SOLITAIRE


• 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) BAD OMENS (10) ONE AGAINST ALL


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) SLIPPING THROUGH DANGER
• Reveal the first time that one of the following occurs:
(5) MAPPING UNHALLOWED GROUND
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� MARK NAVIGATION (Double): Check Intelligence – if
• For the remainder of the battle, any fighter who does
passed, gain +1 Gang Tactics card of your choice.
the same gains +1 bonus XP (each fighter only gains
This action can only be taken once per game.
this reward once, however).

(6) THE RAIDER


(KING) HOLY UNGUENTS
• 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 located a smuggled object
“No Effect.”
and gain +1 Gang Tactics card of your choice.
• However, any fighter who rolls for Lasting Injury must
• Otherwise, each successive time you make this roll
roll twice and take the worse result.
adds an additional +1 to the result.
• At the end of the battle, every fighter who is not
Seriously Injured or Out of Action gains +D3 bonus XP.
(7) BLOWN DOWN
• Reveal at the end of any round if three or more
DIAMONDS: WANDERING enemies are Prone.

(ACE) REMORSELESS VENDETTA • Gain +1 random Gang Tactics card.


• Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of
Action.

• Gain +1 random Gang Tactics card.

(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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) THE STORM’S FURY fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) BY THEIR OWN STRANGE WAYS


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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+

EQUIPMENT SPECIAL RULES


• The Charter Master may purchase any weapons or Gang Leader: An Ironhead Squats gang must always
equipment from the Charter Master Equipment include a single fighter with this special rule.
List.
• During campaign play, this fighter may not retire –
• During a campaign, the Charter Master may the only way out for a gang leader is death.
purchase additional weapons and equipment from
• If this fighter dies during a campaign (or is
this list, the Trading Post, or the Black Market.
otherwise permanently lost), another fighter must
• The Charter Master can use any weapon. be promoted to replace them, gaining the Gang
Leader rule.
SKILLS
Gang Hierarchy (Leader): If the gang is Bottling, and
• The Charter Master gains one Primary skill at
this fighter passes their Cool check, all friendly Ironhead
recruitment, which costs no XP and does not
Squat fighters within 12” automatically pass theirs.
increase their credit value.
In addition, during a campaign, this fighter can perform
• Primary Skills: Brawn, Leadership, Shooting.
Post-Battle Actions.
• Secondary Skills: Combat, Savant, Wisdom of the
Tools of the Trade: This fighter may take multiple
Ancients.
equipment sets.

Group Activation (2): When this fighter activates, they


may also activate two Ready fighters within 3” of their
position, in addition to themselves.

This must be announced at the start of the activation,


with chosen fighters clearly identified.

Activate the three fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• A Drill Master may purchase any weapons or Gang Hierarchy (Champion): If the gang is Bottling,
equipment from the Drill Master Equipment List. and this fighter passes their Cool check, all friendly
Ironhead Squats fighters within 6” automatically pass
• During a campaign, a Drill Master may purchase
theirs.
additional weapons and equipment from this list,
the Trading Post, or the Black Market. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• A Drill Master can use any weapon.
Tools of the Trade: This fighter may take multiple
SKILLS equipment sets.
• The Drill Master gains one Primary skill at
Group Activation (1): When this fighter activates, they
recruitment, which costs no XP and does not
may also activate one Ready fighter within 3” of their
increase their credit value.
position, in addition to themselves.
• Primary Skills: Brawn, Wisdom of the Ancients.
This must be announced at the start of the activation,
• Secondary Skills: Ferocity, Leadership, Shooting. with the other chosen fighter clearly identified.

Activate the two fighters in any order, fully resolving


each activation before proceeding to the next.

Note that a gang can only make one Group Activation


per turn.

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+

EQUIPMENT SPECIAL RULES


• Drill-Kyn (and Drill-Kyn Specialists) may purchase Gang Fighter (Ganger): These fighters form the gang’s
any weapons or equipment from the Drill-Kyn backbone. The total number of Gang Leaders and
Equipment List. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• During a campaign, a Drill-Kyn may purchase
additional weapons from this list. Promotion (Drill-Kyn Specialist): When the gang is
founded, one Drill-Kyn can be promoted to a Drill-Kyn
� A Drill-Kyn can only use Pistols, Basic Weapons,
Specialist.
and Close Combat Weapons.
In a campaign, additional Drill-Kyn may also be
� A Drill-Kyn Specialist can use any weapon.
promoted through an Advancement.
• During a campaign, a Drill-Kyn may purchase
A Drill-Kyn Specialist gains the following additional
additional equipment from this list, the Trading
rules:
Post, or the Black Market.
• Tools of the Trade: This fighter may take multiple
equipment sets.

• Special Weapons: This fighter may purchase


Special Weapons from the Drill-Kyn Equipment List.

• Specialist: This fighter may spend XP to gain


additional skills.

DRILL-KYN 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 Stub Gun…………………... 10 • Power Axe………….…………… 35 • Filter Plugs…………………………… 10
– Dum Dum Rounds………………... +5 • Power Hammer….……………… 45 • Grav Chute…………………………… 40
• Power Pick………………………. 40 • Medicae Kit……………………………30
BASIC WEAPONS • Photo-Goggles..………………………35
• Ironhead Autogun………………….....25 GRENADES • Photo Lumens………………………...15
• Ironhead Boltgun……………………...95 • Blasting Charges……………….. 35 • Respirator…………………………….. 15
• Frag Grenades…………………..30
SPECIAL WEAPONS • Krak Grenades………………….. 45 WEAPON ACCESSORIES
• Ironhead Flamer……………………....150 • Smoke Grenades.……………….15 • Infra-Sight (Any ranged weapon)….. 40
• Ironhead Meltagun…………………… 155 • Mono-Sight (Basic, Special
ARMOUR & Heavy Weapons only)……………..35
• Carapace Armour (Light)………. 80 • Telescopic Sight (Pistols, Basic
• Flak Armour……………………...10 & Special Weapons only)…………… 25
• Mesh Armour……………………. 15

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+

EQUIPMENT SPECIAL RULES


• A Digger may purchase any weapons or equipment Gang Fighter (Juve): These fighters form the gang’s
from the Digger Equipment List. backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
• During a campaign, a Digger may purchase
with the Gang Fighter (X) rule.
additional weapons from this list.
Promotion (Drill-Kyn Specialist): Once a Digger gains
• During a campaign, a Digger may purchase
five Advancements, they can be promoted to a Drill-Kyn
equipment from this list, the Trading Post, or the
Specialist, if desired.
Black Market.
Their category is adjusted to Ganger and they gain all
the rules and gear access of their new rank – but lose the
Promotion, Fast Learner and Gang Fighter (Juve) rules.

Fast Learner: In a campaign, this fighter may improve a


characteristic any number of times without its cost
increasing.

DIGGER 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 Stub Gun…………………... 10 • Power Hammer…….…………… 45 • Filter Plugs…………………………… 10
– Dum Dum Rounds………………... +5 • Power Pick….……………… 40 • Grav Chute…………………………… 40
• Medicae Kit……………………………30
BASIC WEAPONS GRENADES • Photo-Goggles..………………………35
• Ironhead Autogun…………………......25 • Blasting Charges……………….. 35 • Photo Lumens………………………...15
• Ironhead Boltgun……………………...95 • Frag Grenades…………………..30 • Respirator…………………………….. 15
• Krak Grenades………………….. 45
• Smoke Grenades.……………….15 WEAPON ACCESSORIES
• Infra-Sight (Any ranged weapon)…...40
ARMOUR • Mono-Sight (Basic, Special
• Carapace Armour (Light)………. 80 & Heavy Weapons only)……………..35
• Flak Armour……………………... 10 • Telescopic Sight (Pistols, Basic
• Mesh Armour……………………. 15 & Special Weapons only)…………… 25

517
GEARHEAD
(CREW) - 40 credits
CREW
BS Ld Cl Will Int
4+ 7+ 6+ 6+ 7+

EQUIPMENT SPECIAL RULES


• A vehicle crew must be equipped with a vehicle. Gang Fighter (Crew): These fighters form the gang’s
Attach the Gearhead’s profile to that of the backbone. The total number of Gang Leaders and
vehicle. Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
• A Gearhead can purchase any item from the
Gearhead Equipment List.

• During a campaign, the crew can purchase


weapons, equipment, or a new vehicle from this
list, the Trading Post, or the Black Market.

� If they purchase a new vehicle, their old one (if


any) is moved to the gang’s Stash.

• A vehicle crew may only use Pistols.

GEARHEAD EQUIPMENT LIST


VEHICLES PISTOLS PERSONAL EQUIPMENT
• Custom Vehicle………………………varies • Ironhead Autopistol………….......20 • Bio-Booster……………………………35
• Ridgerunner………………...………... 95 • Ironhead Bolt Pistol…………….. 45 • Filter Plugs ..…………………………. 10
• Rockgrinder…………………………... 145 • Ironhead Stub Gun.……………. 10 • Photo-Goggles..………………………35
• Wolfquad…………….………………...70 – Dum Dum Rounds………… +5 • Respirator…………………………….. 15

518
IRONHEAD SQUATS SKILL ACCESS
WISDOM OF
AGILITY BRAWN COMBAT CUNNING DRIVING FEROCITY LEADERSHIP SHOOTING SAVANT
THE ANCIENTS

Charter Master - Primary Secondary - - - Primary Primary Secondary Secondary

Drill Master - Primary - - - Secondary Secondary Secondary - Primary

Drill-Kyn
- Primary Secondary Secondary Secondary - - Primary - -
Specialist
Digger - Secondary Combat - - - - Primary - -

Gearhead - - - - Primary - Secondary Primary Secondary -

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)

EQUIPMENT RECRUITMENT LIMIT


• An Vartijan Exo-Driller wields a Vartijan Fist, • A gang can hire a maximum of two Vartijan Exo-
Vartijan Heavy Flamer, and Seismic Crusher. Drillers.

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:

BRUTE RULES � NOBODY PUSHES KIN AROUND: The Vartijan


Exo-Driller can never be moved as the result of a
• Rep & Recruitment: The maximum number of
Skill or weapon trait targeting them (e.g.
combined Brutes and Hangers-On a gang can
Knockback or Hurl).
recruit is determined by their Reputation:
If the Vartijan goes Prone within 0.5” of an edge,
REP MAX
it automatically passes the Initiative check to
0-5 1
5-9 2 avoid falling.
10-14 3 • Primary Skills: Ferocity.
15-19 4
20-24 5 • Secondary Skills: Brawn, Shooting, Wisdom of the
Each additional +5 +1 Ancients.

• Full Member: Once recruited, Brutes are an SPECIAL RULES


accepted part of the gang. They may join a battle Exo-Armour: The Vartijan has a 4+ armour save.
in the same way as any other fighter.
Imposing Guardian: If the gang is the defender in a
• Profile Restriction: Brutes can only use and scenario using the “Sentries” rule, the Vartijan Exo-
purchase the weapons and equipment options Driller can always be deployed as a Sentry, regardless of
included on their profile – they can never be given crew selection rules.
any other gear.
This can take a starting crew above the maximum size.
• Campaign Play: Brutes gain XP and Lasting
Sensor Suite: If the “Visibility (X”) rules are in effect, the
Injuries as normal, and count as a Specialist for
Vartijan Exo-Driller treats (X) as being 3” higher than it is.
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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.

• The wearer is never displaced inside a terrain feature


MESH ARMOUR and must be placed clear of any impassable terrain.
• The wearer gains a 5+ armour save. • This displacement can result in the wearer becoming
Engaged.

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.

• If this occurs, roll another D6 – on a 1, the field


permanently burns out. Remove the refractor field
from the fighter’s card.

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:

� DESCEND (Basic): Move up to 3” horizontally, and


INFRA-SIGHT [★] up to 12” vertically. The fighter’s vertical movement
• FITTED TO: Pistols, Basic Weapons, Special Weapons, must be downwards – i.e. towards the ground.
Heavy Weapons

• EFFECTS: The weapon disregards the -1 modifier for FILTER PLUGS


partial cover, and treats full cover as partial. This • If the owner is hit by a weapon with the Gas trait, their
ability does not stack with the Trick Shot skill. Toughness counts as +1 when rolling to determine
whether they are affected.
The weapon ignores the effect of smoke clouds, and if
the Pitch Black rules are in effect, the weapon can • This item is one-use only. After applying the above
spot targets up to 12” away, instead of 3”. modifier, the filter plugs are removed.
An infra-sight cannot be fitted to a weapon with the
Rapid Fire (X), Blast (3”) or Blast (5”) traits.
GRAV CHUTE
• The owner never suffers damage from jumping or
MONO-SIGHT [★] falling to a lower level.
• FITTED TO: Basic Weapons, Special Weapons, Heavy
Weapons
MEDICAE KIT
• EFFECTS: If the fighter makes an Aim (Basic) action
• When the user assists a friendly fighter’s Recovery, roll
with this weapon, gain a +2 modifier to the hit roll
an additional Injury die and choose one to discard.
instead of the usual +1.

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

• EFFECTS: If a fighter takes the Aim (Basic) action, this


PHOTO LUMENS
weapon always uses its modifier for Short range, even
• If the Pitch Black rules are in effect, the owner can
if the target is at Long range.
spot enemies up to 12” away, rather than 3”.

• The wearer cannot gain the Hidden condition.


EQUIPMENT
BIO-BOOSTER RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
• The first time the owner rolls an Injury, roll one less
Toughness counts as +2 when rolling to determine
die.
whether they are affected.
• If only one die would be used, instead roll two and
choose which result to apply.

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.

(3) CUSTOM JOB


• Reveal when the battle begins.

• Randomly select one fighter – then choose weapon


they are wielding. It gains +1 Strength and Damage for
the remainder of the battle.

• If you win the battle, gain +D3 Rep.

(4) URBAN RENEWAL


• Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 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.

(KING) UNSTOPPABLE MOMENTUM


(6) OPENLY HUMILIATED
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� CONTEMPTUOUS INSULT (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: GRIT
(7) HEARTHGUARD (ACE) PRECISION EXECUTION
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) THE MARCH OF PROGRESS Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) THE LAD’S GOT TALENT
• Reveal at the start of the battle. Randomly select one
(9) CALCULATED EXCISION of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) DEEP DELVE enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) SCAVENGER’S INSTINCTS
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SCAVENGE (Double): Roll D6 – on 5+, the fighter
sniffs out something useful. Gain 2D6x10 credits.
(JACK) SLUGGER
If the fighter is taking this action on the last
• Reveal if your fighter takes an enemy Out of Action
unsearched Ductway or terrain piece, do not roll –
with an unarmed attack.
the action is automatically successful.
• Gain +D3 Rep. This increases to +D6, if the victim was a
• If you win the battle, gain +D3 Rep.
Gang Leader or Champion.

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.

(JACK) MUSIC TO MY EARS


(5) LILY-LIVERS
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) TRACK ‘EM


(6) LET’S GET THIS OVER WITH • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang enters battle
enemy. Any fighter within 12” of this enemy can take
impatient and irritable.
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 -SHADOWING: When the fighter’stargetnext
your fighters Out of Action. moves, the fighter automatically moves after
them (they are stopped by impassable terrain or

(7) I’LL BE TAKING THAT another fighter).

• 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).

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) LIBERAL APPLICATION OF FORCE


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) STURDY FOOTING
• Reveal the first time that one of the following occurs:
(5) MAPPING TERRITORY
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� MARK NAVIGATION (Double): Check Intelligence – if
• For the remainder of the battle, any fighter who does
passed, gain +1 Gang Tactics card of your choice.
the same gains +1 bonus XP (each fighter only gains
This action can only be taken once per game.
this reward once, however).

(6) LUCKY FIND


(KING) PUSHING THROUGH IT
• 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 located a valuable trinket
“No Effect.”
and gain +1 Gang Tactics card of your choice.
• However, any fighter who rolls for Lasting Injury must
• Otherwise, each successive time you make this roll
roll twice and take the worse result.
adds an additional +1 to the result.
• At the end of the battle, every fighter who is not
Seriously Injured or Out of Action gains +D3 bonus XP.
(7) DOWN TO OUR SIZE
• Reveal at the end of any round if three or more
DIAMONDS: CLAN enemies are Prone.

(ACE) MERCILESS STRENGTH • Gain +1 random Gang Tactics card.


• Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of
Action.

• Gain +1 random Gang Tactics card.

(2) HAMMER TO THE FACE


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) BREACH AND CLEAR fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) GREASING THE WHEELS


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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.

• Plays in two parts – in the first, life is normal and


resources abundant; in the second, rules for
starvation, madness, and scarcity take hold!

ASSAULT ON PRECINCT-FORTRESS 17 MINI-CAMPAIGN


• A special narrative campaign that can be played in an
afternoon, or a couple of evenings.

• Tells the tale of Captain Chancer’s desperate defence


of his precinct against a numerically overwhelming
alliance of gangs called the Thunderboys.

• Consists of between 2-7 scenarios.

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

6 XP Gain a random skill from any Primary skillset +20

8 XP Gain +1 Strength or Toughness +30

9 XP Choose a skill from any Primary skillset +20


Gain a random skill from any Secondary
9 XP +35
skillset
12 XP Gain +1 Wound or Attack +45

Specialist Only: Promote to Champion and


12 XP +40
gain a random skill from any Primary skillset

15 XP Gain a random skill from any skillset +50

• To choose a skill, simply pick the one you want from


the skill sets available to that fighter.

• To randomly determine a skill, choose a set available


to that fighter, roll D6, and gain the indicated skill.

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.

12 Promotion to Specialist N/A D66 LASTING INJURY

11 LESSON LEARNED: Gain +D3 XP and enter Recovery.


MINIMUM & MAXIMUM FIGHTER CHARACTERISTICS
• A fighter’s characteristics can never be increased or 12-26 OUT COLD: No additional effect.
decreased beyond the values below:
31-45 GRIEVOUS INJURY: Enter Recovery.
M WS BS S T W I A Ld Cl Will Int
1” 6+ 6+ 1 1 1 6+ 1 10+ 10+ 10+ 10+ HUMILIATED: -1 Leadership and Cool, then enter
46
Recovery.

M WS BS S T W I A Ld Cl Will Int HEAD INJURY: -1 Intelligence and Willpower, then enter


51
Recovery.
8” 2+ 2+ 6 6 6 2+ 10 3+ 3+ 3+ 3+
52 EYE INJURY: -1 Ballistic Skill, then enter Recovery.
• A fighter may not improve the Movement, Strength, or
Toughness more than twice beyond that given on the 53 HAND INJURY: -1 Weapon Skill, then enter Recovery.
basic profile for their rank.

• 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.

CHARACTERISTIC PENALTIES � This supersedes the “Determine Scenario” rules of


• Some Lasting Injuries impose a permanent penalty to the Pre-Battle Sequence.
a fighter’s profile characteristic. • If a different scenario is played, the opportunity for a
• This must be amended on their fighter card – noting rescue is passed up and the capturing gang is now free
that their credit value does not change. to sell the Captive to the Guilders, if desired (after this
battle, or any future battle).
MINIMUM CHARACTERISTICS • Otherwise, the Captive’s home gang can challenge for
• Characteristics cannot be penalised beyond a certain a Rescue Mission for as long as their opponent holds
point, no matter how many injuries are suffered. the Captive.

• 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+.

� Movement, Strength, & Toughness: Cannot be


reduced to less than 1.

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.

CRITICAL INJURY: The crew is in critical condition and


61-65 will die after the battle if they do not receive a Medical
Escort Post-Battle Action. CLAIMING SCRAP
• If only one gang has fighters left on the battlefield,
MEMORABLE DEATH: The crew is killed instantly. If
66 this occurred from a ranged or melee attack, the enemy they will grab what they can from Wrecked vehicles
responsible gains +1 bonus XP. before departing.

• That gang gains D3x10 bonus credits for every


Wrecked enemy vehicle on the battlefield.

• The Wrecked vehicles are then reclaimed by their gang


(probably many hours later, when it’s safe).

535
REPAIRING A WRITE-OFF VEHICLE
• These rules are always included in the vehicle-heavy
Ash Wastes Campaign.

• By default, vehicles are not used in other campaigns. If


you do wish to include them, you can add the below
“Negotiate Repairs” Post-Battle Action to your
Post-Battle Sequence:

POST-BATTLE ACTION: NEGOTIATE REPAIRS


The fighter goes looking for a semi-reliable Chop Shop.

• Choose one of the gang’s vehicles that has suffered


Lasting Damage.

• Roll D6 on the below table to determine the cost of


repairs.

• The gang can then choose whether to meet this cost –


if they do, proceed to apply the relevant result.

D6 REPAIR RESULT

ALMOST LIKE NEW: The repairs cost 50% of the


vehicle’s Cost (rounding up to the nearest 5).
Include Upgrades in this calculation, but not weapons or
1-3
gear.
Replace each existing Lasting Damage result with a
“Persistent Rattle” result.

QUALITY REPAIRS: The repairs cost 50% of the


vehicle’s Cost (rounding up to the nearest 5).
4-5 Include Upgrades in this calculation, but not weapons or
gear.
Remove all Lasting Damage results.

SUPERFICIAL DAMAGE: The repairs cost 25% of the


vehicle’s Cost (rounding up to the nearest 5).
6
Include Upgrades in this calculation, but not weapons or
gear. Remove all Lasting Damage results.

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.

CAMPAIGN LENGTH • If the Arbitrator is inspired and willing to put in more


time and work, they can add more flavour and texture
• The Dominion Campaign is divided into seven weeks:
to the campaign with custom scenarios or terrain,
� Occupation Phase: three weeks unique characters, and new Territories.

� 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.

� It is reasonable to consider doing the same for


Chaos Helots, Genestealer Cults, and Venators.

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.

3. All Territories are revealed to the players.


FIGHTER ATTRIBUTES
Each fighter in a gang also tracks their own attributes:

• Experience: Fighters spend “XP” to purchase


Advancements, becoming stronger or more capable.

• Advancements: A record of the improvements made


to a fighter’s profile. The more Advancements a fighter
has, the more expensive any future ones will be.

• In Recovery / Captured By: When a fighter goes Out


of Action, they must roll for Lasting Injury, possibly
forcing them to miss the next battle.

Similarly, a fighter can be Captured by a rival gang,


keeping them out of commission until they are
rescued, ransomed, or sold to the Guilders.

If either of the above happens, check the “In Recovery


/ Captured By” box to record this.

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.

However, the campaign can be easily varied to represent a war


breaking out across long-established gang strongholds – or gangs
exploring the unknown, battling to seize control of unclaimed region.

VARIANT 1: OLD KINGDOMS

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.

The remainder comprise a small pool of unclaimed Territories.

There is no Occupation Phase in this variant – instead, there are two


Takeover Phases of three weeks each, separated by a week of
Downtime.

VARIANT 2: INTO THE UNKNOWN

Adventurous gangs may set out to explore some uncharted section of


the hive, hoping for fortune and glory – perhaps pioneering into some
inaccessible area now opened up, or prospecting deep in Hive Bottom
or the Ash Wastes.

In this variant, instead of gangs revealing their Territories at the start of


the campaign, they are kept secret.

Territories are still staked for each battle, but are only revealed when
they are fought over – otherwise, they remain private.

During the Takeover Phase, battles might be fought over revealed or


unrevealed Territories.

539
The Dominion Campaign:

RUNNING THE CAMPAIGN


The Dominion Campaign is divided into three Phases, each
SIDE BATTLES
running for a fixed length of time.
Any time after resolving the Downtime sequence, players
(1) OCCUPATION PHASE (THREE WEEKS) who want more games can play a Side Battle.

• 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.

5 Choose Crews � In Downtime, for a Side Battle, disregard this step –


6 Announce Territory Boons no Territory is staked.
7 Gang Tactics & Bonuses � In the Takeover Phase, this is either a Territory
8 Deployment controlled by their opponent, or any unclaimed
Territory left over from the Occupation Phase.

• The other player must then either accept or refuse the


challenge.

• If refused, the challenger automatically takes control


of the nominated Territory.

• If accepted, the players proceed to arrange a battle. If


either gang fails to attend, they forfeit and their
opponent takes (or keeps) control of the staked
Territory.

• Note that player understanding is encouraged here –


real life does sometimes intrude on hobby time. Most
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 the Territory forfeit.

(2) RECRUIT HIRED GUNS


• Each gang may spend credits to recruit Hired Guns.

• For both Advancements and then recruitment, players


should proceed in order of their Gang Rating, lowest
to highest (roll off in the event of a tie).

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.

• If this challenge is accepted, this scenario is


automatically used for the battle.

• If the challenge is refused, the Captive is automatically


released back to their home gang.

• No Territory is staked on this battle; the Captured


fighter is effectively the stake.

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.

(1) WRAP-UP • Any equipment is added to the Stash, ready to be


distributed to fighters in Step 6.
SUCCUMING TO INJURY
• Every fighter who ended the battle Seriously Injured CHANGES TO REPUTATION
must roll D6. • Most scenarios let a gang gain or lose Rep.
• On 3+, they recover without incident. • If a gang simultaneously gains and loses Rep, apply
• On 1-2, they succumb to the injuries they suffered the gains first.
during the battle – they count as going Out of Action
and must therefore roll for Lasting Injury. (4) COLLECT INCOME
• The gangs generate income from each Territory they
CAPTURING ENEMY FIGHTERS control with this ability.
• If only one gang has fighters remaining on the
• Remember, each gang has a permanent Settlement
battlefield at the end of the game, they might manage
Territory that generates income.
to Capture an enemy.
• The credits generated are added to the gang’s Stash.
• That gang rolls 2D6 and adds the number of enemy
fighters who went Out of Action (including those who
(5) SPEND XP ON ADVANCEMENTS
succumbed during Wrap-Up).
• Each gang may spend XP to purchase Advancements
• Add an additional +1 for every Bounty Hunter for their fighters.
currently working for the gang.

• 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.

• This action increases the gang’s chances of locating


(1) DELETE DEAD & RETIRING FIGHTERS
rare or remarkable gear. • Any fighters who died during or after the battle are
permanently deleted from the roster.
• If a Gang Leader takes this action, they grant a +2
modifier to the Seek Rare Equipment roll in Step 6. • What happens to their equipment depends on the
outcome of the battle:
• Each Champion who takes this action grants a +1
modifier to the roll. � If the gang had at least one fighter left on the
battlefield at the end of the game, any lost fighters’
• By default, the Dominion Campaign does not
gear is added back to the gang’s Stash.
incorporate the Black Market. Arbitrators are of course
free to change this. � If the fighter was taken to the doc but subsequently
died (due to lack of funds, or a bad roll), their gear is
ACTION 2: SELL CAPTIVES TO THE GUILDERS added back to the gang’s Stash.
The fighter offloads their prisoners to the tender mercies of � If the gang had no fighters left on the battlefield at
the Guilders in exchange for some cold hard creds. the end of the game, their gear is permanently lost.
• The fighter can sell any number of Captives from any � Regardless of any circumstances, armour is always
number of gangs as a single Post-Battle Action. lost and can never be recovered.
• A Captive can only be sold if their gang has had a • Any fighters can be retired at this point – usually
chance to rescue them. because injuries have left them unfit for battle. These
• Each Captive is worth half the value on their fighter are permanently deleted from the roster.
card, in credits (rounding up to the nearest 5). • Their weapons and equipment is transferred to the
• For all intents and purposes, the Captive is now lost to gang’s Stash (except for Armour – no underhiver is
their gang. Their owning player must remove them dumb enough to give that up).
from their Gang Roster.

ACTION 3: MEDICAL ESCORT


The fighter rushes a critically injured comrade to the doc.

• Choose one fighter who suffered a Critical Injury


during the battle. They are taken to the doc for
treatment.

• The cost of the medical procedure is 2D6x10 credits.

• If the gang cannot or will not pay, the victim dies


automatically.

• Otherwise, roll a D6 on the table below:

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.

STABILISED: Roll D6, add 50, and apply that


2-5
Lasting Injury result.

FULL RECOVERY: The fighter enters


6 Recovery, but otherwise they thankfully suffer no
lasting effects.

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).

Note that weapons cannot be sold – only


equipment.

(e) Recruit Fighter: The gang may take on a new


fighter from their Gang List. They do not come
with any equipment, unless specifically noted in
their entry.

(f) Hire Hanger-On: The gang may hire a Hanger-


On, who comes with whatever gear is listed on
their entry. Note that the number of Hangers-On
is limited by a gang’s Reputation.

545
The Dominion Campaign:

ENDING THE CAMPAIGN


TRIUMPHS & CRITERIA FOR WINNING
The Dominion Campaign ends at the conclusion of the
Takeover Phase.

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.

INCOME FROM BOONS


• If a Boon grants the gang additional credits, these are
added to the Stash during the Post-Battle Sequence,
when working out income.

• A gang can use an income-generating Territory even if


they only just won it from the preceding battle.

RECRUITS FROM BOONS


• If a Boon grants the gang new fighters, Hired Guns, or
Hangers-On, these are gained for free – but note that
they never come with equipment.

• They increase Gang Rating and Wealth, as normal.

• Any Hired Gun gained from a Boon will leave if that


Territory is lost – however, gang fighters gained from a
Boon are permanent.

• Any Hanger-On gained from a Boon does not count


towards the maximum number the gang can have,
and can be gained regardless of Reputation.

EQUIPMENT FROM BOONS


• Any equipment gained from a Boon is added directly
to the gang’s Stash at the end of the battle.

• From there, it may be assigned to any eligible fighter.

• If that Territory is lost, the gang must delete all the


equipment it provided – it cannot be maintained
without the expertise present inside the Territory.

REPUTATION
• The gang’s Rep increases when the Territory is gained.

• It decreases accordingly if the Territory is lost.

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.

TERRITORY BOON TERRITORY BOON


• Any weapon in the gang may be imbued with the • Gain D6x10 credits for every fighter that died in the
Blaze, Rad-Phage, Seismic, or Shock trait, in exchange gang’s last battle (friendly or enemy).
for also gaining the Unstable trait.
CAWDOR – ENHANCED BOON
• All weapons must be given the same trait.
• Increase Reputation by +1 for as long as the Territory
• If the Territory is lost, so are the imbued traits. is held.

VAN SAAR – ENHANCED BOON • Generate 2D6x10 credits for each dead fighter, rather
than D6x10.
• Increase Reputation by +2 while the Territory is held.

(5) DRINKING HOLE


• Weapons can be imbued with two of the listed traits,
instead of one. Otherwise, all of the same rules apply.
Reeking of liquor, sweat and blood, here is where hivers go to
(2) BONE SHRINE numb their sorrows or find courage at the bottom of a bottle
of Wildsnake or Second Best.
Tattered shrines made from bones and noose-rope are
common in the underhive. Few gangers would pass one TERRITORY BOON
without tossing in a cred as a plea for a blessing. • Increase Reputation by +1 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.

• Delaque disregards the standard Boon. Instead,


(3) COLLAPSED DOME nominate three enemy fighters at the start of the
battle. They gain the Spiked Drinks condition:
Many ancient domes honeycombing the underhive eventually
collapse under the weight of time, leaving treasures trapped � SPIKED DRINKS: The fighter suffers an additional -1
beneath dangerous and unstable wreckage. modifier to all tests and checks for the duration of
the battle.
TERRITORY BOON
• Generate income – choose to roll between 2D6x10 and
6D6x10 and gain that amount.

• If any double is rolled, zero income is generated and a


random fighter must roll for Lasting Injury.

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.

TERRITORY BOON TERRITORY BOON


• Generate D6x5 credits for income. • Choose three fighters in the gang – they gain
Incendiary Charges for free.
ESCHER – ENHANCED BOON
• Any fighter wielding a weapon with the Blaze trait may
• In addition to the above, increase Reputation by +1 for
re-roll failed Ammo checks.
as long as the Territory is held.

• If the gang also controls a Synth Still, this Territory


(14) REFUSE DRIFT
generates D6x10 credits for income, instead of D6x5.
Vast agglomerations of refuse gather in areas of the
(11) NEEDLE WAYS underhive, shifting like dunes in a desert.

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.

DELAQUE – ENHANCED BOON (15) ROGUE DOC SHOP


• The gang may keep two groups of up to three fighters
A sawbones, blood cleanser or chirurgeon has set up shop.
in reserve, using the above method.
Any gang willing to provide this rogue healer with protection
• The fighters must be specified before the battle. can count on their loyal service.

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.

• Increase Reputation by +1 for as long as the Territory


is held.

• 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.

550
(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.

TERRITORY BOON TERRITORY BOON


• Generate D6x5 credits for income. • When visiting the Trading Post, the gang treats the
following items as Common: Chem-Synths, Medicae
GOLIATH – ENHANCED BOON Kits, Stimm-Slug Stashes, and any weapon with the
• Increase Reputation by +2 for as long as the Territory Gas or Toxin trait.
is held.
ESCHER – ENHANCED BOON
• After each battle, the gang may roll two D6s – if one
• Increase Reputation by +1 for as long as the Territory
rolls a 6, gain a Bully for free. If both roll a 6, gain a
is held.
Bruiser for free.
• In addition to the above, the items indicated also have

(18) SLUDGE SEA their costs halved, rounding up.

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

(19) SMELTING WORKS battle.

• A result of Memorable Death cannot be re-rolled.


Crags and seams of valuable Slag can be found across the
underhive, mute markers to the ancient industries that grew ESCHER – ENHANCED BOON
the Spire. • Increase Reputation by +1 for as long as the Territory
is held.
TERRITORY BOON
• Generate D6x5 credits for income. • The gang may re-roll one Lasting Injury result per
battle, including Memorable Death.
GOLIATH – ENHANCED BOON • If this re-roll is not used, during the Post-Battle
• If the gang also controls a Slag Furnace, this Territory Sequence the gang may remove one existing Lasting
generates D6x10 credits for income, instead of D6x5. Injury effect from a fighter.

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.

TERRITORY BOON TERRITORY BOON


• Generate D6x10 credits for income. • During deployment, the gang may keep up to three
fighters from their crew in reserve.
• The gang gains access to the following Post Battle
Action: • After the rest of the gang is deployed, place two 2”-
wide tunnel entrance markers on any battlefield edge.
� HAGGLE: Roll 2D6 (add +1 if the fighter taking this
action has Exotic Furs): • In each Priority Phase, roll D6 – on 4+, the fighters in
reserve all arrive within 1” of the same tunnel
On 8+, the gang may purchase one Trading Post
entrance.
item, up to this Rarity, for half price (rounding
down). • On the turn they arrive, these fighters may be
activated as a single group.
On 4-7, the gang may purchase one Common item
from the Trading Post at half price (rounded down).
ORLOCK – ENHANCED BOON
On 2-3, the fighter’s poor haggling means the Post- • Increase Reputation by +1 for as long as the Territory
Battle Action is wasted. is held.

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.

• The gang can Haggle, as above.

• If the gang also controls an Archaeotech Device, this


(24) WASTES
Territory generates 2D6x10 credits for income, instead
Tracts of ash, shapeless rubble, and twisted metal structures
of D6x10.
run through the underhive, their size waxing and waning with
the ages.
(23) TOLL CROSSING
TERRITORY BOON
Gangs often set up tolls at points of passage such as chasms, • If an enemy challenges the gang during the
sludge rivers, or bottlenecks, extracting creds from those who Occupation Phase, the gang may choose which
wish to pass swiftly and safely on their way. Territory is staked instead of the attacker.

TERRITORY BOON • During the Takeover Phase, if an enemy challenges for


a Territory under the gang’s control, the Gang Leader
• Generate D6x5 credits for income.
may check Intelligence – if passed, play the Ambush
ORLOCK – ENHANCED BOON scenario with the gang as the attacker.

• The gang automatically takes Priority in the first round


of any battle. (25) WORKSHOP
• Any gang in the campaign can pay 20 to the Territory These makeshift scrapyards are typically strewn with ammo
owner to gain this privilege for one battle. belts and machine carcasses, their denizens often strange
recluses, muttering to their creations of rusting treasure.

TERRITORY BOON
• The gang gains an Ammo-Jack Hanger-On for free.

552
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.

• Gangs claim new Rackets by winning battles. They


CAMPAIGN LENGTH might seize control of an unclaimed Racket – or co-opt
• The Law & Misrule Campaign lasts seven weeks, one from a rival gang.
separated into:
• Every Racket grants its owner a Boon – this might
� Expansion Phase: three weeks generate credits, provide cheap equipment, or grant
� Downtime: one week an ongoing ability.

� 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.

• There are benefits and drawbacks to each.

• Certain events during the campaign may cause a gang


to switch alignments (though some gangs are
permanently locked into an alignment and can never
change).

553
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.

THE ARBITRATOR DETERMINING ALIGNMENT


• The Arbitrator is the campaign organiser. • Some gangs are locked to a specific alignment, others
• They track results and monitor which gang controls can choose which alignment to start as:
which Rackets.
GANG LOCKED ALIGNMENT
• They also keep each campaign phase running to time House Gangs None
and generally cajole the players to fight battles and Chaos-Corrupted Gangs Permanent Outlaw
have a good time. Chaos Helots Permanent Outlaw
• If the Arbitrator is inspired and willing to put in more Corpse Grinder Cults Permanent Outlaw
time and work, they can add more flavour and texture Genestealer Cults None
to the campaign with custom scenarios or terrain, Genestealer-Corrupted Gangs None
unique characters, and new Rackets. Venator Bands Permanent Law-Abiding
• Of course, this is a lot more work – but it can result in a Enforcers Permanent Law-Abiding
truly memorable and deeply satisfying experience for Slave Ogryns Permanent Outlaw
everyone.

GANGS IN THE CAMPAIGN SPECIAL RULE: OUTLAW


• The Law & Misrule Campaign is ideally suited for 6-10 A fighter with the Outlaw rule may only be recruited and
gangs. fielded as part of an Outlaw gang – this applies to every type
• This campaign is compatible with the latest version of of fighter, including Brutes, Hired Guns, and Dramatis
Necromunda, so any gang can be used. Personae.

SETTING UP THE CAMPAIGN LAW-ABIDING GANGS


• May claim bounties on Outlaw Captives (after allowing
The Arbitrator takes charge of organisation. This is best
their gang a chance at rescue).
done in a single session joined by everyone playing in the
campaign. • May trade Captives with other Law-Abiding gangs –
but not with Outlaw gangs.
• Set Start and End Dates: The Law & Misrule
Campaign should last a total of seven weeks. • There is no bounty for Law-Abiding fighters.
• Found Gangs: All players should run their gangs past • May freely visit the Trading Post, but have restricted
the Arbitrator, who must ensure they fit the narrative access to the Black Market.
and playstyle the group wants.
• May hire any Hanger-On, Brute, Hired Gun, or
• Determine Rackets: Follow the process below. Dramatis Personae without the Outlaw rule.

• May form Guild Alliances.

554
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.

• May form Criminal Alliances.


COMPLETING A GANG ROSTER
SWITCHING ALIGNMENTS • The gang roster is a total record of the gang’s
presence in the Law & Misrule Campaign.
• During the Law & Misrule Campaign, there are two
ways a gang’s alignment might change as a • This includes Rackets held, Gang Rating, Reputation,
consequence of their actions and choices: and Wealth; the equipment and credits held in its
Stash; as well as each fighter’s Experience and
� Forced: The gang completes an Intrigue from the
Advancements.
opposite alignment and are subsequently caught.
• The gang roster template does not represent any kind
� Voluntary: The gang declares to the Arbitrator that
of “limit” on gang size or scope – if you run out of
they are switching alignments.
space, simply attach a second gang roster.
• Note that a gang with a locked alignment may never
switch to the opposite.

• When a gang switches alignment, all of its Hangers-On


(excluding Brutes) immediately depart.

• If a gang switches alignment while part of an alliance,


it must immediately Test the Alliance, applying a +3
modifier to the roll.

GANG ATTRIBUTES
In the Law & Misrule Campaign, every gang tracks the
following three attributes:

• Gang Rating: The total cost of every fighter in the


gang (including alternative loadouts). Gang Rating
measures the gang’s size and access to resources.

• Wealth: The total cost of every fighter in the gang plus


the value of anything in its Stash.

• Reputation & Alignment: “Rep” is a measure of the


gang’s standing and power in their section of the hive.
It starts at 1, and can never drop below 1. In the Law &
Misrule Campaign, this is expressed as, for example:
Law-Abiding (3) or Outlaw (6).

555
GENERATING RACKETS
1. At the start of the campaign, every gang gains two
random Rackets.

2. All of the remaining ones form the pool of unclaimed


Rackets which gangs will fight over.

The Intrigues & Rackets Card Pack is ideal for generating


Rackets.

Otherwise, you can use either an online random number


generator – or a deck of playing cards with the Diamonds,
Spades, and Jokers removed.

556
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

• Gain 2D6x10 credits, which must immediately be


PETITIONING FOR FAVOUR spent on weapons and equipment with a Common
rating from the Trading Post (unspent credits are lost).
Important: Only Outlaw gangs can petition for Outlaw
Favours. (9-10) YOUNG GUNS
Before the game, after choosing your crew for the scenario, A would-be recruit finds their way to the crew.
then roll 2D6 and add +1 for every enemy gang in the
• Roll D6 – on 1-3, the gang may recruit a free Juve; or
campaign with a higher Gang Rating than you (to a
on 4+, a free Ganger.
maximum of +3).
• This fighter comes with up to 60 credits’ worth of
Determine the final score and immediately apply the result
weapons and gear from the gang’s relevant
from the list.
equipment list.

(2) A BAD BUSINESS (11-12) BADZONE WISDOM


Life is hard on the wrong side of the law. Living out in the badzones teaches a thing or two about
survival.
• Choose one fighter with the Gang Fighter (Ganger) or
Gang Fighter (Juve) rule to suffer an unfortunate • Roll D3+1 and choose that many fighters in the gang.
“accident.”
• Each one gains +D6 bonus XP, rolled individually.
• They are permanently removed from the gang, along
with all their weapons and equipment. (13+) WASTELAND WANDERER
A noteworthy badzone wanderer takes an interest in the
gang, joining up for a while to further their own agenda.

• The gang may recruit a free Bounty Hunter (including


Dramatis Personae), who remains with the gang for
the duration of the campaign week.

HOUSE RULE: A non-Dramatis Personae Bounty


Hunter comes with up to 150 credits worth of
weapons and equipment.

557
The Law & Misrule Campaign:

RUNNING THE CAMPAIGN


The Law & Misrule Campaign is divided into three Phases,
SIDE BATTLES
each running for a fixed length of time.
Any time after resolving the Downtime sequence, players

(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.

(2) DOWNTIME (ONE WEEK)


WHAT THE ARBITRATOR TRACKS
• Here is where players can catch their breath, and
The Arbitrator must keep track of the following information
gangs to patch their wounds. If desired, Side Battles
during the campaign:
can be fought during this period.
• The number of battles fought by each gang.
• Once Downtime begins, every gang completes the
following sequence: • The owner of each Racket.

(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).

558
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.

This is represented by the below tables. Once a gang’s


Reputation hits the stated threshold, they gain the
associated bonus.

However, if Reputation ever drops below the threshold, the


bonus (and any associated Hanger-On it provided) is lost.

LAW-ABIDING GANGS
REP REPUTATION REWARD

5-9 HIRED MUSCLE: Gain a free Propagandist Hanger-On.

WATCH PATROL: Gain +50% credits when claiming a


10-14
bounty.

REGULATORS: Gain one free Bounty Hunter at the start


15-19
of each battle.

SANCTIONED PEACEKEEPERS: When claiming a


20-24
bounty, double the credits value.

25+ LOCAL AUTHORITIES: Gain a free Fixer Hanger-On.

OUTLAW GANGS
REP REPUTATION REWARD

5-9 GRIFTERS: Gain a free Scabber Hanger-On.

RACKETEERS: Reduce the cost of all Black Market


10-14
items by -10%.

UNDERGROUND NETWORK: Gain two free Hive Scum


15-19
at the start of each battle.

CRIMINAL ENTERPRISE: Reduce the cost of all Black


20-24
Market items by -25%.

25+ KINGPINS: Gain a free Proxy Hanger-On.

HOUSE RULE: Bounty Hunters come with 40 credits worth


of gear. Hive Scum come with 25 credits worth of gear each.

559
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.

• If refused, the challenger automatically takes control


of the nominated Racket.

• If accepted, the players proceed to arrange a battle. If


either gang fails to attend, they forfeit and their
opponent takes (or keeps) control of the staked
Racket.

• Note that player understanding is encouraged here –


real life does sometimes intrude on hobby time. Most
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 the Racket forfeit.

(2) RECRUIT HIRED GUNS


• Each gang may spend credits to recruit Hired Guns.

• For both Advancements and then recruitment, players


should proceed in order of their Gang Rating, lowest
to highest (roll off in the event of a tie).

560
(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.

• No Racket is staked on this battle; the Captured


fighter is effectively the stake.

561
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.

CAPTURING ENEMY FIGHTERS (4) RECEIVE REWARDS


• Each gang receives the rewards provided by the
• If only one gang has fighters remaining on the
scenario, based on their performance in the battle.
battlefield at the end of the game, they might manage
to Capture an enemy. • Any equipment is added to the Stash, ready to be
• That gang rolls 2D6 and adds the number of enemy distributed to fighters in Step 6.
fighters who went Out of Action (including those who
CHANGES TO REPUTATION
succumbed during Wrap-Up).
• Most scenarios describe ways for a gang to gain or lose
• Add an additional +1 for every Bounty Hunter Rep.
currently working for the gang.
• If a gang simultaneously gains and loses Rep, apply
• On 11+, one enemy has been Captured – chosen the gains first.
randomly from those participating but excluding any
who were killed (obviously). (5) COLLECT INCOME
OTHER EFFECTS • The gangs generate income from each Racket they
control with this ability.
• Any other events that happen “at the end of the
battle” occur now. • The credits generated are added to the gang’s Stash.

• Fighters who were in Recovery are now cleared to


participate again (meaning Gang Leaders and
Champions can take Post-Battle Actions shortly).

562
(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.

• Law-Abiding fighters cannot take this action.


(7) RESOLVE POST-BATTLE ACTIONS
• This action increases an Outlaw gang’s chances of
• Each Gang Leader and Champion can make one post-
locating illegal or exotic gear.
battle action.
• If a Gang Leader takes this action, they grant a +2
• To do so, they must not be in Recovery or Captured. modifier to the Seek Illegal Equipment roll in Step 6.
• These actions are carried out one at a time, in any • Each Champion who takes this action grants a +1
order but in view of the opponent. Unless explicitly modifier to the roll.
stated, the same action can be taken more than once.

• 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.

• If a Gang Leader takes this action, they grant a +2


modifier to the Seek Rare Equipment roll in Step 6.

• Each Champion who takes this action grants a +1


modifier to the roll.

563
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.

Meanwhile, Outlaw gangs must attempt the


D6 SURGERY RESULT
“Convince to Trade” Post-Battle Action to gain
COMPLICATIONS: Sorry chum, but that’s life in access – if this was failed, skip this step and jump
1 the hive – or not, as it happens. The fighter dies
on the operating table. directly to (c).

* Purchase Common Items: The gang can freely


STABILISED: Roll D6, add 50, and apply that
2-5 buy any item listed as “Common” on the Trading
Lasting Injury result.
Post list, at the price shown, adding it to their Stash.
FULL RECOVERY: The fighter enters
* Purchase Rare Items: To determine which items
6 Recovery, but otherwise they thankfully suffer no
lasting effects. are currently in stock, roll 2D6 and apply the
following modifiers:

� +2 if a Gang Leader took the “Find Rare Items”


(8) UPDATE ROSTER Post-Battle Action

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.

� If the gang had no fighters left on the battlefield at


the end of the game, their gear is permanently lost.

� Regardless of any circumstances, armour is always


lost and can never be recovered.

• Any fighters can be retired at this point – usually


because injuries have left them unfit for battle. These
are permanently deleted from the roster.

• Their weapons and equipment is transferred to the


gang’s Stash (except for Armour – no underhiver is
dumb enough to give that up).

564
(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.

Any Hangers-On hired by an Outlaw gang


automatically gain the Outlaw rule.

Note that the number of Hangers-On is limited by a


gang’s Reputation.

565
The Law & Misrule Campaign:

ENDING THE CAMPAIGN


TRIUMPHS & CRITERIA FOR WINNING
The Law & Misrule Campaign ends at the conclusion of the
Justice Phase.

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.

WEIGHING THE BALANCE (5) EPITOME OF LAW / EPITOME OF MISRULE


The Law & Misrule Campaign emphasises the balance of Highest Reputation at the end of the campaign.
power between the proponents of law and order, and the
forces of crime and disorder.

As such, the alignment with the most Triumphs has


successfully tipped the scales in their favour in this small
corner of the underhive – bringing on an era of iron-fisted
law or a descent into criminal chaos.

566
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.

• A gang can use an income-generating Racket even if


they only just won it from the preceding battle.

GAINING RECRUITS FROM BOONS


• If a Boon grants the gang new fighters, Hired Guns, or
Hangers-On, these are gained for free – but note that
they never come with equipment.

• These recruits increase the Gang Rating and Wealth


values of the gang as normal.

• Any Hired Gun gained from a Boon will leave if that


Racket is lost – however, gang fighters gained from a
Boon are permanent, and will not leave with the
Racket.

• Any Hanger-On gained from a Boon does not count


towards the maximum number the gang can have,
and can be gained regardless of Reputation.

GAINING EQUIPMENT FROM BOONS


• Any equipment gained from a Boon is added directly
to the gang’s Stash at the end of the battle.

• From there, it may be assigned to any eligible fighter.

• If that Racket is lost, the gang must delete all the


equipment it provided – it cannot be maintained
without the expertise present inside the Racket.

GAINING REPUTATION FROM BOONS


• The gang’s Rep increases as soon as they take
ownership of the Racket.

• Conversely, their Rep decreases by the same amount if


ownership of the Racket is lost.

567
(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.

LINKED RACKETS LINKED RACKETS


• Proxies of the Omnissiah • Blood Pits

• The Cold Trade • Proxies of the Omnissiah

RACKET BOONS RACKET BOONS


• Choose one fighter. They gain a free item from the • All of the gang’s fighters may re-roll failed Ammo
Imperial Weapons section of the Black Market, for as checks.
long as the Racket is held.
• When visiting the Trading Post, the gang treats all
• Generate 2D6x10 credits for income – however, if a items with Rarity (9) or lower as Common.
double is rolled, no income is gained.
• When visiting the Black Market, the gang treats all
ENHANCED BOONS items with Illegal (9) or lower as Common.

• 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.

ENHANCED BOONS • Two Linked Rackets Held: Increase the above


amount to 2D6x10 credits for income.
• One Linked Racket Held: Gain access to the following
Post-Battle Action:

� FIGHT IN THE PITS: Check Weapon Skill with a -1


modifier. If passed, permanently gain one random
Brawn or Combat skill. On a natural 1, instead roll
for Lasting Injury.

• Two Linked Rackets Held: In addition to the above


effects, generate 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…

LINKED RACKETS LINKED RACKETS


• None • Blood Pits

RACKET BOONS • Whisper Brokers

• 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.

ENHANCED BOON (OUTLAW) ENHANCED BOONS


• Recruit one Bounty Hunter and up to two Hive Scum • One Linked Racket Held: Before a battle, nominate
(including their equipment) for free at the start of each one enemy fighter. Their debt is called in, and they
battle. cannot join the opposing gang’s crew for this battle.

HOUSE RULE: The Bounty Hunter comes with 80


credits worth of equipment for free, while each Hive (7) GHAST PROSPECTING
Scum comes with 25 credits’ worth. Any can be armed
Ghast is the single most precious substance on Necromunda,
with more using credits from your own Stash.
the secret source of Lord Helmawr’s wealth.

LINKED RACKETS
• Caravan Route Control

• Out-Hive Smuggling Routes

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.

• Two Linked Rackets Held: Increase the above


amount to 4D6x10 credits for income.

569
(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.

• Form an automatic alliance with the Guild of Coin.


ENHANCED BOONS
• This allows the gang to add Toll Collectors to their • One Linked Racket Held: Generate D6x10 credits for
crew prior to any battle. income.

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

• Out-Hive Smuggling Routes

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.

• Two Linked Rackets Held: Increase the above


amount to 3D6x10 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.

• Ghast Prospecting LINKED RACKETS


• The Cold Trade • Caravan Route Control

RACKET BOONS • Guild Bond (any)

• Generate D6x10 credits for income. RACKET BOONS


ENHANCED BOONS • Generate D6x10 credits for income.

• 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.

LINKED RACKETS LINKED RACKETS


• The Resurrection Game
• None
• Wyrd Trade
RACKET BOONS
RACKET BOONS • While the gang controls this Racket, it may not control
• When rolling Priority, the gang may choose to re-roll any other Guild Bond Racket.
their result.
• Generate D6x10 credits for income. The result is
ENHANCED BOONS increased by +1 for every other Racket the gang
controls.
• One Linked Racket Held: Generate 2D6x10 credits for
income. ENHANCED BOON (LAW-ABIDING)
• Two Linked Rackets Held: The Gang Leader and all • Form an automatic alliance with the Promethium
Champions gain a 4+ armour save that cannot be Guild.
modified by a weapon’s Armour Piercing value.
• This allows the gang to add a Pyromantic Conclave to
• HOUSE RULE: This counts as Field Armour. their crew prior to any battle.

ENHANCED BOON (OUTLAW)


• Recruit one Bounty Hunter and up to two Hive Scum
(including their equipment) for free at the start of each
battle.

HOUSE RULE: The Bounty Hunter comes with 80


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.

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.

• Two Linked Rackets Held: Each fighter may imbue


one of their weapons with either the Shock or Seismic
(18) SLAVE GUILD BOND
trait, in exchange for it also gaining the Unstable trait. A good pit fighter fetches a high price in the underhive. It falls
to the agents of the Slave Guild to seek out potential sources.
(16) REDEMPTIONIST BACKERS
LINKED RACKETS
The Cult of the Redemption is not a forgiving creed, and its • None
most fanatical supporters often funnel money and equipment
to those who willing to pursue its goals. RACKET BOONS
• While the gang controls this Racket, it may not control
LINKED RACKETS any other Guild Bond Racket.
• Promethium Guild Bond
• Generate D6x10 credits for income. The result is
• Witch Seeking increased by +1 for every other Racket the gang
controls.
❖ SPECIAL
• Helot Cult, Genestealer Cult, Corpse Griner Cult, and ENHANCED BOON (LAW-ABIDING)
Genestealer or Chaos-corrupted gangs can hold this • Form an automatic alliance with the Slave Guild.
Racket, but can never use its Boons.
• This allows the gang to add a Slaver Entourage to their
RACKET BOONS crew prior to any battle.

• 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:

� 7-12: The fighter is resurrected, gaining the


(20) THE COLD TRADE Fearsome skill.

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.

• When visiting the Black Market, the gang counts items


from the Xenos Weapons section as Common.

ENHANCED BOONS
• One Linked Racket Held: Generate D6x10 credits for
income.

• Two Linked Rackets Held: Increase the above


amount to 2D6x10 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.

LINKED RACKETS LINKED RACKETS


• None • Redemptionist Backers

RACKET BOONS • Slave Guild Bond

• 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.

(21) WYRD TRADE


(23) WHISPER BROKERS
Unsanctioned psykers: incredibly dangerous, incredibly
More valuable than jewels and more elusive than clean useful. Able to break minds, discover secrets, and kill with a
water, knowledge is true power. thought, trading in wyrds is dangerous… and a mark of great
power.
LINKED RACKETS
• Life Coin Exchange
LINKED RACKETS
• Peddlers of Forbidden Lore
• Peddlers of Forbidden Lore
• Whisper Brokers
RACKET BOONS
• Gain an additional D3 Gang Tactics cards before the
RACKET BOONS
battle, in addition to any already gained. • When visiting the Trading Post, the gang counts Ghast
as Common.
ENHANCED BOONS
• One Linked Racket Held: If challenged, you choose
ENHANCED BOONS
which Racket is staked (instead of the attacker). • One Linked Racket Held: Generate 2D6x10 credits for
income.
• Two Linked Rackets Held: If challenged for a Racket
under the gang’s control, the Gang Leader may check • Two Linked Rackets Held: Increase the above
Intelligence – if passed, automatically play the amount to 3D6x10 credits for income.
Ambush scenario, with the gang as the attacker.

574
(22) XENOS BEAST TRAFFICKING
From spire menageries to underhive fighting pits, alien
creatures are always in demand.

LINKED RACKETS
• Blood Pits

• Out-Hive Smuggling Routes

RACKET BOONS
• The Gang Leader gains a free Exotic Beast – choose
either a Grapplehawk or Gyrinx Cat.

• When visiting the Black Market, the gang counts the


Grapplehawk and Gyrinx Cat Exotic Beasts as
Common.

ENHANCED BOONS
• One Linked Racket Held: Generate D6x10 credits for
income.

• Two Linked Rackets Held: Increase the above


amount to 2D6x10 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.

Each one represents an opportunity – a tempting offer or


gambit that may grant great rewards if claimed.

There are Law-Abiding and Outlaw Intrigues, but gangs can


claim them regardless of alignment.

However, note that if a gang claims an Intrigue from their


opposite alignment, there is a risk that word of their actions
will get out, harming their reputation and credibility, and
perhaps forcing them to change alignment.

DESIGNER’S NOTE: SUB-PLOTS

Intrigues are a variant of Sub-Plots, so it is recommended


that other types are not used in the Law & Misrule Campaign
– it would likely overburden the game with rules.

GENERATING INTRIGUES
• Each gang generates three Intrigues for themselves –
place them face-up and visible nearby.

• The Intrigues & Rackets Card Pack is ideal for this


purpose.

• Otherwise, you can refer to the table opposite with


either an online random number generator – or a
deck of playing cards with Hearts, Clubs, and Jokers
removed.

CLAIMING INTRIGUES
• A gang can claim their Intrigues during the battle.

• To do so, simply pick it up (or identify it) and


announce it as claimed.

• Once claimed, the Intrigue’s effects must occur, and


reverting the decision to claim it is not allowed.

BETRAYING YOUR ALIGNMENT


• After the battle, if a gang claimed an Intrigue from
their opposite alignment, they must make an
Alignment Test.

• If this happens, the effects occur immediately.

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.

Alignment Test: Outlaw, D6 Alignment Test: Outlaw, D6

• 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.

• If the carrier goes Out of Action before planting the


(2) SEED THE REBELLION bomb, drop a Frag Trap in their final location.
Rise up! Rise up against the overlords!

Alignment Test: Outlaw, D6 (5) MAKE THEM BLEED!


If you can make someone bleed, you prove them weak.
• Any fighter in the opponent’s deployment zone can
take the following action: Alignment Test: Outlaw, 2D6

� 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.

Alignment Test: Outlaw, 2D6


(3) BURN IT DOWN!
• Claim at the end of the battle if there are no enemy
Set a fire and leave nothing but ashes!
fighters within your gang’s deployment zone. Gain 200
Alignment Test: Outlaw, 2D6 credits.

• Any fighter in the opponent’s deployment zone can


take the following action: (7) COLLECT A DEBT
Someone owes someone powerful a pile of credits, and it's
� START FIRE (Basic): Light it up! Place a Blaze token
time for them to pay up!
in base contact. From the start of the next round,
any fighter who moves within 3” of the fire suffers a Alignment Test: Outlaw, D6
Strength 3, AP 0, Damage 1 hit. Record the number
• Any fighter who is Engaged with an enemy can take
of times this action is taken.
the following action:
• Claim once the gang makes two Start Fire (Basic)
� SHAKEDOWN (Double): Time to pay up, scummer.
actions. Gain +2 Rep. This increases to +3 if you make
four Start Fire (Basic) actions. • Claim once the gang makes two Shakedown (Double)
actions. Gain 100 credits.
• If your opponent’s deployment zone does not follow
standard rules, you may re-draw a different Intrigue.

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.

• For all intents and purposes, the “true” fighter does


not count as having participated in the battle, and so (12) RUN WITH THE GHASTS
does not gain any XP or roll for Lasting Injury. The gang has located an undeclared deposit of unrefined
Ghast, and what better time to use it than now?
(9) STAND ALONE Alignment Test: Outlaw, 2D6
If you can stand tall covered in the blood of your enemies, you
• Claim during any Priority Phase, when Readying
can show everyone who is top of the pile.
fighters.
Alignment Test: Outlaw, D6
• Choose three fighters. They immediately count as
• Choose one Gang Leader or Champion. For the rest of having consumed the chem Ghast.
the battle, they cannot initiate Group Activations.
• In addition, after the battle, add D6+1 doses of Ghast
• Claim if the chosen fighter takes three enemies Out of to the gang’s Stash.
Action, and remains on the battlefield when the game
ends. (13) CORRUPT THE MACHINE
• Gain +3 Rep, and the fighter gains the Fearsome skill. A mysterious stranger hires the gang to plant some scrap
code in the local cogitator network.
(10) HIT THE STIMMS Alignment Test: Outlaw, 2D6
The gang is offered some black market alchemy that is
• When this Intrigue is generated, immediately choose
decidedly not on the rolls of those approved by the Guilders!
three terrain features or door consoles – at least 6”
Alignment Test: Outlaw, 3D6 from the gang’s deployment zone, and 8” from each
other.
• Claim during any Priority Phase, when Readying
fighters. • A fighter within 1” of a chosen features can take the
following action:
• All fighters in the gang immediately discard any Flesh
Wounds suffered. � HACKING IN (Double): Check Intelligence - if
passed, the code is successfully planted.
• For the rest of the battle, when rolling for Injury, the
gang treats Flesh Wounds as “No Effect.” • Claim once the gang makes three Hacking In (Double)
actions.

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.

(15) THE PRICE OF PEACE Alignment Test: Law-Abiding, 2D6

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

• In any Priority Phase, when Readying fighters, you


(20) CUT OFF THE HEAD
may offer your opponent a bribe of 250 credits.
Cut off the serpent’s head, and the body will die.
• This comes from a “concerned citizen” eager to keep
Alignment Test: Law-Abiding, 2D6
the peace and so does not cost your gang anything.
• Claim at the end of the battle if you took any enemy
• Claim if your opponent accepts the bribe. They gain
Gang Leaders and/or Champions Out of Action.
250 credits and immediately forfeit the battle, leaving
your gang the winner. • Gain +2 Rep for scragging the Gang Leader, and +1 for
each Champion.
(16) MINIMUM FORCE
The minimum force required is the maximum force you can (21) WATCH FROM THE SHADOWS
bring to bear. Those who watch and judge need you to shadow one of the
souls they have marked for retribution.
Alignment Test: Law-Abiding, 2D6
Alignment Test: Law-Abiding, 3D6
• Claim if your gang takes three enemies Out of Action,
using weapons with the Melee trait. Gain +2 Rep. • In any Priority Phase, when Readying fighters, choose
a random enemy. A fighter within 12” of this target can
(17) HOLD THE LINE take the following action:

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.

• Claim if an enemy has the Shadowed condition at the


end of the battle.

• Gain 50 credits. In addition, choose one fighter – they


gain a Cunning skill of your choice.

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.

Alignment Test: Law-Abiding, 4D6 Alignment Test: Law-Abiding, 4D6

• 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.

(23) MARK THE IMPURE


(26) RETRIEVE THE INFORMER
Evidence must be gathered for the prosecution of a suspected
One of the enemy's gang is an Enforcer infiltrator who needs
recidivist.
escorting to safety.
Alignment Test: Law-Abiding, D6
Alignment Test: Law-Abiding, 3D6
• A fighter within 6” of the enemy Gang Leader may take
• Choose a random enemy fighter (excluding Gang
the following action:
Leaders and Champions).
� PICT CAPTURE (Double): It tells a thousand words.
HOUSE RULE: Choose at the start of the third round,
Place a token beside this fighter to show they are
after rolling Priority (bringing this Intrigue in line with
carrying pict-evidence.
the Outlaw version, “Reveal the Imposter”).
• Claim if the fighter carrying pict-evidence begins their
activation within 1” of a battlefield edge. Remove • This fighter is revealed as an imposter and
them from play and gain +2 Rep. immediately joins your gang for the rest of the battle.

• 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.

Alignment Test: Law-Abiding, D6

• When this Intrigue is generated, choose one fighter on


your crew to be the courier.

• Claim at the end of any round, if the courier is located


within the enemy deployment zone. Remove the
courier from play and gain +2 Rep.

• This fighter does not count as going Out of Action, but


does count towards Bottle Tests.

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.

• A gang will capture a Territory off an enemy if they


inflict three times as many Out of Action results on
them than they received.

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).

• Most importantly, every gang must have a name.


SETTING UP THE CAMPAIGN
The Arbitrator takes charge of organisation. This is best DETERMINING ALIGNMENT
done in a single session joined by everyone playing in the • Gangs choose to be Law-Abiding or Outlaw.
campaign.
• This does not have the same far-reaching effects as it
• Set Start and End Dates: The Uprising Campaign does in the Law & Misrule Campaign – it simply
should last a total of seven weeks. determines which Alliances, Hangers-On, and Hired
Guns a gang has access to.
• Found Gangs: All players should run their gangs past
the Arbitrator, who must ensure they fit the narrative
DETERMINING ALLEGIANCE
and playstyle the group wants.
• Some gangs are locked to a specific allegiance, others
• Determine Territories: Follow the process below. can choose which allegiance to start as:

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

ABRITRATOR NOTE: The above table does not address


Chaos-Corrupted or Genestealer-Corrupted gangs. The
Arbitrator must decide whether to enforce an allegiance for
such gangs.

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.

NEUTRAL ALLEGIANCE • Meat & Starvation: As the campaign approaches its


climax, gangs start requiring Meat to feed their
• Any gang yet to choose an allegiance gains the
fighters – without enough, starvation, madness, and
following rules:
corruption will take hold!
� Hard as Nails: When the gang gains Reputation
• Reputation & Allegiance: “Rep” is a measure of the
from a scenario, increase the stated amount by +1.
gang’s standing and power in their section of the hive.
� No Gods or Masters: If their Gang Leader It starts at 1, and can never drop below 1. In the
participated in a battle and did not go Out of Action, Uprising Campaign, this is expressed as, for example:
they gain +D3 bonus XP. Order (3), Neutral (1), or Chaos (6).

ALLEGIANCE TO CHAOS FIGHTER ATTRIBUTES


• Any gang with an allegiance to Chaos gains the Each fighter in a gang also tracks their own attributes:
following abilities:
• Experience: Fighters spend “XP” to purchase
� Bloody Harvest: When the gang gains Meat from a Advancements, becoming stronger or more capable.
scenario, increase the stated amount by +1.
• Advancements: A record of the improvements made
� Tear it All Down: If the gang is the attacker in a to a fighter’s profile. The more Advancements a fighter
battle, they may add one more fighter to their crew has, the more expensive any future ones will be.
than the scenario allows.
• In Recovery / Captured By: When a fighter goes Out
CHANGING ALLEGIANCE of Action, they must roll for Lasting Injury, which may
force them to miss the next battle.
• By default, gangs cannot change allegiance. This
keeps things simple, and ensures there is always at Similarly, a fighter can be Captured by a rival gang,
least one gang fighter for either side of the rebellion. keeping them out of commission until they are
rescued, ransomed, executed, or otherwise done away
• However, there are certain circumstances under which
with.
a gang might change allegiance:
If either of the above happens, check the “In Recovery
� Order-aligned gangs change allegiance to Chaos if
/ Captured By” box to record this.
three of their fighters become Chaos Spawn as a
result of Festering Injuries. COMPLETING A GANG ROSTER
� Chaos-aligned gangs change allegiance to Order if • The gang roster is a total record of the gang’s
at least three of their fighters are Captured, then presence in the Uprising Campaign.
returned willingly.
• This includes Territories held, Gang Rating,
� The Arbitrator can authorise a change in allegiance Reputation, Starvation, and Wealth; the equipment
if it makes narrative sense – representing the lure of and credits held in its Stash; as well as each fighter’s
the Ruinous Powers, or manipulations of the Experience and Advancements.
Imperial House.
• The gang roster template does not represent any kind
• If a gang does change allegiance, it can never go back. of “limit” on gang size or scope – if you run out of
Neither Helmawr nor the Dark Gods have any space, simply attach a second gang roster.
sympathy for traitors to their cause.

583
GENERATING TERRITORIES
• Every gang begins the campaign with two random
Territories and one predetermined Territory:

GANG PERMANENT TERRITORY


Chaos Helot Chaos Fane
Corpse Grinder Cult Chaos Fane
Genestealer Cult Settlement
House Gangs Settlement
Palanite Enforcers Precinct Fortress
All Other Gangs Settlement

• The predetermined Territory is the gang’s permanent


hideout or headquarters. No matter what happens,
this Territory can never be lost (but can be Ruined).

• Unlike other campaigns, there is no pool of unclaimed


Territories in the Uprising Campaign. Once generating
the initial Territories, no more are ever introduced.

• However, a gang may generate (and hold) the same


type of Territory multiple times, with the following
exceptions:

� Only Palanite Enforcers can hold a Precinct


Fortress.

� Only Corpse Grinder Cults and Chaos Helots can


hold the Chaos Fane.

� The Arbitrator should decide which permanent


Territory a gang receives if they enter the campaign
already Chaos-Corrupted.

• The Uprising Territories cards from the Necromunda:


Dark Uprising box set is ideal for generating
Territories.

• Otherwise, you can use either an online random


number generator – roll D66 – or (if you have one
available) a twelve-sided die.

No. D66 TERRITORY


1 11-13 Ash Gate
2 14-16 Fungal Sprawl
3 21-23 Guilder Stronghold
4 24-26 Hab Level
5 31-33 Manufactorum Level
6 34-36 Reclamation Zone
7 41-43 Settlement
8 44-46 Slave Pits
9 51-53 Thermal Vent
10 54-56 Underhive Shrine
11 61-63 Wall Outpost
12 64-66 Wastelands

584
The Uprising Campaign:

RUNNING THE CAMPAIGN


The Uprising Campaign is divided into three Phases, each BONDS OF ORDER
running for a fixed length of time. D6 ASCENDANCY EFFECT

(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.

ABUNDANT DEAD: Fighters killed in the battle grant their


4 gang D6x10 credits. If the Starvation rules are in effect, they
also grant +1 bonus Meat.

BLOOD FOR THE BLOOD GOD: If a fighter takes an


5 enemy Out of Action using a weapon with the Melee trait,
they gain +1 bonus XP.

GNAWING HUNGER: After choosing crews, each gang


randomly chooses one of their fighters. During this battle,
6
they have -1 Strength. If the Starvation rules are in effect,
randomly select D3 fighters to gain the Starving condition.

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.

• Each fighter requires 1 Meat.

• If a gang cannot or will not feed a fighter, they gain the


Starving condition – place a token on their fighter
card as a reminder.

• The Starving condition is permanent, unless the


fighter consumes 1 Meat.

� Meat is gained from Territories, earned from


scenarios – and from slaughtering Captives and
“retiring” fighters.

� Starving fighters can cannibalise downed


opponents to gain Meat.

� Fighters gained from a Scavenging roll can be


immediately turned into Meat (1 fighter = 1 Meat),
and any items they were carrying are added to the
gang’s Stash.

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:

� + 1 if the Lasting Injury was inflicted by a Chaos- (51) HEAD INJURY


aligned fighter. DARK MADNESS: When the fighter activates, check
Intelligence – if failed, roll D6 to determinate their first action:
� +1 if Chaos currently has Ascendancy.
� 1-2: Move (Simple)
� +1 if the fighter is subject to the Starving condition.
� 3-4: Shoot (Basic) or Fight (Basic)
• On 6+, the rot takes hold! Replace the Lasting Injury
� 5-6: Nothing – the first action is wasted.
with its counterpart mutation:

• 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.

(55) SPINAL INJURY


CROOKED BODY: Ranged attacks targeting this fighter
receive an additional -1 modifier to hit at Long range, but the
fighter can no longer wear armour (transfer any they had into
the Stash).

(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.

• Each round, when testing to determine whether a


Horror of the Underhive appears, roll twice and
choose the higher result.

(13) SURVIVOR ENCLAVES


• If a gang wins their first battle of the week, they gain
an additional, randomly-determined Territory.

• This is in addition to any scenario rewards.

• If the Damnation Phase is active, this Territory begins


Ruined.

(14) HIVE BREACH


• In each End Phase, the toxic atmosphere beyond the
hive wall may spill into the battlefield. Roll 3D6:

• If a double is rolled, visibility is reduced in the next


round:

� Ranged attacks suffer an additional -1 modifier to


hit.

� In the next End Phase, all fighters must check


Toughness – if failed, they suffer a Flesh Wound
(Filter Plugs and Respirators can be used to modify
this roll).

• If a triple is rolled, the Pitch Black rules apply for the


next round, as well as the above effects.

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.

(16) REALITY WAVERS


• Fighters may move through walls and solid terrain
(31) BROKEN ALLIANCES
features as if they did not exist. • Gangs may not deploy Hired Guns.

• 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.

(32) PROXY WAR


(21) DOME QUAKE
• In any game this week, when a player agrees to fight a
• Gangs cannot fight for too long in one place as they
battle, they can choose to field a proxy gang.
risk being crushed.
• A proxy gang is led by a Bounty Hunter, with two
• Roll a D6+3 at the start of the battle – this is how many
additional Bounty Hunters taking the role of
rounds the battle will last.
Champions.
• At the end of the indicated round, the game is over.
• The rest of the gang is filled out with Hive Scum, up to
Resolve victory conditions and rewards as normal.
the scenario’s crew limit.

The Gang Rating of a proxy gang cannot exceed that of


(22) RANCID MEAT •
the player’s usual gang.
• Gangs must discard all Meat they currently hold.
HOUSE RULE: Each Hive Scum comes with 25 credits’
• Every fighter gains the Starving condition.
worth of gear. The Bounty Hunter comes with 80
• If the Insurrection Phase is active, fighters can remove credits’ worth of gear.
the Starving condition by spending 30 credits.
(33) URBAN RENEWAL
(23) GIFTS OF THE MASTERS • Each gang must replace one chosen Territory with a
• Gangs may roll on their House Favours table after new-randomly-generated one.
each battle, rather than only once at the beginning of
• This cannot be their hideout Territory.
the campaign week.

• However, each successive roll on the Favour table


(34) CANNIBALISTIC FURY
must reduce the result by a cumulative amount.
• All fighters subject to the Starving condition gain +D3
• That is, the second roll is -1, the third is -2, the fourth - Strength, rather than lowering it by -1 as usual.
3 and so on.
• Until the end of this campaign week, fighters cannot
lose the Starving condition.
(24) BURNING BLOOD
• When a fighter loses a Wound, every fighters within 2”
must roll D6 – on 4+, they catch on fire and become
subject to the Blaze condition.

• 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.

(46) WILD SNAKE DISTILLERY


(41) GAZE OF THE HARVEST LORD
• Before each battle, every fighter must check Willpower
• A fighter who takes an enemy fighter Out of Action
– if failed, they gain the Intoxicated condition.
using a weapon with the Melee or Versatile trait gains
+D3 bonus XP.
(51) PLAGUE OF MADNESS
• This does not include Coup de Grace (Simple) actions.
• Before each battle, each fighter must check
• However, if the Damnation Phase is active and this Intelligence – if failed, they gain the Insane condition.
fighter suffers a Lasting Injury in the same battle, it
automatically becomes a Festering Injury. (52) SCRAPALANCHE
• After a battle, a gang can make one additional
(42) TIDE OF SCUM Scavenging roll, regardless of the battle’s outcome.
• If a gang does not have enough fighters to fill out the
crew allowance for the scenario, they can make up the (53) FLEETING UTOPIA
shortfall with free Hive Scum.
• If the Damnation Phase is active, this campaign week
HOUSE RULE: Each Hive Scum comes with 25 credits’ counts as being part of the Insurrection Phase:
worth of gear.
• Ruined Territories count grant their Standard Benefit,
and all the usual rules for the Insurrection Phase come
(43) SYSTEMS FAILURE
into effect.
• At the start of any battle, participating gangs roll D6 –
the highest roll is the number of rounds before the • If the Damnation Phase is active, it is a rare time of
battlefield suffers a complete system failure. plenty in the hive: Ruined Territories grant their
Standard Benefit and each Territory doubles its
• At the end of the indicated round, the Pitch Black rules reward outcome.
come into effect for the rest of the battle.

• 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.

• All fighters suffer a -2 modifier when checking


Leadership and Cool.

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.

• If the Gang Leader wins, there is no additional effect.


(56) WARZONE
• If the challenger wins, they become the new Gang
• If the Insurrection Phase is active, reduce the Leader (gaining that title) while the previous holder is
Rarity/Illegal values of all weapons by -3. demoted to Champion (gaining that title)!
HOUSE RULE: The Uprising Campaign makes a
specific point that by default, the Trading Post (and (64) THE UNALIGNED WILL INHERIT THE HIVE
therefore Black Market) rules are not used, so this is an • At the start of the campaign week, if the Insurrection
oversight. Phase is active, any gang may switch their allegiance
If you are not using these rules, consider instead to Neutral.
reducing all weapon costs by -30, to a minimum of 10. • All fighters in a gang with Neutral allegiance gain +2 XP
• If the Damnation Phase is active, roll twice when using for participating in a battle, rather than the usual +1
a Scavenging Roll and choose either result. XP.

• If the Damnation Phase is active, after winning a


(61) SPAWN AGAIN battle, a gang can decide not to contribute their
victory to their allegiance total – if so, each fighter
• When a fighter is taken Out of Action by a wyrd power,
who participated in that battle gains +1 bonus XP.
check Willpower – if passed, they are removed as
normal.
(65) VIOLENT DEMISE
• If failed, they count as having suffered a (66)
Memorable Death result on the Lasting Injuries table, • When a fighter goes taken Out of Action, do not
and are replaced by a Chaos Spawn! immediately remove them from play – instead, centre
the 3” Blast marker on them.
• The Spawn is under the control of the dead fighter’s
gang. • Any fighters touching the marker suffer a Strength 3,
AP 0, Damage 1 hit with the Knockback trait.
• After the battle, the gang must choose to execute the
Spawn, or retain it – noting that if they do, after each • Remove the fighter after resolving this effect.
battle they must test to control it (as per the rules
used by Chaos Helot gangs). (66) DIVINE INTERVENTION
• Order-aligned gangs gain a +2 modifier when checking
(62) MEAT MARKET Leadership and Cool, and may re-roll Lasting Injury
• If the Insurrection Phase is active, gangs can purchase results.
Meat after each battle. • However, the God-Emperor’s light antagonises his
• The cost is 10 credits per portion. The gang can buy enemies, who fight furiously to bring down their hated
one portion per fighter in the gang – no more. foes: Chaos-aligned gangs automatically pass any
Bottle Test they make.
• If the Damnation Phase is active, all gangs receive an
additional portion of Meat after each battle,
regardless of the outcome.

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.

• For both Advancements and then recruitment, players


(1) MAKE A CHALLENGE should proceed in order of their Gang Rating, lowest
• To begin a game, one player must challenge another. to highest (roll off in the event of a tie).

• The challenger must nominate one Territory that will


be staked on the outcome of the battle. (4) DETERMINE ORDER & CHAOS
� In the Insurrection Phase, it is any unclaimed • In every battle, one side takes on the role of Order,
Territory. and the other represents Chaos – this is the case even
in battles between gangs with the same allegiance.
� In Downtime, for a Side Battle, disregard this step –
no Territory is staked. � This is because during the mayhem of a hive-wide
rebellion, a gang may find themselves unwittingly
� In the Damnation Phase, it is a Territory controlled
aiding their enemies, or turning on allies out of fear.
by their opponent.
• By default, gangs fight for their allegiance: an Order-
• The other player must then either accept or refuse the
aligned gang represents Order, and a Chaos-aligned
challenge.
gang represents Chaos.
• If refused, the challenger automatically takes control
• Neutral gangs automatically represent the opposite
of the nominated Territory.
allegiance to their opponent.
• If accepted, the players proceed to arrange a battle. If
• If both gangs have the same alignment, roll D6 – the
either gang fails to attend, they forfeit and their
highest score fights for their gang’s allegiance (or may
opponent takes (or keeps) control of the staked
choose, if Neutral), and their opponent fights for the
Territory.
opposite allegiance.
• Note that player understanding is encouraged here –
real life does sometimes intrude on hobby time. Most
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 the Territory forfeit.

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

The gang whose allegiance is in Ascendancy


6-7
chooses either Hit and Run or Show of Force
8-9 Search and Destroy
The gang whose allegiance is in Ascendancy
10-12
chooses any scenario

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.

• If this challenge is accepted, this scenario is


automatically used for the battle.

• If the challenge is refused, the Captive is automatically


released back to their home gang.

(6) SET UP THE BATTLEFIELD


• Proceed to set up the battlefield, following any special
instructions for the scenario.

• The default methods are outlined in the “Battlefield


Setup” section.

(7) CHOOSE CREWS


• The scenario details the method each player must use
to select their starting crews.

• These rules are explained in the “Preparing to Fight”


section.

(8) GANG TACTICS & BONUSES


• The scenario details how many Gang Tactics cards
each player may draw, and whether this is random or
freely chosen.

• The gang with the lowest Crew Rating is the underdog,


and may be able to purchase additional bonuses to
level the field. These are identified in each scenario.

594
The Uprising Campaign:

POST-BATTLE SEQUENCE
(2) SEIZE TERRITORY
After a game, each player completes the following:

POST-BATTLE SEQUENCE • If the winner inflicted three times as many Out of


1 Wrap-Up Action results on their opponents as they suffered,
2 Seize Territory they take over one of their Territories.
3 Receive Rewards
• Randomly reassign one of the losing gang’s Territories
4 Spend XP on Advancements to the winner.
5 Resolve Post-Battle Actions
• Remember, every gang has a “home” territory they
6 Update Gang Roster
can never lose – if this is a gang’s only Territory, it is
7 Report Results to Arbitrator not reassigned.

(1) WRAP-UP (3) RECEIVE REWARDS


• Each gang receives the rewards provided by the
SUCCUMING TO INJURY scenario, based on their performance in the battle.
• Every fighter who ended the battle Seriously Injured
must roll D6. • Any equipment is added to the Stash, ready to be
distributed to fighters in Step 5.
• On 3+, they recover without incident.

• 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

� Action 3: Scavenge for Resources


OTHER EFFECTS
� Action 4: Medical Escort
• Any other events that happen “at the end of the
battle” occur now. � (Optional) Action 5: Find Rare Items

• 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).

• Be sure to shake hands and congratulate your


opponent – some would say this is the most important
step!

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.

� Insurrection Phase: The gang gains D6x10 credits


for every executed Captive.

� Damnation Phase: The gang gains +2 Meat OR +2


Scavenging rolls for every executed Captive.

� In either case, the Captive’s owning player must


remove them from the Gang Roster.

• Chaos-affiliated gangs also have the option of


sacrificing Captives to the Dark Gods.

• Regardless, a Captive can only be executed once their


gang has had the opportunity to rescue them.

ACTION 3: SCAVENGE FOR RESOURCES


(DAMNATION PHASE ONLY)
Amid the growing ruins of the hive, the gang scrounges
desperately for scraps.

• Make one Scavenging roll, striking it off the Gang


Roster.

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.

(c) RECRUIT FIGHTER: The gang may take on a new


fighter from their Gang List. They do not come with
any equipment, unless specifically noted in their
entry.

(d) HIRE HANGER-ON: The gang may hire a Hanger-On,


who comes with whatever gear is listed on their entry.

Note that the number of Hangers-On is limited by a


gang’s Reputation.

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.

* Purchase from Black Market: To determine item


availability, roll 2D6 and apply the following modifiers: (7) REPORT RESULTS TO ARBITRATOR
� +2 if a Gang Leader took the “Find Illegal Items” • Proceed to inform the Arbitrator about the battle so
Post-Battle Action that they can update the campaign stats.

� +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:

ENDING THE CAMPAIGN


TRIUMPHS & CRITERIA FOR WINNING
The Uprising Campaign ends at the conclusion of the
Damnation Phase.

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.

(5) LEGENDARY STATUS


Highest Reputation at the end of the campaign.

(6) SURVIVOR
Fewest deaths suffered over the duration of the campaign.

599
The Uprising Campaign:

ALTERNATIVE UPRISING CAMPAIGNS


ORDER FROM CHAOS HIVE WAR
A revolution has shaken the hive to its foundations and Though rare, over Necromunda’s long history, there have
millions lie dead at the rebels’ hands. Now, a massive surge of been times when true warfare has come to the hive world.
lawkeepers and mercenaries has been unleashed by the During these dark periods, whole hives are engulfed with
Imperial House, and a war of pacification begins. fighting, armies storming through claustrophobic domes,
fires and chaos burning on every level.
Enforcers, deputised gangs, and Guilder watchmen slowly
grind the hive back into order, one dome at a time. Standing These events make the day-to-day gang violence pale in
against Helmawr’s brutal rule are the rebels, outlaws, and comparison, as the Clan Houses’ weapons and numbers
deviants fighting desperately to preserve the savage world simply cannot compare with the brutality of a true military
they won for themselves. Even the most depraved cultists force. Of course, during such wars, commanders will turn to
realise they are outnumbered and outgunned, and so there whatever forces they can lay their hands on – conscripting
remains only one thing to do: take as many of Helmawr’s gangs by their thousands to fill out the ranks of irregular
lapdogs with them as they can. militia battalions.

• 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.

• A new Triumph is available at the end of the


campaign: Hive General, claimed by the gang that
destroyed the most Territories over the duration of
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.

� Best Friend of Pestilence: Claimed by the gang


with the highest Gang Rating of all those dedicated
to the Plague God.

� Atop the Throne of Perversion: Claimed by the


gang with the highest Gang Rating of all those
dedicated to the Dark Prince.

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.”

• A gang can generate a Territory’s Benefit for as long as BENEFIT (STANDARD)


it holds it. • Income: 2D6x10 credits.

• 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.

• If a Benefit grants the gang new a fighter, they


BENEFIT (RUINED)
increase Gang Rating and Wealth values as normal.
• Starvation: Gain D6 Meat.
• Any equipment gained from a Benefit is added directly
• Scavenging: Gain 2D3 Scavenging rolls.
to the gang’s Stash at the end of the battle; from
there, it may be assigned to any eligible fighter.
(*) CHAOS FANE
HOLDING MULTIPLES OF A TERRITORY
Focal points for the worship of the Dark Gods, heretics muster
• Unlike in other campaigns, a gang can hold several
and enact their profane rituals within these bloody temples.
Territories of the same type – they may hold three Hab
Levels and two Slave Pits, for example.
BENEFIT (STANDARD)
• Remember, every gang has one Territory they can • Income: D3x10 credits.
never lose.
• Recruit: Roll D6 – on 4+, gain a free Skinner or Helot
Cultist. They do not come with any equipment.
No. D66 TERRITORY
1 11-13 Ash Gate
BENEFIT (RUINED)
* - Chaos Fane
• Starvation: Gain 2D6 Meat.
2 14-16 Fungal Sprawl
3 21-23 Guilder Stronghold • Recruit: Roll D6 – on 3+, gain a free Skinner or Helot
Cultist. They do not come with any equipment.
4 24-26 Hab Level
5 31-33 Manufactorum Level
* - Precinct Fortress (2) FUNGAL SPRAWL (14-16)
6 34-36 Reclamation Zone
Fungal growths can dominate entire hive levels, and are both
7 41-43 Settlement
dangerous and profitable in equal measure.
8 44-46 Slave Pits
9 51-53 Thermal Vent BENEFIT (STANDARD)
10 54-56 Underhive Shrine • Income: D6x10 credits.
11 61-63 Wall Outpost
• Equipment: Roll D6 for every fighter in the gang – on
12 64-66 Wastelands 6, they may imbue one of their weapons with the Toxin
trait for the duration of this campaign week.

BENEFIT (RUINED)
• Starvation: Gain D6 Meat.

• Equipment: Roll D6 for every fighter in the gang – on


6, they may imbue one of their weapons with the Toxin
trait for the duration of this campaign week.

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.

BENEFIT (RUINED) BENEFIT (RUINED)


• Scavenging: Gain 1 Scavenging roll. • Starvation: Gain D6 Meat.

• 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.

(4) HAB LEVEL (24-26)


(6) RECLAMATION ZONE (34-36)
Huge sections of the hive are given over to residential
habitation, blocks of tiny living spaces and coffin quarters Scrapyards, vapour sinks and corpse farms are all vital to the
where workers might rest briefly between cycles. continued existence of a hive city, and can provide great
bounty to those who control them.
BENEFIT (STANDARD)
• Income: D6x10 credits. BENEFIT (STANDARD)
• Income: D6x10 credits.
• Reputation: Gain D6 Rep.
• Equipment: Reduce the cost of equipment purchased
BENEFIT (RUINED) from the House Equipment List by -10 credits (to a
• Starvation: Gain D6 Meat. minimum of 5).

• Scavenging: Gain D3 Scavenging rolls. BENEFIT (RUINED)


• Starvation: Gain D3 Meat.
(5) MANUFACTORUM LEVEL (31-33) • Scavenging: Gain 2D3 Scavenging rolls.
Heavy industry is the heart and soul of Necromunda, the hives
churning out vast amounts of weapons and wargear for its (7) SETTLEMENT (41-43)
people and the greater Imperium.
Hive settlements come in all shapes and sizes, from tiny
BENEFIT (STANDARD) scrapper holesteads and remote prospector outposts to
• Income: D6x10 credits. sprawling walled towns and gateway cities.

• Equipment: Gain 30 credits’ worth of free equipment BENEFIT (STANDARD)


from the House Equipment List.
• Income: 2D6x10 credits.
BENEFIT (RUINED) • Recruit: Roll D6 – on 3+, gain a free Ganger (or
• Starvation: Gain D3 Meat. equivalent). They come with up to 25 creds’ worth of
equipment, chosen from the House Equipment List.
• Scavenging: Gain D3 Scavenging rolls.
BENEFIT (RUINED)
• Scavenging: Gain 2D3 Scavenging rolls.

• Recruit: Roll D6 – on 3+, gain a free Ganger (or


equivalent). 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.

(9) THERMAL VENT (51-53)


(12) WASTELANDS (64-66)
Controlling the vital commodities of heat and light grants a
gang strong leverage… and much better living conditions. Wastelands offer isolation and protection from the watchful
eye of both Enforcer patrols and Chaos renegades… and are
BENEFIT (STANDARD) also good places to lay ambushes, if you are one of those.
• Income: 2D6x10 credits.
BENEFIT (STANDARD)
• Better Living: The gang secures a competent cook.
• Income: D3x10 credits.
Before each battle, roll D6 for every fighter in Recovery
– on 6, they are immediately cleared to play. • Ambush: Once per campaign week, after determining
the scenario, roll D6 – on 3+, you may decide who the
BENEFIT (RUINED) attacker and defender will be, instead of following the
• Starvation: Gain D3 Meat. scenario’s instructions.

• Scavenging: Gain 1 Scavenging roll. BENEFIT (RUINED)


• Starvation: Gain 1 Meat.
(10) UNDERHIVE SHRINE (54-56) • Ambush: Once per campaign week, after determining
Hives are filled with holy places, where inhabitants offer up the scenario, roll D6 – on 2+, you may decide who the
prayers to the God-Emperor or the spirits of the hive itself. attacker and defender will be, instead of following the
scenario’s instructions.
BENEFIT (STANDARD)
• Income: D3x10 credits.

• Blessings: Roll D6 for each fighter in the gang – on 6,


they gain the Blessed condition for the duration of the
campaign week:

� BLESSED: The fighter gains a 6+ armour save, if


they did not have one. In addition, the fighter’s
armour save can never be reduced to less than 6+.

BENEFIT (RUINED)
• Starvation: Gain D3 Meat.

• Blessings: Roll D6 for each fighter in the gang – on 5-6,


they gain the Blessed condition (see above) for the
duration of the campaign week.

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!

Precinct-Fortress 17 is a remote outpost of Lord Hewlmar’s


law, located where the sprawling ruin of the underhive
FIGHTING THE MINI-CAMPAIGN
proper begins. Under the command of Captain Torg • Players take the role of either the Enforcers (the
Chancer, PF-17 has long been a bulwark against defender) or the Outlaws (the attacker).
disobedience. Now, it is under attack. • The battlefield, once set up, remains the same for all
With no support coming any time soon, Chancer and his five scenarios and does not change.
Enforcers must hold out through the long underhive night • Each scenario has a set round limit with specific goals.
cycle – as an alliance of outlaw gangs known as the
Thunderboys circle in the darkness, intent on exacting • After a scenario is completed, both sides have a brief
revenge for the murder of their former leader by one of recovery period to marshal troops or set defences,
Chancer’s patrols. then the next one begins.

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.

� TACTICAL RETREAT: Enforcers within 3” of a Rally


ENFORCERS SPECIAL RULE: THE PRISON Point automatically pass Rally Tests.
• If the prison door is closed, the Prisoners can never
gain the Ready condition. Broken Enforcers may move towards a Rally Point
instead of seeking cover, even if this leaves them in
• At any time in a scenario, a defender within 1” of the the open or closer to enemies.
prison door can open it during their activation –
allowing the prisoners to aid in the precinct’s defence. � RELOADS: Enforcers within 3” of a Rally Point count
their weapons as having the Plentiful Trait, and
• When the door opens, each Prisoner immediately their weapons ignore the Scarce and Limited traits.
gains the Ready condition and joins the Enforcer gang
for the rest of the scenario. • Rally Points should be represented either by a token,
or appropriate piece of terrain. They are not cover, do
• Prisoners are not exactly reliable allies. If a prisoner is not impede movement, and cannot be targeted by
more than 6” from an Enforcer when they activate, roll attacks.
D6 – on a 1, they join the Thunderboys’ gang for the
rest of the scenario. • However, a Thunderboys fighter in base contact with a
Rally Point can take the following action:
� If the turncoat prisoner survives the scenario, they
are permanently removed from play, having � SMASH APART (Double): The Rally Point is
escaped custody. permanently destroyed – remove it from play. It is
no longer available to the Enforcers in future
• In every subsequent scenario after the prisoners have scenarios.
been released, the defender must decide whether the
prisoners will be deployed alongside the Enforcers as
part of their gang – or returned to prison, with the
door closed.

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.

• This involves organising and deploying fighters and


THUNDERBOYS SPECIAL RULE: ASSAULT WAVES deciding how many assault waves they will commit.
• The Thunderboys intend to use their numerical
• Each scenario has its own guidelines for these steps.
advantage to overwhelm the Enforcers.
• Unless noted in the scenario, the Thunderboys can
• At the beginning of the campaign, the Thunderboys
always field their entire gang.
have three Assault Waves in reserve. During a battle,
they can expend an Assault Wave to reuse some of
their lost Gangers and Juves. SPECIAL RULE: OVERRUNNING THE PRECINCT
• The Thunderboys must declare at the start of each • Precinct-Fortress 17 has become a battleground with
scenario how many Assault Waves they will commit to both sides fighting for its corridors and chambers.
the battle; if a committed Assault Wave is not used, it
• Each scenario details victory conditions that allow the
is wasted.
Thunderboys to Overrun parts of the precinct, or for
� The Thunderboys can declare they will activate an the Enforcers to Reclaim them.
Assault Wave in any End Phase (this must be done
� In Zone Mortalis, individual tiles are Overrun; in
prior to attempting Recovery).
Sector Mechanicus, it is individual sectors.
� In the next Priority Phase, all of the Thunderboys’
• Once an area is Overrun, it is no longer part of the
Gangers and Juves who went Out of Action in this
precinct – and so the Enforcers cannot deploy fighters,
battle are returned to play.
traps, barricades, or Rally Points there, nor repair
-Seriously InjuredThunderboyscanalso be Doors in the Respite period.
reused in an Assault Wave if desired – instead
• Doors in Overrun areas are always unlocked. The
of attempting Recovery, simply remove them
Thunderboys decide whether each one begins open or
from play and they can be included.
closed.
� They are deployed within 6” of any battlefield edge,
after gangs have rolled for Priority.

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:

� 1-4: The fighter suffers a Memorable Death (3) DESPERATE LULL


(instantly killed). • Every fighter in the Enforcer’s gang (who is not in
� 5-6: The fighter is Out Cold (no lasting effect). Triage) can take one of the following actions:

• 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.

� PATCH UP: The fighter administers emergency


INJURIES TO ENFORCERS medical aid to a comrade. One fighter who entered
• The Enforcers do not have the luxury of recovery time Triage during the previous battle is immediately
– all hands are needed for the precinct’s defence, and cleared to fight.
all but the dead must contribute!
� RESTOCK: The fighter trawls through the armoury,
• If an Enforcer goes Out of Action (or succumbs to searching for ammo – choose one of the following:
injury after a scenario), roll for Lasting Injury as
-Choose D3 weaponswith the Scarcetrait that
normal.
are currently Out of Ammo. Make an out-of-
• If a fighter would normally enter Recovery, disregard sequence Reload (Simple) action for each.
this – they instead enter Triage:
-Assign D3 Frag, Melta,or Gas Trapsto eligible
� TRIAGE: The fighter is briefly laid up for emergency fighters.
treatment. In the next scenario, a fighter in Triage
must be deployed within 3” of a Rally Point. (4) THEY’RE COMING BACK!
They begin the battle Pinned. If at any point they • Once Respite is completed, proceed to the next
stand up, move, or are repositioned more than 3” scenario.
from the Rally Point, they automatically become
Seriously Injured. OPTIONAL RULE: GANG TACTICS CARDS
After spending a scenario in Triage, the fighter is • By default, the Assault on Precinct-Fortress 17 mini-
cleared to fight normally in future (assuming they campaign does not use Gang Tactics cards.
survive unaffected).
• However, if both players agree, each gang may choose
• If an Enforcer suffers a Critical Injury, they will two Gang Tactics cards at the beginning of each
automatically die unless their Rogue Doc is still alive scenario.
to help – if so, make a Medical Escort action after the
• Disregard the Underdog rules for the duration of the
scenario, disregarding the cost.
mini-campaign.

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.

5. All prisoners are placed in the Prison.


SCENARIO OUTCOME
6. Deploy all remaining fighters anywhere within the
• At the end of the battle, count up how many fighters
precinct.
each gang has 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.

5. The flanking crew is not deployed at the start of the


battle – keep them off to one side, out of play.

610
Optional Scenario 1:

BURN THEM OUT!


INTRODUCTION SCENARIO SPECIAL RULES
Driven back by the Enforcers’ superior firepower, the
(1) LET’S TURN UP THE HEAT!
Thunderboys change their tactics – sending in groups of
• The Thunderboys automatically have Priority in the
arsonists to burn out the defenders. If they can get the fire
first round.
to take, Chancer’s defenders will be forced into the open…
ready to be gunned down by the waiting gangers.
(2) ARSONIST CREW
• In this scenario, a Thunderboys fighter within 3” of the
ENFORCERS SET DEFENCE centre of a precinct tile can take the following action:
1. Place the Rally Points anywhere within the precinct.
� SET FIRE (Double): Place a Blaze token in the
2. Place Traps anywhere within the precinct. centre of the tile.

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:

� 0: The Enforcers may reclaim one Overrun tile.

� 1-2: The Thunderboys choose one tile adjacent to


no-man’s-land to Overrun.

� 3+: The Thunderboys choose two tiles adjacent to


no-man’s-land to Overrun.

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.

6. The rest of the gang can be deployed anywhere within


the precinct. ENDING THE BATTLE
The game ends after four rounds, or when only one gang

THUNDERBOYS FORMULATE ATTACK


has fighters left on the battlefield.

1. Declare how many Assault Waves (if any) the


Thunderboys will commit to this scenario. SCENARIO OUTCOME
• At the end of the battle, if the Enforcer’s Gang Leader
2. Choose a crew of six fighters to infiltrate the precinct.
and at least three Hangers-On are still on the
3. These fighters can be placed anywhere on the battlefield, the Enforcers can Reclaim one tile.
battlefield at least 3” from any defender, and not
• If the Thunderboys took at least two Hangers-On Out
within their line of sight.
of Action, they can choose one tile adjacent to no-
man’s-land to Overrun.

• If the Thunderboys took the Enforcers’ Gang Leader


and at least two Hangers-On Out of Action, they can
choose two tiles adjacent to no-man’s-land to
Overrun.

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:

� By default, prisoners are placed in the Prison. (3) REINFORCEMENTS


• In each End Phase, the Thunderboys select three
� If they were released in the last scenario, prisoners
fighters and roll D6 for each – on 3+, the Thunderboys
can instead be deployed within 6” of any Enforcer
deploy them, otherwise the Enforcers do.
fighter, as part of their gang.
• Each Reinforcement is either deployed within 1” of a

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.

• If a Gang Leader was taken Out of Action, the opposing


gang may Overrun or Reclaim two tiles.

• If neither Gang Leader ended the battle Seriously


Injured or Out of Action, the Enforcers may Reclaim
one tile.

613
Finale Scenario:

HOLD UNTIL DAWN


INTRODUCTION SCENARIO SPECIAL RULES
All right, scummers, it’s showtime! Sick and tired of the
(1) ENFORCERS, COME OUT TO PLAY!
defenders’ dogged resistance – and knowing time is running
• The Thunderboys automatically have Priority in the
out, with nerves and tempers rampant among their ranks –
first round.
the Thunderboys commit to their final assault, a massive,
sledgehammer attack from all sides, aimed at smashing
(2) CHANCER’S LAST STAND
apart the Enforcers in a sudden avalanche of violence.
• The Enforcers are making their final stand against the
Thunderboys, and must strategically fall back before
ENFORCERS SET DEFENCE to maximise their chances of survival.
1. Place the Rally Points anywhere within the precinct.
• In each End Phase, calculate how many attackers and
2. Place Traps anywhere within the precinct. defenders are on each tiles (ignoring the central one).

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.

THUNDERBOYS FORMULATE ATTACK


• Once the Thunderboys take a tile, the Enforcers
cannot voluntarily enter it.
1. Declare how many Assault Waves (if any) the
Thunderboys will commit to this scenario. (3) DESPERATION TAKES HOLD
2. Divide the gang into four groups (with a minimum of • In this scenario, the Enforcers must make Bottle Tests
one fighter in each). – an exception to the usual rules of this mini-
campaign.
3. Deploy each group within 12” of one of the four
precinct entrances. • However, they still gain the bonuses from the “Home
Turf Advantage” rule.

ENDING THE BATTLE


The game ends after six rounds, or when only one gang has
fighters left on the battlefield.

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.

• At the conclusion of the Finale: Hold until Dawn


scenario, if all the Enforcers are either Out of Action or
Seriously Injured, the Thunderboys win.

� Hooting and cheering, the outlaws loot the


lawkeepers’ corpses, ravage the precinct, then burn
it to the ground – retreating back into the wastes
afterwards to gloat, drink, and celebrate their
savage victory.

• At the conclusion of the Finale: Hold until Dawn


scenario, if there is at least one Enforcer left on the
battlefield who is not Seriously Injured, the Enforcers
win.

� A blaring alarm sounds – and the precinct’s


defenders breathe a collective sigh of relief as
overwhelming reinforcements swarm into view,
guns mercilessly scything through the screaming
gangers. The Enforcers’ duty is done: Lord
Helmawr’s rule perseveres.

• If neither of the above apply, whichever side has the


most survivors is the winner.

� With both sides bloody and brutalised, the defeated


and desperate remnants abandon the battlefield
and their dead, slinking to whatever fate awaits
them – while the victors count their own cost,
gazing over the ruined field of corpses, a new and
uncaring Underhive day-cycle dawning.

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.

CAMPAIGN LENGTH • As settlements develop, new options open for gangs.


• The Uprising Campaign lasts seven weeks, separated They can start trade routes and train or recruit
into: fighters.

� Development Phase: three weeks THE ARBITRATOR


� Downtime: one week • The Arbitrator is the campaign organiser.

� 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.

• Though the Alignment rules are not required for this


campaign, they are very thematic.

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.

• In Recovery / Captured By: When a fighter goes Out


FOUNDING GANGS of Action, they must roll for Lasting Injury, which may
• Every player has a starting budget of 1,000 credits to force them to miss the next battle.
found their gang (unspent credits go into their Stash).
A fighter can also be Captured by a rival gang, keeping
• Every player must complete a fighter card for every them out of commission until they are rescued,
model in their gang, plus a gang roster to track all the ransomed, executed, or otherwise done away with.
relevant attributes.
If either of the above happens, check the “In Recovery
• Most importantly, every gang must have a name. / Captured By” box to record this.

USING THE ALIGNMENT RULES COMPLETING A GANG ROSTER


• If you choose to use this rule set, a newly-founded • The gang roster is a total record of the gang’s
gang must choose to be either Law-Abiding or presence in the Outlander Campaign.
Outlaw.
• This includes Gang Rating, Reputation, and Wealth;
• This does not have the same far-reaching effects as it the equipment and credits held in its Stash; as well as
does in the Law & Misrule Campaign – it simply each fighter’s Experience and Advancements.
determines which Alliances, Hangers-On, and Hired
• The gang roster template does not represent any kind
Guns a gang has access to.
of “limit” on gang size or scope – if you run out of
space, simply attach a second gang roster.

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.

• This will partially inform starting Materials and


(1) FACTORUM RUN-OFF
Defences. While these sump sites are rich in resources, they are often
highly toxic.
• In general, the more desolate the starting location, the
easier it is to defend, and the poorer its Materials are. Defence: 3 Resources: 6 Toxicity: 3

• Unless the Arbitrator decides otherwise, each player (2) BONEYARD


should be allowed to choose where to build their
Places where refuse has gathered over centuries, these
settlement, to ensure they carefully consider what
provide rich picking grounds for scavengers, as well as
type of home they want to create for their gang.
being somewhat safer to work.

THE MOST IMPORTANT STEP Defence: 4 Resources: 4 Toxicity: 4


• You must give your gang’s brand new new settlement
a distinctive name! (3) GHOST TOWN
• Make sure it’s impressive enough to attract traders, These are good places to find resources, but being known
but simple enough that they can find it among the locations, are much harder to hide and defend.
maze of ruins in the outlands. Defence: 2 Resources: 5 Toxicity: 5

(4) THE DEPTHS


Though building a settlement close to hive bottom is a risky
endeavour, such locations are hard to locate and therefore
offer good defence.

Defence: 6 Resources: 3 Toxicity: 3

(5) EDGE OF THE HIVE


It is difficult to build a Settlement to cling against the hive’s
skin, but doing so means it benefits from the resources of
the wastes and protection against their inhabitants.

Defence: 5 Resources: 5 Toxicity: 2

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:

RUNNING THE CAMPAIGN


The Outlander Campaign is divided into three Phases, each (4) RECRUITMENT: Gangs gains 250 credits to spend
running for a fixed length of time. new fighters and/or Hangers-On. Any credits not
spent immediately are lost (gangs may
(1) DEVELOPMENT PHASE (THREE WEEKS) supplement with credits taken from their Stash).
• This Phase follows the burgeoning outland
(5) MAINTENANCE: Gangs may remove up to three
settlements as their gangs scour the wastes for
Structures in their settlement, gaining half their
materials.
value in Materials back (any Structure that is a
• At the start of each campaign week, the gangs receive prerequisite to another they already own cannot
the Benefits provided by their settlements. be scrapped). The gang my then build three new
Structures.
• All scenarios that have Materials as a game reward
(Mining Expedition, Gunk Tank, and The Big Score)
provide twice the normal amount. SIDE BATTLES
• Gangs may not raid each other’s settlements during Any time after resolving the Downtime sequence, players
this Phase – in other words, the Settlement Raid, who want more games can play a Side Battle.
Market Mayhem, and Stealth Attack scenarios may not Territories are never staked during Side Battles – and while
be played. fighters can gain XP and Lasting Injuries, gangs do not gain
credits or Reputation.
(2) DOWNTIME (ONE WEEK)
Instead, the Arbitrator should create a special reward for
• Here is where gangs can catch their breath, patch their
the victor, such as an unpredictable piece of archaeotech, a
wounds, and make major changes to their
unique drug, or a custom Tactics card.
settlements.

• Once Downtime begins, every gang completes the


following sequence:
(3) EXPANSION PHASE (THREE WEEKS)
• This Phase sees settlements going to war with each
(1) FIGHTERS RECOVER: All fighters currently in
other, while also charting the benefits of having now
Recovery are automatically cleared for return.
fully-functioning underhive outposts.
(2) CAPTIVES ARE RETURNED: All Captive fighters
• At the start of each campaign week, the gangs receive
are automatically returned to their gangs, while
the Benefits provided by their settlements.
their former captors receive half of their value in
credits (rounding up to the nearest 5). • Gangs may now raid each other’s settlements – in
other words, the Settlement Raid, Market Mayhem, and
(3) PROMOTION: Any Juve or Prospect with five or
Stealth Attack scenarios can now be played.
more Advancements is automatically promoted to
a Champion – change their fighter type
accordingly.

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

(4) SET UP THE BATTLEFIELD


7 Deployment

• Proceed to set up the battlefield, following any special


(1) MAKE A CHALLENGE instructions for the scenario.

• To begin a game, one player must challenge another – • The default methods are outlined in the “Battlefield
who must accept. Setup” section.

(2) RECRUIT HIRED GUNS (5) CHOOSE CREWS


• Each gang may spend credits to recruit Hired Guns. • The scenario details the method each player must use
to select their starting crews.
• For both Advancements and then recruitment, players
should proceed in order of their Gang Rating, lowest • These rules are explained in the “Preparing to Fight”
to highest (roll off in the event of a tie). section.

(3) DETERMINE SCENARIO (6) GANG TACTICS & BONUSES


Roll 2D6 and consult the table: • The scenario details how many Gang Tactics cards
each player may draw, and whether this is random or
2D6 SCENARIO
freely chosen.
The gang with the most Structures chooses the scenario. On • The gang with the lowest Crew Rating is the underdog,
2-3 a tie, roll off. If the scenario uses an Attacker and Defender,
the gang who chooses the scenario is the attacker. and may be able to purchase additional bonuses to
level the field. These are identified in each scenario.
Development Phase: Play the Gunk Tank scenario.
4-5
Expansion Phase: Play the Settlement Raid scenario. (7) DEPLOYMENT
Development Phase: Play the Mining Expedition scenario. • Many scenarios provide specific instructions on how
6-7 each gang deploys.
Expansion Phase: Play the Market Mayhem scenario.
• Otherwise, the standard deployment rules are
Development Phase: Play The Big Score scenario.
8-9 outlined in the “Preparing to Fight” section.
Expansion Phase: Play the Stealth Attack scenario.

The gang with the least Structures chooses the scenario. On


10-12 a tie, roll off. If the scenario uses an Attacker and Defender,
the gang who chooses the scenario is the attacker.

621
The Outlander Campaign:

POST-BATTLE SEQUENCE
(2) RECEIVE REWARDS
After a game, both players complete the following:

POST-BATTLE SEQUENCE • Each gang receives the rewards provided by the


1 Wrap-Up scenario, based on their performance in the battle.
2 Receive Rewards
• Any equipment is added to the Stash, ready to be
3 Build Structures
distributed to fighters in Step 5.
4 Spend XP on Advancements

(3) BUILD STRUCTURES


5 Resolve Post-Battle Actions
6 Update Gang Roster
• The gang can construct any number of new Structures
7 Report Results to Arbitrator
in their gang.

• They must be able to pay the Materials cost for each


(1) WRAP-UP one.

SUCCUMING TO INJURY • Some Structures have prerequisites – that is, they


require other Structures to be built first.
• Every fighter who ended the battle Seriously Injured
must roll D6.

• On 3+, they recover without incident. (4) SPEND XP ON ADVANCEMENTS


• Each gang may spend XP to purchase Advancements
• On 1-2, they succumb to the injuries they suffered
for their fighters.
during the battle – they count as going Out of Action
and must therefore roll for Lasting Injury.
(5) RESOLVE POST-BATTLE ACTIONS
CAPTURING ENEMY FIGHTERS • Each Gang Leader and Champion (not in Recovery or
• If only one gang has fighters remaining on the Captured) can make one post-battle action.
battlefield at the end of the game, they might manage
to Capture an enemy. • These actions are carried out one at a time, in any
order but in view of the opponent. Unless explicitly
• That gang rolls 2D6 and adds the number of enemy stated, the same action can be taken more than once.
fighters who went Out of Action (including those who
succumbed during Wrap-Up). • In addition to those below, more Post-Battle Actions
might become available via other means:
• Add an additional +1 for every Bounty Hunter
currently working for the gang. � Action 1: Sell Captives

• 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.

• Fighters for either gang who were previously in


Recovery are now cleared to participate again
(meaning Gang Leaders and Champions will be able to
take Post-Battle Actions shortly).

• Be sure to shake hands and congratulate your


opponent – this is the most important step!

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.

ACTION 2: MEDICAL ESCORT (5) UPDATE GANG ROSTER


The fighter rushes a critically injured comrade to the doc. Resolve each of the below steps, in order.
• Choose one fighter who suffered a Critical Injury
during the battle to go to the doc for treatment.
(1) DELETE DEAD & RETIRING FIGHTERS
• Any fighters who died during or after the battle are
• The cost of treatment is 2D6x10 credits.
permanently deleted from the roster.
• If the gang cannot or will not pay, the victim dies
� If the gang had at least one fighter left on the
automatically.
battlefield at the end of the game, any lost fighters’
• Otherwise, roll a D6 on the table below: gear is added back to the gang’s Stash.

� If the fighter was taken to the doc but subsequently


D6 SURGERY RESULT
died (due to lack of funds, or a bad roll), their gear is
COMPLICATIONS: Sorry chum, but that’s life in the added back to the gang’s Stash.
1 hive – or not, as it happens. The fighter dies on the
operating table. � If the gang had no fighters left on the battlefield at
STABILISED: Roll D6, add 50, and apply that the end of the game, their gear is permanently lost.
2-5
Lasting Injury result.
� Regardless of any circumstances, armour is always
FULL RECOVERY: The fighter enters Recovery, but lost and can never be recovered.
6
otherwise they thankfully suffer no lasting effects.
• Any fighter can be retired at this point – they are
permanently deleted from the roster.

• Their weapons and equipment is transferred to the


ACTION 3: FIND RARE ITEMS gang’s Stash (except for Armour – no underhiver is
The fighter visits the local Trading Post, making enquiries, dumb enough to give that up).
greasing palms, and calling on old contacts.
(2) VISIT TRADING POST
• A Law-Abiding fighter who takes this action gains the
benefit without needing to gamble for it. • Recruit Fighter: Gain a new fighter from the Gang
List, paying their cost in credits.
• An Outlaw fighter who takes this action must
immediately gamble by checking Cool – if failed, they • Recruit Hangers-On: Gain a new Hanger-On, paying
have been discovered and may not access the Trading their cost in credits. Remember, the gang must have
Post in this Post-Battle Sequence. sufficient Rep to allow this hire.

• 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

� -2 for Outlaw gangs

The gang can buy any item with a Rarity value equal or
less than the final score from any Trading Post list.

• BLACK MARKET: Purchase Illegal Gear: To determine


the availability of items, roll 2D6 and apply the
following modifiers (a gang only ever makes this roll
once after each battle):

� +2 if a Gang Leader took the “Find Illegal Items”


Post-Battle Action

� +1 for each Champion who took the “Find Illegal


Items” Post-Battle Action

� +1 for every 10 points of the gang’s Reputation

� (+X) for any other applicable skill or ability

� -2 for Law-Abiding gangs

The gang can buy any item with an Illegal value equal
or less than the final score from any Black Market list.

(3) DISTRIBUTE GEAR


• If desired, proceed to assign any weapons or gear held
in the Stash to selected fighters.

• Remember that many fighters are restricted in what


weapons they can use, and that no fighter can carry
more than three weapons.

� Weapons with the Unwieldy trait count as two.

• Note that once a fighter is given a weapon, they will


never relinquish it. They will never sell it or replace it.
That sounds like bad luck to suspicious hive gangers.

• Once a fighter has been issued weapons and gear,


update the value on their fighter card accordingly.

624
The Outlander Campaign:

ENDING THE CAMPAIGN


TRIUMPHS & CRITERIA FOR WINNING
The Outlander Campaign ends at the conclusion of the
Expansion Phase.

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.

(5) MASTER OF COIN


Highest Wealth at the end of the campaign.

625
The Outlander Campaign:

LIST OF SETTLEMENT STRUCTURES


TERRITORY BENEFITS (1) BLACK MARKET (Building)
• Each gang begins the Outlander Campaign with two
Structures in their settlement: the Isotopic Fuel Rod � Benefit: Reduce the Illegal value of all items at the
and the Water Still. Black Market by -2.

• 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)

No. D66 TERRITORY � Benefit: Recruit a free Hired Gun.


1 11-13 Ash Gate
� Cost: -15 Sustenance, -10 Salvage
* - Chaos Fane
2 14-16 Fungal Sprawl � Prerequisite: Drinking Hole (Building).
3 21-23 Guilder Stronghold
4 24-26 Hab Level (3) CHASM (Defence)
5 31-33 Manufactorum Level
* - Precinct Fortress � Benefit: When playing a scenario as the defender,
6 34-36 Reclamation Zone place a 6” wide, 12” long area of impassable terrain
7 41-43 Settlement during battlefield setup.
8 44-46 Slave Pits � Cost: -30 Salvage.
9 51-53 Thermal Vent
10 54-56 Underhive Shrine
11 61-63 Wall Outpost
(4) CORPSE YARD (Building)
12 64-66 Wastelands
� Benefit: Increase the settlement’s Supply Structure
limit by +1.
� Cost: -5 Power, -10 Sustenance, -10 Salvage

(5) CRITTERS (Defence)


� Benefit: When playing a scenario as the defender, the
enemy gang is subject to the “Horrors in the Dark” rule.
� Cost: -30 Sustenance, -10 Salvage.
� Prerequisite: Fungi Farm (Supply).

(6) CRITTER FARM (Supply)


� Benefit: +15 units of Sustenance.
� Cost: -5 Sustenance
� Prerequisite: Critters (Defence).

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.

(15) OUTPOST (Defence)


(8) DRINKING HOLE (Building)
� Benefit: When rolling to determine which scenario to
� Benefit: Reduce the recruitment fee of Hired Guns and
play, add or subtract 2 from the roll.
Hangers-On by -50% (rounding up).
� Cost: -5 Power, -10 Salvage.
� Cost: -10 Power, -20 Sustenance, -10 Salvage.
� Prerequisite: Habs (Building).
(16) SCRAP MARKET (Supply)
(9) FUNGI FARM (Supply) � Benefit: +10 units of any Material.
� Cost: -5 Power, -5 Sustenance, -5 Salvage, Supply
� Benefit: +20 units of Sustenance.
Structure (Scrap Mine).
� Cost: -20 Power, -10 Salvage.
(17) SCRAP MINE (Supply)
(10) GAOL (Building)
� Benefit: +10 units of Salvage.
� Benefit: +3 to the dice roll when determining whether � Cost: -10 Power, -5 Sustenance.
the gang successfully Captures an enemy.
� Cost: -5 Power, -5 Salvage.
(18) SCRAP REPROCESSING PLANT (Supply)
(11) GUNK TANK (Supply) � Benefit: +20 units of Salvage.
� Cost: -10 Power, -20 Sustenance.
� Benefit: +5 units of Power and Sustenance.
� Prerequisite: Habs (Building).
� Cost: -5 Power, -5 Sustenance, -5 Salvage.

(19) SHRINE (Building)


(12) HABS (Building)
� Benefit: Always count as having the “Home Turf
� Benefit: Increase the settlement’s Building Structure
Advantage” rule.
limit by +1.
� Cost: -10 Power, -5 Sustenance, -5 Salvage.
� Cost: -10 Power, -20 Sustenance, -10 Salvage.

(20) VAULT (Defence)


(13) ISOTOPIC FUEL ROD (Supply)
� Benefit: Settlement cannot be the subject of an attack
� Benefit: +10 units of Power.
via the Settlement Raid scenario.
� Cost: -15 Sustenance. � Cost: -10 Power, -10 Salvage.
� Prerequisite: Walls and Gates (Defence).

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.

• If a gang can trace a path from one location to another


CAMPAIGN LENGTH using only Road Sections they control, they can set up
• The Ash Wastes Campaign lasts seven weeks, a Trade Route and reap even greater rewards!
separated into:
• Each gang begins with a selection of random Road
� Season of Ash: three weeks Sections. Any more must be won by defeating rivals.
� Downtime: one week

� Season of Flame: three weeks


THE ARBITRATOR
• The Arbitrator is the campaign organiser.
• There is no single winner of the campaign – rather, at
the conclusion of the seventh week, gangs are • They track results, keep players informed, and
awarded Triumphs based on their achievements. monitor the development of everyone’s settlements.

• They also keep each campaign phase running to time


GANGS IN THE CAMPAIGN and generally encourage participants to fight battles
• This campaign is compatible with the latest version of and have a good time.
Necromunda, so any gang can be used.

• Vehicles are central to this campaign.

• Gangs can be designated as Raiders.

• This campaign can be enhanced by using the


Alignment rules, but this is not essential.

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.

FOUNDING GANGS FIGHTER ATTRIBUTES


Each fighter in a gang also tracks their own attributes:
• Every player has a starting budget of 1,000 credits to
found their gang (unspent credits go into their Stash). • Experience: Fighters spend “XP” to purchase
Advancements, becoming stronger or more capable.
• Every player must complete a fighter card for every
model in their gang, plus a gang roster to track all the • Advancements: A record of the improvements made
relevant attributes. to a fighter’s profile. The more Advancements a fighter
has, the more expensive any future ones will be.
• Most importantly, every gang must have a name.
• In Recovery / In Repair / Captured By: When a fighter
RAIDER GANGS goes Out of Action, they must roll for Lasting Injury,
which may force them to miss the next battle.
• Gangs can petition the Arbitrator to be designated as
Raiders. A Write-Off vehicle cannot join a battle until it has
successfully been repaired. Until this happens, check
� Ash Waste Nomad gangs are always Raiders.
the “In Repair” box to record this.
• A Raider gang controls Road Sections as normal,
A fighter can also be Captured by a rival gang, keeping
extracting credits through larceny and destruction
them out of commission until they are rescued,
rather than tolls.
ransomed, executed, or otherwise done away with.
• Rather than gaining the usual benefits of controlling
If either of the above happens, check the “In Recovery
Trade Routes however, Raiders gain alternative
/ Captured By” box to record this.
rewards bonuses by disrupting them.

COMPLETING A GANG ROSTER


USING THE ALIGNMENT RULES
• The gang roster is a total record of the gang’s
• If you choose to use this rule set, a newly-founded
presence in the Ash Wastes Campaign.
gang must choose to be either Law-Abiding or
Outlaw. • This includes Gang Rating, Reputation, and Wealth;
the equipment and credits held in its Stash; as well as
• Rather than the far-reaching effects this has in the Law
each fighter’s Experience and Advancements.
& Misrule Campaign, this simply determines which
Alliances, Hangers-On, and Hired Guns a gang has • The gang roster template does not represent any kind
access to. of “limit” on gang size or scope – if you run out of
space, simply attach a second gang roster.
• Note that despite the designation, Outlaw gangs
control roads and Trade Routes just like any other
gang – though likely for their own dark purposes.

• At the start of the Ash Wastes Campaign, the Arbitrator


can make a ruling that Outlaw gangs must be Raiders.

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.

• There are two types of Road Section: Sanctioned and


Unsanctioned. ROAD RULES
• Sanctioned Roads are comparatively safe, subject to • When gangs fight over a Road Section, they are
(nominal) oversight by Lord Helmawr. Most roads are battling in a specific part of the wastes.
Sanctioned, and are located in the Near Wastes or • In a battle where the Road Section has been selected
Deep Wastes. as the reward, battlefield effects should be generated
• Unsanctioned Roads are located deep in the deadliest from the corresponding Environment (Near Wastes,
parts of the wastes, dramatically increasing the Deep Wastes, or Wild Wastes).
lethality – and potential rewards – of battles here.
There are fewer Unsanctioned Roads, all located in the CLAIMING A TRADE ROUTE
Wild Wastes.
• Each Road section connects two places – either a
location (bold in the below table) or another Road
GENERATING STARTING ROADS Section.
• Build a Road deck that includes at least four Road
• To claim a Trade Route, a gang must control an
Sections per gang.
unbroken chain of Road Sections that link the listed
� More can be added, but this amount keeps the two locations together.
campaign focused.
• Multiple gangs can control the same Trade Route by
� If the campaign is not using all of the Road Sections, taking different paths through the wastes; if this
the Arbitrator should consult the map and only happens, any gang who controls the route gains the
include those that are connected. benefits.

• 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.

• Any leftover Road Sections remain in the deck and are


considered unclaimed.

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

Recruit: Gain a free Bounty Hunter


Spire Straight Ash Storm Observatory – Cinderak City Income: D6x10 creds
until the next campaign week

Beaten Path Rust Deeps – Cinderak City Income: 3D6x10 creds Income: 3D6x10 creds

Boon: Halve recruitment cost of


Crater Run Crater’s Edge – Rust Deeps Income: 3D6x10 creds
Hangers-On (rounded up to 5)
Recruit: Gain a free Hive Scum until
Angel’s Return Six Holes – Cinderak City Income: 2D6x10 creds
the next campaign week
Oilslick Run Ironcrag – Cinderak City Income: 5D6x10 creds Income: 4D6x10 creds

Dawn Run Light’s End – Cinderak City Income: 4D6x10 creds Income: 5D6x10 creds

Recruit: Gain a free permanent


Crooked Road Crater’s Edge – Cinderak City Boon: Gain +1 Rep
Ganger

Boon: Decrease Rarity of Trading


Ore Road Spider Mines – Cinderak City Income: 2D6x10 creds
Post Items by -2

Scrap Way The Dive – Cinderak City Income: 2D6x10 creds Income: 3D6x10 creds

634
The Ash Wastes Campaign:

RULES FOR ASH WASTES BATTLEFIELDS


NEW BATTLEFIELD CONDITIONS ROADS
• Two factors determine what battlefield rules will be in • Roads are a special kind of terrain – either directly
effect during an Ash Wastes battle: the Region and the modelled, or somehow marked out on the battlefield.
Season:
• As the lifeblood of the Ash Wastes, players are
� Region determines the type of Battlefield Surface encouraged to include at least one Road on the
that the battle will occur on. battlefield.

� 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.

• Unless otherwise noted, the rules for Battlefield


GENERATING CONDITIONS Surface do not apply to Roads.
• Skirmish: No special guidelines. Players may either
agree on a Region and Season, or roll to determine SCENARIO SPECIAL RULE: VISIBILITY (X”)
these.
• This rule has also been added to the list of special
• Campaign: The Arbitrator or the scenario may specify rules in Part XIII: Scenarios.
which Region and/or Season conditions are in effect.
• In the changing conditions of the Ash Wastes, visibility
is not always reliable. This is represented by the
THE BATTLEFIELD SURFACE Visibility (X”) rule.
• The perils identified as affecting the “Battlefield • When this rule is active:
Surface” apply to the entire playing area.
� A fighter or vehicle can only be targeted if they are
• This counts as any part of the playing area that is not within (X”) range of their attacker.
terrain (and so raised platforms and so on are
This includes shooting, declaring charges, and
exempt).
anything else that uses a range.
• Note that players may agree that some terrain is
� Any weapon that ignores or mitigates the effects of
included as part of the Battlefield Surface if it is
the Pitch Black rules also applies to the Visibility
especially low.
(X”) rule.
• The rules for Regions typically apply to the Battlefield
� All weapons must use their Long Range accuracy
Surface, meaning they will affect any fighter or vehicle
modifier, regardless of the actual range.
on the battlefield unless it is somehow protected or
elevated by terrain. � When terrain comes into view during a Rolling
Roads scenarios, Visibility affects where it can be
placed (see that section for details).

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.

The opposite end of the battlefield is the “Trailing



NEW PHASE: THE ROLLING ROAD
Edge.”
• The scenario Phase order is updated as follows:
• Gangs always travel away from the Trailing Edge,
1: Priority Phase
towards the Leading Edge.
2: Action Phase
BATTLEFIELD SIDES
3: Rolling Road Phase
• The remaining two battlefield edges are the “Sides.”
4: End Phase
• Ash Wastes roads cross deep valleys, wide open flats,
and precarious bridges over chasms. The battlefield • The Rolling Road Phase includes the following steps:
Sides reflect some of these environments.
1: Move Battlefield
• The rules for Sides vary by scenario – and often
2: Resolve Left Behind
change several times within a scenario! Below are the
most common rules: 3: Add New Terrain & Obstacles

� 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.

� Open Sides: If a fighter or vehicle moves off the


Side, they are removed from play but do not go Out
of Action – instead, they become Left Behind.

636
• (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.

For the purposes of Bottle tests, a fighter or vehicle


who is Left Behind counts as being Out of Action until
they manage to rejoin the battle.

637
The Ash Wastes Campaign:

REGIONS OF THE ASH WASTES


USING REGIONS NEAR WASTES (D6: 1-2)
• An Ash Wastes battle occurs in one of three Regions: • The Near Wastes are areas within a hundred
the Near Wastes, Deep Wastes, or Wild Wastes. kilometres of the hive looming upon the horizon.

• 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-

CHOOSING A REGION: SIMPLE METHOD crossing their surface.

• 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.

D6 REGION 2D6 BATTLEFIELD SURFACE EFFECT


NEAR WASTES: Open Ground SAND TRAPS: The Battlefield Surface is covered in
1-2 The Battlefield Surface is mostly hardpan. shifting sand.
• Counts as open terrain. 2 • Counts as difficult terrain for vehicles.

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.

CHOOSING A REGION: 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.

638
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.

2D6 BATTLEFIELD SURFACE EFFECT 2D6 BATTLEFIELD SURFACE EFFECT


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
suffer a -1 modifier to Initiative or Handling when
Hull point as they begin to sink.
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.

639
The Ash Wastes Campaign:

SEASONS OF THE ASH WASTES


USING SEASONS SEASON OF FLAME (D6: 1-2)
• An Ash Wastes battle occurs in one of three Seasons: • As Necromunda tilts towards its star, solar rays
the Season of Flame, the Changing Seasons, or the bombard the planet with increasing frequency.
Season of Ash.
• The temperature soars and chemical changes occur
• The Season applies a series of rules and modifiers to across the wastelands – some regions catching fire,
gameplay. others hardening to gleaming diamond oceans.

CHOOSING A SEASON: SIMPLE METHOD


• Travellers through the Season of Flame without
adequate protection can easily burn alive.
• Roll D6 on the below table to determine the Season
and apply its effect for the battle: 2D6 RULES AND MODIFIERS

D6 REGION THERMAL THUNDER: Rolling storm clouds rumble


across the ash flats.
SEASON OF FLAME: Soaring Temperatures
Shimmering curtains of heat descend. 2 • The “Visibility (18”)” rule is in effect for this battle.
• The “Visibility (24”)” rule is in effect for • When a fighter or vehicle activates, roll D6 – on 1,
1-2 this battle. it suffers a Strength 5, AP 0, Damage 1 hit.

• 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.
• The “Visibility (X”) rule is in effect for this YELLOW SKIES: Clear(ish) ochre clouds loom over the
3-4 battle. 6-8 battlefield.
• To determine (X), before rolling for • No additional effects.
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.

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.

FIRESTORM: Gouts of flame erupt from the battlefield


as chemicals are ignited by the heat!

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.

640
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.

2D6 RULES AND MODIFIERS 2D6 RULES AND MODIFIERS


RUST STORM: Shards of rusted metal pelt the ASH CYCLONE: The scouring cyclone races across the
battlefield. battlefield.
• The “Visibility (18”)” rule is in effect for this battle. • The “Visibility (9”)” rule is in effect for this battle.
2
• A fighter who ends their activation outside a • At the start of the battle, following deployment,
vehicle (or a terrain piece offering protection) must place a cyclone marker in the battlefield centre.
check Initiative – if failed, they are Pinned. 2
• In each End Phase, before making Bottle tests,
PERPETUAL DARK: Inky darkness descends as the the cyclone Scatters 3D6” (stopping if it contacts a
ash-laden sky presses low. battlefield edge).
3-5
• The “Pitch Black” rules are in effect for this battle. • A fighter who starts or ends their activation within
12” of the cyclone becomes Pinned.
BLINDING RAYS: The clouds are thin enough to allow
sunlight into the wastes. CHOKING GLOOM: The atmosphere thickens
sickeningly.
6-8 • A fighter who ends their activation outside a
vehicle (or a terrain piece offering protection) must 3-5 • The “Visibility (12”)” rule is in effect for this battle.
check Initiative – if failed, they gain the Blinded • Fighters count the Move (Simple) action as Move
condition.
(Basic) unless they have a Respirator.
A YEAR IN A DAY: All the chaotic fury of Necromunda’s
ASH CLOUDS: Thick, heavy clouds press down upon
wounded existence is unleashed.
6-8 the battlefield.
• At the start of each round, before rolling Priority,
• The “Visibility (18”)” rule is in effect for this battle.
the gang who last had Priority rolls D6.
9-11
� On 1-3, roll an effect from the Season of CAUSTIC DOWNPOUR: Acid rain lashes the battlefield.
Flame.
• The “Visibility (12”)” rule is in effect for this battle.
� On 4-6, roll an effect from the Season of Ash. 9-11
• When a fighter or vehicle suffers a hit of any kind,
• The effect lasts for the duration of the round. its Armour Piercing is increased by 1.

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).

641
The Ash Wastes Campaign:

RUNNING THE CAMPAIGN


The Ash Wastes Campaign is divided into three Phases, each
SIDE BATTLES
running for a fixed length of time.
Any time after resolving the Downtime sequence, players
(1) SEASON OF FLAME (THREE WEEKS) who want more games can play a Side Battle.

• 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.

• The first two weeks always occur in the Season of


Flame.
(3) SEASON OF ASH (THREE WEEKS)
• This Phase sees gangs defending their Trade Routes
• During the third week, roll D6 at the start of each against both their rivals and the elements, as well as
battle: attempting to destroy those set up by other gangs.
� 1-4: The battle occurs in during the Season of • At the start of each campaign week, the gangs receive
Flame. income from their Road Sections and Trade Routes.
� 5-6: The battle occurs during the Changing � Again, this is different to gaining income from
Seasons. Territories in the Post-Battle Sequence.
• Gangs can only fight over unclaimed Road Sections • During the first week, roll D6 at the start of each battle:
during this Phase – they cannot seize control of their
rivals’ territories. � 1-4: The battle occurs in during the Season of Ash.

� 5-6: The battle occurs during the Changing


(2) DOWNTIME (ONE WEEK) Seasons.
• Here is where gangs can catch their breath, patch their
• The final two weeks always occur in the Season of Ash.
wounds, and repair and upgrade their vehicles.
• Gangs can only fight over rival-controlled Road
• Once Downtime begins, every gang completes the
Sections in this Phase.
following sequence:

(1) FIGHTERS RECOVER: All fighters currently in


Recovery are automatically cleared for return.

(2) CAPTIVES ARE RETURNED: All Captive fighters


are automatically returned to their gangs, while
their former captors receive half of their value in
credits (rounding up to the nearest 5).

(3) PROMOTION: Any Juve or Prospect with five or


more Advancements is automatically promoted to
a Champion – change their fighter type
accordingly.

(4) RECRUITMENT: Gangs gains 250 credits to spend


new fighters and/or Hangers-On. Any credits not
spent immediately are lost (gangs may
supplement with credits taken from their Stash).

642
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.

643
(4) SET UP THE BATTLEFIELD
• Proceed to set up the battlefield, following any special
instructions for the scenario.

• The default methods are outlined in the “Battlefield


Setup” section.

(5) CHOOSE CREWS


• The scenario details the method each player must use
to select their starting crews.

• These rules are explained in the “Preparing to Fight”


section.

(6) GANG TACTICS & BONUSES


• The scenario details how many Gang Tactics cards
each player may draw, and whether this is random or
freely chosen.

• The gang with the lowest Crew Rating is the underdog,


and may be able to purchase additional bonuses to
level the field. These are identified in each scenario.

(7) DEPLOYMENT
• Many scenarios provide specific instructions on how
each gang deploys.

• Otherwise, the standard deployment rules are


outlined in the “Preparing to Fight” section.

644
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!

(1) WRAP-UP (2) REASSIGN ROAD SECTIONS


SUCCUMING TO INJURY • The winning gang takes control of the staked Road
Section (or retains control of one they already had).
• Every fighter who ended the battle Seriously Injured
must roll D6. • In the event of a draw, neither gang claims the Road
Section.
• On 3+, they recover without incident.

• On 1-2, they succumb to the injuries they suffered


during the battle – they count as going Out of Action
(3) RECEIVE REWARDS
and must therefore roll for Lasting Injury. • Each gang receives the rewards provided by the
scenario, based on their performance in the battle.
CAPTURING ENEMY FIGHTERS • Any equipment is added to the Stash, ready to be
• If only one gang has fighters remaining on the distributed to fighters in Step 5.
battlefield at the end of the game, they might manage
to Capture an enemy.
(4) SPEND XP ON ADVANCEMENTS
• That gang rolls 2D6 and adds the number of enemy
• Each gang may spend XP to purchase Advancements
fighters who went Out of Action (including those who
for their fighters.
succumbed during Wrap-Up).

• Add an additional +1 for every Bounty Hunter


currently working for the gang.

• On 13+, one enemy has been Captured – chosen


randomly from those participating but excluding any
who were killed (obviously).

CLAIMING SCRAP
• If only one gang has fighters left on the battlefield,
they will grab what they can from Wrecked vehicles
before departing.

• That gang gains D3x10 bonus credits for every


Wrecked enemy vehicle on the battlefield.

• The Wrecked vehicles are then reclaimed by their gang


(probably many hours later, when it’s safe).

645
(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

� Action 2: Claim Bounties


ACTION 4: MEDICAL ESCORT
The fighter rushes a critically injured comrade to the doc.
� Action 3: Dispose of Captives
• Choose one fighter who suffered a Critical Injury
� Action 4: Medical Escort during the battle to go to the doc for treatment.
� Action 5: Negotiate Repairs • The cost of treatment is 2D6x10 credits.
� Action 6: Find Rare Items
• If the gang cannot or will not pay, the victim dies
� Action 7: Find Illegal Items automatically.

• Otherwise, roll a D6 on the table below:


ACTION 1: SELL CAPTIVES
The fighter offloads their prisoners to the tender mercies of D6 SURGERY RESULT
the Guilders in exchange for some cold hard creds. COMPLICATIONS: Sorry chum, but that’s life in the
1 hive – or not, as it happens. The fighter dies on the
• The fighter can sell any number of Captives from any operating table.
number of gangs as a single Post-Battle Action.
STABILISED: Roll D6, add 50, and apply that
2-5
• A Captive can only be sold if their gang has had a Lasting Injury result.
chance to rescue them.
FULL RECOVERY: The fighter enters Recovery, but
6
• Each Captive is worth half the value on their fighter otherwise they thankfully suffer no lasting effects.
card, in credits (rounding up to the nearest 5).

• For all intents and purposes, the Captive is now lost to


their gang. Their owning player must remove them
from their Gang Roster.

ACTION 2: CLAIM BOUNTIES (LAW-ABIDING ONLY)


Dead or alive, you are coming with me.

• A Law-Abiding fighter can claim the bounties on any


number of Captive Outlaw fighters as a single Post-
Battle Action.

• An Outlaw’s bounty can only be claimed if their gang


has had a chance to rescue them.

• An Outlaw’s bounty is equal to the full value on their


fighter card, in credits (rounding up to the nearest 5).

• For all intents and purposes, the Outlaw Captive is


now lost to their gang. Their owning player must
remove them from their Gang Roster.

646
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.

QUALITY REPAIRS: The repairs cost 50% of the


(1) CLEAN HOUSE
vehicle’s Cost (rounding up to the nearest 5). • Any fighters or vehicle crews who died during or after
4-5 Include Upgrades in this calculation, but not weapons or the battle are permanently deleted from the roster.
gear.
� If the gang had at least one fighter left on the
Remove all Lasting Damage results. battlefield at the end of the game, any lost fighters’
gear is added back to the gang’s Stash.
SUPERFICIAL DAMAGE: The repairs cost 25% of the
vehicle’s Cost (rounding up to the nearest 5). � If the fighter was taken to the doc but subsequently
6 died (due to lack of funds, or a bad roll), their gear is
Include Upgrades in this calculation, but not weapons or
gear. Remove all Lasting Damage results. added back to the gang’s Stash.

� If the gang had no fighters left on the battlefield at


the end of the game, their gear is permanently lost.
ACTION 6: FIND RARE ITEMS � Regardless of any circumstances, armour is always
The fighter visits the local Trading Post, making enquiries, lost and can never be recovered.
greasing palms, and calling on old contacts.
• Any fighter can be retired at this point – they are
• A Law-Abiding fighter who takes this action gains the permanently deleted from the roster.
benefit without needing to gamble for it.
� Their weapons and equipment is transferred to the
• An Outlaw fighter who takes this action must gang’s Stash (except for Armour – no underhiver is
immediately gamble by checking Cool – if failed, they dumb enough to give that up).
have been discovered and may not access the Trading
Post in this Post-Battle Sequence.

• If a Gang Leader successfully takes this action, they


grant a +2 modifier to the Purchase Rare Gear roll in
Step 6, while a Champion grants a +1 modifier.

647
(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.

� +2 if a Gang Leader took the “Find Rare Items” Post-


(5) REPORT RESULTS TO ARBITRATOR
Battle Action
• Proceed to inform the Arbitrator about the battle so
� +1 for each Champion who took the “Find Rare that they can update the campaign stats.
Items” Post-Battle Action
• This should state which gangs fought, who won,
� +1 for every 10 points of the gang’s Reputation whether any Territory was claimed, how many
� (+X) for any other applicable skill or ability enemies each gang took Out of Action, and the
updated Gang Rating and Wealth values of each gang.
� -2 for Outlaw gangs

The gang can buy any item with a Rarity value equal or
less than the final score from any Trading Post list.

• BLACK MARKET: Purchase Illegal Gear: To determine


the availability of items, roll 2D6 and apply the
following modifiers (a gang only ever makes this roll
once after each battle):

� +2 if a Gang Leader took the “Find Illegal Items”


Post-Battle Action

� +1 for each Champion who took the “Find Illegal


Items” Post-Battle Action

� +1 for every 10 points of the gang’s Reputation

� (+X) for any other applicable skill or ability

� -2 for Law-Abiding gangs

The gang can buy any item with an Illegal value equal
or less than the final score from any Black Market list.

648
The Ash Wastes Campaign:

ENDING THE CAMPAIGN


TRIUMPHS & CRITERIA FOR WINNING
The Ash Wastes Campaign ends at the conclusion of the
Season of Ash.

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.

649
650
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:

FOUNDING A GANG • Up to 1,300 credits: Five Primary skills.

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.

Any unspent credits at gang creation are lost.

FIGHTER CARDS & GANG ROSTER


These must be completed as normal.

651
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

GANG ATTRIBUTES logistics further.

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

652
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.

653
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.

Some suggestions follow, but this section is deliberately GANG ATTRIBUTES


brief. • Reputation: Gangs start with a Rep of 5, meaning that
only one Hanger-On per gang is allowed.
HOUSE WAR • Wealth: Gangs start with zero Wealth.
• Event participants are grouped into teams determined
by their gang. FIGHTER ATTRIBUTES
Fighters may be given additional skills as follows:
• This ensures that gangs from the same House do not
face off and instead focus on destroying their mutual • Additional Skills: Each gang may choose five Primary
enemies. skills. Distribute these among the fighters. No fighter
can have more than one skill, except the Gang Leader
• The organiser may need to handle the draw each
and Champions, who may have two.
round to ensure desired match-ups happen (possibly
even doing so manually). • Characteristic Increases: Two fighters in the gang
can each increase any one of their profile
• This should not matter to players – House honour is
characteristics.
more important than individual pride!

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.

• Over the event, a clan’s territory can shrink or grow


based on its members’ wins and losses. Eventually, a
winner will emerge with the largest territory.

• This can work incredibly well to combine tournament


and campaign-based events into an interesting
package, where entrants can sign up as a team of
three or more and compete together for glory.

• Draws can be made Swiss style, based on overall team


performance.

654
EXAMPLE RULE PACK: TWO-DAY EVENT
FOUNDING A GANG

• Composition: 1,750 credits to create a gang


consisting of 10-20 fighters. Gangs can include four
Specialists.

• Leaders And Champions: Gain a free starting skill at


recruitment, as usual.

• Equipment: Purchased from the gangs’ House list,


and/or from the Trading Post up to a value of Rare
(11).

• Hired Guns And Hangers-On: May be recruited freely.


Hired Guns do not count towards the minimum
number of fighters – but Hired Guns and Hangers-On
both count towards the maximum number of fighters.

GANG ATTRIBUTES
All gangs start with the following Attributes:

• Reputation: Gangs start with a Rep of 15, meaning


that only three Hanger-Ons per gang is allowed.

• Wealth: Gangs start with zero Wealth.

FIGHTER ATTRIBUTES
Fighters may be given additional skills as follows:

• Additional Skills: Each gang may choose five Primary


skills. Distribute these among the fighters. No fighter
can have more than one skill, except for Champions,
who may have two, and the Gang Leader, who may
have three.

• Characteristic Increases: Three fighters in the gang


can each increase any one of their profile
characteristics.

655
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Trading Post List:

CLOSE COMBAT WEAPONS


RANGE ACCURACY
KNIVES PRICE RARITY
S L S L Str AP D Ammo Traits
Fighting Knife 15 Common - E - - S -1 1 - Backstab, Melee
Power Knife 25 Rare (9) - E - - S+1 -2 1 - Power, Backstab, Melee
Stiletto Knife 20 Rare (9) - E - - - - - - Toxin, Melee

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

657
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

659
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

Long Las 20 Common 18” 36” - +1 4 - 1 2+ Plentiful

Long Rifle 30 Rare (7) 24” 48” - +1 4 -1 1 4+ Knockback


Meltagun 135 Rare (11) 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Needle Rifle 40 Rare (9) 9” 18” +2 - - -2 - 6+ Silent, Toxin, Scarce
Plasma Gun
⬥ Low 100 Rare (9) 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Web Gun 125 Rare (9) - T - - 5 - - 5+ Web, Silent, Template

660
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

661
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:

SUPPLIES & TRAPS


WEAPON PRICE RARITY (2) FRAG, GAS, & MELTA TRAPS
1 Ammo Cache 60 Rare (8) • Place a marker representing the trap after setup but
before deployment.
2 Frag Trap 20 Common
• If both gangs are using traps, the defender in a
3 Gas Trap 40 Rare (8)
scenario places theirs first – otherwise, the winner of a
4 Melta Trap 50 Rare (10) roll off.

• Any fighter (friendly or enemy) who moves within 2” of


(1) AMMO CACHE a trap token risks setting it off.
• An Ammo Cache is added to the gang’s Stash, rather
• When this happens, the fighter’s movement is
than assigned to a fighter.
“paused” – they then roll D6:
• An Ammo Cache is placed after the gang has deployed
� 1: the trap is a dud and removed play. The fighter
– in the gang’s deployment zone, within 1” of a
may proceed with any remaining movement.
friendly fighter. If placed, an Ammo Cache is
automatically deleted from the Stash after the battle. � 2-3: The trap does not trigger (this time). Leave the
token in place. The fighter may proceed with any
• If the gang is defending in a scenario, roll D6 for each
remaining movement.
Ammo Cache they possess – on a 5+, they can be used
in the battle, otherwise they may not. � 4+: The trap explodes! Resolve the appropriate
effect below, then remove the trap from play.
• During the battle, any fighter who checks Ammo
within 1” of an Ammo Cache gains a +2 modifier to � Frag Trap: Centre the Blast (5”) marker over the
their roll. However, on the roll of a natural 6, the cache trap. Any fighter it touches suffers a Strength 3, AP
is exhausted and removed from play. 0, Damage 1 hit with the Knockback trait.

• 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).

� Melta Trap: Centre the Blast (5”) marker over the


trap. Any fighter it touches suffers a Strength 8, AP -
4, Damage 3 hit with the Melta trait.

• Fighters can make ranged attacks against traps,


suffering a -1 modifier to hit at Short range, or -2 at
Long range.

• If the trap is hit, roll D6 – on 1-2, it is unaffected; on 3-


4, it explodes, as above; on 5-6, it is destroyed without
exploding and removed from play.

• Note that a fighter can also equip and carry traps into
battle. A fighter carrying a trap can take the following
action:

� SET TRAP (Basic): Place a trap token within 1” – the


fighter may then immediately move D6’”.

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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

SHOTGUNS Shotgun, Sawn-Off Shotgun, Combat Shotgun, Enforcer Shotgun


⬥ Plantbuster Shells 15 Rare (9) +2 - 2 - 1 4+ Defoliate, Scattershot, Scarce
⬥ Phosphor Shells 10 Rare (8) +2 - 2 - 1 4+ Flare, Scattershot, Scarce
⬥ Rad Shells 20 Rare (9) +1 - 2 - 1 4+ Rad-Phage, Scattershot, Scarce

STUB WEAPONS Stub Gun, Combi-Variants


⬥ Dum Dum Rounds 5 Rare (7) +1 - 4 - 1 4+ Limited, Sidearm

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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.

2 Backstab 34 Paired • “All Round” meansthe weapon has a 360°firing arc.


3 Blast (3”) & (5”) 35 Parry • Note that this trait is determinedby thevehicle – not
4 Blaze 36 Phase the weaponitself.

5 Burrowing 37 Plentiful • Assuch,it is not uncommonfor this trait to be applied


differently to the sameweaponfitted onto a different
6 Chem Delivery 38 Power
vehicle.
7 Combi 39 Power Pack
(2) BACKSTAB
8 Concussion 40 Primitive
• If this weapon successfully hits a target while outside
9 Crew Operated 41 Pulverise of their vision arc, it gains +1 Strength.
10 Cursed 42 Rad-Phage
(3) BLAST (3”) & (5”)
11 Defoliate 43 Rapid Fire (X)
• This weapon utilises a Blast marker. The central hole
12 Demolitions 44 Reckless acts as the attack’s point of impact.
13 Digi 45 Rending
• As the weapon targets a point on the battlefield:
14 Disarm 46 Scarce
� It bypasses the rules for target priority
15 Drag 47 Scattershot
� It can potentially bypass penalties to hit from cover
16 Entangle 48 Seismic
� It can hit targets who are hiding (i.e. Prone behind
17 Fear 49 Sever cover)
18 Firestorm (X) 50 Shield
(4) BLAZE
19 Flare 51 Shield Breaker
• If this weapon successfully hits a target, resolve the
20 Flash 52 Shock attack as normal, then roll D6 – on 4+, the target is set
21 Force 53 Shred on fire, gaining the Blaze condition.

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.

25 Gunk 57 Smoke • An indirect attack can target any point on the


battlefield. Do not roll to hit – instead, place the Blast
26 Hexagrammatic 58 Template
marker anywhere on the desired target point.
27 Hunting 59 Toxin
• Unless a “Hit” is rolled, the marker automatically
28 Impale 60 Twin-Linked Scatters 2D6” (moving freely through impassable
29 Knockback 61 Unstable terrain, though remaining on the targeted level). If it
leaves the battlefield, the attack is wasted.
30 Lance 62 Unwieldy
• Unlike other attacks, this weapon resolves its hits in
31 Limited 63 Versatile
the End Phase of the current round. Any fighters
32 Melee 64 Web touching the Blast marker are automatically hit.

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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.

• If failed, the target becomes Broken and immediately


makes a free Running for Cover (Double) action.

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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.

If the Ammo check is failed, a grenade cannot be


(21) FORCE •
reloaded: the fighter has run out for the battle.
• When wielded by a fighter with the Sanctioned Psyker
or Unsanctioned Psyker special rules, the weapon (25) GUNK
gains both the Power and Sever traits:
• If this weapon hits a target, they gain the Gunked
� POWER: If this weapon hits a target on the roll of a condition.
natural 6, the attack gains +1 Damage and the
target cannot attempt an armour save. (26) HEXAGRAMMATIC
• This weapon ignores armour saves provided or
This weapon is immune to the effects of the Parry
created by wyrd powers.
trait, unless that weapon also has the Power trait.
• The Damage value of this weapon is doubled if the
� SEVER: If this weapon reduces a target to zero
target is a psyker.
wounds, they automatically go Out of Action.
HOUSE RULE: Damage is also doubled against
• When wielded by afighter without the Sanctioned
Psyker or UnsanctionedPsyker special rules, the daemonically-possessed targets.
weapon counts asa normal one of its type.

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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.

668
(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

(40) PRIMITIVE original – considering cover, Accuracy modifiers,


fighter status, and so on.
• The wielder treats the Reload (Simple) action as
Reload (Double). • Each Ammo symbol rolled on the Firepower dice
requires a separate check:
(41) PULVERISE � If one fails, the weapon is Out of Ammo.
• If this weapon reduces a target to zero wounds, roll
the Injury die as normal. � If two or more fail, the gun is jammed and becomes
unusable for the remainder of the battle.
• Its wielder then rolls D6 – if the result is higher than
the target’s Toughness (or a natural 6), change one (44) RECKLESS
Flesh Wound result to a Serious Injury. • Attacks with this weapon require careful positioning
as they cannot be precisely targeted – they do not
(42) RAD-PHAGE discriminate between friendly fighters and enemies.
• If this weapon hits a target, resolve the effects as
normal. • Ranged Weapon: The attack is made against a
random fighter (friendly or enemy) in range and line of
• Its wielder then rolls D6 – on a 4+, the target suffers an sight.
additional Flesh Wound.
� Weapon has the Rapid Fire (X) trait: Each
additional hit generated by Firepower dice must be
assigned to a different, eligible target (friendly or
enemy, within range and line of sight). The wielder
may assign any spare hits freely.

• Close Combat Weapon: Each attack is made against a


random fighter (friendly or enemy) in base contact
with the wielder.

� Weapon has the Versatile trait: Each attack is


made against a random fighter (friendly or enemy)
within the weapon’s Long range.

(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.

• If this weapon wounds a target on a natural 6, they (57) SMOKE


cannot attempt an armour save. • This weapon targets a point on the battlefield. It does
not inflict wounds, does not cause Pinning, and
(49) SEVER disregards the rules for target priority.
• If this weapon reduces a target to zero wounds, they
• This weapon utilises the Blast (5”) marker,
automatically go Out of Action.
representing a smoke cloud that also extends
(50) SHIELD vertically 2.5”.

• 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.

670
(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.

• Grenades: As they always require an Ammo check,


every throw of an Unstable grenade will automatically
require the D6 roll.

• Close Combat Weapons: Even if it serves no other


purpose, a close combat weapon with the Unstable
trait must still roll the Firepower die to see whether it
is at risk of overheating.

(62) UNWIELDY
• Ranged: The wielder treats the Shoot (Basic) action as
Shoot (Double).

• Close Combat: A fighter cannot dual-wield with this


weapon.

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.

• An accessory can only be fitted to the weapons


(2) HOTSHOT LAS-PACK
explicitly stated.
• FITTED TO: Laspistol, Lasgun.
• Accessories marked with a [★] cannot be combined
• EFFECTS: The weapon becomes Strength 4, AP -1,
together on the same weapon.
loses the Plentiful trait, and amends its Ammo to 4+.
• If a weapon has multiple profiles (such as a combi-
weapon), an accessory’s restrictions may mean it can (3) INFRA-SIGHT [ ]
only be used by one of those profiles. • FITTED TO: Pistols, Basic, Special, & Heavy Weapons;
• Throwing Knives can never be fitted with an but excludes weapons with the Rapid Fire (X), Blast (3”)
accessory. or Blast (5”) traits.

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 35 Rare (9)


(4) LAS-PROJECTOR
6 Suspensor 60 Rare (10) • FITTED TO: Pistols, Basic & Special Weapons.
7 Telescopic Sight 25 Common • EFFECTS: The weapon gains +1 accuracy at Short
8 Psi-Amplifier 75 Rare (15) range. This is in addition to any modifier it already
has.

(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.

• EFFECTS: If the owner takes the Aim (Basic) action,


this weapon always uses its Short range modifier,
even if the target is at Long range.

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.

(1) FLAK ARMOUR (6) LAYERED FLAK ARMOUR


• The wearer gains an armour save of 5+.
• The wearer gains an armour save of 6+.
• This increases to 4+ against attacks from Blast
• This increases to 5+ against attacks from Blast
markers or Flame templates.
markers or Flame templates.

(2) HARDENED FLAK ARMOUR (7) LIGHT CARAPACE ARMOUR


• The wearer gains a 4+ armour save.
• The wearer gains an armour save of 6+.

• This increases to 5+ against attacks from Blast (8) MESH ARMOUR


markers or Flame templates. • The wearer gains an armour save of 5+.
• The enemy’s weapon reduces its Armour Penetration
by 1.

(3) HARDENED LAYERED FLAK ARMOUR


• The wearer gains an armour save of 5+.

• This increases to 4+ against attacks from Blast


markers or Flame templates.

• The enemy’s weapon reduces its Armour Penetration


by 1.

(4) HAZARD SUIT


• The wearer gains a 6+ armour save.

• The wearer can never gain the Blaze condition, and is


immune to the effects of the Rad-Phage trait.

• If the wearer also has a respirator, they count as +3


Toughness when attacked by a weapon with the Gas
trait, rather than the usual +2.

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.

� Effects on Terrain: The wearer is never transported


inside a terrain feature and must be placed clear of
any impassable terrain.

If the wearer lands with any part of their base


overhanging an edge, they must check Initiative – if
failed, they fall.

If the wearer lands in open air (or over a hazard


such as a pitfall) they fall automatically.

� Effects on Fighters: The wearer can become


Engaged as a result of the displacement.

� Leaving the Battlefield: If the wearer is displaced


off the battlefield, they count as going Out of Action
(but do not roll for Lasting Injury).

(3) REFRACTOR FIELD


• If an attack hits the wearer, roll D6 – on 5+, the hit is
disregarded.

• If so, roll another D6 – on a 1, the field burns out and is


permanently deleted from the fighter’s card.

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.

� On 2+, the bionic is scratched and dented, but that’s


all. The Lasting Injury is ignored.

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.

6 Chem-Synth 15 Rare (12) D6 DEVICE EFFECT


7 Drop Rig 10 Common
“UH-OH”: The fighter accidentally triggers the thing while
8 Filter Plugs 10 Common 1 messing around, suffering D6 Strength 2, AP 0, Damage 1
hits, The device is ruined – permanently delete it.
9 Grapnel Launcher 25 Common
VIEWER: The device can remote-view through walls and
10 Grav-Chute 50 Rare (10)
objects – the fighter gains access to the following action:
11 Guilder Cartograph 70 Rare (11)
• SCAN(Simple): Applythe Revealed condition
12 Industrial Respirator 30 Rare (7) 2
to one enemywithin 18”. Alternatively, if the
13 Isotropic Fuel Rod 60 Rare (10) owner is actingas aSentry, instead roll D6– on
14 Medicae Kit 30 Rare (9) a 6,they automatically raises the alarm.
CUTTING BEAM: The device can focus a cutting beam of
15 Photo Goggles 35 Rare (9)
intense power on a stationary object – the fighter gains
16 Radcounter 50 Rare (8) access to the following action:
17 Ratskin Map 100 Rare (9) 3
• LASERCUT(Double): The device inflicts a
18 Respirator 15 Common Strength 8, AP 0, Damage3 hit on a door, loot
casket,or other viable terrain piece within 1”.
19. Second Best 15 Common
20 Servo Harness – Full 160 Rare (12) LIFTER: The device is a sophisticated form of suspensor,
manipulating gravity for its user.
21 Servo Harness – Partial 130 Rare (12)
22 Skinblade 10 Common When the user takes a Move (Simple) or Charge (Double)
4 action, they may ignore all terrain, move unrestricted
23 Stimm-Slug Stash 30 Rare (7) between levels, and can never fall.
24 Strip Kit 15 Common They cannot ignore impassable terrain or walls, nor end
25 Suspensor Harness 40 Rare (9) their move overlapping an obstacle.

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.

• The user gains a 4+ armour save against ranged


attacks, which is not modified by Armour Piercing.
5
• If this armour save is failed, the projector shuts down
and cannot be used for the rest of the game.

• This armour save has no effect against close combat


attacks or weapons with the Blast or Template traits.

WEAPON: A powerful and compact killing tool. Roll D6 to


determine the weapon: (1-2) Boltgun (3) Flamer (4)
Meltagun (5) Plasma Gun (6) Grenade Launcher with Krak
6 Grenades.
Being so compact, the weapon’s profile gains the Sidearm
trait – and can be used by any fighter, regardless of their
usual weapon restrictions.

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.

(6) CHEM-SYNTH • This increases to +4 if they are also wearing a Hazard


Suit.
• If the user is Standing at activation (either Active or
Engaged), they may check Intelligence to engage the • Once per game, when the user activates, they may
Chem-Synth – this does not cost an action. declare they are using the respirator’s air supply –
until the start of their next activation, they gain the
• If passed, any of their weapons with the Gas or Toxin
following abilities:
traits are enhanced; targets hit by these weapons
count as -1 Toughness. � Immunity to the Gas trait.

� May ignore any effect keyed to breathing or air


(7) DROP RIG
quality.
• If the user is Active and within 1” of an edge, they can
take the following action: � If subject to the Blaze condition, they still take the
usual automatic Strength 3, AP -1, Damage 1 hit at
� DESCEND (Basic): Move up to 3” horizontally, and the start of their activation, but may otherwise
up to 12” vertically. The fighter’s vertical movement ignore all other effects.
must be downwards – i.e. towards the ground.
(13) ISOTROPIC FUEL ROD
(8) FILTER PLUGS
• If the gang is participating in a campaign that uses
• If the user is hit by a weapon with the Gas trait, their Territories, they may discard the Isotropic Fuel Rod to
Toughness counts as +1 when rolling to determine permanently transform any Territory into a
whether they are affected. Settlement.
• This item is one-use only. After applying the above
modifier, the filter plugs are removed.

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”.

If they make two consecutive Move (Simple) actions,


D6 MAP TYPE check Initiative after the second – if failed, they fall
FAKE: Instead of rolling to determine the scenario, the Prone.
1 enemy gang may choose it. Permanently delete the • Finally, roll D6 – on 4+, the bottle is now empty.
Ratiskin Map. Remove the Second Best from the fighter’s card.

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.

SECRET PATHWAYS: Roll D3 and choose that many


5
fighters. They gain the Infiltrate skill for this battle.

RECENT AND ACCURATE: After rolling to determine the


6
scenario, you may add or subtract up to 3 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.

(25) SUSPENSOR HARNESS


• The maximum number of weapons the user can carry
is four, rather than the usual three.

� A Bounty Hunter Hired Gun may carry six weapons,


rather than the usual five.

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.

• Once per battle, re-roll a failed Ammo check.

(5) GUN SKULL


• After its owner makes a ranged attack, the Gun Skull
may attack with an Autopistol at Ballistic Skill 5+.

• Range, line of sight, and cover is resolved from the


skull itself, which never applies its owner’s hit
modifiers.

� If the owner has no ranged weapon, they can still


take the Shoot (Basic) action – allowing the Gun
Skull to make its ranged attack alone.

• The owner is immune to the Gun Skull’s Stray Shots.

• A Gun Skull is a type of servo-skull. It counts as


equipment, but is represented by a separate model.

• All servo-skulls have the following rules:

� The skull must remain within 2” of its owner at all


times, automatically moving with them (including
leaving the battlefield).

� It ignores terrain, never falls, and never gives away


its owner’s position. It cannot be Engaged or
targeted with ranged attacks.

� If it falls under a Blast marker or Flame template,


roll D6 – on 4+, the skull is hit:

� Roll another D6 – on 1, it is permanently destroyed


and deleted from its owner’s profile.

� On 2+, it is removed from play for this battle.

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:

� Roll another D6 – on 1, it is permanently destroyed


and deleted from its owner’s profile.

� On 2+, it is removed from play for this battle.

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.

• If the Sneak Attack rules are in effect and the skull’s


owner is acting as a Sentry, they gain a +1 modifier
when rolling to spot an attacker – and can attempt to
spot an attacker who is not within their vision arc.

• A Sensor Skull is a type of servo-skull. It counts as


equipment, but is represented by a separate model.

• All servo-skulls have the following rules:

� The skull must remain within 2” of its owner at all


times, automatically moving with them (including
leaving the battlefield).

� It ignores terrain, never falls, and never gives away


its owner’s position. It cannot be Engaged or
targeted with ranged attacks.

� If it falls under a Blast marker or Flame template,


roll D6 – on 4+, the skull is hit:

� Roll another D6 – on 1, it is permanently destroyed


and deleted from its owner’s profile.

� On 2+, it is removed from play for this battle.

(7) UPHIVE RAIMENTS


• If the owner is not in Recovery, the gang gains D3x10
bonus credits after each battle.

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

4 Explosive Ram 25 Rare (9) • One use per battle.

5 Extra Armour 25 Common


(2) CRASH CAGE
6 Ram 15 Common
• The vehicle treats the first non-Glancing hit it suffers to
7 Reinforced Armour 20 Rare (9) its Crew as a Glancing hit.

8 Rockgrinder Ram 40 Rare (9) • One use per battle.

9 Speed Fins 10 Rare (8)


(3) ESCAPE HATCHES
10 Transport Bed 15 Common
• When rolling for Lasting Injury for the crew, you may re-
11 Transport Cage – Small 20 Common roll the result.
12 Transport Cage – Large 50 Rare (7)

13 Turtle Back 10 Rare (8) (4) EXPLOSIVE RAM


• The first time this vehicle is in a Head-On Collision, the
14 Weapon Hardpoint 40 Rare (8)
other target suffers an additional Strength 5, AP -2,
15 Weapons Stash 20 Rare (7) Damage 2 hit along with any others.
DRIVE UPGRADES PRICE RARITY

1 All-Wheel Steering 10 Common (5) EXTRA ARMOUR


• Gain +1 Toughness to all locations.
2 Antigrav Generators 50 Rare (10)*

3 Emergency Brake 10 Common (6) RAM


4 Pneumatic Radials 30 Rare (8) • When resolving an impact to the vehicle’s Front arc,
5 Powered Steering 30 Rare (8) improve its Strength, AP, and Damage by 1.

6 Redundant Drive System 15 Rare (7)


(7) REINFORCED ARMOUR
7 Tyre Claws 10 Common
• Gain +1 HP.
ENGINE UPGRADES PRICE RARITY

1 Archaeotech Automantic Reactor 40 Rare (10) (8) ROCKGRINDER RAM


2 Easy Turnover 5 Common • When resolving an impact to the vehicle’s Front arc,
improve its Strength, AP, and Damage by 2.
3 Engine Shell 15 Rare (9)

4 Gas Promethium Engine 25 Rare (10) (9) SPEED FINS


5 Glys Injector 20 Rare (8) • If the vehicle does not makeany turns duringits
activation, it gains+1”Movement.
6 Nitro Burner 15 Common
• This Upgrade cannot be taken by a Walker.
7 Plasma Coil Engine 25 Rare (9)

8 Smoke Vents 25 Common

* Rare (8) for Van Saar gangs.

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.

(11) TRANSPORT CAGE DRIVE UPGRADES


• Transport cages are designed to safely hold fighters.
They come in two sizes: Small and Large. Upon (1) ALL-WHEEL STEERING
purchase, you must decide which size to install.
• Gain +1 Handling.
Small cages can hold three fighters.
• This Upgrade cannot be taken by a Walker or Skimmer.
Large cages can hold six fighters.

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.

that is in Reinforcements. • This Upgrade cannot be taken by a Walker.


• While embarked in a transport cage, a fighter cannot be
targeted by attacks, and cannot use any abilities. (4) PNEUMATIC RADIALS
• If the vehicle is Wrecked, any fighter in its transport cage • The vehicle does not suffer any movement penalties for
becomes Pinned within 1” of its final position, then traversing Difficult Terrain.
suffers a Strength 4, AP 0, Damage 1 hit.
• This Upgrade can only be taken by a Wheeled vehicle.
}If a fighter cannot be placed in this way, they
automatically go Out of Action. (5) POWERED STEERING
• Friendly fighters gain access to the following actions: • When the vehicle makes a Vehicle Move (Basic) action, it
can make two turns instead of the usual one.
EMBARK (Basic): If the fighter is within 1” of a
• This Upgrade cannot be taken by a Walker or Skimmer.
transport cage’s access point, remove them from
play – they are now embarked, as above.

DISEMBARK (Basic): If the fighter is embarked in a


(6) REDUNDANT DRIVE SYSTEM
transport cage, place them within 1” of its access • The vehicle treats the first non-Glancing hit it suffers to
point (and at least 1” from any enemies). its Drive as a Glancing hit.

• One use per battle.


(12) TURTLE BACK
• If the vehicle rolls as the result of a Loss of Control test, • This Upgrade cannot be taken by a Walker.
it does not become Wrecked.
(7) TYRE CLAWS
• Instead, it loses -2 Hull Points and then automatically
rights itself. • Gain +1 Handling.

• This Upgrade can only be taken by a Wheeled vehicle.

684
ENGINE UPGRADES
(1) ARCHAEOTECH AUTOMANTIC REACTOR
• Gain +2” Movement.

• If the vehicle is Wrecked, the reactor explodes – any


fighter within 3” suffers a Strength 5, AP -1, Damage 1
hit and the vehicle is then removed from play (rather
than being left on the battlefield as terrain).

(2) EASY TURNOVER


• Gain a +1 modifier when making a Restart check.

(3) ENGINE SHELL


• The vehicle treats the first non-Glancing hit it suffers to
its Engine as a Glancing hit.

• One use per battle.

(4) GAS PROMETHIUM ENGINE


• When the vehicle moves, any fighter within 1” of it (at
any point, from start to finish) suffers a Strength 3, AP -
1, Damage 1 hit with the Blaze trait.

(5) GLYS INJECTOR


• When the vehicle is activated, it gains +4” Movement for
the duration of that activation.

• One use per battle.

(6) NITRO BURNER


• Gain +1” Movement.

(7) PLASMA COIL ENGINE


• When the vehicle is activated, it can choose to engage
its plasma coil and gain +2” Movement for the duration
of its activation.

• If it does so, after its activation is complete, roll D6 – on


1, the engine overheats and the vehicle loses -1 HP.

(8) SMOKE VENTS


• Ranged attacks targeting the vehicle suffer an additional
-1 modifier to hit.

• Any weapon that ignores the effects of the Smoke trait


also disregards this effect.

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.

(3) BOOBY-TRAPPED FUEL TANKS


(8) MINELAYER
• If the vehicle is Wrecked, roll D6 any time a fighter
(friend or foe) comes within 3” of it. • Once per battle, the vehicle can take the Lay Mine
(Basic) action.
• On 5+, the vehicle explodes – every fighter and vehicle
within 5” suffers a Strength 6, AP -1, Damage 1 hit with • Each additional mine purchased allows the vehicle to
the Blaze trait. take this action one more time in a battle:
LAY MINE (Basic): The vehicle moves forward in a
• The vehicle is then removed from play and must make
straight line, up to its Movement characteristic – no
an additional roll for Lasting Damage.
turns can be made.

At any point during this move, it may place 1 Melta


Trap within 1” of its Rear arc.

This mine cannot be activated until after the vehicle


completes this action.

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.

(10) WHEEL SCYTHES


• If the vehicle moves within 1” of a fighter or vehicle, the
victim suffers a Strength 3, AP 0, Damage 1 hit and
become Pinned.

• This Wargear can only be taken by a Wheeled vehicle.

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

NEEDLE WEAPONS Needle Pistol, Needler, Needle Rifle


⬥ Chem Darts 10 Common +2 - - - - 6+ Chem Delivery, Silent, Sidearm

SHOTGUNS Shotgun, Sawn-Off Shotgun, Combat Shotgun, Enforcer Shotgun


⬥ Gas Shells 25 Rare (11) +1 - - - 1 6+ Blast (3”), Gas, Limited, Single Shot
⬥ Shatter Shells 15 Rare (9) +1 - 3 -1 1 5+ Blast (3”), Limited

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

RIFLES Long Rifle


⬥ 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

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.

• Theusertreats the Move (Simple) action asMove


(1) ABLATIVE OVERLAY (Basic).
• May be worn in conjunctionwith another form of
armour, or on its own. (5) GUTTERFORGED CLOAK
• The wearer gains a 6+armour save.
• If worn in conjunctionwith other armour,the wearer
improves their armour save by +2. • Againstbadzoneand environmental effects, this
increases to 5+.
• If worn alone, the wearer gainsa 5+savefor their first
armour save of the game, and 6+for the second.
(6) MANTLE MALIFICA
• Oncethe wearer has beenhit by two attacks • The wearer gains an armour save of 5+.
(regardless ofsource, orwhether their armoursaves
were successful),the Ablative Overlay maynot be used • Against psychic powers, this increases to 4+and can
for the rest of this game. never be modified.

�Note that thisdoesnotcancela psychicpower,it


(2) ARCHAEO-CARAPACE only rendersthe wearer immuneto its effects.
• The wearer gains a 4+armour save.
• In each EndPhase, the wearer mustcheckWillpower –
• If the wearer suffers a LastingInjury result of 46-56,the if failed, they gainthe Insane condition.
result is disregardedand that location instead becomes
mechanised. (7) REFLEC SHROUD
• Fromnow on, any LastingInjury inflicted upona • The wearer gains a 5+armour save.
mechanisedlocation is completely disregarded. • If the wearer is hit bya las, plasma,or melta attack,
• Make a note of how manymechanisationsthe fighter that weapon counts asAP 0.
gains,as they slowly transform into a blasphemous
cyber-creature!
(8) SCRAP SHIELD
• Thisshield can be usedin conjunction with another
�When thefighteractivates,rollD6– if theresultis form of gangarmour (but not field armour).
lessthan their total numberof mechanisations,they
gain the Insane condition. • When the enemy makesReaction attacks, the user
improves their existing armour save by +1.
�Once the fightergainssixmechanisations,they
vanish into the underhive, never to be seenagain –
remove them fromthe Gang Roster.

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.

8 Stinger Mould 75 Rare (13)


TAKING CHEMS
• A fighter can begin the game under the influence of a
chem – this must be announced at deployment.

• Alternatively, a fighter can take a chem during a


battle, via the Use Chem (Simple) action.

• Either way, when a fighter takes a chem, it is


permanently deleted from their profile.

• Chems last for the duration of a battle.

MIXING MULTIPLE CHEMS


• Taking more than one chem can trigger a bad
reaction.

• If the fighter takes two or more different chems in the


same battle, each time after doing so they must roll
D6.

• If the score is equal or less than the number of


different chems in their system, they immediately go
Out of Action (but do not roll for Lasting Injury).

� If a fighter begins a game under the effects of


multiple chems, they must make this check when
they activate for the first time.

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:

SIDE EFFECTS: � 2: The slime consumes the fighter’s brain, killing


• After the battle, the user must check Toughness with a them – remove them from the roster.
-2 modifier – if failed, they become addicted to
� 3-11: The slime is successfully removed, but the user
frenzon.
enters Recovery.
• An addicted user can only be included in a crew if they
� 12: The slime is successfully removed… with
have taken a dose of frenzon prior to the battle.
complications. The user rolls for Lasting Injury (re-
• After any battle, the user can pay 2D6x10 credits for rolling results from 61-66).
anti-addiction chems, removing these side effects.
(4) KALMA
(2) GHAST PRIMARY EFFECTS:
PRIMARY EFFECTS: • When the user declares an action, roll 2D6 and add
• When a user takes Ghast, roll D6: their Toughness:

� 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.

D6 WYRD POWER SIDE EFFECTS:


• None.
1 Assail (Basic)
2 Flame Blast (Basic)
3 Freeze Time (Double)
4 Weapon Jinx (Simple)
5 Terrify (Double)
6 Quickening (Basic)

SIDE EFFECTS:
• After the battle, the user must check Willpower – if
failed, they permanently reduce Willpower by 1.

• If a natural 12 is rolled, the user also becomes


permanently affected by the Insane condition.

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).

SIDE EFFECTS: • Alternatively, if the user takes this chem (before,


• If the obscura’s effects wear off, the user enters a deep during, or after the battle) they can remove an existing
melancholy and treats every action as (Double) for the Lasting Injury, negating its effects immediately.
rest of the battle. SIDE EFFECTS:
• After the battle, the user checks Toughness – if failed, • None.
they become addicted to obscura.

• An addicted user can only be included in a crew on a


D6 roll of 4+ before the game.

• 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.

• The decision on whether to include a ‘slaught-


addicted fighter in a crew is somewhat fraught:

� If the addicted fighter does not take ‘slaught prior


to the battle, change their Weapon Skill and
Initiative to 5+ (unless already lower), and their
Attacks to 1.

� If the addicted fighter does take ‘slaught prior to (or


during) the battle, they change their Weapon Skill
and Initiative to 3+ (but do not gain the extra
Attack).

• After a battle, a ‘slaught-addicted user can voluntarily


enter Recovery, removing their addiction.

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”.

18 Magnacles 20 Common LIFTER: The device is a sophisticated form of suspensor,


19 Malefic Artefact 90 Illegal (13) manipulating gravity for its user.

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.

• This armour save has no effect against close combat


attacks or weapons with the Blast or Template traits.

WEAPON: A powerful and compact killing tool. Roll D6 to


determine the weapon: (1-2) Boltgun (3) Flamer (4)
Meltagun (5) Plasma Gun (6) Grenade Launcher with Krak
6 Grenades.
Being so compact, the weapon’s profile gains the Sidearm
trait – and can be used by any fighter, regardless of their
usual weapon restrictions.

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.

(5) CRED SNIFFER (10) GUILDER CARTOGRAPH


• At the end of a battle, if the user is not Seriously • During deployment, the gang may place four loot
Injured or Out of Action, the gang gains 4D6 bonus caskets anywhere on the battlefield.
credits.
• If the Badzone rules are in effect, the gang may alter
• A gang may possess a maximum of one Cred Sniffer. the Environment chosen at the start of the battle by
immediately discarding it and generating a new one.
(6) DATA-THIEF
� If both gangs have a Guilder Cartograph, roll off –
• If the starting crew includes one or more fighters with only the winner may use this ability.
a Data-Thief, at the start of the battle the enemy gang
must reveal one of their Gang Tactics cards. • After each battle in which the gang used their Guilder
Cartograph, roll D6 – on 4+ its information is outdated
(7) FALSEHOOD and it is permanently deleted from the Gang Roster.
• The user may not be targeted by any attacks or wyrd
powers.
(11) HALO DEVICE
• When the user suffers a Lasting Injury, they may choose
• If the “Sneak Attack” rules are in effect, the user never to transfer it to another member of the gang.
triggers the alarm if spotted by a Sentry.
• This does not prevent the user from going Out of
• These effects last until the user makes an attack – or Action.
the End Phase of the second round.
• If the Lasting Injury was Critical Injury or Memorable
Death, and the fighter chosen to receive this is
currently in play, they immediately go Out of Action.

• If the Lasting Injury was any other result, it is applied


after the battle.

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.

� 2-5: The fetish has some power. If a psyker targets


(17) LOCK-PUNCH
the owner with a wyrd power, they suffer a -1
• When the user takes the Force Door (Basic) action, they
modifier to their Willpower check.
count as +4 Strength.
� 6: The fetish has some real juice! If a psyker targets
• A door opened with a Lock-Punch is permanently
the owner with a wyrd power, they suffer a -3
damaged and removed from play.
modifier to their Willpower check.

(13) HOLOCHROMATIC FIELD (18) MAGNACLES


• The user can take the following action against an
• Ranged attacks against the user suffer a -2 modifier to
target they are Engaged with:
hit, while close combat attacks suffer a -1 modifier.
� CUFF (Basic): Check Weapon Skill. If successful, the
• Each time an attack occurs, roll D6 – on 1, the field is
target must check Initiative – if failed, they are
drained and cannot be used again this game.
locked in place.
• If the Pitch Black rules are in effect, the user counts as
A magnacled target may not move or make ranged
having the Revealed condition for as long as their
attacks. They may make unarmed close combat
Holochromatic Field is active.
attacks with a -2 modifier to hit.
• This item cannot be combined with a Cameleoline
• The target can attempt to free themselves by taking
Cloak, or any similar item that reduces visibility.
the following action:
(14) INDUSTRIAL RESPIRATOR � BREAK BONDS (Double): Roll 2D6 – if the result is
• If the user is hit by a weapon with the Gas trait, they equal or lower than their Strength, the target has
count as +3 Toughness. freed themselves.

• 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:

� Immunity to the Gas trait.

� Immunity to any effect related to breathing or air


quality.

� If subject to the Blaze condition, they still take the


usual automatic Strength 3, AP -1, Damage 1 hit at
the start of their activation, but may otherwise
ignore all other effects.

(15) ISOTROPIC FUEL ROD


• If the gang is participating in a campaign that uses
Territories, they may discard the Isotropic Fuel Rod to
permanently transform any Territory into a
Settlement.

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.

• 1: The fighter cannot take any actions this round.


5
• 2-5: The fighter may take three actions this round,
rather than two.

• 6: After the fighter completes their activation, they


may be repositioned anywhere within 12”.

TERROX TELEPATHICA: Dire thoughts project forth,


driving those nearby to madness.
6 The fighter is immune to the Insane condition. Any other
fighter (friend or enemy) who activates within 6” must
check Willpower – if failed, they gain the Insane condition.

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.

ANCIENT AND FADED: After rolling to determine the


4
scenario, you may add or subtract up to 2 from the result.

SECRET PATHWAYS: Roll D3 and choose that many


5
fighters. They gain the Infiltrate skill for this battle.

RECENT AND ACCURATE: After rolling to determine the


6
scenario, you may add or subtract up to 3 from the result.

(25) SANCTIONING WRIT


• This item is used outside of battle.

• The owner’s gang may place a bounty on any fighter in


a Law-Abiding gang. This remains in play until it is
fulfilled; the target dies; or the campaign ends.

• Once the bounty is declared, the Sanctioning Writ has


no further use – delete it from the owner’s profile.

(26) SUSPENSOR HARNESS


• The maximum number of weapons the user can carry
is four, rather than the usual three.

� A Bounty Hunter Hired Gun may carry six weapons,


rather than the usual five.

701
(28) XENOCULUM
• The first time this strange alien device is assigned to a
user, immediately roll D6 to determine what it is.

• If ever transferred to another fighter, they must check


Intelligence the first time they activate it – if passed,
they may use it normally from now on. If failed, they
must wait until the next battle to try again.

D6 EFFECT

ALIEN TRAP: The fighter accidentally triggers the device –


1 they suffer D3 Strength 3, AP 0, Damage 1 hits, and the
xenoculum is a smoking wreck – permanently delete it.

XENOS CLAWS: The device moulds to the user’s hands,


lengthening into lethal claws – the fighter’s unarmed attacks
2 become Strength +2, AP 0, Damage 2 with the Power trait.
However, their ranged attacks now suffer a -2 modifier to hit.

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.

HORROR AURA: A nightmarish, subliminal scream


constantly issues forth from the device, with only the user
immune – when the fighter activates, all fighters within 6”
4
(friend or enemy) must check Nerve – if failed, they become
Broken and immediately make a free Running for Cover
(Double) action.

ALIEN CHEM-FACTORY: Strange mechanisms concoct and


dispense alien elixirs – when attempting Recovery, the fighter
5 rolls an additional two Injury die and chooses which to apply.
In addition, the gang may make an additional, free Medical
Escort Post-Battle Action.

BRAIN BOOSTER: The device affixes itself to the user’s


brain, boosting their cognitive functions – the fighter gains a
6 +5 modifier to Intelligence checks.
In addition, each time the fighter does something to earn XP,
they increase the amount by +1.

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).

� If a Hired Gun is recruited, roll D6 after the battle –


(1) HARRIER SKULL on 1, they steal the vase. Remove both Hired Gun
• If an Exotic Beast declares an attack against the and Mung Vase from the Gang Roster.
Harrier Skull’s owner, it must check Intelligence – if
failed, the action is wasted. • If the Gang Leader is killed, remove the vase from the
Gang Roster (nobody else knows where it’s hidden).
• If the Harrier Skull is within 3” of its owner, it may use
• The Mung Vase may be sold during any Post-Battle
the owner’s Intelligence for this check.
Sequence – roll D6 to determine its value:
• A Harrier Skull is a type of servo-skull. It counts as
equipment, but is represented by a separate model. D6 VALUE
DISMAL FAKE: A truly sad knock-off, worth D3x5
• All servo-skulls have the following rules: 1
credits.
� The skull must remain within 2” of its owner at all
times, automatically moving with them (including PASSABLE FAKE: A nice conversation piece,
2-3
worth D6x10 credits.
leaving the battlefield).

� 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.

▪ On 2+, it is removed from play for this battle.

703
704
Gang Vehicles:

ADDING A VEHICLE TO A GANG


HOW TO RECRUIT A VEHICLE
When a gang wishes to add a vehicle to its roster, follow the
below steps:

1. HIRE A CREW
• There are two basic crew types available to all gangs:
the Scum Racer and the Guild of Coin Haulier.

• Certain gangs also have access to their own,


specialised crew types.

� As they cannot include vehicles, Ash Waste Nomad


gangs cannot hire a crew.

• Note that regardless of a vehicle’s size, or how many


Weapon Hardpoints it has, it only ever needs one crew.

• Once selected, attach the characteristic profile of the


crews below to the vehicle profile they are assigned to.

2. ASSIGN THE CREW TO A VEHICLE


• The crew can be assigned to an existing vehicle held in
your gang’s Stash.

• Alternatively, you may immediately purchase them a


new vehicle.

• Vehicle options available to all gangs include the


Wolfquad, Ridgerunner, Ridgehauler, Rockgrinder,
or a custom vehicle.

• Certain gangs also have access to their own,


specialised vehicles.

3. PURCHASE UPGRADES & WARGEAR


• Each vehicle has a specific number of Upgrade slots.

• These can be filled with Upgrades from the gang’s


Stash, or else purchased from the Trading Post (that is,
they may not be purchased at recruitment).

• Unlike Upgrades, a vehicle can install any amount of


Wargear.

705
Gang Vehicles:

VEHICLE CREW LIST


SCUM RACER VEHICLE CREW EQUIPMENT LIST
(CREW) - 20 credits
VEHICLES
CREW
BS Ld Cl Will Int • Custom Vehicle………………………………. varies
4+ 8+ 8+ 8+ 8+ • Wolfquad……………………………………….70
• Ridgerunner……………………………………145

GUILD OF COIN HAULIER • Ridgehauler (Guild of Coin Haulier only)…. 230


• Rockgrinder…………………………………… 145
(CREW) - 40 credits
WEAPONS
CREW
BS Ld Cl Will Int • Autopistol……………………………………… 10
4+ 7+ 6+ 6+ 7+ • Hand Flamer………………………………….. 75
• Laspistol………………………………………. 10
• Stub Gun……… 5
AVAILABILITY
-Dum Dum Rounds………………………+5
• Any gang can hire the Scum Racer Crew or Guild
of Coin Haulier Crew.
PERSONAL EQUIPMENT
• The exception is Ash Waste Nomad gangs, which
• Filter Plugs…………………………………… 10
cannot recruit vehicles.
• Photo-Goggles………………………………. 35
EQUIPMENT • Respirator………………… 15
• A vehicle crew must be equipped with a vehicle.
Attach the crew’s profile to the vehicle’s.

• They can purchase any item from the Vehicle Crew


Equipment List.

• During a campaign, the crew can purchase


weapons, equipment, or a new vehicle from this
list, the Trading Post, or the Black Market.

� If they purchase a new vehicle, their old one (if


any) is moved to the gang’s Stash.

• A vehicle crew may only use Pistols.

SKILLS
• Primary Skills: Shooting, Driving

• Secondary Skills: Savant

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

WEAPON HARDPOINTS: One.


ENGINE UPGRADES
• A weapon mounted on this Hardpoint gains the
• Easy Turnover……………………………………... 5
Crew Operated, Arc (Front), and Arc (Left) traits.
• Nitro Burner…………….………………………….. 15
TRANSPORT AREA: None. • Smoke Vents………………………………………. 25

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

• During a campaign, the Wolfquad may purchase


additional items from this list, the Trading Post, WARGEAR
and the Black Market. • Headlights………………………………………….. 15
• Flare Launchers…………………………………… 10
• A Wolfquad can only use Basic, Special or Heavy
weapons.

• A Wolfquad can only install Upgrades from the


Wolfquad Equipment List.

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

TRANSPORT AREA: Rear platform. • Nitro Burner…………………………………………15

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.

LOCOMOTION: Wheels. DRIVE UPGRADES


• Emergency Brake…………………………………. 10
WEAPON HARDPOINTS: Two (one on top of the hull, one • Pneumatic Radials………………………………… 30
on the rear platform).
• Redundant Drive System………………………….15
• A weapon mounted on the top of the hull gains the • Tyre Claws…………………………………………. 10
Crew Operated, Arc (Front), and Arc (Left) traits.

• A weapon mounted on the rear platform gains the ENGINE UPGRADES


Passenger Operated, Arc (Front), and Arc (Right) • Easy Turnover……………………………………... 5
traits.
• Engine Shell………………………………………...15

TRANSPORT AREA: Rear platform. • Nitro Burner…………………………………………15


• Smoke Vents………………………………………. 25
UPGRADE SLOTS: Body (3), Drive (3), Engine (3).
HEAVY WEAPONS
EQUIPMENT:
• Heavy Flamer……………………………………… 195
• A Rockgrinder may purchase items from the
Rockgrinder Equipment List. • Heavy Stubber………...……………………………130
• Mining Laser……………………………………….. 125
• During a campaign, the Rockgrinder may purchase
• Seismic Cannon……………………….…………...140
additional items from this list, the Trading Post,
• Twin-Linked Autocannon…………………… 185
and the Black Market.

• A Rockgrinder can only use Basic, Special or Heavy


WARGEAR
weapons.
• Headlights………………………………………….. 15
• A Rockgrinder can only install Upgrades from the • Flare Launchers…………………………………… 10
Rockgrinder Equipment List. • Smoke Launchers……………………………… 20

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

TRANSPORT AREA: The Ridgehauler and each of its


trailers has a transport bed along the side of each cargo DRIVE UPGRADES
slot. If no cargo is loaded, that area becomes a transport • All-Wheel Steering………………………………… 10
bed as well. • Emergency Brake…………………………………. 10
• Powered Steering….……………………………… 30
UPGRADE SLOTS: Body (4), Drive (4), Engine (4).
• Tyre Claws…………………………………………. 10
EQUIPMENT:
• A Ridgehauler may purchase items from the ENGINE UPGRADES
Ridgehauler Equipment List. • Easy Turnover……………………………………... 5
• During a campaign, the Ridgehauler may purchase • Engine Shell………………………………………...15
additional items from this list, the Trading Post, • Nitro Burner…………………………………………15
and the Black Market. • Smoke Vents………………………………………. 25
• A Ridgehauler can only use Basic, Special or Heavy
weapons. SPECIAL WEAPONS
• A Ridgehauler can only install Upgrades from the • Grenade Launcher (Frag & Krak Grenades)…… 65
Ridgehauler Equipment List. • Storm Bolter…………...……………………………95

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, it is recommended that when designing your


UPGRADE SLOTS: Body (1), Drive (2), Engine (2).
own vehicle, you start by building and painting the
EQUIPMENT:
model you most wish to use!
• This vehicle can purchase items from the Workshop
Equipment List, the Trading Post, and the Black Market.
SCAVENGED FROM THE ASH
• This vehicle can only equip Basic, Special, or Heavy
• Similarly to how equipment is much more limited when
weapons to its Weapon Hardpoints.
founding a gang, when creating a custom vehicle you
will note that only the simplest creations are generally
SPECIAL RULES:
possible.
• Jury-Rigged: The vehicle is cobbled together out of
• In order to create more exotic and advanced vehicles, mismatched parts. When taking the “Negotiate
you will likely need to stockpile Upgrades and Wargear Repairs” Post-Battle Action, double the repair cost.
over the course of several games.

MEDIUM VEHICLE (130 credits base cost)


WHAT VEHICLES ARE SUITABLE?
• There is a dizzying variety of vehicles and machinery M Front Side Rear HP Hnd Sv
used in Necromunda, with mechs ever looking to 6” 5 5 5 3 7+ 4+
create more bizarre and exotic creations.

• Despite this, most vehicles are based on standard


LOCOMOTION: Choose either wheels or tracks. If you
choose tracks, reduce Movement by -1”.
Imperial templates (even if this can be hard to discern).

• 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).

UPGRADE SLOTS: Body (2), Drive (2), Engine (3).


CHOOSING A VEHICLE TEMPLATE
• The base template determines your new vehicle’s
EQUIPMENT:
starting characteristics, Weapon Hardpoints, and
• This vehicle can purchase items from the Workshop
Upgrade Slots.
Equipment List, the Trading Post, and the Black Market.
• There are four categories for custom vehicles: light,
• This vehicle can only equip Basic, Special, or Heavy
medium, heavy and walkers.
weapons to its Weapon Hardpoints.
• Note that a fifth type, rigs, cannot be constructed using
these rules – due to their immense size, they are SPECIAL RULES:
beyond the capability of wasteland mechs. • Jury-Rigged: The vehicle is cobbled together out of
mismatched parts. When taking the “Negotiate
Repairs” Post-Battle Action, double the repair cost.

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

WALKER (70 credits base cost) SPECIAL WEAPONS


M Front Side Rear HP Hnd Sv • Grenade Launcher (Frag & Krak Grenades)…… 65
5” 3 3 3 2 4+ 5+ • Long Las………...………...………...……………...20

LOCOMOTION: This vehicle must be a walker. HEAVY WEAPONS


WEAPON HARDPOINTS: One. Assign it the Crew • Harpoon Launcher………………………………… 110
Operated or Passenger Operated trait and a single vision • Heavy Stubber………...………...………...……….130
arc (purchase additional vision arcs for +15 credits each). • Mining Laser……………………………………….. 125

UPGRADE SLOTS: Body (2), Drive (1), Engine (2).


WARGEAR
EQUIPMENT: • Boarding Ramp……………………………………. 15
• This vehicle can purchase items from the Workshop • Body Spikes………………………………………...10
Equipment List, the Trading Post, and the Black Market. • Flare Launchers…………………………………… 10
• This vehicle can only equip Basic, Special, or Heavy • Headlights………………………………………….. 15
weapons to its Weapon Hardpoints. • Smoke Launchers………………………………….20
• Wheel Scythes…………………………………….. 20
SPECIAL RULES:
• Jury-Rigged: The vehicle is cobbled together out of
mismatched parts. When taking the “Negotiate
Repairs” Post-Battle Action, double the repair cost.

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

7 Reinforced Armour • One use per battle.

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

3 Emergency Brake (6) RAM


4 Pneumatic Radials • When resolving an impact to the vehicle’s Front arc,
improve its Strength, AP, and Damage by 1.
5 Powered Steering

6 Redundant Drive System (7) REINFORCED ARMOUR


7 Tyre Claws • Gain +1 HP.
ENGINE UPGRADES

1 Archaeotech Automantic Reactor


(8) ROCKGRINDER RAM
• When resolving an impact to the vehicle’s Front arc,
2 Easy Turnover
improve its Strength, AP, and Damage by 2.
3 Engine Shell

4 Gas Promethium Engine (9) SPEED FINS


5 Glys Injector • If the vehicle does not make any turns during its
activation, it gains +1” Movement.
6 Nitro Burner
• This Upgrade cannot be taken by a Walker.
7 Plasma Coil Engine

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.

(11) TRANSPORT CAGE DRIVE UPGRADES


• Transport cages are designed to safely hold fighters.
They come in two sizes: Small and Large. Upon (1) ALL-WHEEL STEERING
purchase, you must decide which size to install. • Gain +1 Handling.

� Small cages can hold three fighters. • This Upgrade cannot be taken by a Walker or Skimmer.

� Large cages can hold six fighters.


(2) ANTIGRAV GENERATORS
� This is the maximum number of fighters that can
• The vehicle becomes a Skimmer – this Locomotion
embark on the vehicle.
type replaces whatever rule it previously had.
• A transport cage must have at least one clearly visible
access point.
(3) EMERGENCY BRAKE
• At the start of a battle, once the vehicle has been • When the vehicle moves due to a Loss of Control test,
deployed, subsequent fighters can be deployed halve the distance.
embarked in its transport cage.
• This Upgrade cannot be taken by a Walker.
� Fighters cannot start embarked aboard a vehicle
that is in Reinforcements.
(4) PNEUMATIC RADIALS
• While embarked in a transport cage, a fighter cannot be • The vehicle does not suffer any movement penalties for
targeted by attacks, and cannot use any abilities. traversing Difficult Terrain.
• If the vehicle is Wrecked, any fighter in its transport • This Upgrade can only be taken by a Wheeled vehicle.
cage becomes Pinned within 1” of its final position,
then suffers a Strength 4, AP 0, Damage 1 hit.
(5) POWERED STEERING
� If a fighter cannot be placed in this way, they • When the vehicle makes a Vehicle Move (Basic) action, it
automatically go Out of Action. can make two turns instead of the usual one.
• Friendly fighters gain access to the following actions: • This Upgrade cannot be taken by a Walker or Skimmer.

� EMBARK (Basic): If the fighter is within 1” of a


transport cage’s access point, remove them from
(6) REDUNDANT DRIVE SYSTEM
play – they are now embarked, as above. • The vehicle treats the first non-Glancing hit it suffers to
its Drive as a Glancing hit.
� DISEMBARK (Basic): If the fighter is embarked in a
transport cage, place them within 1” of its access • One use per battle.
point (and at least 1” from any enemies). • This Upgrade cannot be taken by a Walker.

(12) TURTLE BACK


• If the vehicle rolls as the result of a Loss of Control test,
(7) TYRE CLAWS
it does not become Wrecked. • Gain +1 Handling.

• 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.

• If the vehicle is Wrecked, the reactor explodes – any


fighter within 3” suffers a Strength 5, AP -1, Damage 1
hit and the vehicle is then removed from play (rather
than being left on the battlefield as terrain).

(2) EASY TURNOVER


• Gain a +1 modifier when making a Restart check.

(3) ENGINE SHELL


• The vehicle treats the first non-Glancing hit it suffers to
its Engine as a Glancing hit.

• One use per battle.

(4) GAS PROMETHIUM ENGINE


• When the vehicle moves, any fighter within 1” of it (at
any point, from start to finish) suffers a Strength 3, AP -
1, Damage 1 hit with the Blaze trait.

(5) GLYS INJECTOR


• When the vehicle is activated, it gains +4” Movement
for the duration of that activation.

• One use per battle.

(6) NITRO BURNER


• Gain +1” Movement.

(7) PLASMA COIL ENGINE


• When the vehicle is activated, it can choose to engage
its plasma coil and gain +2” Movement for the duration
of its activation.

• If it does so, after its activation is complete, roll D6 – on


1, the engine overheats and the vehicle loses -1 HP.

(8) SMOKE VENTS


• Ranged attacks targeting the vehicle suffer an
additional -1 modifier to hit.

• Any weapon that ignores the effects of the Smoke trait


also disregards this effect.

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:

VEHICLE WARGEAR � LAUNCH FLARES (Basic): Every fighter and vehicle


within 12” (including this one) gains the Revealed
1 Boarding Ramp
condition until the End Phase.
2 Body Spikes
(6) HEADLIGHTS
3 Booby-Trapped Fuel Tanks
• The vehicle can turn its headlights on or off at the start
4 Caltrop Launcher of its activation – they remain in that state until its next
5 Flare Launchers activation.

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

9 Smoke Launchers (7) KILL SWITCH


• If the vehicle is Wrecked, subtract -1 from its Lasting
10 Wheel Scythes
Damage roll.

(1) BOARDING RAMP


• If a fighter attempts to jump from this vehicle to
(8) MINELAYER
another within 3”, they gain a +1 modifier to their • Once per battle, the vehicle can take the Lay Mine
Initiative. (Basic) action.

• Additional mines can be purchased from the Trading


(2) BODY SPIKES Post for 20 credits each (Rare 7).
• When a fighter moves on or across this vehicle, they • Each additional mine purchased allows the vehicle to
must check Initiative – if failed, they suffer a Strength 3, take this action one more time in a battle:
AP 0, Damage 1 hit (though they are not Pinned).
� LAY MINE (Basic): The vehicle moves forward in a
• This does not apply if the fighter is moving on or across straight line, up to its Movement characteristic – no
the vehicle’s Transport area. turns can be made.

(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.

Any time a vehicle with Wheeled Locomotion moves


within 1” of a caltrop marker, it must make a Loss of
Control test with an additional -2 modifier. 718
719
EXOTIC BEASTS, BRUTES & HANGERS-ON
As a gang grows and develops, it can recruit specialised new
BRUTES
members: Exotic Beasts, Brutes, and Hangers-On.
• Brutes are combat juggernauts. Some are full
Most gangs have unique Exotic Beasts, Brutes, and Hangers- members of a gang, enjoying all the same privileges;
On that only they have access to – these are all presented in others are opportunists who join a gang for their own
the individual Gang Lists, rather than in this section. reasons.
This section lists the Exotic Beasts, Brutes, and Hangers-On • As they are expressly recruited to fight, Brutes can be
that any gang can recruit. selected to join a starting crew like any other fighter.
In a campaign, this recruitment occurs during the Post- • The number of Brutes and/or Hangers-On a gang can
Battle Sequence; in a Skirmish, it occurs at gang creation. have is determined by its Reputation:
An introduction to the types of companion follows – note REP MAX
that each individual entry includes all the rules you need. 0-5 1
5-9 2
EXOTIC BEASTS 10-14 3
15-19 4
• Exotic Beasts are animal (mostly) companions, owned 20-24 5
by a specific fighter and accompanying them to battle. Each additional +5 +1
• They are purchased as “equipment” and are therefore
• If a gang drops beneath a Reputation threshold, it may
recorded on their owner’s fighter card.
have to dismiss one of these recruits.
• Despite this, Exotic Beasts also have their own model,
• Note that some Brutes can only be recruited by
and a fighter card of their own that details their
Outlaw gangs.
profile, skills, and weaponry.

• In battle, an Exotic Beast acts as a special kind of


HANGERS-ON
fighter with some restrictions around their behaviour.
• Hangers-On are the various support staff who stay in
• They are usually either quite powerful, or have unique the background of a gang but contribute vastly to its
special rules. intel, schemes, and finances.

• They do not normally participate in battles – however,


simply having them in the gang grants access to their
special rules.

• A Hanger-On should still have a dedicated model, as


there are circumstances when they might
unfortunately find themselves caught up in a battle.

• Note that as above, the number of Brutes and/or


Hangers-On a gang can have is determined by its
Reputation. If a gang drops beneath a Reputation
threshold, it may have to dismiss one of these recruits.

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.

EXOTIC BEAST RULES • A Caryatid is not obtained in the usual way –


• Joining a Fight: If its owner participates in a instead, if the gang takes a “Seek Rare Equipment”
battle, the Exotic Beast may also be included and Post-Battle Action and scores 15+, roll 2D6 and
does not count towards the gang’s fighter limit add Rep – on 20+, the Gang Leader gains a
(and so are not considered in Bottle Tests). If its Caryatid.
owner is removed for any reason, the Exotic Beast
is also removed. SKILLS
• A Caryatid has no skills at recruitment.
• Profile Restriction: Exotic Beasts may never be
issued new weapons or equipment – they can only • Primary Skills: Agility.
use the ones included in their profile.
• Secondary Skills: Cunning.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic SPECIAL RULES
Beasts also activate. The activations can be Flight: A Caryatid ignores all terrain, may move freely
resolved in any order. between levels without restriction, and can never fall –
but cannot ignore impassable terrain, nor end a move
• Behaviour: If an Exotic Beast ends its activation with its base overlapping an obstacle or another fighter.
more than 3” away from their owner, it must make
a Nerve check – if failed, it becomes Broken and Omen of Fortune: If their Caryatid is within 3”, the Gang
immediately takes a free Running for Cover Leader can check Willpower to negate one successful
(Double) action. incoming attack per round (this includes hits from
Templates and Blast markers).
� An Exotic Beast flees towards its owner, rather
than cover. Precognition: The Caryatid’s tremendous foresight
gives it a 3+ armour save that can never be modified by
� An Exotic Beast automatically Rallies if its a weapon’s Armour Piercing value.
activation ends within 3” of its owner (but does
not gain XP). If hit by a Blast marker or template, roll D6 – on 1-3, the
Caryatid avoids damage (leave it in its current position).
• Campaign Play: Exotic Beasts gain XP and Lasting
Injuries as normal, and roll Advancements on the Symbol of Renown: While the Caryatid is present, the
Ganger Advancement Table (they can be promoted gang gains +1 Rep. If it is killed or abandons its owner,
to Specialist). They can be taken Captive, and a the gang loses -2 Rep.
Rescue Mission can be mounted for them as Abandonment: If the gang ever loses Rep, roll D6 and
normal. Exotic Beasts cannot work Territories. subtract the score from the amount of Rep lost – on 1 or
less, the Caryatid abandons the gang. A natural 6 is
always a success.

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

EXOTIC BEAST RULES RECRUITMENT


• Joining a Fight: If its owner participates in a • A fighter can own a maximum of two
battle, the Exotic Beast may also be included and Grapplehawks.
does not count towards the gang’s fighter limit
• Grapplehawks are purchased from the Black
(and so are not considered in Bottle Tests). If its
Market and are therefore Illegal.
owner is removed for any reason, the Exotic Beast
is also removed. SKILLS
• Profile Restriction: Exotic Beasts may never be • A Grapplehawk has no skills at recruitment.
issued new weapons or equipment – they can only • Primary Skills: Agility.
use the ones included in their profile.
• Secondary Skills: Combat.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic SPECIAL RULES
Beasts also activate. The activations can be Flight: A Grapplehawk ignores all terrain, may move
resolved in any order. freely between levels without restriction, and can never
• Behaviour: If an Exotic Beast ends its activation fall – but cannot ignore impassable terrain, nor end a
more than 3” away from their owner, it must make move with its base overlapping an obstacle or another
a Nerve check – if failed, it becomes Broken and fighter.
immediately takes a free Running for Cover Grapple: If a Grapplehawk successfully hits an enemy in
(Double) action. close combat, then for as long as it remains Engaged
� An Exotic Beast flees towards its owner, rather with this target, all of its future attacks hit them
than cover. automatically (including Reaction attacks).

� 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

EXOTIC BEAST RULES RECRUITMENT


• Joining a Fight: If its owner participates in a • A fighter can own a maximum of one Gyrinx Cat.
battle, the Exotic Beast may also be included and
• Gyrinx Cats are purchased from the Black Market
does not count towards the gang’s fighter limit
and are therefore Illegal.
(and so are not considered in Bottle Tests). If its
owner is removed for any reason, the Exotic Beast SKILLS
is also removed. • A Gyrinx Cat has no skills at recruitment.
• Profile Restriction: Exotic Beasts may never be
• Primary Skills: Agility.
issued new weapons or equipment – they can only
use the ones included in their profile. • Secondary Skills: Cunning.

• Activation: When its owner activates (including as SPECIAL RULES


part of a Group Activation), all of their Exotic Small Target: Ranged attacks targeting a Gyrinx Cat
Beasts also activate. The activations can be suffer an additional -1 modifier to hit; in addition, a
resolved in any order. Gyrinx Cat is never hit by Stray Shots.
• Behaviour: If an Exotic Beast ends its activation Charmed Life: Enemies can only make ranged attacks
more than 3” away from their owner, it must make against a Gyrinx Cat if it is the closest target, and can
a Nerve check – if failed, it becomes Broken and only make close combat attacks against it if there are no
immediately takes a free Running for Cover other options available.
(Double) action.
Unsanctioned Psyker: At the start of a battle, the
� An Exotic Beast flees towards its owner, rather Gyrinx Cat gains a wyrd power. Roll D6:
than cover.
D6 WYRD POWER
� An Exotic Beast automatically Rallies if its
1 Assail (Basic, Telekinesis)
activation ends within 3” of its owner (but does
2 Flame Blast (Basic, Pyromancy)
not gain XP).
3 Freeze Time (Double, Chronomancy)
• Campaign Play: Exotic Beasts gain XP and Lasting
4 Weapon Jinx (Simple, Technomancy)
Injuries as normal, and roll Advancements on the
5 Terrify (Double, Telepathy)
Ganger Advancement Table (they can be promoted
6 Quickening (Basic, Biomancy)
to Specialist). They can be taken Captive, and a
Rescue Mission can be mounted for them as
If the Gyrinx Cat is taken Out of Action, the enemy gang
normal. Exotic Beasts cannot work Territories.
receives a bounty of D3x10 credits after the battle.

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

EXOTIC BEAST RULES RECRUITMENT


• Joining a Fight: If its owner participates in a • A fighter can own a maximum of one Hacked
battle, the Exotic Beast may also be included and Cyber-Mastiff.
does not count towards the gang’s fighter limit
• Hacked Cyber-Mastiffs are purchased from the
(and so are not considered in Bottle Tests). If its
Black Market and are therefore Illegal.
owner is removed for any reason, the Exotic Beast
is also removed. SKILLS
• Profile Restriction: Exotic Beasts may never be • A Hacked Cyber-Mastiff has no skills at
issued new weapons or equipment – they can only recruitment.
use the ones included in their profile. • Primary Skills: Combat.
• Activation: When its owner activates (including as • Secondary Skills: Ferocity.
part of a Group Activation), all of their Exotic
Beasts also activate. The activations can be SPECIAL RULES
resolved in any order. Glitchy: When a Hacked Cyber-mastiff activates, roll D6
• Behaviour: If an Exotic Beast ends its activation – on 1, it gains the Insane condition.
more than 3” away from their owner, it must make Tenacious: If the Hacked Cyber-Mastiff goes Out of
a Nerve check – if failed, it becomes Broken and Action, do not remove it from play if it has not yet
immediately takes a free Running for Cover activated this round – it is only removed once it
(Double) action. completes its activation.
� An Exotic Beast flees towards its owner, rather
than cover.

� An Exotic Beast automatically Rallies if its


activation ends within 3” of its owner (but does
not gain XP).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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

EXOTIC BEAST RULES RECRUITMENT


• Joining a Fight: If its owner participates in a • A fighter can own a maximum of three
battle, the Exotic Beast may also be included and Necromundan Giant Rats.
does not count towards the gang’s fighter limit
• They are purchased from the Trading Post.
(and so are not considered in Bottle Tests). If its
owner is removed for any reason, the Exotic Beast SKILLS
is also removed.
• A Necromundan Giant Rat has no skills at
• Profile Restriction: Exotic Beasts may never be recruitment.
issued new weapons or equipment – they can only • Primary Skills: Cunning.
use the ones included in their profile.
• Secondary Skills: Agility.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic SPECIAL RULES
Beasts also activate. The activations can be Small Target: Ranged attacks targeting a Necromundan
resolved in any order. Giant Rat suffer an additional -1 modifier to hit; in
• Behaviour: If an Exotic Beast ends its activation addition, they are never hit by Stray Shots.
more than 3” away from their owner, it must make Nimble: A Necromundan Giant Rat has an armour save
a Nerve check – if failed, it becomes Broken and of 4+, which is never modified by a weapon’s Armour
immediately takes a free Running for Cover Penetration.
(Double) action.
Rat Cunning: The owner of a Necromundan Giant Rat
� An Exotic Beast flees towards its owner, rather gains a special 5+ armour save against damage from
than cover. environmental effects – such as from terrain, Badzone
� An Exotic Beast automatically Rallies if its Environments and Events, etc.
activation ends within 3” of its owner (but does This save can be taken in conjunction with any other,
not gain XP). but must be rolled first.
• Campaign Play: Exotic Beasts gain XP and Lasting Alternatively, a fighter may sacrifice one of their rats to
Injuries as normal, and roll Advancements on the automatically disregard this environmental damage – if
Ganger Advancement Table (they can be promoted so, remove one Necromundan Giant Rat from the Gang
to Specialist). They can be taken Captive, and a Roster.
Rescue Mission can be mounted for them as
normal. Exotic Beasts cannot work Territories.

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.

BRUTE RULES • Unlike other Brutes, the Iron Automata counts as


Illegal (14) – this means it can only be recruited
• Rep & Recruitment: The maximum number of
after the gang has made a “Seek Illegal Items”
combined Brutes and Hangers-On a gang can
Post-Battle Action, and the roll meets this score.
recruit is determined by their Reputation:

REP MAX SKILLS


0-5 1 • An Iron Automata comes with the Nerves of Steel
5-9 2 and Fearsome skills at recruitment:
10-14 3
15-19 4 � FEARSOME: If the Iron Automata is targeted by
20-24 5 a Charge (Double) action, the enemy must
Each additional +5 +1 check Willpower after declaring it – if failed,
their activation ends immediately.
• Full Member: Once recruited, Brutes are an
� NERVES OF STEEL: When the Iron Automata is
accepted part of the gang. They may join a battle
hit by a ranged attack, check Cool – if passed, it
in the same way as any other fighter.
may choose to not be Pinned.
• Profile Restriction: Brutes can only use and
• Primary Skills: Brawn.
purchase the weapons and equipment options
included on their profile – they can never be given • Secondary Skills: Combat.
any other gear.
SPECIAL RULES
• Campaign Play: Brutes gain XP and Lasting Really Glitchy: When an Iron Automata activates, roll
Injuries as normal, and count as a Specialist for D6 – on 1, it gains the Insane condition.
Advancements. They can be taken Captive, and a
Not an Abominable Intelligence: If an Iron Automata
Rescue Mission can be mounted for them as
Igoes Out of Action, immediately roll D6 - on 1, it must be
normal. Brutes cannot work Territories.
removed from the Gang Roster (it wanders into the badzones,
mumbling robotically about overthrowing humanity).
Otherwise, roll for Lasting Injury as usual.

Man of Iron: An Iron Automata has a 3+ armour save


and is immune to the Toxin and Gas traits, as well as the
effects of Chems.

Automated Repairs: In the End Phase, roll D6 – on 6,


the Iron Automata recovers one lost Wound. In addition,
when attempting Recovery, it may roll +1 Injury die,
then from among its total, pick one discard.

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

EQUIPMENT ❖ GOLIATH AFFINITY


• By default, a Jotunn wields two Augmetic Fists. House Goliath gangs can recruit a Jotunn for 180
credits, instead of the usual 210.
ADDITIONAL OPTIONS
• Replace up to two Augmentic Fists with any RECRUITMENT
combination of Arc Welder (+70 credits), Storm • A gang can recruit a maximum of two Jotunns.
Welder (+75 credits), or Spud-Jacker (-20 credits).

• Upgrade to Furnace Plates: +15 credits.


SKILLS
• A Jotunn H-Grade Servitor-Ogryn comes with the
BRUTE RULES Headbutt skill at recruitment:
• Rep & Recruitment: The maximum number of � HEADBUTT: If the fighter is Engaged, they may
combined Brutes and Hangers-On a gang can take the following action:
recruit is determined by their Reputation:
-HEADBUTT (Basic):Choosean Engaged
REP MAX target and roll two D6s – if either rolls
0-5 1 equal or higher than their Toughness, the
5-9 2
Jotunn delivers a S+2, AP 0, Damage 2 hit.
10-14 3
15-19 4 If both roll lower than the target’s
20-24 5 Toughness, the Jotunn suffers a hit equal
Each additional +5 +1 to their own Strength, at AP 0 and
Damage 1.
• Full Member: Once recruited, Brutes are an
accepted part of the gang. They may join a battle • Primary Skills: Brawn.
in the same way as any other fighter. • Secondary Skills: Combat, Ferocity.
• Profile Restriction: Brutes can only use and
purchase the weapons and equipment options
SPECIAL RULES
Loyal: When the Jotunn provides assistance to a
included on their profile – they can never be given
friendly fighter in close combat, it grants them a +2
any other gear.
modifier to hit, rather than the usual +1.
• Campaign Play: Brutes gain XP and Lasting
Slow-Witted: The Jotunn can never be included in a
Injuries as normal, and count as a Specialist for
Group Activation.
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• By default, an Awakened Ogryn wields two • An Awakened Ogryn can only be recruited by
Augmetic Fists. Outlaw gangs.

ADDITIONAL OPTIONS RECRUITMENT


• Replace one Augmetic Fist with a Spud-Jacker: -20 • A gang can recruit a maximum of one Awakened
credits. Ogryn.

• Equip Furnace Plates: +15 credits.


SKILLS
An Awakened Ogryn comes with the Headbutt skill
BRUTE RULES •
at recruitment:
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can � HEADBUTT: If the fighter is Engaged, they may
recruit is determined by their Reputation: take the following action:

REP MAX -HEADBUTT (Basic):Choosean Engaged


0-5 1 target and roll two D6s – if either rolls equal
5-9 2 or higher than their Toughness, they suffer a
10-14 3 Strength +2, AP 0, Damage 2 hit.
15-19 4
20-24 5 If both roll lower than their Toughness, the
Each additional +5 +1 Awakened Ogryn suffers a hit equal to its
own Strength, with AP 0 and Damage 1.
• Full Member: Once recruited, Brutes are an
• Primary Skills: Brawn.
accepted part of the gang. They may join a battle
in the same way as any other fighter. • Secondary Skills: Ferocity.

• Profile Restriction: Brutes can only use and


WYRD POWERS
purchase the weapons and equipment options
• The Awakened Ogryn automatically gains one
included on their profile – they can never be given
Wyrd Power at recruitment, chosen from the
any other gear.
Awakened Ogryn Wyrd Power List opposite.
• Campaign Play: Brutes gain XP and Lasting
• At recruitment only, the Awakened Ogryn may
Injuries as normal, and count as a Specialist for
purchase additional Wyrd Powers from this list for
Advancements. They can be taken Captive, and a
+30 credits each.
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories. SPECIAL RULES
Loyal: When providing assistance to an Engaged
friendly fighter, an Awakened Ogryn grants them a +2
modifier to hit, rather than the usual +1.

Slow-Witted: The Awakened Ogryn can never be


included in a Group Activation.
Unsanctioned Psyker: If the Awakened Ogryn is taken
Out of Action, the enemy gang receives a bounty of
D3x10 credits. If Captured and sold to the Guilders, they
are worth their full value.

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.

• This save can be attempted after any other armour


save the psyker already has.

2. BODY OF FLAME (Basic, Continuous Effect)


• While this power is maintained, the psyker ignores
hits from any weapon with the Blaze or Melta trait.

• Any fighter who ends their activation within 1” of


the psyker must test to see if they are set on fire,
just as if they had been hit by a weapon with the
Blaze trait.

3. WEAPON JINX (Simple)


• Target an enemy within 18” – they must
immediately make an Ammo check.

4. OVERCHARGE (Basic, Continuous Effect)


• Choose one of the psyker’s ranged weapons.

• While this power is maintained, this weapon gains


+2 Strength, +1 Damage, and the Unstable trait.

5. CRUSH (Basic)
• Target an enemy or obstacle within 12” and line of
sight, then check Ballistic Skill.

• If passed, a targeted obstacle is removed from


play, while a targeted fighter must attempt an
armour save – if failed, roll an Injury die and apply
the result.

6. TERRIFY (Double)
• Target an enemy within 18”.

• The target must check Nerve with a -3 modifier – if


failed, they become Broken and immediately
make a free Run for Cover (Double) action.

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.

• Upgrade to Furnace Plates: +15 credits. SKILLS


• An Ambot has the Infiltrate skill at recruitment:
BRUTE RULES � INFILTRATE: During deployment, set the Ambot
• Rep & Recruitment: The maximum number of aside instead of placing them – before the first
combined Brutes and Hangers-On a gang can round, deploy them anywhere on the battlefield
recruit is determined by their Reputation: that is not visible to or within 6” of any enemies.
REP MAX • Primary Skills: Ferocity.
0-5 1
5-9 2 • Secondary Skills: Brawn, Combat.
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Valuable: If the Ambot is Captured, its captors can
Each additional +5 +1 either sell it to the Guilders as normal, or steal it –
adding it to their own gang (if they have enough Rep).
• Full Member: Once recruited, Brutes are an
accepted part of the gang. They may join a battle Excavation Automata: If the gang owns a Mine
in the same way as any other fighter. Workings Territory, increase its income by +D6.

Cranial Governors: At the start of any round, the gang


• Profile Restriction: Brutes can only use and
can disable the Ambot’s aggression inhibitors, which
purchase the weapons and equipment options
lasts for the rest of the battle. If so, the Ambot increases
included on their profile – they can never be given
its Attacks to D3+1, and it gains the Berserker skill:
any other gear.
� BERSERKER: When the Ambot makes a successful
• Campaign Play: Brutes gain XP and Lasting
Charge (Double) action, it gains +2 additional
Injuries as normal, and count as a Specialist for
attacks, rather than the usual +1.
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as While Standing and Engaged, the Ambot must split its
normal. Brutes cannot work Territories. attacks evenly between all fighters in base contact,
including friendly fighters.

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

EQUIPMENT OUTLAW ALIGNMENT


• By default, an Ambot wields two Tunnelling Claws. • A Scrapcode-Corrupted Ambot can only be
recruited by Outlaw gangs.
• It has a Respirator and Light Carapace Armour.
RECRUITMENT
ADDITIONAL OPTIONS
• A gang can recruit a maximum of one Scrapcode-
• Replace one Tunnelling Claw with a Grav-Fist (+90
Corrupted Ambot.
credits).

• Upgrade to Heavy Carapace Armour: +55 credits. SKILLS


• A Scrapcode-Corrupted Ambot comes with the
• Install Armour Spikes: +15 credits.
Berserker and Nerves of Steel skills at recruitment:

BRUTE RULES � BERSERKER: When the Ambot makes a


• Rep & Recruitment: The maximum number of successful Charge (Double) action, it gains +2
combined Brutes and Hangers-On a gang can additional attacks, rather than the usual +1.
recruit is determined by their Reputation:
� NERVES OF STEEL: When the Ambot is hit by a
REP MAX ranged attack, check Cool – if passed, it may
0-5 1 choose to not be Pinned.
5-9 2
10-14 3 • Primary Skills: Ferocity.
15-19 4 • Secondary Skills: Brawn, Combat.
20-24 5
Each additional +5 +1 SPECIAL RULES
Machine Madness: If the Ambot Seriously Injures or
• Full Member: Once recruited, Brutes are an
takes any fighter Out of Action, roll D6 – on 1, it gains the
accepted part of the gang. They may join a battle
Insane condition.
in the same way as any other fighter.
Blind Rage: All of the Ambot’s attacks and weapons
• Profile Restriction: Brutes can only use and
count as having the Reckless trait.
purchase the weapons and equipment options
included on their profile. Valuable: If the Ambot is Captured by an Outlaw gang,
they can sell it to the Guilders as normal, or steal it –
• Campaign Play: Brutes gain XP and Lasting
adding it to their own gang (if they have enough Rep).
Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a Armour Spikes: When a fighter makes base contact
Rescue Mission can be mounted for them as with the Ambot (or vice versa), they suffer an automatic
normal. Brutes cannot work Territories. Strength 1, AP 0, Damage 1 hit.

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

EQUIPMENT OUTLAW ALIGNMENT


• By default, a Mutated Ogryn wields two Open Fists. • A Mutated Ogryn can only be recruited by Outlaw
gangs.
ADDITIONAL OPTIONS
• Replace one Open Fist with a Power Maul (+30 RECRUITMENT
credits). • A gang can recruit a maximum of one Mutated
Ogryn.
• Replace one Open Fist with Horrific Appendages
(+20 credits).
SKILLS
• Equip Furnace Plates: +15 credits. • A Mutated Ogryn comes with the True Grit skill at
recruitment:
BRUTE RULES
� TRUE GRIT: When the Mutated Ogryn rolls for
• Rep & Recruitment: The maximum number of
Injury with multiple dice, discard one of them –
combined Brutes and Hangers-On a gang can
and when it rolls for Injury with a single die, roll
recruit is determined by their Reputation:
two instead and choose which result to apply.
REP MAX
• Primary Skills: Brawn.
0-5 1
5-9 2 • Secondary Skills: Combat, Ferocity.
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Murderous Brute: In addition to the True Grit skill, the
Each additional +5 +1 Mutated Ogryn gains +1 additional skill at recruitment,
randomly determined from either the Ferocity or
• Full Member: Once recruited, Brutes are an
Savagery skillsets.
accepted part of the gang. They may join a battle
in the same way as any other fighter. Slow-Witted: The Mutated Ogryn can never be included
in a Group Activation.
• Profile Restriction: Brutes can only use and
purchase the weapons and equipment options
included on their profile – they can never be given
any other gear.

• Campaign Play: Brutes gain XP and Lasting


Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• An Outlands Beastmaster wields a Shock Stave and • A gang can hire a maximum of two Beastmasters.
Sawn-Off Shotgun (Scatter and Solid Ammo), and
wears Mesh Armour. SKILLS
• A Beastmaster comes with the Fearsome skill at
BRUTE RULES recruitment:
• Rep & Recruitment: The maximum number of
� FEARSOME: If the Beastmaster is targeted by a
combined Brutes and Hangers-On a gang can
Charge (Double) action, the enemy must check
recruit is determined by their Reputation:
Willpower after declaring it – if failed, their
REP MAX activation ends immediately.
0-5 1
5-9 2 SPECIAL RULES
10-14 3 Beast Trainer: Exotic Beasts belonging to the
15-19 4 Beastmaster must try to remain within 6”, rather than
20-24 5 the usual 3”.
Each additional +5 +1
One with the Beast: When first recruited to the gang,
• Full Member: Once recruited, Brutes are an choose one of the below Exotic Beasts as the
accepted part of the gang. They may join a battle Beastmaster’s speciality.
in the same way as any other fighter.
Upon recruitment, and at the start of any Post-Battle
• Profile Restriction: Brutes can only use and Sequence, the Beastmaster can recruit additional Exotic
purchase the weapons and equipment options Beasts of this type, if they currently have less than three:
included on their profile – they can never be given • Wasteland Giant Rat: 30 credits each
any other gear.
• Millisaur: 60 credits each
• Campaign Play: Brutes gain XP and Lasting
Injuries as normal, and count as a Specialist for • Ripperjack: 70 credits each
Advancements. They can be taken Captive, and a The Beastmaster can only command Exotic Beasts of
Rescue Mission can be mounted for them as their selected speciality (see over for their profiles).
normal. Brutes cannot work Territories.

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

EXOTIC BEAST SPECIAL RULES


• All the usual rules for Exotic Beasts apply, with the Expendable: If a rat goes Out of Action or becomes
owner being the Outlands Beastmaster. Seriously Injured, this does not trigger Nerve tests in
nearby friendly fighters unless they also have the
SKILLS “Expendable” rule.
• A Wasteland Giant Rat comes with the Dodge skill
Never More than One Metre from a Rat: If a rat is ever
at recruitment:
removed from its owner’s Fighter card, it is immediately
� DODGE: If the rat suffers a wound from a replaced at no cost.
ranged or close combat attack, roll D6 – on 6,
the attack is negated.

If the attack used a Blast marker or Flame


template, instead move the rat 2” (they may still
be hit by the marker).

• Primary Skills: Agility.

• Secondary Skills: Cunning.

OUTLANDS BEASTMASTER: MILLISAUR


M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+

RNG ACC
WEAPON S L S L Str AP D Am Traits
Fanged Maw - E - - - - - - Toxin, Melee

EXOTIC BEAST SPECIAL RULES


• All the usual rules for Exotic Beasts apply, with the Burrower: A Millisaur can move through impassable
owner being the Outlands Beastmaster. terrain, but may not end its movement on or within it.

SKILLS Armoured Hide: A Millisaur has a 5+ armour save.

• A Millisaur comes with the Infiltrate skill at


recruitment:

� INFILTRATE: During deployment, set the


Millisaur aside instead of placing them – before
the first round, deploy them anywhere on the
battlefield that is not visible to or within 6” of
any enemies.

• Primary Skills: Combat.

• Secondary Skills: Agility.

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

EXOTIC BEAST SPECIAL RULES


• All the usual rules for Exotic Beasts apply, with the Flight: A Ripperjack ignores all terrain, may move freely
owner being the Outlands Beastmaster. between levels without restriction, and can never fall –
but cannot ignore impassable terrain, nor end a move
SKILLS with its base overlapping an obstacle or another fighter.
• A Ripperjack does not come with any skills at
Solitary Hunter: A Ripperjack neither grants Assists, nor
recruitment.
receives the benefits of them.
• Primary Skills: Ferocity.
Enveloping Attack: An enemy who is Engaged with a
• Secondary Skills: Combat. Ripperjack suffers a -2 modifier to Initiative when
attempting a Retreat (Basic) action.

Flapping Horror: Any Reaction Attack made against a


Ripperjack suffers an additional -1 modifier to hit.

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

EQUIPMENT OUTLAW ALIGNMENT


• A Sump Beast wields Ferocious Jaws. • A Sump Beast can only be recruited by Outlaw
gangs.
ADDITIONAL OPTIONS
The Sump Beast may come with any of the following at RECRUITMENT
recruitment only: Lashing Tail (+50 credits), Crushing • A gang can recruit a maximum of one Sump Beast.
Claws (+70 credits), Prehensile Tongue (+60 credits),
Venomous Bite (+35 credits), Multiple Legs (+20 credits), SKILLS
Scaly Hide (+40 credits) • A Sump Beast comes with the Unstoppable,
Fearsome, and True Grit skills at recruitment:
BRUTE RULES
� UNSTOPPABLE: Before the Sump Beast
• Rep & Recruitment: The maximum number of
attempts Recovery, roll D6 – on 4+, it discards
combined Brutes and Hangers-On a gang can
one Flesh Wound.
recruit is determined by their Reputation:
If it has no Flesh Wounds, it gains +1 additional
REP MAX
Recovery die instead – and may choose which
0-5 1
result to apply from among the total rolled.
5-9 2
10-14 3 � FEARSOME: If the Sump Beast is targeted by a
15-19 4 Charge (Double) action, the enemy must check
20-24 5
Willpower after declaring it – if failed, they
Each additional +5 +1
cannot move and their activation ends
immediately.
• Full Member: Once recruited, Brutes are an
accepted part of the gang. They may join a battle � TRUE GRIT: When the Sump Beast rolls for
in the same way as any other fighter. Injury with multiple dice, discard one of them –
and when it rolls for Injury with a single die, roll
• Profile Restriction: Brutes can only use and
two instead and choose which result to apply.
purchase the weapons and equipment options
included on their profile – they can never be given • Primary Skills: Cunning.
any other gear.
• Secondary Skills: Brawn, Ferocity.
• Campaign Play: Brutes gain XP and Lasting
Injuries as normal, and count as a Specialist for
Advancements. They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Brutes cannot work Territories.

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).

Underhive Monster: If there is a Seriously Injured


fighter within 6” when the Sump Beast is activated,
check Intelligence – if failed, it automatically attempts a
Charge (Double) action or a Coup de Grace (Simple)
against that target.

In addition, the Sump Beast automatically makes a


Coup de Grace (Simple) action if possible.

Scaly Hide: A Sump Beast with this upgrade gains a 4+


armour save.

Poisonous Bite: A Sump Beast with this upgrade gains


the Toxin trait for its Ferocious Jaws.

Multiple Legs: A Sump Beast with this upgrade gains


+2” Movement and the Clamber skill:

� CLAMBER: When the Sump Beast climbs, it does not


cost extra movement; it treats every vertical surface
as a ladder.

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

EQUIPMENT OUTLAW ALIGNMENT


• An Agitator wields either a Laspistol or a Stub Gun. • An Agitator can only be recruited by Outlaw gangs.

HANGER-ON RULES RECRUITMENT LIMIT


• Rep & Recruitment: The maximum number of • A gang can hire a maximum of one Agitator.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation: SKILLS
• An Agitator comes with the Inspirational skill at
REP MAX
recruitment:
0-5 1
5-9 2 � INSPIRATIONAL: If a friendly fighter within 6”
10-14 3 checks Cool and fails, check the Agitator’s
15-19 4 Leadership – if passed, that fighter’s Cool check
20-24 5 also counts as having succeeded.
Each additional +5 +1
SPECIAL RULES
• Outlaw Types: If the recruiting gang is an Outlaw, Agitate: The Agitator makes bold and daring claims
the Hanger-On is automatically an Outlaw. about their gang’s prowess and righteousness… though
• Support Role: Generally, Hangers-On do not such boasts are not without their dangers.
willingly participate in battles. However, if the During the Pre-Battle Sequence, the gang may declare it
gang has Home Turf Advantage in the scenario its Agitator will spread word of their impending victory.
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting If the gang wins the battle, they gain +D3 bonus Rep. If
starts and must be included as part of the crew they lose, they subtract an additional -1 Rep.
(and counting towards the gang’s fighter limit). Galvanise: When the gang rolls to determine whether
• Profile Restriction: Hangers-On can only use the they gain a free fighter from a Territory (such as a
weapons and equipment options included on their Settlement), roll twice and choose the result.
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• An Ammo-Jack wields either a Boltgun or Combat • A gang can hire a maximum of three Ammo-Jacks.
Shotgun (Salvo and Shredder Rounds); and either a
Power Hammer or Power Sword. SKILLS
• An Ammo-Jack comes with the Munitioneer skill at
• Equipped with Mesh Armour.
recruitment:

HANGER-ON RULES � MUNITIONEER: The Ammo-Jack may re-roll any


• Rep & Recruitment: The maximum number of failed Ammo checks for themselves, and for any
combined Brutes and Hangers-On a gang can friendly fighters within 6”.
recruit is determined by their Reputation:
SPECIAL RULES
REP MAX Weapon Servicing: All fighters in the gang may re-roll
0-5 1
Ammo checks that roll a natural 1.
5-9 2
10-14 3 For every additional Ammo-Jack in the gang, this ability
15-19 4 compounds – having two means the gang can re-roll
20-24 5 Ammo checks of 1-2, while having three means the gang
Each additional +5 +1
can re-roll Ammo checks of 1-3.

• Outlaw Types: If the recruiting gang is an Outlaw,


the Hanger-On is automatically an Outlaw.

• Support Role: Generally, Hangers-On do not


participate in battles. However, if the gang has
Home Turf Advantage in the scenario, roll D6 – on
4+, this fighter is hanging around when the fighting
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT ❖ GOLIATH AFFINITY


• A Brute Handler wields a Shock Whip. House Goliath gangs can recruit a Brute Handler for 55
credits, instead of the usual 110.
HANGER-ON RULES
• Rep & Recruitment: The maximum number of RECRUITMENT LIMIT
combined Brutes and Hangers-On a gang can • A gang can hire a maximum of one Brute Handler.
recruit is determined by their Reputation:

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

EQUIPMENT ❖ ORLOCK AFFINITY


• A Bullet Merchant wields either an Autopistol or a House Goliath gangs can recruit a Brute Handler for 25
Stub Gun. credits, instead of the usual 75.
• One type of specialist ammo for that weapon.
RECRUITMENT LIMIT
HANGER-ON RULES • A gang can hire a maximum of one Bullet
• Rep & Recruitment: The maximum number of Merchant.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation:
SKILLS
• A Bullet Merchant comes with the Fast Shot skill at
REP MAX recruitment:
0-5 1
5-9 2 � FAST SHOT: The Bullet Merchant treats the
10-14 3 Shoot (Basic) action as Shoot (Simple).
15-19 4
20-24 5 SPECIAL RULES
Each additional +5 +1 High-Calibre Hook-Up: The gang treats all types of
specialist ammo as Common when visiting the Trading
• Outlaw Types: If the recruiting gang is an Outlaw, Post or Black Market.
the Hanger-On is automatically an Outlaw.
Something Special: Every fighter in the gang carrying
• Support Role: Generally, Hangers-On do not specialist ammo with the Limited trait replaces that with
willingly participate in battles. However, if the the Scarce trait.
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT OUTLAW ALIGNMENT


• A Cadaver Merchant wields a Chainaxe. • A Cadaver Merchant can only be recruited by
Outlaw gangs.
HANGER-ON RULES
• Rep & Recruitment: The maximum number of RECRUITMENT LIMIT
combined Brutes and Hangers-On a gang can • A gang can hire a maximum of one Cadaver
recruit is determined by their Reputation: Merchant.

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.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT ❖ GOLIATH AFFINITY


• A Chem Dealer wields a Stub Gun. House Goliath gangs can recruit a Chem Dealer for 25
credits, instead of the usual 50.
• Carries a single dose of one Chem, chosen from
the Black Market.
RECRUITMENT LIMIT
HANGER-ON RULES • A gang can hire a maximum of one Chem Dealer.
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can
SKILLS
• A Chem Dealer comes with the Fixer skill at
recruit is determined by their Reputation:
recruitment:
REP MAX
0-5 1 � FIXER: If the Chem Dealer is not Captured or in
5-9 2 Recovery, the gang gains an additional D3x10
10-14 3 credits after each battle.
15-19 4
20-24 5 SPECIAL RULES
Each additional +5 +1 Abundant Supply: The gang counts all Chems as
Common.
• Outlaw Types: If the recruiting gang is an Outlaw,
Purchase on Consignment: During the Pre-Battle
the Hanger-On is automatically an Outlaw.
Sequence, the gang can choose to have the Chem
• Support Role: Generally, Hangers-On do not Dealer obtain one of the following:
willingly participate in battles. However, if the
� A single dose of any Chem
gang has Home Turf Advantage in the scenario
being played, roll D6 – on 4+, this fighter is unlucky � A Stimm-Slug Stash
enough to be hanging around when the fighting
� A Medicae Kit
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). These items are not free – payment is simply deferred
until the Post-Battle Sequence.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their If the gang cannot or will not pay for their chosen item
profile – they can never be given any other gear. at this point, the Chem Dealer departs – remove them
from the Gang Roster.
• Campaign Play: Hangers-On do not gain XP or
Advancements – and if they suffer a Lasting Injury Word of this bad deal gets around, and the gang cannot
(roll of 46+), they permanently depart the gang. recruit another Chem Dealer for the rest of the
However, they can be taken Captive, and a Rescue campaign.
Mission can be mounted for them as normal.
Hangers-On cannot work Territories.

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

EQUIPMENT RECRUITMENT LIMIT


• A Data-Scrivener wields either a Laspistol or a Las • A gang can hire a maximum of one Data-Scrivener.
Sub-Carbine.
SKILLS
• Carries a single dose of one Chem, chosen from
• A Data-Scrivener comes with the Gadgeteer skill at
the Black Market.
recruitment:

HANGER-ON RULES � GADGETEER: At the start of the battle, the Data-


• Rep & Recruitment: The maximum number of Scrivener can modify one of their weapons that
combined Brutes and Hangers-On a gang can has either the Plentiful or Rapid Fire (X) trait.
recruit is determined by their Reputation:
-Plentiful: The weaponlosesthe Plentiful
REP MAX trait and gains one of the following instead:
0-5 1 Knockback, Pulverise, Rending, or Shock.
5-9 2
10-14 3 -Rapid Fire (X): The weapon’s(X)value
15-19 4 increases by +1.
20-24 5
Each additional +5 +1 SPECIAL RULES
Data-Hacked: If a friendly fighter is required to check
• Outlaw Types: If the recruiting gang is an Outlaw, Intelligence, roll an additional D6 and discard the lowest
the Hanger-On is automatically an Outlaw. result.

• Support Role: Generally, Hangers-On do not


willingly participate in battles. However, if the
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A Dome Runner wields either a Stub Pistol or • A gang can hire a maximum of one Dome Runner.
Laspistol, and either a Fighting Knife or Axe.
SKILLS
HANGER-ON RULES • A Dome Runner comes with the Lie Low skill at
• Rep & Recruitment: The maximum number of recruitment:
combined Brutes and Hangers-On a gang can
� LIE LOW: If the Dome Runner is Prone, ranged
recruit is determined by their Reputation:
attacks can only target them within Short
REP MAX range. Weapons without a Short range are
0-5 1 unaffected by this skill.
5-9 2
10-14 3 SPECIAL RULES
15-19 4 Hive Scout: When a fighter from the gang opens a loot
20-24 5 casket, they may re-roll the D6 to determine its
Each additional +5 +1 contents.

• Outlaw Types: If the recruiting gang is an Outlaw,


the Hanger-On is automatically an Outlaw.

• Support Role: Generally, Hangers-On do not


willingly participate in battles. However, if the
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A Fixer wields a Bolt Pistol. • A gang can hire a maximum of one Fixer.

• Equipped with Mesh Armour.


SKILLS
A Fixer comes with the Fixer skill at recruitment:
HANGER-ON RULES •

• 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.

REP MAX SPECIAL RULES


0-5 1
Troubleshooting: If the gang is ever required to Test
5-9 2
the Alliance, they may apply a -2 modifier to their roll.
10-14 3
15-19 4 Call in the Last Favour: If the gang ever becomes
20-24 5 Outlawed, they can remove the Fixer from the Gang
Each additional +5 +1 Roster to avoid becoming an Outlaw gang.

• Outlaw Types: If the recruiting gang is an Outlaw,


the Hanger-On is automatically an Outlaw.

• Support Role: Generally, Hangers-On do not


willingly participate in battles. However, if the
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A Gang Lookout wields either a Stub Pistol or • A gang can hire a maximum of one Gang Lookout.
Laspistol, and either a Fighting Knife or Axe.
SKILLS
HANGER-ON RULES • A Gang Lookout comes with the Evade skill at
• Rep & Recruitment: The maximum number of recruitment:
combined Brutes and Hangers-On a gang can
� EVADE: An enemy targeting the Gang Lookout
recruit is determined by their Reputation:
with a ranged attack suffers an additional -1
REP MAX modifier to hit at Short range, or -2 at Long
0-5 1 range.
5-9 2
10-14 3 This skill cannot be used if the fighter is
15-19 4 Engaged, Seriously Injured, or receiving the
20-24 5 benefit of cover.
Each additional +5 +1
SPECIAL RULES
• Outlaw Types: If the recruiting gang is an Outlaw, Situation Report: If the scenario requires the gangs to
the Hanger-On is automatically an Outlaw. roll off to determine who attacks and who defends, the
gang gains a +1 modifier to the roll.
• Support Role: Generally, Hangers-On do not
willingly participate in battles. However, if the “Enemies Sighted!”: If the gang is a defender in a
gang has Home Turf Advantage in the scenario scenario where the Sneak Attack rules are in effect, all
being played, roll D6 – on 4+, this fighter is unlucky Sentries gain a +1 modifier when rolling to spot an
enough to be hanging around when the fighting attacker.
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT OUTLAW ALIGNMENT


• A Heretek wields either a Plasma Gun or Grav Gun. • A Heretek can only be recruited by Outlaw gangs.

• Equipped with Mesh Armour.


RECRUITMENT LIMIT
A gang can hire a maximum of one Heretek.
HANGER-ON RULES •

• Rep & Recruitment: The maximum number of


SKILLS
combined Brutes and Hangers-On a gang can
• A Heretek comes with the Munitioneer skill at
recruit is determined by their Reputation:
recruitment:
REP MAX
� MUNITIONEER: The Heretek may re-roll any
0-5 1
failed Ammo checks for themselves, and for any
5-9 2
friendly fighters within 6”.
10-14 3
15-19 4
20-24 5
SPECIAL RULES
Each additional +5 +1 Non-Standard Adjustments: During the Pre-Battle
Sequence, choose a fighter in the gang.
• Outlaw Types: If the recruiting gang is an Outlaw, The Heretek can imbue one of that fighter’s weapons
the Hanger-On is automatically an Outlaw. with either the Blaze, Concussion, Power, Rad-Phage, or
• Support Role: Generally, Hangers-On do not Shock trait.
willingly participate in battles. However, if the However, the weapon also gains the Unstable trait – and
gang has Home Turf Advantage in the scenario if the weapon has the Melee trait, it also gains the
being played, roll D6 – on 4+, this fighter is unlucky Reckless trait.
enough to be hanging around when the fighting
starts and must be included as part of the crew This adjustment lasts for the duration of the battle.
(and counting towards the gang’s fighter limit).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A ‘Narker wields a Fighting Knife. • A gang can hire a maximum of two ‘Narkers.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • A ‘Narker comes with the Lie Low skill at
combined Brutes and Hangers-On a gang can recruitment:
recruit is determined by their Reputation:
� LIE LOW: If the ‘Narker is Prone, ranged attacks
REP MAX can only target them within Short range.
0-5 1 Weapons without a Short range are unaffected
5-9 2 by this skill.
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Info Broker: When rolling to determine the scenario,
Each additional +5 +1
the gang can increase or decrease the dice roll by 1.

• 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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A Propagandist wields either a Laspistol or Stub • A gang can hire a maximum of one Propagandist.
Gun.
SKILLS
HANGER-ON RULES • A Propagandist comes with the Inspirational skill
• Rep & Recruitment: The maximum number of at recruitment:
combined Brutes and Hangers-On a gang can
� INSPIRATIONAL: If a friendly fighter within 6”
recruit is determined by their Reputation:
checks Cool and fails, check the Propagandist’s
REP MAX Leadership – if passed, that fighter’s Cool check
0-5 1 also counts as having succeeded.
5-9 2
10-14 3 SPECIAL RULES
15-19 4 Propaganda: The Propagandist spreads bold rumours
20-24 5 about their gang’s capabilities… though such boasts are
Each additional +5 +1
not without their dangers.

• 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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT OUTLAW ALIGNMENT


• A Proxy wields either a Laspistol or Stub Gun. • A Proxy can only be recruited by Outlaw gangs.

HANGER-ON RULES RECRUITMENT LIMIT


• Rep & Recruitment: The maximum number of • A gang can hire a maximum of one Proxy.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation: SKILLS
• A Proxy comes with the Evade skill at recruitment:
REP MAX
0-5 1 � EVADE: An enemy targeting the Gang Lookout
5-9 2 with a ranged attack suffers an additional -1
10-14 3 modifier to hit at Short range, or -2 at Long
15-19 4 range.
20-24 5
Each additional +5 +1 This skill cannot be used if the fighter is
Engaged, Seriously Injured, or receiving the
• Outlaw Types: If the recruiting gang is an Outlaw, benefit of cover.
the Hanger-On is automatically an Outlaw.
SPECIAL RULES
• Support Role: Generally, Hangers-On do not Middle Man: The Proxy allows an Outlaw gang to sell
willingly participate in battles. However, if the Captives to the Guilders, and freely access the Trading
gang has Home Turf Advantage in the scenario Post.
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting However, each time the gang does one of these things,
starts and must be included as part of the crew roll D6 – on 5+, the Proxy’s efforts fail and the action is
(and counting towards the gang’s fighter limit). cancelled.

• 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

EQUIPMENT RECRUITMENT LIMIT


• A Rogue Doc wields either a Laspistol or Stub Gun. • A gang can hire a maximum of two Rogue Docs.

• Equipped with a Medicae Kit.


SKILLS
A Rogue Doc comes with the Medicae skill at
HANGER-ON RULES •
recruitment:
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can � MEDICAE: When a friendly fighter makes a
recruit is determined by their Reputation: Recovery roll and the Rogue Doc assists them,
re-roll any Out of Action results.
REP MAX
0-5 1
SPECIAL RULES
5-9 2
Patch-Up: The gang can make a free Medical Escort
10-14 3
15-19 4 Post-Battle Action.
20-24 5 This does not cost any credits – however, when rolling
Each additional +5 +1
to determine the result of treatment, a 6 counts as
“Stabilised” rather than “Full Recovery,” thanks to the
• Outlaw Types: If the recruiting gang is an Outlaw,
Doc’s limited supplies and the lack of proper medical
the Hanger-On is automatically an Outlaw.
equipment.
• Support Role: Generally, Hangers-On do not
If the gang has two Rogue Docs, it can make two free
willingly participate in battles. However, if the
Medical Escorts.
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT OUTLAW ALIGNMENT


• A Scabber wields a Shotgun (Shatter Shells & Solid • A Scabber can only be recruited by Outlaw gangs.
Rounds).
RECRUITMENT LIMIT
HANGER-ON RULES • A gang can hire a maximum of one Scabber.
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can SKILLS
recruit is determined by their Reputation: • A Scabber comes with the Savvy Trader skill at
recruitment:
REP MAX
0-5 1 � SAVVY TRADER: When making a Trade action in
5-9 2 the post-battle sequence, the Scabber increases
10-14 3 the availability of items at the Trading Post or
15-19 4 Black Market by +1.
20-24 5
Each additional +5 +1 As part of the same Trade action, the Scabber
reduces the cost of a single purchase from that
• Outlaw Types: If the recruiting gang is an Outlaw, location by -20 credits (to a minimum of 5).
the Hanger-On is automatically an Outlaw.
SPECIAL RULES
• Support Role: Generally, Hangers-On do not Scabby Trader: If the gang sells an unwanted item that
willingly participate in battles. However, if the has an Illegal value, it receives credits equal to its full
gang has Home Turf Advantage in the scenario value, minus D3x10 credits (to a minimum of 5).
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting Bargain Hunter: During the Post-Battle Sequence, a
starts and must be included as part of the crew Scabber can make a Trade action at the Black Market,
(and counting towards the gang’s fighter limit). following the same rules as a Champion.

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT RECRUITMENT LIMIT


• A Slopper wields a Fighting Knife. • A gang can hire a maximum of one Slopper.

HANGER-ON RULES SKILLS


• Rep & Recruitment: The maximum number of • A Slopper has no skills at recruitment.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation: SPECIAL RULES
Grub’s Up! During the Pre-Battle Sequence, roll D6 for
REP MAX
each of the gang’s fighters in Recovery – on 6, a constant
0-5 1
supply of good food has helped them bounce back. The
5-9 2
fighter immediately leaves Recovery and is cleared to
10-14 3
15-19 4 join the crew.
20-24 5
Each additional +5 +1

• Outlaw Types: If the recruiting gang is an Outlaw,


the Hanger-On is automatically an Outlaw.

• Support Role: Generally, Hangers-On do not


willingly participate in battles. However, if the
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).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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

EQUIPMENT ❖ VAN SAAR AFFINITY


• A Tech-Merchant wields either a Master-Crafted House Van Saar gangs can recruit a Tech-Merchant for
Laspistol or a Master-Crafted Las Sub-Carbine. 40 credits, instead of the usual 80.
• Carries a single dose of one Chem, chosen from
the Black Market.
RECRUITMENT LIMIT
• A gang can hire a maximum of one Tech-Merchant.
HANGER-ON RULES
• Rep & Recruitment: The maximum number of
SKILLS
• A Tech-Merchant comes with the Munitioneer skill
combined Brutes and Hangers-On a gang can
at recruitment:
recruit is determined by their Reputation:
� MUNITIONEER: The Tech-Merchant may re-roll
REP MAX
any failed Ammo checks for themselves, and for
0-5 1
5-9 2 any friendly fighters within 6”.
10-14 3
15-19 4 SPECIAL RULES
20-24 5 Techno-Baubles: The gang may take the Tech-
Each additional +5 +1 Merchant with them to either the Trading Post or Black
Market – reducing either the Rare or Illegal values of
• Outlaw Types: If the recruiting gang is an Outlaw, items there by -2.
the Hanger-On is automatically an Outlaw.
If this adjustment brings the value to less than 7, the
• Support Role: Generally, Hangers-On do not item is treated as Common.
willingly participate in battles. However, if the
Friends in the Trade: In each Post-Battle Sequence, the
gang has Home Turf Advantage in the scenario
gang may reduce a single item from either the Trading
being played, roll D6 – on 4+, this fighter is unlucky
Post or Black Market by D3x10 credits (to a minimum of
enough to be hanging around when the fighting
20 credits).
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit).

• Profile Restriction: Hangers-On can only use the


weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Hangers-On do not gain XP or


Advancements – and if they suffer a Lasting Injury
(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.

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+

HANGER-ON RULES RECRUITMENT LIMIT


• Rep & Recruitment: The maximum number of • A gang can hire a maximum of three Underhive
combined Brutes and Hangers-On a gang can Traders.
recruit is determined by their Reputation:
SPECIAL RULES
REP MAX The Finest Merchandise: The Underhive Trader can
0-5 1
make the “Trade” Post-Battle Action, just as if they were
5-9 2
a Gang Leader.
10-14 3
15-19 4 Specialist Product: You must choose which type of
20-24 5 Underhive Trader the gang has recruited. Each comes
Each additional +5 +1
with their own entry, below.

• Outlaw Types: If the recruiting gang is an Outlaw, (1) RELICMONGER


the Hanger-On is automatically an Outlaw. • Special Ability: Once per battle, when a fighter is
• Support Role: Generally, Hangers-On do not Seriously Injured or goes Out of Action, roll D6 – on
willingly participate in battles. However, if the 6, the fighter treats this result as “no effect.”
gang has Home Turf Advantage in the scenario • Equipment: Maul.
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting • Skills: Fearsome.
starts and must be included as part of the crew � FEARSOME: If the Relicmonger is targeted by a
(and counting towards the gang’s fighter limit). Charge (Double) action, the enemy must check
• Profile Restriction: Hangers-On can only use the Willpower after declaring it – if failed, their
weapons and equipment options included on their activation ends immediately.
profile – they can never be given any other gear.
(2) BEASTWRANGLER
• Campaign Play: Hangers-On do not gain XP or • Special Ability: At the start of each campaign
Advancements – and if they suffer a Lasting Injury week, all of the gang’s Exotic Beasts gain +1 XP.
(roll of 46+), they permanently depart the gang.
• Equipment: Laspistol
However, they can be taken Captive, and a Rescue
Mission can be mounted for them as normal. • Skills: Overseer:
Hangers-On cannot work Territories.
� OVERSEER: If the Trader is Active, they may
take the following action:

-ORDER (Double):Choosea friendlyfighter


within 6” – they may immediately take two
free actions, exactly as if they had been
activated, and regardless of whether they
have the Ready condition or not.

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.

• Equipment: Bolt Pistol, Stub Pistol, Shotgun.

• Skills: Marksman:

� MARKSMAN: The Trader may disregard the


rules for Target Priority when making ranged
attacks – and if they roll a natural 6 to hit, the
weapon’s Damage is doubled.

(4) CONNECTED TRADER


• Special Ability: Once per Post-Battle Sequence,
the gang may double the credits received from
selling items in the Stash (remember, multiple
items can be sold as a single action).

In addition, the gang may freely trade credits and


items with other gangs in the campaign (with their
permission).

• Equipment: Master-Crafted Lasgun.

• Skills: Savvy Trader:

� SAVVY TRADER: When making a Trade action in


the Post-Battle Sequence, the Trader increases
item availability:

-Increase item Rarityat the TradingPost by


+1; or

-Increase item Illegalityat the BlackMarket


by +1.

As part of this same Trade action, the cost of


one item purchased from that marketplace is
reduced by -20 credits (to a minimum of 5).

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

EQUIPMENT ❖ DELAQUE AFFINITY


• A Whisper Merchant wields a Stub Gun. House Delque gangs can recruit a Whisper Merchant for
30 credits, instead of the usual 60.
HANGER-ON RULES
• Rep & Recruitment: The maximum number of RECRUITMENT LIMIT
combined Brutes and Hangers-On a gang can • A gang can hire a maximum of one Whisper
recruit is determined by their Reputation: Merchant.
REP MAX
0-5 1
SKILLS
5-9 2 • A Whisper Merchant comes with the Lie Low skill at
10-14 3 recruitment:
15-19 4
� LIE LOW: If the Whisper Merchant is Prone,
20-24 5
ranged attacks can only target them within
Each additional +5 +1
Short range (weapons with no Short range are
• Outlaw Types: If the recruiting gang is an Outlaw, unaffected by this skill).
the Hanger-On is automatically an Outlaw.
SPECIAL RULES
• Support Role: Generally, Hangers-On do not Useful Lies: The Whisper Merchant can use this ability
willingly participate in battles. However, if the once each in both the Pre-Battle Sequence and Post-
gang has Home Turf Advantage in the scenario Battle Sequence.
being played, roll D6 – on 4+, this fighter is unlucky
When taking any of the below actions, the gang can
enough to be hanging around when the fighting
choose to change one D6 roll to a 6:
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). • Determine Scenario

• 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

EQUIPMENT SPECIAL RULES


• None. Grub’s Up! During the Pre-Battle Sequence, roll D6 for
each of the gang’s fighters in Recovery – on 6, a constant
DRAMATIS PERSONAE RULES supply of Bigby’s good food has helped them bounce
• Personal Style: Dramatis Personae can only use back. The fighter immediately leaves Recovery and is
the weapons and equipment options included on cleared to join the crew.
their profile – they can never be given other gear.
The Slop Pot: Bigby’s prized Slop Pot has its own model
HANGER-ON RULES and is placed within 2” of its owner at deployment. It
• Rep & Recruitment: The maximum number of can be moved like a loot casket, and counts as cover.
combined Brutes and Hangers-On a gang can If Bigby is within 2” of the Slop Pot, he can take the
recruit is determined by their Reputation: following action:
REP MAX � ADD INGREDIENTS (Basic): Choose one effect:
0-5 1
5-9 2 -Stinger Spore Stew:Until the end of this round,
10-14 3 friendly fighters within 2” of the Slop Pot gain
15-19 4 an assist when attempting Recovery.
20-24 5
Each additional +5 +1 -Frenzon Fondue:Untilthe end of this round,
friendly fighters within 2” of the Slop Pot gain
• Support Role: Hangers-On do not normally the Nerves of Steel and True Grit skills.
participate in battles, but if the gang has Home -Tentacle Surprise:Untilthe start of Bigby’s
Turf Advantage in the scenario played, roll D6 – on next activation, the Slop Pot counts as a Beast’s
4+, this fighter must be included as part of the Lair (which Bigby is immune to).
crew (counting towards the gang’s fighter limit).
Part of the Crew: Unlike other Hangers-On, Bigby can
• Campaign Play: Hangers-On never gain XP or be selected to join a starting crew like any other fighter.
Advancements. If they suffer a Lasting Injury (roll All the other Hanger-On rules still apply.
of 46+), they depart the gang. They can be taken
Captive, and Rescue Missions can be mounted as SKILLS
normal. Hangers-On cannot work Territories. • Lie Low: If Bigby is Prone, ranged attacks can only
target him within Short range (does not apply if
the weapon has no Short range).

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

EQUIPMENT SPECIAL RULES


• Mesh Armour, Bio-Scanner, Respirator. Patch-Up: The gang can make a free Medical Escort
Post-Battle Action.
DRAMATIS PERSONAE RULES
This does not cost any credits – however, when rolling
• Personal Style: Dramatis Personae can only use
to determine the result of treatment, a 6 counts as
the weapons and equipment options included on
“Stabilised” rather than “Full Recovery,” thanks to the
their profile – they can never be given other gear.
limited medical supplies and the lack of proper medical
HANGER-ON RULES equipment.
• Rep & Recruitment: The maximum number of If the gang has two Rogue Docs, it can make two free
combined Brutes and Hangers-On a gang can Medical Escorts.
recruit is determined by their Reputation:
Hive Surgery: Once per round, Doctor Arachnos’s
REP MAX medical mechadendrites allow him to transform any
0-5 1 location into an impromptu operating theatre.
5-9 2
10-14 3 When a Seriously Injured fighter attempts Recovery, you
15-19 4 can instead check Doctor Arachnos’s Intelligence if he is
20-24 5 within 3”.
Each additional +5 +1
If passed, the fighter immediately recovers (as if they
• Support Role: Hangers-On do not normally had rolled the Flesh Wound result in the Injury die).
participate in battles, but if the gang has Home If failed, the fighter goes Out of Action.
Turf Advantage in the scenario played, roll D6 – on
Part of the Crew: Unlike other Hangers-On, the Doctor
4+, this fighter must be included as part of the
can be selected to join a starting crew like any other
crew (counting towards the gang’s fighter limit).
fighter. All the other Hanger-On rules still apply.
• Campaign Play: Hangers-On never gain XP or
Advancements. If they suffer a Lasting Injury (roll SKILLS
of 46+), they depart the gang. They can be taken • Medicae: When a friendly fighter makes a
Captive, and Rescue Missions can be mounted as Recovery roll and Doctor Arachnos assists them,
normal. Hangers-On cannot work Territories. they may re-roll any Out of Action results.

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

EQUIPMENT SPECIAL RULES


• Light Carapace Armour, Respirator. Weapon Servicing: All fighters in the gang may re-roll
Ammo checks that roll a natural 1.
DRAMATIS PERSONAE RULES
For every additional Ammo-Jack in the gang, this ability
• Personal Style: Dramatis Personae can only use
compounds – having two means the gang can re-roll
the weapons and equipment options included on
Ammo checks of 1-2, while having three means the gang
their profile – they can never be given other gear.
can re-roll Ammo checks of 1-3.
HANGER-ON RULES Surplus Ammo: Ragnir never meets the action without
• Rep & Recruitment: The maximum number of bringing along piles of ammunition. During deployment,
combined Brutes and Hangers-On a gang can if Ragnir is part of the starting crew, the gang may place
recruit is determined by their Reputation: D3 ammo caches.
REP MAX Part of the Crew: Unlike other Hangers-On, Ragnir can
0-5 1 be selected to join a starting crew like any other fighter.
5-9 2 All the other Hanger-On rules still apply.
10-14 3
15-19 4
SKILLS
20-24 5
• Munitioneer: Ragnir may re-roll any failed Ammo
Each additional +5 +1
checks for himself, and for any friendly fighters
within 6”.
• Support Role: Hangers-On do not normally
participate in battles, but if the gang has Home
Turf Advantage in the scenario played, roll D6 – on
4+, this fighter must be included as part of the
crew (counting towards the gang’s fighter limit).

• Campaign Play: Hangers-On never gain XP or


Advancements. If they suffer a Lasting Injury (roll
of 46+), they depart the gang. They can be taken
Captive, and Rescue Missions can be mounted as
normal. Hangers-On cannot work Territories.

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.

• A gang can have a maximum of one Bounty Hunter at


a time.

• Bounty Hunters do not come with any weapons or


equipment – this must be purchased as part of their
hiring fee.

• As well as their fighting prowess, a Bounty Hunter


generates creds for every dead body the gang creates.

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+

HIVE SCUM RULES EQUIPMENT


• Recruitment: Gangs may recruit up to five Hive • Hive Scum do not come with any equipment – this
Scum prior to a battle. Hive Scum are retained for must be purchased as part of their hiring fee from
a single battle – they depart afterwards, unless re- the Hive Scum Equipment List.
hired.
OUTLAW RECRUITMENT
• “You Get What You Pay For”: Once recruited,
• If the recruiting gang is an Outlaw, the Hive Scum
Hive Scum can always be added to the crew,
is automatically an Outlaw.
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count • Outlaw Hive Scum can also purchase items valued
towards the fighter limit. at Illegal (7) or less from the Black Market.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

HIVE SCUM EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol……………………………..10 • Axe……………………………….. 10 • Flak Armour……………………... 10
• Laspistol…………………………….. 10 • Chainsword……………………… 25 • Furnace Plates………………….. 5
• Stub Gun…………………………….. 5 • Fighting Knife…………………… 15 • Gutterforged Cloak……………... 10
-Dum Dum Rounds……………... +5 • Flail……………………..…………20 • Hazard Suit………………………10
• Reclaimed Autopistol………………..5 • Maul.……………………………... 10 • Mesh Armour…………………… 15
• Sword……………………………. 20
BASIC WEAPONS • Two-Handed Axe ��…………… 25 PERSONAL EQUIPMENT
• Autogun……………………………… 15 • Two-Handed Hammer ��………35 • Armoured Undersuit……………. 25
• Lasgun………….…………………… 15 • Drop Rig…………………………. 10
• Reclaimed Autogun………………... 10 GRENADES • Filter Plugs………………………. 10
• Sawn-Off Shotgun………………..… 15 • Blasting Charges……………….. 30 • Photo-Goggles………………….. 35
• Shotgun (Solid & Scatter Ammo) 30 • Frag Grenades………………….. 30
• Throwing Knives……………………..10 • Krak Grenades………………….. 45 WEAPON ACCESSORIES
• Smoke Grenades………………. 15 • Telescopic Sight (Pistols,
Basic & Special Weapons)……..25

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+

BOUNTY HUNTER RULES EQUIPMENT


• “You Get What You Pay For”: Once recruited, a • Bounty Hunters do not come with any equipment
Bounty Hunter does not count towards the gang’s – this must be purchased as part of their hiring fee.
fighter limit for a scenario .
• They can have a maximum of 150 credits’ worth of
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang weapons and equipment.
can earn creds off the bodies of their enemies:
• This is drawn from the Gang Leader Equipment List
� Dead, Not Alive: When an opponent’s fighter relevant to the recruiting gang, and/or from the
dies, the gang immediately claims half their Trading Post.
value in credits, rounded up to the nearest 5.
• A Bounty Hunter can carry up to five weapons,
� Claiming Bounties: Roll D6 when the gang rather than the usual three.
takes a Captive – on 3+, the gang is cut in on an
� Only one of these may have the Unwieldy trait,
active warrant – gain D6x10 credits.
which counts as two weapons.
After the battle, if neither of these abilities were
used, the Bounty Hunter remains with the gang. OUTLAW RECRUITMENT
• If the recruiting gang is an Outlaw, the Bounty
If one ability was used, roll D6 – on 1-3, the Bounty
Hunter is automatically an Outlaw.
Hunter leaves; on 4-6, they remain with the gang.
• Outlaw Bounty Hunters can also purchase items
If both abilities were used, the Bounty Hunter
valued at Illegal (10) or less from the Black Market.
departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang SKILLS


Rating in the same way as any other fighter. • Once a Bounty Hunter is recruited, choose an
option for their skills:

� Gain three random skills.

� Choose one skill, then gain one random skill.

• Skills are drawn from Agility, Brawn, Combat,


Cunning, Ferocity, or Shooting.

WYRD POWERS
• A Bounty Hunter may be upgraded to become a
psyker for +35 credits.

• If so, they gain a single wyrd power chosen from


any of the available disciplines.

• They must also gain one of the following rules:

� SANCTIONED PSYKER: The fighter may re-roll


one failed Willpower check per battle.

� UNSANCTIONED PSYKER: If the fighter is taken


Out of Action, the enemy gang receives a bounty
of D3x10 credits at the end of the battle.

765
Dramatis Personae:

FAMOUS HIVE SCUM


COR “TWO-GUNS” CORAN
(HIVE SCUM) – 120 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 6+ 4+ 4 3 2 4+ 1 7+ 7+ 8+ 8+

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

EQUIPMENT OUTLAW ALIGNMENT


• Forged Guilder Seal. • Cor can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Gunfighter: Cor does not suffer the -1 modifier to
the weapons and equipment options included on hit when attacking with Twin Guns Blazing, and
their profile – they can never be given other gear. when doing so, he can target a different enemy
with each weapon.
HIVE SCUM RULES
• Inspirational: If a friendly fighter within 6” checks
• Recruitment: Gangs may recruit up to five Hive
Cool and fails, check Cor’s Leadership – if passed,
Scum prior to a battle. Hive Scum are retained for
the Cool check also counts as having succeeded.
a single battle – they depart afterwards, unless re-
hired.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Flak Armour. Estus can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Counter-Attack: Estus gains +1 bonus Reaction
the weapons and equipment options included on attack, for every enemy attack that failed to hit
their profile – they can never be given other gear. (whether they missed, were parried, or similar).

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.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Mesh Armour. Gaen can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Backstab: Gaen’s Melee weapons all gain the
the weapons and equipment options included on Backstab trait (included in profile).
their profile – they can never be given other gear.
• Nerves of Steel: When Gaen is hit by a ranged
HIVE SCUM RULES attack, check Cool – if passed, she may choose to
not be Pinned.
• 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.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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).

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Flak Armour, Photo Goggles. Jonny can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Combat Master: In close combat, Jonny never
the weapons and equipment options included on suffers negative modifiers from enemy
their profile – they can never be given other gear. interference, and can always grant assists to
friendly fighters, regardless of how many enemies
HIVE SCUM RULES they are Engaged with.
• Recruitment: Gangs may recruit up to five Hive
• Evade: Ranged attacks against Jonny suffer an
Scum prior to a battle. Hive Scum are retained for
additional -1 modifier to hit at Short range, or -2 at
a single battle – they depart afterwards, unless re-
Long range (does not apply if he is Engaged,
hired.
Seriously Injured, or in cover).
• “You Get What You Pay For”: Once recruited,
Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• None. Jorth can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Backstab: Jonny’s Melee weapon gains the
the weapons and equipment options included on Backstab trait (included in profile).
their profile – they can never be given other gear.
• True Grit: When Jorth rolls for Injury using
HIVE SCUM RULES multiple dice, discard one of them – and when he
rolls using a single die, roll two instead and choose
Recruitment: Gangs may recruit up to five Hive Scum prior
which result to apply.
to a battle. Hive Scum are retained for a single battle – they
d
• epart afterwards, unless re-hired.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Flak Armour. Psyreena can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Unsanctioned Psyker: If Psyreena is taken Out of
the weapons and equipment options included on Action, the enemy gang receives a bounty of D3x10
their profile – they can never be given other gear. credits after the battle. If Captured and Sold to the
Guilders, she is worth her full value in credits.
HIVE SCUM RULES
• Recruitment: Gangs may recruit up to five Hive WYRD POWERS
Scum prior to a battle. Hive Scum are retained for • Psychic Shockwave (Basic): Target an enemy in
a single battle – they depart afterwards, unless re- line of sight and within 24”.
hired.
Check Ballistic Skill, with a +1 modifier to hit if the
• “You Get What You Pay For”: Once recruited, target is within 12”.
Hive Scum can always be added to the crew,
If passed, the enemy suffers a Strength 4, AP -1,
regardless of how many fighters the gang is
Damage 2 hit with the Concussion, Pulverise, and
allowed to bring to a scenario. They do not count
Reckless traits.
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• None. Queen Lorsha can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Disturbing Aura: Queen Lorsha has an armour save of
the weapons and equipment options included on 6+ that cannot be modified by a weapon’s Armour
their profile – they can never be given other gear. Piercing.

HIVE SCUM RULES SKILLS


• Recruitment: Gangs may recruit up to five Hive • Bloodlust: After Queen Lorsha takes a Coup de
Scum prior to a battle. Hive Scum are retained for Grace (Simple) action, she may take a free
a single battle – they depart afterwards, unless re- Consolidate move of up to 2”.
hired.
• Step Aside: If an enemy hits Queen Lorsha in close
“You Get What You Pay For”: Once recruited, Hive Scum combat, check Initiative – if passed, one hit is
can always be added to the crew, regardless of how many negated. The remainder are resolved as normal.
fig
This skill may be used any number of times in a
• hters the gang is allowed to bring to a scenario.
round, but only once per enemy.
They do not count towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT SPECIAL RULES


• Flak Armour, Filter Plugs. “Come Along, Scabs!” If hired alongside Kal Jericho,
Scabs’s recruitment fee is 100 credits, rather than the
DRAMATIS PERSONAE RULES usual 200.

Friend of Kal: Scabs’s fame as Kal Jericho’s sidekick has
• Personal Style: Dramatis Personae can only use lent him some notoriety, and as such he has some of the
the weapons and equipment options included on same abilities as a Bounty Hunter:
their profile – they can never be given other gear.
• Dead, Not Alive: When an opponent’s fighter dies,
HIVE SCUM RULES Scabs’s gang immediately claims half their value
• Recruitment: Gangs may recruit up to five Hive in credits, rounded up to the nearest 5.
Scum prior to a battle. Hive Scum are retained for • Claiming Bounties: If the gang takes a Captive,
a single battle – they depart afterwards, unless re- immediately roll D6 – on 3+, there is an active
hired. warrant for this fighter, and Scabs cuts the gang in
• “You Get What You Pay For”: Once recruited, – gain D6x10 credits reward.
Hive Scum can always be added to the crew, � After the battle, if neither of the above abilities
regardless of how many fighters the gang is were used, Scabs decides to stick around – the
allowed to bring to a scenario. They do not count gang may hire him for free in the next battle.
towards the fighter limit.
� If one of the above abilities were used, roll D6 –
• Gang Rating: Hive Scum increase the Gang Rating on 1-3, Scabs leaves; on 4-6, he sticks around.
in the same way as any other fighter.
� If both of the above abilities were used, Scabs
• Campaign Play: Hive Scum do not gain XP or departs, happy with his payment.
Advancements, never gain Lasting Injuries, and
cannot work Territories. SKILLS
• Clamber: When Scabs climbs, it does not cost
extra movement. He treats every vertical surface
as a ladder.

• Escape Artist: When Scabs takes the Retreat


(Basic) action, he gains a +2 modifier to his
Initiative check.

• Infiltrate: During deployment, set Scabs aside


instead of placing him.

Immediately before the start of the first round,


deploy him anywhere on the battlefield that is not
visible to or within 6” of any enemies.

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

EQUIPMENT OUTLAW ALIGNMENT


• None. Vunder can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Rain of Blows: Vunder treats the Fight (Basic)
the weapons and equipment options included on action as Fight (Simple).
their profile – they can never be given other gear.
• Step Aside: If an enemy hits Vunder in close
HIVE SCUM RULES combat, check Initiative – if passed, one hit is
negated. The remainder are resolved as normal.
• Recruitment: Gangs may recruit up to five Hive
Scum prior to a battle. Hive Scum are retained for This skill may be used any number of times in a
a single battle – they depart afterwards, unless re- round, but only once per enemy.
hired.

• “You Get What You Pay For”: Once recruited,


Hive Scum can always be added to the crew,
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.

• Gang Rating: Hive Scum increase the Gang Rating


in the same way as any other fighter.

• Campaign Play: Hive Scum do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

776
Dramatis Personae:

FAMOUS BOUNTY HUNTERS


ALYCE SHIVVER
(OUTLAW BOUNTY HUNTER) – 165 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 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
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
-Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm

EQUIPMENT OUTLAW ALIGNMENT


• Mesh Armour, Respirator, Photo Goggles. Alyce can only be hired by Outlaw gangs.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Unsanctioned Psyker: If Alyce is taken Out of Action,
the weapons and equipment options included on the enemy gang receives a bounty of D3x10 credits after
their profile – they can never be given other gear. the battle. If Captured and Sold to the Guilders, she is
worth her full value in credits.
BOUNTY HUNTER RULES
• “You Get What You Pay For”: Once recruited, a SKILLS
Bounty Hunter does not count towards the gang’s • Headbutt: If Alyce is Engaged, she can take the
fighter limit for a scenario . following action:

• “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.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

If they impact a terrain piece, they stop moving


and suffer a Strength 3, AP 0, Damage 1 hit. If they
hit another fighter, both suffer a Strength 3, AP 0,
Damage 1 hit, and become Pinned.

• Levitation (Basic, Continuous Effect): While this


power is maintained, the psyker gains the
following abilities:

� +3 Movement.

� The ability to freely float over terrain and


between levels (though they are still blocked by
impassable terrain and walls).

� Immune to Pinning and falling.

• Maddening Visions (Basic, Continuous Effect):


Any enemy who ends their activation within 3” of
the psyker must check Willpower – if failed, they
gain the Insane condition.

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.

• “We’ll Get Our Bit...”: The Bounty Hunter’s gang


can earn creds off the bodies of their enemies:

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT SPECIAL RULES


• Mesh Armour, Displacer Field, Respirator, Photo Unique Partnership: Aramista can be hired alongside
Goggles, Chem-Synth. Arbelesta Raen Catallus, allowing a gang to field two
Bounty Hunters rather than the usual one.
DRAMATIS PERSONAE RULES
Bodyguard: If a ranged attack hits Arbelesta Raen
• Personal Style: Dramatis Personae can only use
Catallus, the hit and all its effects can be transferred to
the weapons and equipment options included on
Aramista, if she is within 2”.
their profile – they can never be given other gear.

BOUNTY HUNTER RULES SKILLS


• Counter-Attack: Aramista gains +1 Reaction
• “You Get What You Pay For”: Once recruited, a
attack for every one of the enemy’s attacks that
Bounty Hunter does not count towards the gang’s
failed to hit (whether they missed, were parried, or
fighter limit for a scenario.
similar).
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
• Impetuous: When Aramista consolidates after a
can earn creds off the bodies of their enemies:
close combat, she can move up to 4”, rather than
� Dead, Not Alive: When an opponent’s fighter the usual 2”.
dies, the gang immediately claims half their
• Rain of Blows: Aramista treats the Fight (Basic)
value in credits, rounded up to the nearest 5.
action as Fight (Simple).
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT SPECIAL RULES


• Mesh Armour, Respirator, Photo Goggles, Infra- Unique Partnership: Arbelesta can be hired alongside
Sight (Needle Long Rifle), Chem-Synth. Aramista Dae Catallus, allowing a gang to field two
Bounty Hunters rather than the usual one.
DRAMATIS PERSONAE RULES
Slotted: If a close combat attack successfully wounds
• Personal Style: Dramatis Personae can only use
Aramista Dae Catallus, and the enemy responsible is
the weapons and equipm ent options included on
within Arbelesta’s range and line of sight, Arbelesta may
their profile – they can never be given other gear.
immediately make a free Shoot (Basic) action against
BOUNTY HUNTER RULES that target.
• “You Get What You Pay For”: Once recruited, a This applies regardless of whether Arbelesta has the
Bounty Hunter does not count towards the gang’s Ready condition, but the ability cannot be used if she is
fighter limit for a scenario. currently Prone.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies:
SKILLS
• Infiltrate: During deployment, set Arbelesta aside
� Dead, Not Alive: When an opponent’s fighter instead of placing her.
dies, the gang immediately claims half their
Immediately before the start of the first round,
value in credits, rounded up to the nearest 5.
deploy her anywhere on the battlefield that is not
� Claiming Bounties: Roll D6 when the gang visible to or within 6” of any enemies.
takes a Captive – on 3+, the gang is cut in on an
If multiple players have fighters with this skill, take
active warrant – gain D6x10 credits.
turns deploying (roll off to see who goes first).
After the battle, if neither of these abilities were
• Rain of Blows: Aramista treats the Fight (Basic)
used, the Bounty Hunter remains with the gang.
action as Fight (Simple).
If one ability was used, roll D6 – on 1-3, the Bounty
Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

• “We’ll Get Our Bit...”: The Bounty Hunter’s gang


can earn creds off the bodies of their enemies:

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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:

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: R oll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Hardened Flak Armour, Respirator. The Hermaphage Magos can only be hired by Outlaw
gangs.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Unsanctioned Psyker: If the Magos is taken Out of
their profile – they can never be given other gear. Action, the enemy gang receives a bounty of D3x10
credits after the battle. If Captured and Sold to the
BOUNTY HUNTER RULES Guilders, he is worth hisfull value in credits.
• “You Get What You Pay For”: Once recruited, a
Bounty Hunter does not count towards the gang’s SKILLS
fighter limit for a scenario. • Crushing Blow: When the Magos takes the Fight
(Basic) action, he may nominate one Attack dice as
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
a Crushing Blow.
can earn creds off the bodies of their enemies:
If it successfully hits, that weapon gains +1
� Dead, Not Alive: When an opponent’s fighter
Strength and +1 Damage.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. Weapons with the Sidearm trait cannot be used to
deliver a Crushing Blow.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an • Fearsome: If the Magos is targeted by a Charge
active warrant – gain D6x10 credits. (Double) action, the enemy must check Willpower
after declaring it – if failed, they cannot move and
After the battle, if neither of these abilities were
their activation ends immediately.
used, the Bounty Hunter remains with the gang.
• Hurl: If the Magos is Engaged, he may take the
If one ability was used, roll D6 – on 1-3, the Bounty
following action:
Hunter leaves; on 4-6, they remain with the gang.
� HURL (Basic): Target an Engaged enemy in
If both abilities were used, the Bounty Hunter
base contact, or a Seriously Injured enemy
departs, happy with their payment.
within 1”. They check Initiative – if failed, they
• Gang Rating: Bounty Hunters increase the Gang get tossed D3” in a chosen direction and
Rating in the same way as any other fighter. become Pinned.

• 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.

• Spring Up: If the Magos is Pinned when activated,


check Initiative – if passed, he may take a free
Stand Up (Basic) action.

789
WYRD POWERS
• Force Blast (Basic): Every enemy within 3” is
immediately pushed D3+1” directly away.

� If pushed over an edge, first check Initiative – if


passed, they are Pinned; if failed, they fall.

� If they hit terrain, the target is Pinned, suffering


a hit with a Strength equal to the push distance.

HOUSE RULE: Range is 6”, rather than 3”. Both


friendly and enemy fighters are affected.

• Hypnosis: Target an enemy with the Ready


condition, in line of sight and within 9”. The enemy
treats the Move (Simple) action as Move (Basic).

• Mind Control (Basic): Target an enemy within 9”.


They immediately take a free Shoot (Basic) action
against a target selected by the psyker.

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.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT SPECIAL RULES


• Flak Armour, Filter Plugs, Strip Kit. A Charmed Life: Kal’s incredible luck and good fortune
has let him survive innumerable deadly situations.
DRAMATIS PERSONAE RULES
• Kal has a 3+ armour save that is not affected by a
• Personal Style: Dramatis Personae can only use
weapon’s Armour Piercing value.
the weapons and equipment options included on
their profile – they can never be given other gear. • If Kal is hit by a Blast marker or Flame template,
roll D6 – on 4+, Kal somehow breezes through it
BOUNTY HUNTER RULES and the attack has no effect on him.
• “You Get What You Pay For”: Once recruited, a
Bounty Hunter does not count towards the gang’s “Come Along, Scabs!” Kal’s loyal sidekick Scabs may
fighter limit for a scenario. be hired alongside him for 100 credits, rather than the
usual 200 credits
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
If a gang has hired Kal and Scabs together, only a single
can earn creds off the bodies of their enemies:
D6 is rolled for the “We’ll Get Our Bit...” rule.
� Dead, Not Alive: When an opponent’s fighter
dies, the gang immediately claims half their SKILLS
value in credits, rounded up to the nearest 5. • Counter-Attack: Kal gains +1 Reaction attack for
every enemy attack that failed to hit (whether it
� Claiming Bounties: Roll D6 when the gang
missed, was parried, or similar).
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits. • Gunfighter: Kal does not suffer the -1 modifier to
hit when attacking with Twin Guns Blazing, and
After the battle, if neither of these abilities were
can target a different enemy with each weapon.
used, the Bounty Hunter remains with the gang.

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

EQUIPMENT SPECIAL RULES


• Flak Armour, Refractor Field. Sanctioned Psyker: This fighter may re-roll one failed
Willpower check per battle.
DRAMATIS PERSONAE RULES
Psychic Chains: When Mortanna goes Out of Action,
• Personal Style: Dramatis Personae can only use
every enemy within D6” suffers a Strength 1, AP 0,
the weapons and equipment options included on
Damage 1 hit with the Seismic trait.
their profile – they can ne ver be given other gear.

BOUNTY HUNTER RULES SKILLS


• Escape Artist: When Mortanna takes the Retreat
• “You Get What You Pay For”: Once recruited, a
(Basic) action, she gains a +2 modifier to her
Bounty Hunter does not count towards the gang’s
Initiative check.
fighter limit for a scenario.

• “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.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT SPECIAL RULES


• None. Sanctioned Psyker: This fighter may re-roll one failed
Willpower check per battle.
DRAMATIS PERSONAE RULES
Teamwork: Ortruum 8-8 may be hired alongside
• Personal Style: Dramatis Personae can only use
another Bounty Hunter, allowing the gang to field two
the weapons and equipment options included on
rather than the usual one.
their profile – they can never be given other gear.
Flight: Ortruum 8-8 ignores all terrain, may move freely
BOUNTY HUNTER RULES between levels without restriction, and can never fall –
• “You Get What You Pay For”: Once recruited, a but cannot ignore impassable terrain, nor end a move
Bounty Hunter does not count towards the gang’s with his base overlapping an obstacle or another fighter.
fighter limit for a scenario.
Soul Hound: Ortruum 8-8 can hunt an individual’s
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang psychic spoor. After deployment, nominate one enemy
can earn creds off the bodies of their enemies: fighter (currently on the battlefield) as Ortruum’s target.
� Dead, Not Alive: When an opponent’s fighter This fighter gains a ghostly halo – for the duration of this
dies, the gang immediately claims half their battle, ranged attacks against them gain a +1 modifier
value in credits, rounded up to the nearest 5. to hit, and they cannot use the Infiltrate or Lie Low skills.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an
SKILLS
• Fearsome: If Ortruum 8-8 is targeted by a Charge
active warrant – gain D6x10 credits.
(Double) action, the enemy must check Willpower
After the battle, if neither of these abilities were after declaring it – if failed, they cannot move and
used, the Bounty Hunter remains with the gang. their activation ends immediately.
If one ability was used, roll D6 – on 1-3, the Bounty
WYRD POWERS
Hunter leaves; on 4-6, they remain with the gang.
• Force Blast (Basic): Every enemy within 3” is
If both abilities were used, the Bounty Hunter immediately pushed D3+1” directly away.
departs, happy with their payment.
� If pushed over an edge, first check Initiative – if
• Gang Rating: Bounty Hunters increase the Gang passed, they are Pinned; if failed, they fall.
Rating in the same way as any other fighter.
� If they hit terrain, the target is Pinned, suffering
• Campaign Play: Bounty Hunters do not gain XP or a hit with a Strength equal to the push distance.
Advancements, never gain Lasting Injuries, and
• Mind Lock (Basic): Target an enemy within 18” –
cannot work Territories.
they lose their Ready condition.

• Premonition (Basic, Continuous Effect): While


this power is maintained, the psyker gains an
armour save of 4+ that is not affected by a
weapon’s Armour Piercing characteristic.

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

EQUIPMENT SPECIAL RULES


• Flak Armour. Unique Partnership: Rex can be hired alongside Vorgen
“Gunner” Mortz, allowing a gang to field two Bounty
DRAMATIS PERSONAE RULES Hunters rather than the usual one.
• Personal Style: Dramatis Personae can only use
Clue’s in the Name: During the Pre-Battle Sequence,
the weapons and equipment options included on
Rex’s gang may place up to three hidden traps – any
their profile – they can never be given other gear.
combination of frag and melta.
BOUNTY HUNTER RULES
• “You Get What You Pay For”: Once recruited, a
SKILLS
• Evade: Ranged attacks targeting Rex suffer an
Bounty Hunter does not count towards the gang’s
additional -1 modifier to hit at Short range, or -2 at
fighter limit for a scenario.
Long range (does not apply if Rex is Engaged,
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang Seriously Injured, or in cover).
can earn creds off the bodies of their enemies:
• Lie Low: If Rex is Prone, ranged attacks can only
� Dead, Not Alive: When an opponent’s fighter target him within Short range (does not apply if
dies, the gang immediately claims half their the weapon has no Short range).
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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+

EQUIPMENT SPECIAL RULES


• Respirator. Unsanctioned Psyker: If Thaetos 23-2 is taken Out of
Action, the enemy gang receives a bounty of D3x10
DRAMATIS PERSONAE RULES credits after the battle. If Captured and Sold to the
• Personal Style: Dramatis Personae can only use Guilders, he is worth his full value in credits.
the weapons and equipment options included on
Teamwork: Thaetos 23-2 may be hired alongside
their profile – they can never be given other gear.
another Bounty Hunter, allowing the gang to field two
BOUNTY HUNTER RULES rather than the usual one.
• “You Get What You Pay For”: Once recruited, a
Bounty Hunter does not count towards the gang’s
SKILLS
• Fearsome: If Thaetos 23-2 is targeted by a Charge
fighter limit for a scenario.
(Double) action, the enemy must check Willpower
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang after declaring it – if failed, they cannot move and
can earn creds off the bodies of their enemies: their activation ends immediately.
� Dead, Not Alive: When an opponent’s fighter
WYRD POWERS
dies, the gang immediately claims half their
• Levitation (Basic, Continuous Effect): While this
value in credits, rounded up to the nearest 5.
power is maintained, the psyker gains the
� Claiming Bounties: Roll D6 when the gang following abilities:
takes a Captive – on 3+, the gang is cut in on an
� +3 Movement.
active warrant – gain D6x10 credits.
� The ability to freely float over terrain and
After the battle, if neither of these abilities were
between levels (though they are still blocked by
used, the Bounty Hunter remains with the gang.
impassable terrain and walls).
If one ability was used, roll D6 – on 1-3, the Bounty
� Immune to Pinning and falling.
Hunter leaves; on 4-6, they remain with the gang.
• Maddening Visions (Basic, Continuous Effect):
If both abilities were used, the Bounty Hunter
Any enemy who ends their activation within 3” of
departs, happy with their payment.
the psyker must check Willpower – if failed, they
• Gang Rating: Bounty Hunters increase the Gang gain the Insane condition.
Rating in the same way as any other fighter.
• Scouring (Basic): Immediately make a ranged
• Campaign Play: Bounty Hunters do not gain XP or attack using the Flame Template, at Strength 2, AP
Advancements, never gain Lasting Injuries, and -2, Damage 1, with the Blaze trait.
cannot work Territories.

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

EQUIPMENT OUTLAW ALIGNMENT


• Heavy Carapace Armour, Respirator, Stimm-Slug Vandoth the Fallen can only be hired by Outlaw gangs.
Stash.
SPECIAL RULES
DRAMATIS PERSONAE RULES Agent of Order: Though an Outlaw, Vandoth the Fallen
• Personal Style: Dramatis Personae can only use can never be hired by Chaos Helot, Corpse Grinder Cult,
the weapons and equipment options included on or Chaos-Corrupted gangs.
their profile – they can never be given other gear.
SKILLS
BOUNTY HUNTER RULES • Crushing Blow: When Vandoth takes the Fight
• “You Get What You Pay For”: Once recruited, a (Basic) action, he may nominate one Attack dice as
Bounty Hunter does not count towards the gang’s a Crushing Blow.
fighter limit for a scenario.
If it successfully hits, that weapon gains +1
“We’ll Get Our Bit...”: The Bou Strength and +1 Damage.
• nty Hunter’s gang can earn creds off the bodies of
Weapons with the Sidearm trait cannot be used to
their enemies:
deliver a Crushing Blow.
� Dead, Not Alive: When an opponent’s fighter
• Fearsome: If Vandoth is targeted by a Charge
dies, the gang immediately claims half their
(Double) action, the enemy must check Willpower
value in credits, rounded up to the nearest 5.
after declaring it – if failed, they cannot move and
� Claiming Bounties: Roll D6 when the gang their activation ends immediately.
takes a Captive – on 3+, the gang is cut in on an
• Hurl: If Vandoth is Engaged, he may take the
active warrant – gain D6x10 credits.
following action:
After the battle, if neither of these abilities were
� HURL (Basic): Target an Engaged enemy in
used, the Bounty Hunter remains with the gang.
base contact, or a Seriously Injured enemy
If one ability was used, roll D6 – on 1-3, the Bounty within 1”. They check Initiative – if failed, they
Hunter leaves; on 4-6, they remain with the gang. get tossed D3” in a chosen direction and
become Pinned.
If both abilities were used, the Bounty Hunter
departs, happy with their payment. If they hit terrain or another fighter, they cease
moving and suffer a Strength 3, AP 0, Damage 1
• Gang Rating: Bounty Hunters increase the Gang
hit – if they hit another fighter, that target also
Rating in the same way as any other fighter.
suffers this hit and becomes Pinned.
• Campaign Play: Bounty Hunters do not gain XP or
• Spring Up: If Vandoth is Pinned when activated,
Advancements, never gain Lasting Injuries, and
check Initiative – if passed, he may take a free
cannot work Territories.
Stand Up (Basic) action.

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

EQUIPMENT SPECIAL RULES


• Flak Armour, Servo-Harness – Partial (the Unique Partnership: Vorgen may be hired alongside
adjustments to Vorgen’s characteristics that this Rex Spires, allowing the gang to field two Bounty
item provides are already included in his profile). Hunters instead of the usual one.

DRAMATIS PERSONAE RULES SKILLS


• Personal Style: Dramatis Personae can only use • Marksman: Vorgen may disregard the rules for
the weapons and equip ment options included on Target Priority when making ranged attacks – and
their profile – they can never be given other gear. if his ranged attack hits on a natural 6, weapon
Damage is doubled.
BOUNTY HUNTER RULES
Regroup: If Vorgen ends his activation Standing
• “You Get What You Pay For”: Once recruited, a
and Active, check Leadership – if passed, every
Bounty Hunter does not count towards the gang’s
friendly fighter within 6” currently subject to the
fighter limit for a scenario.
Broken condition immediately Rallies.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies:

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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.

• “We’ll Get Our Bit...”: The Bounty Hunter’s gang


can earn creds off the bodies of their enemies:

� Dead, Not Alive: When an opponent’s fighter


dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.

� Claiming Bounties: Roll D6 when the gang


takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.

After the battle, if neither of these abilities were


used, the Bounty Hunter remains with the gang.

If one ability was used, roll D6 – on 1-3, the Bounty


Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTLAW LEADER


• Armourweave Cloak (counts as Light Carapace Lady Credo can be selected as the Outcast Leader when
Armour), Refractor Field. creating an Outcast gang.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Heir to the Outlands: Lady Credo is a charismatic
the weapons and equipment options included on leader who inspires the many downtrodden and
their profile – they can never be given other gear. disenfranchised peoples of Necromunda.

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.

• Iron Will: When the gang makes a Bottle test,


reduce the final score by 1 (does not apply if Lady
Credo is Seriously Injured).

• Parry: When attacked in close combat, Lady Credo


can force the enemy to re-roll one successful hit.

If she attacks with her Power Sabre (which has the


Parry trait), she can instead force the enemy to re-
roll two successful hits, instead of one.

These re-rolls can be spread across any number of


enemies currently Engaged with Lady Credo.

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

EQUIPMENT OUTCAST LEADER


• Flak Armour. Ashwood Stranger can be selected as the Outcast
Leader when creating an Outcast gang.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipm ent options included on Quick Draw: It is extremely difficult to get the drop on
their profile – they can never be given other gear. Stranger. If a ranged attack targets Stranger while he
has the Ready condition, he may immediately interrupt
BOUNTY HUNTER RULES this with a free Shoot (Basic) action against that target.
• “You Get What You Pay For”: Once recruited, a
Resolve Stranger’s attack first, then the enemy’s.
Bounty Hunter does not count towards the gang’s
Stranger does not lose his Ready condition when
fighter limit for a scenario.
making this attack.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
Where He Needs to Be: Stranger has a habit of turning
can earn creds off the bodies of their enemies:
up exactly when and where he is required. You can
� Dead, Not Alive: When an opponent’s fighter always choose to include Stranger in the starting crew,
dies, the gang immediately claims half their even if the scenario uses Random Selection.
value in credits, rounded up to the nearest 5.
SKILLS
� Claiming Bounties: Roll D6 when the gang
• Gunfighter: Stranger does not suffer the -1
takes a Captive – on 3+, the gang is cut in on an
modifier to hit when attacking with Twin Guns
active warrant – gain D6x10 credits.
Blazing – and can target a different enemy with
After the battle, if neither of these abilities were each weapon.
used, the Bounty Hunter remains with the gang.
• Fast Shot: Stranger treats the Shoot (Basic) action
If one ability was used, roll D6 – on 1-3, the Bounty as Shoot (Simple).
Hunter leaves; on 4-6, they remain with the gang.
• Hip Shooting: If Stranger Standing and Active, he
If both abilities were used, the Bounty Hunter may take the following action:
departs, happy with their payment.
� RUN AND GUN (Double): Stranger may move
• Gang Rating: Bounty Hunters increase the Gang up to double his Movement distance, then
Rating in the same way as any other fighter. attack with a ranged weapon.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT OUTCAST LEADER


• Mesh Armour, Respirator. Hagar Freelord can be selected as the Outcast Leader
when creating an Outcast gang.
DRAMATIS PERSONAE RULES
• Personal Style: Dramatis Personae can only use SPECIAL RULES
the weapons and equipment options included on Ex-Guilder Armouries: If Hagar is chosen as the Gang
their profile – they can never be given other gear. Leader of an Outcast gang, then any fighter may
purchase items from the Trading Post up to a Rarity of 8
BOUNTY HUNTER RULES when recruited.
• “You Get What You Pay For”: Once recruited, a
Well-Connected: Hagar can take the following Post-
Bounty Hunter does not count towards the gang’s
Battle Action:
fighter limit for a scenario.
� WORK CONTACTS: If Hagar is working as a Bounty
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
Hunter, his gang gains D3x10 credits. This increases
can earn creds off the bodies of their enemies:
to D6x10 credits if he is the Gang Leader of an
� Dead, Not Alive: When an opponent’s fighter Outcast gang.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. SKILLS
• Overseer: If Hagar is Active, he may take the
� Claiming Bounties: Roll D6 when the gang
following action:
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits. � ORDER (Double): Choose a friendly fighter
within 6” – they may immediately take two free
After the battle, if neither of these abilities were
actions, exactly as if they had been activated,
used, the Bounty Hunter remains with the gang.
and regardless of whether they have the Ready
If one ability was used, roll D6 – on 1-3, the Bounty condition or not.
Hunter leaves; on 4-6, they remain with the gang.

If both abilities were used, the Bounty Hunter


departs, happy with their payment.

• Gang Rating: Bounty Hunters increase the Gang


Rating in the same way as any other fighter.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

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

EQUIPMENT GANG RESTRICTION


• Flak Armour, Armoured Undersuit, Magnacles, Scrutinator-Primus Servalen can be hired by any Law-
Respirator, Infra-Sight (Scrutinator Stub Gun). Abiding gang.

DRAMATIS PERSONAE RULES SPECIAL RULES


• Personal Style: Dramatis Personae can only use Faithful Friend: Servalen is always accompanied by her
the weapons and equipment options included on faithful hardcase cyber-mastiff – see over for rules.
their profile – they can never be given other gear.
Psychic Null: Servalen can Disrupt enemy wyrd powers

UNIQUE FIGHTER RULES just as if she were a psyker.

• 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).

Declare this skill as soon as the enemy announces


their action, but before they carry it out.

If the target is Pinned or Seriously Injured, their


activation ends immediately, their action wasted.

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

EQUIPMENT SPECIAL RULES


Hardcase hide (counts as Light Carapace Armour and Tenacious: Hardcase cyber-mastiffs are renowned for
Respirator). their tenacity. If the cyber-mastiff is taken Out of Action,
do not immediately remove it from play if it has not yet
EXOTIC BEAST RULES activated.
• Joining a Fight: If its owner participates in a
Once the cyber-mastiff completes its activation this
battle, the Exotic Beast may also be included and
round, remove it from play.
does not count towards the gang’s fighter limit
(and so are not considered in Bottle Tests). If its Faithful Protector: Scrutinator-Primus Servalen is
owner is removed for any reason, the Exotic Beast immune to the Coup de Grace (Simple) action if her
is also removed. cyber-mastiff is either Active or Engaged within 3”.

• 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).

• Campaign Play: Exotic Beasts gain XP and Lasting


Injuries as normal, and roll Advancements on the
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.

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.

Alliances help build an exciting narrative over a campaign –


BENEFITS AND DRAWBACKS
perhaps one such outfit may refuse to work with a gang • Each Alliance provides a series of Benefits and
based on a bitter past history, or maybe gangs will develop Drawbacks.
rivalries based on the allies backing them.
• These are important rules that apply to the gang for
The Arbitrator may even make Alliances a campaign the Alliance’s duration.
requirement, forcing gangs to choose sides in a larger
• They can include things like access to special
confrontation between Guilders, Enforcers, criminals, or
equipment or Hired Guns – or being forced to play
seditious cults!
certain scenarios when given the option.
The Alliance rules can of course be used in Skirmish play (if
• The Benefits and Drawbacks for each Alliance are
all players agree).
presented with instructions on how and when they
come into play.
ESTABLISHING AN ALLIANCE
TESTING THE ALLIANCE
WHEN TO ESTABLISH AN ALLIANCE
• Tension in the Alliance might occur because of the
• When you create your gang, you can choose to begin a
gang’s actions or intentions – or because the gang
campaign with an Alliance already in place.
wants to resist the Ally’s attempts to exert their will.
• You can establish an Alliance prior to any battle in the
• This is known as Testing the Alliance, and has effects
campaign.
for some Benefits and Drawbacks.
• In either case, a gang simply chooses from the
• If an action requires the Alliance to be tested, this is
Alliances available and records this on their Gang
noted in the entry for that Alliance.
Roster.
• To Test the Alliance, roll D6 and apply a +1 modifier to
• – by default, there are no restrictions, but an
the result for each time the Alliance has been tested
Arbitrator may impose some (for example, ruling that
this campaign week:
Outlaw gangs can only make Criminal Alliances).
D6 RESULT
DISQUIET: The ally is not happy, but continues to hold
1-4
up their end of the Alliance… for now.

WARNING: The ally issues a threat, and the gang must


work to restore their good faith. During the gang’s next
5-6
game, they may not use the Alliance’s Benefits, but must
still apply its Drawbacks.

BROKEN: Enraged, the ally terminates the Alliance. The


7+ gang may not enter another Alliance until the next
campaign Phase.

807
ALLIED DELEGATIONS
• Many Alliances allow a gang to request assistance
from an allied delegation before a battle.

• The process of requesting this help varies from


Alliance to Alliance.

• If a delegation arrives to help, it is never counted


towards the number of fighters a gang can bring to a
battle – this may take the gang above the number
allowed by the scenario.

• An allied delegation can only use the weapons and


equipment included on their profiles.

• Members of an allied delegation never gain XP,


Advancements, or Lasting Injuries – nor can they be
taken Captive, or work Territories.

RULES FOR ALL DELEGATIONS


• Designations: An allied delegation is either a group
consisting of a Leader, a Second, and one or more
Bodyguards – or a single operator referred to as an
Independent.

• “Here to Help”: An Allied delegation is never counted


towards the number of fighters a gang can bring to a
battle. This may take the gang above the number
allowed by the scenario.

• Profile Restriction: An Allied Delegation can only use


the weapons and equipment options included on their
profiles.

• Campaign Play: Members of an Allied Delegation


never gain XP, Advancements, or Lasting Injuries – nor
can they be taken Captive, or work Territories.

808
Guilder Alliance:

THE CORPSE GUILD


INTRODUCTION DRAWBACKS
Without the recycled proteins of the dead provided by the
(1) GUARD DUTY
Corpse Guild, Necromunda would starve to death in a
• If the gang has the option of choosing which scenario
matter of weeks.
to play, roll D6.

� On 1-3, the gang must choose Looters, Smash and


STRONG ALLIANCE: CAWDOR Grab, Caravan Heist, or Escort Mission, and must be
• House Cawdor keeps historically strong ties with the the defender.
Corpse Guild.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Cawdor 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.

BENEFITS (2) MEAT FOR THE GRINDERS


• After a battle, before making Post-Battle Actions,
(1) EXTRA CORPSE-STARCH RATIONS randomly determine one fighter in the gang who
• Fighters may re-roll Lasting Injuries.
suffered a Critical Injury.
(2) DELEGATION: CORPSE HARVESTING PARTY • This fighter is killed, removed from the Gang Roster,
• Allied Delegation: On the battlefield, the Corpse Guild and transported to the Guild’s starch processors.
is represented by the Corpse Harvesting Party, which
• The gang may then proceed to make Post-Battle
consists of 1 Pale Consort, 1 Bone Scrivener, and 2
Actions (including Medical Escort actions, for any
Corpse Grinders.
other Critically Injured fighters).
• Requesting Allied Assistance: During the Pre-Battle
• Alternatively, the gang may choose to ignore this rule
Sequence, the gang can request allied help for the
and proceed directly to Post-Battle Actions, but must
battle:
Test the Alliance if so.
� Roll D6 and add the gang’s Rep.
CAMPAIGN PLAY
� If the result is 1-9, the Corpse Harvesting Party joins
the gang for the battle. • If the campaign is using the alignment rules, only a
Law-Abiding gang can enter into a Guilder Alliance.
� If the result is 10+, the Corpse Guild declines to aid
the gang. • If the campaign is not using the alignment rules, any
gang can make any type of Alliance (Arbitrator
The gang can include this delegation at no cost. discretion still applies).
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
• Uninvited Help: If the gang is the defender in a modifier to their roll.
Looters, Smash and Grab, Caravan Heist, or Escort
Mission scenario, the Corpse Harvesting Party must be
included:

� Roll D6 and add the gang’s Rep.

� On 1-9, the gang is glad of this aid.

� On 10+, the gang is resentful about this interference


and must Test the 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

WEAPONS SPECIAL RULES


Laspistol and Fighting Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Medi-Skull, Respirator, Mesh Armour. 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Pale Consort has the Fearsome and Overseer skills:
from the same delegation who are within 3”.
• Fearsome: If the Pale Consort is targeted with a
Activate these fighters in any order, fully resolving
Charge (Double) action, the enemy must check
each activation before proceeding to the next.
Willpower after declaring it – if failed, they cannot
move and their activation ends immediately. A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
• Overseer: If the Pale Consort is Active, they may take
make their own Group Activation.
the following action:
• “This One’s Still Moving”: After a battle in which the
� ORDER (Double): Choose a member of the
Pale Consort participated (prior to the Post-Battle
delegation within 6” – they may immediately take
Sequence), roll D6 for every fighter who suffered a
two free actions, exactly as if they had been
Critical Injury – friend or enemy.
activated, and regardless of whether they have the
Ready condition or not. On 6, the fighter “mysteriously” dies and is claimed by
the Corpse Guild. Remove that fighter from the Gang
Roster. Any weapons, equipment, and armour they
possessed are returned to the gang’s Stash.

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

WEAPONS SPECIAL RULES


Stiletto Knife. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Gun Skull, Respirator, Cult Icon. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Bone Scrivener has the Fearsome skill:
the same delegation who is within 3”.
• Fearsome: If the Bone Scrivener is targeted with a
Activate the fighters in any order, fully resolving each
Charge (Double) action, the enemy must check
activation before proceeding to the next.
Willpower after declaring it – if failed, they cannot
move and their activation ends immediately. A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

CORPSE GRINDER (BODYGUARD)


M WS BS S T W I A Ld Cl WP Int
4” 3+ 5+ 4 3 2 4+ 2 8+ 7+ 8+ 8+

RNG ACC
S L S L Str AP D Am Traits
Chain Glaive E 2” -1 - +2 -2 2 - Versatile, Unwieldy, Melee

WEAPONS SPECIAL RULES


Chain Glaive. • Bodyguard: If the delegation’s Leader or Second is hit
by a ranged attack, the hit and all its effects may be
EQUIPMENT transferred to a Bodyguard within 2”.
Flak Armour.
• Indentured Fighters: If the delegation’s Leader and

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:

• Crushing Blow: In close combat, the fighter may


nominate one Attack dice as a Crushing Blow.

If the Crushing Blow successfully hits the target, that


attack gains +1 Strength and +1 Damage.

811
Guilder Alliance:

THE GUILD OF COIN


INTRODUCTION DRAWBACKS
Travel is restricted on Necromunda – those rare few who
(1) GUARD DUTY
may freely traverse the planet’s hives and wastes are
• If the gang has the option of choosing which scenario
controlled by the Guild of Coin.
to play, roll D6.

� On 1-3, the gang must choose Looters, Smash and


STRONG ALLIANCE: ORLOCK Grab, Caravan Heist, or Escort Mission, and must be
• House Orlock keeps historically strong ties with the the defender.
Guild of Coin.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Orlock 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.

BENEFITS (2) COLLECTING TOLLS


• After a battle, before making Post-Battle Actions, if the
(1) TOLLWAYS gang gained a credit reward from the scenario, they
• Any time the gang gains a credit reward from playing a
must surrender D3x10 credits to the Guild.
scenario, gain an additional D6x10 credits.
• If the amount rolled exceeds the reward gained, the
(2) DELEGATION: TOLL COLLECTORS full amount must be surrendered, and the gang then
• Allied Delegation: On the battlefield, the Guild of Coin automatically Tests the Alliance.
is represented by Toll Collectors, consisting of 1
• Alternatively, the gang may choose to ignore this rule
Master of Coin, 1 Skinflint, and 2 Grovellers.
and keep all of its rewards, but must Test the Alliance
• Requesting Allied Assistance: During the Pre-Battle if so.
Sequence, the gang can request allied help for the
battle: CAMPAIGN PLAY
� Roll D6 and add the gang’s Rep. • If the campaign is using the alignment rules, only a
Law-Abiding gang can enter into a Guilder Alliance.
� If the result is 1-11, the Toll Collectors join the gang
for the battle. • If the campaign is not using the alignment rules, any
gang can make any type of Alliance (Arbitrator
� If the result is 12+, the Guild of Coin declines to aid discretion still applies).
the gang.
• 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
If the delegation does join the battle, it is always Outlaw, they must Test the Alliance and apply a +3
included alongside the gang’s starting crew (even if modifier to their roll.
fighter selection is random for the scenario).

• 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:

� Roll D6 and add the gang’s Rep.

� On 1-11, the gang is glad of this aid.

� On 12+, the gang is resentful about this interference


and must Test the 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

WEAPONS SPECIAL RULES


Laspistol and Power Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Gun Skull, Displacer Field 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Master of Coin has the Escape Artist and Overseer skills:
from the same delegation who are within 3”.
• Escape Artist: When the fighter takes the Retreat
Activate these fighters in any order, fully resolving
(Basic) action, they gain a +2 modifier to their Initiative
each activation before proceeding to the next.
check.
A delegation can only make one Group Activation per
• Overseer: If the Master of Coin is Active, they may
round. This does not affect their allied gang’s ability to
take the following action:
make their own Group Activation.
� ORDER (Double): Choose a member of the
• Highways and Byways: If the Master of Coin is
delegation within 6” – they may immediately take
participating in a scenario where their allied gang is
two free actions, exactly as if they had been
the defender, they can attempt to steal the initiative.
activated, and regardless of whether they have the
Ready condition or not. After selecting the scenario, the Master of Coin may
choose to check Leadership – if failed, proceed to play
the selected scenario.

If passed, the enemy is successfully led into an


ambush! Instead of the selected scenario, choose to
play either the “Ambush” or “The Trap” scenario as
the attacker.

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

WEAPONS SPECIAL RULES


Fighting Knife, Plasma Pistol. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Mesh Armour, Cult Icon. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Skinflint has the Lie Low skill:
the same delegation who is within 3”.
• Lie Low: If the Skinflint is Prone, ranged attacks can
Activate the fighters in any order, fully resolving each
only target them within Short range (weapons without
activation before proceeding to the next.
a Short range disregard this skill).
A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

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

WEAPONS SPECIAL RULES


A Groveller wields either a Fighting Knife and Shotgun • Bodyguard: If the delegation’s Leader or Second is hit
(Solid & Scatter Ammo) or a Long Rifle. Each Groveller can by a ranged attack, the hit and all its effects may be
be armed differently. transferred to a Bodyguard within 2”.

EQUIPMENT • Indentured Fighters: If the delegation’s Leader and


Second are both removed from play for any reason,
None.
the Bodyguards immediately fail a Bottle Test.

SKILLS
A Groveller has the Lie Low skill:

• Lie Low: If the Groveller is Prone, ranged attacks can


only target them within Short range (weapons without
a Short range disregard this skill).

814
Guilder Alliance:

THE IRON GUILD


INTRODUCTION DRAWBACKS
The Iron Guild deal in the raw materials of Necromunda,
(1) GUARD DUTY
whether ore dragged from beneath the Spoil, or the huge
• If the gang has the option of choosing which scenario
surplus of weapons and ordnance circulating the hives.
to play, roll D6.

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.

BENEFITS (2) MILITIA SURPLUS


(1) GUNS, GUNS, GUNS • Any time a fighter from the gang dies, their weapons
• The gang reduces the Rarity of all ranged weapons at and equipment must be surrendered to the Iron Guild,
the Trading Post by -2, and their cost by D3x10 credits rather than being returned to the gang’s Stash.
(to a minimum of 5). • Alternatively, the gang may choose to ignore this rule
� The gang can Test the Alliance to instead reduce the and retain the fallen fighter’s gear, but must Test the
cost of ranged weapons by D3x20 credits. Alliance if so.

(2) DELEGATION: WANDERING SCUM CAMPAIGN PLAY


• Allied Delegation: On the battlefield, the Iron Guild is • If the campaign is using the alignment rules, only a
represented by D3+2 Hive Scum. Law-Abiding gang can enter into a Guilder Alliance.

• 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.

The gang can include this delegation at no cost.

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).

• Uninvited Help: If the gang is the defender in a


Looters, Smash and Grab, Caravan Heist, or Escort
Mission scenario, the Wandering Scum must be
included:

� Roll D6 and add the gang’s Rep.

� On 1-9, the gang is glad of this aid.

� On 10+, the gang is resentful about this interference


and must Test the Alliance.

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+

WEAPONS & EQUIPMENT SPECIAL RULES


Hive Scum do not come with any weapons or gear. Before a • Recruitment Limit: A gang can have up to five Hive
battle, the gang can equip each Hive Scum with items from Scum fighting for them at any given time.
the Hive Scum Equipment List.

HIVE SCUM EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol……………………………..10 • Axe……………………………….. 10 • Flak Armour……………………... 10
• Laspistol…………………………….. 10 • Chainsword………………………25 • Furnace Plates………………….. 5
• Stub Gun…………………………….. 5 • Fighting Knife…………………… 15 • Gutterforged Cloak……………... 10
-Dum Dum Rounds……………... +5 • Flail……………………..…………20 • Hazard Suit………………………10
• Reclaimed Autopistol………………..5 • Maul.……………………………... 10 • Mesh Armour…………………… 15
• Sword……………………………. 20
BASIC WEAPONS • Two-Handed Axe ��……………25 PERSONAL EQUIPMENT
• Autogun……………………………… 15 • Two-Handed Hammer ��………35 • Armoured Undersuit……………. 25
• Lasgun………….…………………… 15 • Drop Rig…………………………. 10
• Reclaimed Autogun………………... 10 GRENADES • Filter Plugs………………………. 10
• Sawn-Off Shotgun………………..… 15 • Blasting Charges……………….. 30 • Photo-Goggles………………….. 35
• Shotgun (Solid & Scatter Ammo) 30 • Frag Grenades…………………..30
• Throwing Knives……………………..10 • Krak Grenades………………….. 45 WEAPON ACCESSORIES
• Smoke Grenades………………. 15 • Telescopic Sight (Pistols,
Basic & Special Weapons)……..25

816
Guilder Alliance:

THE PROMETHIUM GUILD


INTRODUCTION DRAWBACKS
Sometimes known as the Torch Bearers, the Pyre Makers, or
(1) GUARD DUTY
the Guild of Flame, the Promethium Guild controls all of the
• If the gang has the option of choosing which scenario
light and power of Hive Primus.
to play, roll D6.

� On 1-3, the gang must choose Looters, Smash and


STRONG ALLIANCE: VAN SAAR Grab, Caravan Heist, or Escort Mission, and must be
• House Van Saar keeps historically strong ties with the defender.
the Promethium Guild.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Van Saar 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.

BENEFITS (2) POWER TAP


• After a battle, before making Post-Battle Actions, if the
(1) HELMAWR’S RADIANCE gang gained a credit reward from the scenario, they
• The gang’s plasma and flame weapons lose the Scarce
must surrender D3x10 credits to the Guild.
trait. If they did not have this trait, they instead gain
the Plentiful trait. • If the amount rolled exceeds the reward gained, the
full amount must be surrendered, and the gang then
(2) DELEGATION: PYROMANTIC CONCLAVE automatically Tests the Alliance.
• Allied Delegation: On the battlefield, the Promethium
• Alternatively, the gang may choose to ignore this rule
Guild is represented by a Pyromantic Conclave,
and keep all of its rewards, but must Test the Alliance
consisting of 1 Pyrocaen Lord, 1 Pyromagir, and 2
if so.
Cynders.

• Requesting Allied Assistance: During the Pre-Battle


Sequence, the gang can request allied help:

� Roll D6 and add the gang’s Rep.

� If the result is 1-11, the Pyromantic Conclave joins


the gang for the battle.

� If the result is 12+, the Promethium Guild declines to


aid the gang.

The gang can include this delegation at no cost.

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).

• 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:

� Roll D6 and add the gang’s Rep.

� On 1-11, the gang is glad of this aid.

� On 12+, the gang is resentful about this interference


and must Test the 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

WEAPONS SPECIAL RULES


Laspistol and Shock Stave Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Refractor Field 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Pyrocaen Lord has the Evade and Overseer skills:
from the same delegation who are within 3”.
• Evade: Ranged attacks targeting the Pyrocaen Lord
Activate these fighters in any order, fully resolving
suffer an additional -1 modifier to hit at Short range,
each activation before proceeding to the next.
or -2 at Long range.
A delegation can only make one Group Activation per
Enemies disregard this skill if the Pyrocaen Lord is
round. This does not affect their allied gang’s ability to
Engaged, Seriously Injured, or in cover.
make their own Group Activation.
• Overseer: If the Pyrocaen Lord is Active, they may
• A Light in Dark Places: Before a battle in which the
take the following action:
Pyrocaen Lord is participating, the gang can choose to
� ORDER (Double): Choose a member of the begin the scenario with the Pitch Black rules in effect.
delegation within 6” – they may immediately take
In any End Phase, the gang can decide to turn the
two free actions, exactly as if they had been
lights back on, ceasing the Pitch Black rules.
activated, and regardless of whether they have the
Ready condition or not. • Last Light: If this fighter is taken Out of Action, centre
the Blast (5”) marker on them before removing them
from play – any fighter touching this marker gains the
Blind condition.

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

WEAPONS SPECIAL RULES


Flamer, Stub Gun. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Refractor Field, Cult Icon. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Pyromagir has the Nerves of Steel skill:
the same delegation who is within 3”.
• Nerves of Steel: When the Pyromagir is hit by a
Activate the fighters in any order, fully resolving each
ranged attack, check Cool – if passed, they may
activation before proceeding to the next.
choose to not be Pinned.
A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

• Last Light: If this fighter is taken Out of Action, centre


the Blast (5”) marker on them before removing them
from play – any fighter touching this marker gains the
Blind condition.

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

WEAPONS SPECIAL RULES


A Cynder wields either a Laspistol and Axe or a Laspistol • Bodyguard: If the delegation’s Leader or Second is hit
and Maul. All Cynders must be armed identically. by a ranged attack, the hit and all its effects may be
transferred to a Bodyguard within 2”.
EQUIPMENT
• Indentured Fighters: If the delegation’s Leader and
None.
Second are both removed from play for any reason,

SKILLS the Bodyguards immediately fail a Bottle Test.

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:

THE SLAVE GUILD


INTRODUCTION DRAWBACKS
Within the brutal hierarchy of the hive, slaves are bought
(1) GUARD DUTY
and sold by the million, all transactions occurring beneath
• If the gang has the option of choosing which scenario
the cold eyes of the Slave Guild.
to play, roll D6.

� On 1-3, the gang must choose Looters, Smash and


STRONG ALLIANCE: GOLIATH Grab, Caravan Heist, or Escort Mission, and must be
• House Goliath keeps historically strong ties with the the defender.
Slave Guild.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Goliath 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.

BENEFITS (2) SLAVES FOR THE PIT


• After a battle, any enemy that was successfully taken
(1) WEAPONS TRAINING Captive by the gang must immediately be surrendered
• Before a battle, the gang may choose one available
to the Slave Guild.
Gang Leader or Champion to gain a bonus Primary
skill of their choice for the duration of the battle. • Alternatively, the gang may choose to ignore this rule
and retain control of their Captive, but must Test the
(2) DELEGATION: PYROMANTIC CONCLAVE Alliance if so.
• Allied Delegation: On the battlefield, the Slave Guild
• As a second alternative, the gang can immediately
is represented by a Slaver Entourage, consisting of 1
allow the enemy to pay a ransom to them, worth half
Chain Lord, 1 Shackleman, and 2 Pit Fighters.
the Captive’s value. The Captive is returned, but the
• Requesting Allied Assistance: During the Pre-Battle gang’s Alliance with the Slave Guild is immediately
Sequence, the gang can request allied help: broken.

� Roll D6 and add the gang’s Rep.


CAMPAIGN PLAY
� If the result is 1-10, the Slaver Entourage joins the • If the campaign is using the alignment rules, only a
gang for the battle. Law-Abiding gang can enter into a Guilder Alliance.
� If the result is 11+, the Slave Guild declines to aid the • If the campaign is not using the alignment rules, any
gang. gang can make any type of Alliance (Arbitrator
The gang can include this delegation at no cost. discretion still applies).

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:

� Roll D6 and add the gang’s Rep.

� On 1-10, the gang is glad of this aid.

� On 11+, the gang is resentful about this interference


and must Test the Alliance.

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

WEAPONS SPECIAL RULES


The Chain Lord wields either a Chain Glaive or a Shock • Delegation Hierarchy (Leader): If the delegation’s
Whip and Chain Axe. allied gang is Bottling, and this fighter passes their
Cool check, every member of the delegation within
EQUIPMENT 12” automatically passes theirs.
Light Carapace Armour, Bio-Booster, Stimm-Slug Stash.
• Group Activation (2): When this fighter activates, they

SKILLS may also activate an additional two Ready fighters


from the same delegation who are within 3”.
The Chain Lord has the Hurl and Overseer skills:
Activate these fighters in any order, fully resolving
• Hurl: If the Chain Lord is Engaged, they may take the
each activation before proceeding to the next.
following action:
A delegation can only make one Group Activation per
� HURL (Basic): Target an Engaged enemy, or a
round. This does not affect their allied gang’s ability to
Seriously Injured enemy within 1”. They must check
make their own Group Activation.
Initiative – if failed, they are tossed D3” in any
direction, becoming Pinned. • A Promising Fighter: Following a battle in which the
Chain Lord participated, randomly choose one Ganger
The victim stops if they impact terrain or another
or Juve who took an enemy fighter Out of Action with
fighter, suffering a Strength 3, AP 0, Damage 1 hit.
a melee attack or the Coup de Grace (Simple) action –
If tossed into another fighter, they both suffer this then roll D6:
hit and become Pinned.
� On 1, the Chain Lord claims this fighter for a career
• Overseer: If the Chain Lord is Active, they may take in the fighting pits. The fighter and all of their
the following action: weapons and equipment are immediately deleted
from the Gang Roster.
� ORDER (Double): Choose a member of the
delegation within 6” – they may immediately take � On 2-5, the Chain Lord is dismissive of the fighter’s
two free actions, exactly as if they had been prowess, and there is no effect.
activated, and regardless of whether they have the
� On 6, the Chain Lord rewards this fighter for their
Ready condition or not.
entertaining display of martial prowess. The gang
gains D3x10 credits.

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

WEAPONS SPECIAL RULES


Shock Stave and Harpoon Launcher. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Flak Armour, Cult Icon. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Shackleman has the Disarm skill:
the same delegation who is within 3”.
• Disarm: Any of the Shackleman’s melee attacks gain
Activate the fighters in any order, fully resolving each
the Disarm trait.
activation before proceeding to the next.

A delegation can only make one Group Activation per


round. This does not affect their allied gang’s ability to
make their own Group Activation.

PIT FIGHTER (BODYGUARD)


M WS BS S T W I A Ld Cl WP Int
5” 4+ 6+ 3 3 1 4+ 2 8+ 7+ 8+ 10+

RNG ACC
S L S L Str AP D Am Traits
Chain Glaive E 2” -1 - +2 -2 2 - Versatile, Unwieldy, Melee

WEAPONS SPECIAL RULES


Chain Glaive. • Bodyguard: If the delegation’s Leader or Second is hit
by a ranged attack, the hit and all its effects may be
EQUIPMENT transferred to a Bodyguard within 2”.
Flak Armour, Stimm-Slug Stash.
• Indentured Fighters: If the delegation’s Leader and

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:

• Rain of Blows: The Pit Fighter treats the Fight (Basic)


action as Fight (Simple).

822
Guilder Alliance:

THE WATER GUILD


INTRODUCTION DRAWBACKS
From Spire to Sump, water is an incredible valuable
(1) GUARD DUTY
commodity on Necromunda, and the Water Guild controls
• If the gang has the option of choosing which scenario
every last drinkable drop of it.
to play, roll D6.

� On 1-3, the gang must choose Looters, Smash and


STRONG ALLIANCE: ESCHER Grab, Caravan Heist, or Escort Mission, and must be
• House Escher keeps historically strong ties with the the defender.
Water Guild.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Escher 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.

BENEFITS (2) WATER LEVIES


• After a battle, before making Post-Battle Actions, if the
(1) PURE WATER SUPPLY gang gained a credit reward from the scenario, they
• The gang gains a free Slopper Hanger-On, who
must surrender D3x10 credits to the Guild.
remains with the gang until the Alliance is broken.
• If the amount rolled exceeds the reward gained, the
• If the gang already has a Slopper, their “Grub’s Up”
full amount must be surrendered, and the gang then
rule takes effect on a 5-6, instead of the usual 6.
automatically Tests the 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).

• 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:

� Roll D6 and add the gang’s Rep.

� On 1-10, the gang is glad of this aid.

� On 11+, the gang is resentful about this interference


and must Test the Alliance.

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

WEAPONS SPECIAL RULES


Needle Pistol and Stiletto Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Mesh Armour, Bio-Booster, Stimm-Slug Stash. 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Master Nautican has the Step Aside and Overseer skills:
from the same delegation who are within 3”.
• Step Aside: If the Master Nautican is hit in close
Activate these fighters in any order, fully resolving
combat, check Initiative – if passed, one of those hits
each activation before proceeding to the next.
is negated. The remainder are resolved as normal.
A delegation can only make one Group Activation per
This skill may be used any number of times in a round,
round. This does not affect their allied gang’s ability to
but only once per enemy.
make their own Group Activation.
• Overseer: If the Master Nautican is Active, they may
• Water Harvest: If the gang wins a battle in which the
take the following action:
Master Nautican participated, for every member of the
� ORDER (Double): Choose a member of the delegation who did not go Out of Action, gain a +1
delegation within 6” – they may immediately take modifier when rolling to determine whether the gang
two free actions, exactly as if they had been Captures an enemy.
activated, and regardless of whether they have the
If an enemy is successfully Captured, they may be sold
Ready condition or not.
to the Water Guild immediately for their full value in
credits, bypassing the usual requirement to allow a
Rescue Mission.

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

WEAPONS SPECIAL RULES


Shock Stave and Harpoon Launcher. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Flak Armour, Cult Icon. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Syphonite has the Dodge skill:
the same delegation who is within 3”.
• Dodge: If an enemy successfully wounds the
Activate the fighters in any order, fully resolving each
Syphonite, roll D6 – on 6, the attack is negated. If the
activation before proceeding to the next.
attack used a Blast marker or Flame template, the
Syphonite is instead repositioned 2”, to try and avoid A delegation can only make one Group Activation per
the weapon. round. This does not affect their allied gang’s ability to
make their own Group Activation.

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

WEAPONS SPECIAL RULES


Chain Glaive. • Bodyguard: If the delegation’s Leader or Second is hit
by a ranged attack, the hit and all its effects may be
EQUIPMENT transferred to a Bodyguard within 2”.
Flak Armour, Stimm-Slug Stash.
• Indentured Fighters: If the delegation’s Leader and

SKILLS Second are both removed from play for any reason,
the Bodyguards immediately fail a Bottle Test.
The Subnautican has the Berserker skill:

• Berserker: When the Subnautican makes a successful


Charge (Double) action, they gain an additional +1
attack.

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.

� On 1-3, the gang must choose The Hit, Escort


STRONG ALLIANCE: ESCHER Mission, or Last Stand, and must be the attacker.
• House Escher benefits from a special understanding
� On 4+, the gang may choose any scenario.
with the Cold Trade.

• 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.

(2) IMPERIAL ENTANGLEMENTS


BENEFITS • After a battle in which the Smuggler Shore Party
participated, randomly select one of the gang’s
(1) XENOS ARTEFACTS fighters who is not in Recovery.
• At the Black Market, the gang reduces the Illegal rating
of all Xenos Weapons and Xenos Equipment by -2. • This fighter is subjected to intense investigation –
forced to lie low, they immediately enter Recovery and
(2) OFFWORLD CONNECTIONS must miss the next game.
• When the Alliance is formed, the Gang Leader gains a
• Alternatively, the gang may choose to ignore this rule
random Xenos Weapon, which they keep for as long as
and proceed directly to Post-Battle Actions, but must
the Alliance remains in place.
Test the Alliance if so.
(3) DELEGATION: SMUGGLER SHORE PARTY
CAMPAIGN PLAY
• Allied Delegation: The Cold Traders are represented
by the Smuggler Shore Party, consisting of 1 Cold • If the campaign is using the alignment rules, only an
Trader, 1 Bosun, and 2 Void-Born Scum. Outlaw gang can enter into a Criminal Alliance.

• 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.

The gang can include this delegation at no cost.

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).

• Uninvited Help: If the gang is the attacker in a The Hit,


Escort Mission, or Last Stand scenario, the Smuggler
Shore Party must be included, unless the gang
chooses to Test the Alliance.

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

WEAPONS SPECIAL RULES


Sling Gun and Stiletto Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Armourweave, Bio-Booster. 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Cold Trader has the Step Aside and Overseer skills:
from the same delegation who are within 3”.
• Step Aside: If an enemy hits the Cold Trader in close
Activate these fighters in any order, fully resolving
combat, check Initiative – if passed, one hit is negated.
each activation before proceeding to the next.
The remainder are resolved as normal.
A delegation can only make one Group Activation per
This skill may be used any number of times in a round,
round. This does not affect their allied gang’s ability to
but only once per enemy.
make their own Group Activation.
• Overseer: If the Cold Trader is Active, they may take
the following action:

� ORDER (Double): Choose a member of the


delegation within 6” – they may immediately take
two free actions, exactly as if they had been
activated, and regardless of whether they have the
Ready condition or not.

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

WEAPONS SPECIAL RULES


Shotgun (Solid & Scatter Ammo) and Fighting Knife. • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Mesh Armour. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Bosun has the Dodge skill:
the same delegation who is within 3”.
• Dodge: If the Bosun is wounded by an enemy attack,
Activate the fighters in any order, fully resolving each
roll D6 – on 6, the wound is negated. If the attack used
activation before proceeding to the next.
a Blast marker or Flame template, instead reposition
the Bosun 2” to attempt to avoid it. A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

VOID-BORN SCUM (BODYGUARD)


M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 5 5 3 4+ 2 8+ 7+ 7+ 7+

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

WEAPONS SPECIAL RULES


Fighting Knife and either an Autopistol or Laspistol – each • Bodyguard: If the Cold Trader is hit by a ranged
fighter can be armed differently. attack, the hit and all its effects may be transferred to
a Void-Born Scum within 2”.
EQUIPMENT
• Indentured Fighters: If the delegation’s Leader and
Flak Armour.
Second are both removed from play for any reason,

SKILLS the Bodyguards immediately fail a Bottle Test.

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:

� No test is required to include the Rebel Lord in a


battle – criminals are more opportunistic than
Guilders.

The gang can include the Rebel Lord at no cost.

If the Rebel Lord does join the battle, they must


always be included alongside the gang’s starting crew
(even if fighter selection is random for the scenario).

• Uninvited Help: If the gang is playing against a


Palanite Enforcers gang, or a gang with a Guilder or
Noble House Alliance, the Rebel Lord must be
included, unless the gang chooses to Test the Alliance.

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:

� No test is required to include the Master Charlatan


STRONG ALLIANCE: VAN SAAR in a battle – criminals are more opportunistic than
• House Van Saar benefits from a special Guilders.
understanding with certain Imperial Imposters.
The gang can include the Master Charlatan at no cost.
• As such, the first time an allied Van Saar gang is
If the Master Charlatan does join the battle, they must
required to Test the Alliance, the result is
always be included alongside the gang’s starting crew
automatically Disquiet.
(even if fighter selection is random for the scenario).

Uninvited Help: If the scenario played is Murder


BENEFITS •
Cyborg, Shoot-Out, or Escort Mission, the Master
(1) AN HONOURABLE WORD Charlatan must be included, unless the gang chooses
• In the Law & Misrule Campaign, at the start of a to Test the Alliance.
campaign week, the Imperial Imposters may choose
any gang (including the one they are allied to). DRAWBACKS
• During this campaign week, this gang may ignore one (1) NOBLE AMBITIONS
action that would cause them to become Outlaw. • If the gang has the option of choosing which scenario
to play, roll D6.
(2) SLIPPERY ALLEGIANCES
� On 1-3, the gang must choose Looters, Forgotten
• In the Law & Misrule Campaign, if the allied gang
Riches, or Caravan Heist.
switches alignment to Law-Abiding, they must Test
the Alliance as usual – however, they do not apply the � On 4+, the gang may choose any scenario.
usual +3 modifier to their roll.
• Alternatively, instead of rolling D6, the gang may

(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.

• If the campaign is not using the alignment rules, any


gang can make any type of Alliance (Arbitrator
discretion still applies).

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

WEAPONS SPECIAL RULES


Four Digi-Lasers, Needle Pistol, and a Stiletto Sword. • Guilt by Association: Following a battle in which the
Master Charlatan participated, prior to making Post-
EQUIPMENT Battle Actions, roll D6 – on 6, the allied gang’s
Mesh Armour, Holochromatic Field, and Falsehood. association with them has been discovered, and they
immediately become Outlawed.
SKILLS
Alternatively, the gang can choose to disregard this
The Master Charlatan has the Evade, Infiltrate, and Step
rule and dissociate themselves from the Master
Aside skills:
Charlatan, but must Test the Alliance if so.
• Evade: Ranged attacks against the Master Charlatan
suffer an additional -1 modifier to hit at Short range,
or -2 at Long range.

This does not apply if the Master Charlatan is Engaged,


Seriously Injured, or in cover.

• Infiltrate: During deployment, set the Master


Charlatan aside instead of placing them.

Immediately before the start of the first round, deploy


them anywhere on the battlefield that is not visible to
or within 6” of any enemies.

If multiple players have fighters with this skill, take


turns deploying them (roll off to see who goes first).

• Step Aside: If an enemy hits the Cold Trader in close


combat, check Initiative – if passed, one hit is negated.
The remainder are resolved as normal.

This skill may be used any number of times in a round,


but only once per enemy.

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.

• Alternatively, instead of rolling D6, the gang may


• As such, the first time an allied Goliath gang is
required to Test the Alliance, the result is choose to play any scenario, but must Test the
Alliance if so.
automatically Disquiet.

(2) PAYMENT DUE


BENEFITS • After a battle, before making Post-Battle Actions, if the
gang gained a credit reward from the scenario, they
(1) ABUNDANT SUPPLY must surrender D3x10 credits to the Narco Lords.
• The gang reduces the Rarity and Illegal ratings of all
chems at the Trading Post and Black Market by -2. • Alternatively, the gang may choose to ignore this rule
and keep all of its rewards, but must Test the Alliance
• When purchasing chems, the gang never needs to
if so.
check to determine whether their supply has run out.
CAMPAIGN PLAY
(2) DELEGATION: NARCO SCUM
• If the campaign is using the alignment rules, only an
• Allied Delegation: On the battlefield, the Narco Lords
are represented by D3+2 Hive Scum. Outlaw gang can enter into a Criminal Alliance.

• 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.

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).

• Uninvited Help: If the scenario being played is


Downtown Dust-Up, Ghast Harvest, or The Hit, the
Narco Scum must be included, unless the gang
chooses to Test the Alliance.

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+

WEAPONS & EQUIPMENT SPECIAL RULES


Hive Scum do not come with any weapons or gear. Before a • Recruitment Limit: A gang can have up to five Hive
battle, the gang can equip each Hive Scum with items from Scum fighting for them at any given time.
the Hive Scum Equipment List.

HIVE SCUM EQUIPMENT LIST


PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol……………………………..10 • Axe……………………………….. 10 • Flak Armour……………………... 10
• Laspistol…………………………….. 10 • Chainsword………………………25 • Furnace Plates………………….. 5
• Stub Gun…………………………….. 5 • Fighting Knife…………………… 15 • Gutterforged Cloak……………... 10
-Dum Dum Rounds……………... +5 • Flail……………………..…………20 • Hazard Suit………………………10
• Reclaimed Autopistol………………..5 • Maul.……………………………... 10 • Mesh Armour…………………… 15
• Sword……………………………. 20
BASIC WEAPONS • Two-Handed Axe ��……………25 PERSONAL EQUIPMENT
• Autogun……………………………… 15 • Two-Handed Hammer ��………35 • Armoured Undersuit……………. 25
• Lasgun………….…………………… 15 • Drop Rig…………………………. 10
• Reclaimed Autogun………………... 10 GRENADES • Filter Plugs………………………. 10
• Sawn-Off Shotgun………………..… 15 • Blasting Charges……………….. 30 • Photo-Goggles………………….. 35
• Shotgun (Solid & Scatter Ammo) 30 • Frag Grenades…………………..30
• Throwing Knives……………………..10 • Krak Grenades………………….. 45 WEAPON ACCESSORIES
• Smoke Grenades………………. 15 • Telescopic Sight (Pistols,
Basic & Special Weapons)……..25

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.

� Add +1 to the result for every fighter in the gang


(1) PSYCHIC AWAKENING
with the Unsanctioned Psyker rule.
• When this Alliance is formed, choose one fighter in the
allied gang. � Add +1 to the result if the Mind-Locked Wyrd
participated in the battle.
• They permanently gain one random Wyrd Power and
the below rule: • On 7+, the gang has drawn the attention of the
Imperial House’s own tame psykers. Randomly choose
� Unsanctioned Psyker: If this fighter is taken Out of
one fighter – they must roll for Lasting Injury.
Action, the enemy gang receives a bounty of D3x10
credits. • Alternatively, the gang may choose to disregard this
rule but must Test the Alliance if so.
• If the Alliance is broken, the gang must surrender
credits equal to this fighter’s value as hush money, or CAMPAIGN PLAY
else remove them from the Gang Roster.
• If the campaign is using the alignment rules, only an
(2) DELEGATION: MIND-LOCKED WYRD Outlaw gang can enter into a Criminal Alliance.
• Allied Delegation: On the battlefield, the Psi-Syndica • If the campaign is not using the alignment rules, any
is represented by 1 Mind-Locked Wyrd. gang can make any type of Alliance (Arbitrator
• Requesting Allied Assistance: During the Pre-Battle discretion still applies).
Sequence, the gang can request allied help: • In the Law & Misrule Campaign, if an Outlaw gang
� No test is required to include the Mind-Locked Wyrd enters into a Criminal Alliance but later becomes Law-
in a battle – criminals are more opportunistic than Abiding, they must Test the Alliance and apply a +3
Guilders. modifier to their roll.

The gang can include the Mind-Locked Wyrd at no


cost.

If the Mind-Locked Wyrd does join the battle, they


must always be included alongside the gang’s starting
crew (even if fighter selection is random for the
scenario).

• Uninvited Help: If the scenario played is Ghast


Harvest, the Mind-Locked Wyrd must be included,
unless the gang chooses to Test the Alliance.

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+

WEAPONS WYRD POWERS


None. The Mind-Locked Wyrd comes with any three of the
following wyrd powers:
EQUIPMENT
• SCOURING (Basic, Continuous Effect): While this
Mesh Armour.
power is maintained, the Wyrd counts as wielding a

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.

Targets who would go over an edge must first check


Initiative – if passed, they are instead Pinned; if failed,
they fall.

If a target impacts terrain, they are Pinned and suffer a


hit of Strength equal to the push distance.

HOUSE RULE: Increase the range to 6”. Both friendly


and enemy fighters are affected.

• MADDENING VISIONS (Basic, Continuous Effect):


Until the End Phase of this round, any enemy who
ends their activation within 3” of the Wyrd must check
Willpower – if failed, they gain the Insane condition.

• HYPNOSIS (Basic): Target an enemy with the Ready


condition, in line of sight and within 9”. They treat the
Move (Simple) action as Move (Basic).

• UNBREAKABLE WILL (Basic, Continuous Effect):


While this power is maintained, any time a friendly
fighter within 9” of the Wyrd checks Nerve or
Willpower, they may use the Wyrd’s characteristic
instead of their own.

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.

• If you are, your opponent gains a free Bounty Hunter


BENEFITS who does not count towards the number of fighters
(1) BARGAIN ORDNANCE they can bring to the battle.
The gang can purchase counterfeit versions of any
CAMPAIGN PLAY

Black Market weapon, – reducing its Illegal value by -2,
and its cost by -20% (rounding down to the nearest 5). • If the campaign is using the alignment rules, only an
Outlaw gang can enter into a Criminal Alliance.
• Counterfeit melee weapons gain the Reckless trait,
while ranged weapons gain the Unstable trait. • If the campaign is not using the alignment rules, any
gang can make any type of Alliance (Arbitrator
(2) HEDGE ARMOURERS discretion still applies).
• The gang gains a free Ammo-Jack, who remains until • In the Law & Misrule Campaign, if an Outlaw gang
the Alliance is broken. enters into a Criminal Alliance but later becomes Law-
Abiding, they must Test the Alliance and apply a +3
(3) DELEGATION: FACTORIA WORK GANG modifier to their roll.
• Allied Delegation: The Rogue Factoria are
represented by the Factoria Work Gang: 1 Factoria
Overseer, 1 Work Party Boss, and 3 Factoria
Workers.

• Requesting Allied Assistance: During the Pre-Battle


Sequence, the gang can request allied help:

� No test is required to include the Factoria Work


Gang in a battle.

� The Factoria Work Gang party counts as a single


fighter when working out the gang’s crew size.

The gang can include this delegation at no cost.

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).

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

WEAPONS SPECIAL RULES


Combi-Weapon (Autopistol / Plasma Pistol) and Shock • Delegation Hierarchy (Leader): If the delegation’s
Baton. allied gang is Bottling, and this fighter passes their
Cool check, every member of the delegation within
EQUIPMENT 12” automatically passes theirs.
Mesh Armour
• Group Activation (2): When this fighter activates, they

SKILLS may also activate an additional two Ready fighters


from the same delegation who are within 3”.
The Factoria Overseer has the Commanding Presence and
Overseer skills: Activate these fighters in any order, fully resolving
each activation before proceeding to the next.
• Commanding Presence: When making a Group
Activation, the Factoria Overseer increases the A delegation can only make one Group Activation per
number of Ready fighters they can include by +1. round. This does not affect their allied gang’s ability to
make their own Group Activation.
• Overseer: If the Factoria Overseer is Active, they may
take the following action:

� ORDER (Double): Choose a member of the


delegation within 6” – they may immediately take
two free actions, exactly as if they had been
activated, and regardless of whether they have the
Ready condition or not.

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

WEAPONS SPECIAL RULES


Laspistol and Shock Whip • Delegation Hierarchy (Second): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Mesh Armour. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate one additional Ready fighter from
The Work Party Boss has the Iron Will skill:
the same delegation who is within 3”.
• Iron Will: When the delegation makes a Bottle test,
Activate the fighters in any order, fully resolving each
reduce the final score by 1. Disregard this skill if the
activation before proceeding to the next.
Work Party Boss is currently Seriously Injured.
A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

FACTORIA WORKER (BODYGUARD)


M WS BS S T W I A Ld Cl WP Int
4” 5+ 5+ 3 3 1 4+ 1 8+ 8+ 8+ 8+

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)

WEAPONS SPECIAL RULES


A Factoria Worker wields either a Fighting Knife and • Bodyguard: If the Factoria Overseer is hit by a ranged
Reclaimed Autopistol or a Reclaimed Autogun – each fighter attack, the hit and all its effects may be transferred to
can be armed differently. a Factoria Worker within 2”.

EQUIPMENT • Indentured Fighters: If the delegation’s Leader and


Second are both removed from play for any reason,
None.
the Bodyguards immediately fail a Bottle Test.

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.

BENEFITS • Alternatively, the gang may choose to ignore this rule


but must Test the Alliance if so.
(1) THE FINEST ORDNANCE
• The gang may re-roll Ammo checks. (2) MILITARY DRAFT
• After a battle, roll D6 for each fighter in the gang with
(2) OFFWORLD CONNECTIONS the Gang Fighter (Juve) rule (regardless of whether
• When the Alliance is formed, the Gang Leader gains a they participated).
random Xenos Weapon, which they keep for as long as
• On 1, House Greim pulls strings to draft the fighter into
the Alliance remains in place.
their militia – delete the fighter and all of their
(3) DELEGATION: MILITARY ATTACHÉ weapons and equipment from the Gang Roster.
• Allied Delegation: House Greim is represented by the • Alternatively, the gang may choose to ignore this rule
Greim Military Attaché, consisting of 1 Krieg Master but must Test the Alliance if so.
and 1 Jagerkin.
CAMPAIGN PLAY
• Requesting Allied Assistance: During the Pre-Battle
Sequence, the gang can choose to bring the Greim • Regardless of whether the campaign is using the
Military Attaché. alignment rules, any gang can enter into a Noble
House Alliance – the nobles care nothing for the rules
The gang can include this delegation at no cost. and laws of those below them, only whether an
If the delegation does join the battle, it is always arrangement is of benefit to them.
included alongside the gang’s starting crew (even if
fighter selection is random for the scenario).

• Uninvited Help: If the gang’s opponent has a higher


Gang Rating than themselves, the Greim Military
Attaché must be included, unless the gang chooses to
Test the Alliance.

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

WEAPONS SPECIAL RULES


Bolt Pistol and Power Sword. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Light Carapace Armour. automatically passes theirs.

SKILLS • An Eye for War: If the Greim Military Attaché is joining


the battle, when rolling to determine which scenario
The Kreig Master has the Overseer skill:
will be played, the Krieg Master can increase or
• Overseer: If the Kreig Master is Active, they may take decrease the result by 1.
the following action:
• Seconded to the Militia: During the Pre-Battle
� ORDER (Double): Choose a friendly fighter within 6” Sequence, prior to choosing crews, select a random
(that is, a member of either the allied gang or the fighter in the allied gang with the Gang Fighter (X) rule.
Krieg Master’s own delegation).
This fighter was recently seconded to the Greim militia
This fighter may immediately take two free actions, and must immediately roll for Lasting Injury (treating
exactly as if they had been activated, and a Critical Injury as Memorable Death).
regardless of whether they have the Ready
� If they survive, the fighter gains +D6 bonus XP.
condition or not.
� If they enter Recovery, they miss the next battle as
normal.

� If they suffer a Critical Injury or Memorable Death,


House Greim compensates the gang with credits
equal to the dead fighter’s value.

Alternatively, the gang may choose to ignore this rule


but must Test the Alliance if so.

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

WEAPONS SPECIAL RULES


Combat Shotgun (Salve & Shredder Ammo). • Bodyguard: If the Krieg Master is hit by a ranged
attack, the hit and all its effects may be transferred to
EQUIPMENT a Jagerkin within 2”.
Mesh Armour.
• A Jagerkin’s Duty: If the Krieg Master is removed

SKILLS from play for any reason, the Jagerkin immediately


fails a Bottle Test.
The Jagerkin has the Marksman skill:

Marksman: The Jagerkin may disregard the rules for


Target Priority when making ranged attacks – and if
their attack hits on a natural 6, weapon Damage is
doubled.

� Weapons with the Rapid Fire trait only double the


Damage of the very first hit, if multiple are scored.

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).

• Uninvited Help: If the gang’s opponent is part of a


Criminal or Noble House Alliance, the Ulanti Court
Advisor must be included, unless the gang chooses to
Test the Alliance.

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

WEAPONS SPECIAL RULES


Needle Pistol and Power Sword. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Displacer Field. automatically passes theirs.

SKILLS • Duellist: If an enemy successfully targets the Courtier


with a Charge (Double) action, the Courtier resolves
The Courtier has the Counter-Attack and Step Aside skills:
their Reaction attacks before the enemy’s close
• Counter-Attack: When the Courtier makes Reaction combat attacks.
attacks, they gain +1 attack for every enemy attack
that failed to hit (whether they missed, were parried,
or similar).

• Step Aside: When an enemy hits the Courtier in close


combat, check Initiative – if passed, one attack is
negated. The remainder are then resolved as normal.

This skill may be used any number of times in a round,


but only once per enemy.

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

WEAPONS SPECIAL RULES


Needle Pistol and Power Sword. • Many Faces: When the Mirror Mask activates, they
may swap positions with the Courtier regardless of
EQUIPMENT where the two are on the battlefield.
Displacer Field.
This includes if either or both of the fighters are

SKILLS Engaged or Prone.

The Mirror Mask has the Nerves of Steel skill:

• Nerves of Steel: When the Mirror Mask is hit by a


ranged attack, check Cool – if passed, they may
choose to not be Pinned.

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.

(2) DELEGATION: RAN LO AUDITING CONCLAVE


• Allied Delegation: House Ran Lo is represented by the
Ran Lo Auditing Conclave, consisting of 1 Auditor and
1 Gelt-Scrivener.

• Requesting Allied Assistance: During the Pre-Battle


Sequence, the gang can request allied help:

� Roll D6 and add the gang’s Rep.

� If the result is 1-10, the Ran Lo Auditing Conclave


joins the gang for the battle.

� If the result is 11+, House Ran Lo declines to help.

The gang can include this delegation at no cost.

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).

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

WEAPONS SPECIAL RULES


Web Pistol and Fighting Knife. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within 6”
Mesh Armour. automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate an additional Ready fighter from the
The Auditor has the Fearsome skill:
same delegation who is within 3”.
• Fearsome: If the Auditor is targeted with a Charge
Activate these fighters in any order, fully resolving
(Double) action, the enemy must check Willpower after
each activation before proceeding to the next.
declaring it – if failed, they cannot move and their
activation ends immediately. A delegation can only make one Group Activation per
round. This does not affect their allied gang’s ability to
make their own Group Activation.

• Always More Coin: After a battle in which the Auditor


participated, the allied gang gains an additional
2D6x10 credits.

• Cut Our Losses: In the End Phase, if this fighter is


Seriously Injured, the Ran Lo Auditing Conclave is
entirely removed from play.

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

WEAPONS SPECIAL RULES


Master-Crafted Long Rifle, Bolt Pistol and Power Sword. • Bodyguard: If the delegation’s Leader is hit by a
ranged attack, the hit and all its effects may be
EQUIPMENT transferred to a Bodyguard within 2”.
None.
• Indentured Fighters: If the delegation’s Leader is

SKILLS removed from play for any reason, the Bodyguard


immediately fails a Bottle Test.
The Gelt-Scrivener has the Trick Shot skill:
• Cut Our Losses: In the End Phase, if this fighter is
• Trick Shot: The Gelt-Scrivener’s ranged attacks
Seriously Injured, the Ran Lo Auditing Conclave is
against Engaged targets disregard the usual -1
entirely removed from play.
modifier to hit.

In addition, their ranged attacks against enemies in


partial cover count them as being in the open, while
attacking enemies in full cover applies a -1 modifier to
hit, rather than the usual -2.

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.

The gang can include this delegation at no cost.


STRONG ALLIANCE: VAN SAAR
If the delegation does join the battle, it is always
• House Van Saar has a long-standing association with
included alongside the gang’s starting crew (even if
House Catallus.
fighter selection is random for the scenario).
• As such, the first time an allied Van Saar gang is
• Uninvited Help: If the gang’s opponent has a fighter
required to Test the Alliance, the result is
worth 250 credits or more, the Catallus Carnival must
automatically Disquiet.
be included, unless the gang chooses to Test the
Alliance.
BENEFITS
DRAWBACKS
(1) FACELESS ALLIES
• House Catallus excels at making people disappear (1) THE INVISIBLE TRUTH
from Imperial records, or covering up their misdeeds. • Once a gang makes an Alliance with House Catallus,
note this on the Gang Roster and never delete it – even
• If a member of the allied gang is taken Captive and
if the Alliance is subsequently broken.
subsequently sold to the Guilders, the enemy receives
no bounty for them (though the fighter is still removed • If the gang ever attempts to form a new Alliance (with
from the Gang Roster). any organisation), roll D6 – on 1, they immediately
form an Alliance with House Catallus, instead.
• Once per campaign week, if the allied gang is declared
Outlaw, they can disregard this if they Test the CAMPAIGN PLAY
Alliance.
• Regardless of whether the campaign is using the
(2) MANY FACES, ONE PURPOSE alignment rules, any gang can enter into a Noble
House Alliance – the nobles care nothing for the rules
• If the scenario being played uses random crew
selection, the allied gang may freely choose one and laws of those below them, only whether an
fighter to include (the rest are random, as normal). arrangement is of benefit to them.

• If they do so, the Catallus Carnival may not be


included.

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

WEAPONS SPECIAL RULES


The Masked Killer wields a Laspistol and either a Master- • Delegation Hierarchy (Leader): If the delegation’s
Crafted Power Sword or a Master-Crafted Long Rifle. allied gang is Bottling, and this fighter passes their
Cool check, every member of the delegation within
EQUIPMENT 12” automatically passes theirs.
Infra-Sight, Photo Goggles, Mesh Armour.
• Artistry of Murder: A Masked Killer is a master of

SKILLS violence, able to land effortless killing blows – all of


their weapons gain the Shock trait (already included in
The Masked Killer has the Dodge skill:
the weapon’s profiles).
• Dodge: If an enemy successfully wounds the Masked
• Perfect Kill: If the Masked Killer inflicts a Flesh Wound
Killer, roll D6 – on 6, the attack is negated. If the attack
on the Injury die, they may re-roll this result.
used a Blast marker or Flame template, the Masked
Killer is instead repositioned 2”, to try and avoid the • Debts to be Paid: After a battle in which the Masked
weapon. Killer participated, the allied gang must roll D6 for
each fighter with the Gang Fighter (Juve) rule who also
participated in the battle.

On 1, House Catallus demands they be turned over to


serve as a Mindfrayed – the fighter and all of their
weapons and equipment are deleted from the Gang
Roster.

Alternatively, the gang can choose to ignore this rule,


but must Test the Alliance if so.

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

WEAPONS SPECIAL RULES


Two dual-wielded Flails. • Indentured Fighters: If the delegation’s Leader is
removed from play for any reason, the Bodyguard
EQUIPMENT immediately fails a Bottle Test.
None.
• Infectious Pain: If the Mindfrayed is Pinned, all

SKILLS Standing and Active fighters within 6” must check


Cool – if failed, that fighter is also Pinned.
The Mindfrayed has the Berserker skill:
This rule affects both friendly and enemy fighters, with
• Berserker: The Mindfrayed gains an additional +1
the sole exception of the Masked Killer)
attack following a successful Charge (Double) action.
• Infectious Terror: If the Mindfrayed ever fails a Nerve
check, every fighter within 6” must make a Nerve
check of their own – if failed, they become Broken and
immediately make a free Running for Cover (Double)
action.

This rule affects both friendly and enemy fighters, with


the sole exception of the Masked Killer)

• Infectious Despair: If a Mindfrayed is Broken, fighters


within 6” cannot attempt to Rally.

This rule affects both friendly and enemy fighters, with


the sole exception of the Masked Killer)

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.

� If they suffer a Critical Injury or Memorable Death,


House Ko’Iron compensates the gang with credits
equal to the dead fighter’s value.

Alternatively, the gang may choose to ignore this rule


but must Test the Alliance if so.

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

WEAPONS SPECIAL RULES


Shock Stave and Master-Crafted Bolt Pistol. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Light Carapace Armour, Refractor Field. 12” automatically passes theirs.

SKILLS • Group Activation (2): When this fighter activates, they


may also activate an additional two Ready fighters
The Prima Materis has the Devotional Frenzy and Overseer
from the same delegation who are within 3”.
skills:
Activate these fighters in any order, fully resolving
• Devotional Frenzy: Declare this skill at the start of the
each activation before proceeding to the next.
Prima Materis’s activation. They gain +D3 Weapon
Skill, Cool, Leadership, and Willpower (all rolled A delegation can only make one Group Activation per
separately). However, when their activation ends, they round. This does not affect their allied gang’s ability to
lose 1 Wound. make their own Group Activation.

• 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

WEAPONS SPECIAL RULES


A Frateris Bodyguard wields either an Eviscerator and • Bodyguard: If the delegation’s Leader is hit by a
Laspistol or a Chainsword and Lasgun. All may be armed ranged attack, the hit and all its effects may be
differently. transferred to a Bodyguard within 2”.

EQUIPMENT
Mesh Armour.

SKILLS
A Frateris Bodyguard has the Devotional Frenzy skill:

• Devotional Frenzy: Declare this skill at the start of the


Frateris Bodyguard’s activation. They gain +D3
Weapon Skill, Cool, Leadership, and Willpower (all
rolled separately). However, when their activation
ends, they lose 1 Wound.

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.

STRONG ALLIANCE: DELAQUE (2) THE COST OF LIES


• House Delaque has a long-standing association with • If a double is rolled when determine which scenario
House Ty. will be played, ignore the result – instead, the enemy
gang can freely choose a scenario.
• As such, the first time an allied Delaque gang is
required to Test the Alliance, the result is • Alternatively, the gang may choose to ignore this rule
automatically Disquiet. 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.

(2) DELEGATION: TY ONMYODO COVEN


• Allied Delegation: House Ty is represented by the Ty
Onmyodo Coven, consisting of 1 Onmyodo Telepath
and 1 Onmyodo Null.

• Requesting Allied Assistance: During the Pre-Battle


Sequence, the gang can choose to bring the Ty
Onmyodo Coven.

The gang can include this delegation at no cost.

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).

• Uninvited Help: If the gang’s opponent has a higher


Gang Rating, the Ty Onmyodo Coven must be
included, unless the gang Tests the Alliance.

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

WEAPONS SPECIAL RULES


Shock Stave. • Delegation Hierarchy (Leader): If the delegation’s
allied gang is Bottling, and this fighter passes their
EQUIPMENT Cool check, every member of the delegation within
Refractor Field. 12” automatically passes theirs.

SKILLS • Group Activation (1): When this fighter activates, they


may also activate an additional Ready fighter from the
The Onmyodo Telepath has the Overseer skill:
same delegation who is within 3”.
• Overseer: If the Onmyodo Telepath is Active, they
Activate these fighters in any order, fully resolving
may take the following action:
each activation before proceeding to the next.
� ORDER (Double): Choose a member of the
A delegation can only make one Group Activation per
delegation within 6” – they may immediately take
round. This does not affect their allied gang’s ability to
two free actions, exactly as if they had been
make their own Group Activation.
activated, and regardless of whether they have the
Ready condition or not. • Inspirational Leader: If this fighter is Standing,
friendly fighters within 6” and line of sight may use
WYRD POWERS their Cool and Willpower in place of their own.
The Onmyodo Telepath comes with any two wyrd powers • Control Collar: When the Telepath is activated,
from the Onmyodo Telepathy list (see over). decide whether their control collar is active for this
round – if so, the Null’s control collar is deactivated for
the round.

Though both collars can be inactive, only one can ever


be active at a time.

The Telepath may only use the Sanctioned Psyker rule


while their control collar is inactive.

• Sanctioned Psyker: The Telepath may re-roll one


failed Willpower check per battle.

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

WEAPONS SPECIAL RULES


Boltgun and Power Sword. • Control Collar: When the Null is activated, decide
whether their control collar is active for this round – if
EQUIPMENT so, the Telepath’s control collar is deactivated for the
Mesh Armour, Respirator. round.

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.

• Disquieting Aura: All fighters (friend or enemy) within


6” suffer a -2 modifier when making Cool checks.

ONMYODO TELEPATHY POWERS


1. MIND CONTROL (Basic, Continuous Effect) 4. MENTAL ASSAULT (Basic)
• Target an enemy within 9”. • Target an enemy within 12” and line of sight. The
psyker and the target must both check Willpower.
• The enemy immediately take a free Shoot (Basic) action
against a target selected by the psyker. • If the psyker’s result is equal or higher than the
target’s, the target loses their Ready condition and
2. TERRIFY (Double) becomes Pinned.
• Target an enemy within 18”.
5. HALLUCINATIONS (Basic)
• The target must check Nerve with a -3 modifier – if
• Target an enemy within 12”. They gain the Insane
failed, they become Broken and immediately make a
condition.
free Run for Cover (Double) action.
6. UNBREAKABLE WILL (Basic, Continuous Effect)
3. INVISIBILITY (Double)
• While this power is maintained, any time a friendly
• While this power is maintained, the psyker cannot be
fighter within 9” of the psyker must check Nerve or
targeted by ranged attacks.
Willpower, they may use the psyker’s characteristic
• If the psyker takes any action other than Move (Simple) instead of their own.
or Maintain Control (Simple), the effect ends
HOUSE RULE: Unless specifically stated, the above powers
immediately.
can reach targets through impassable terrain features and
walls, and do not require line of sight.

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.

Alternatively, the Arbitrator might offer this opportunity to PRICE


the gang in the form of a specific Resurrection Package. • Returning from the grave always comes at a cost.
Either way, once the type of resurrection has been chosen, • The fighter might owe a powerful organisation a debt
the effects are applied immediately and the fighter is of blood, or perhaps their body is no longer their own,
restored to life! its flesh slowly consumed by ancient archeotech or
The resurrected fighter is ready to fight in the next battle, warp entities.
exactly as if they had rolled Out Cold for Lasting Injury. • Each Resurrection Package comes with a Price that
must be paid.
ARBITRATOR NOTES
END GAME
Unless you have a particular kind of campaign in mind, it is
• Resurrection is, at best, a temporary method of
recommended that each gang may have a maximum of one
staving off the cold embrace of death.
resurrected fighter at a time.
• A fighter who returns from the dead does so for a
Note that if one player is granted access to Resurrection
specific reason – one that cannot be ignored.
Packages, then all players are granted access to them.
• Whether getting revenge on their killer, spreading a
zombie virus, or sacrificing captives to the Dark Gods,
each Resurrection Package has an End Game that will
finally conclude the fighter’s personal story.

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.

Whatever dark technology is keeping the fighter alive


PRICE

is burrowed deep into their brain.
• The resurrected fighter’s gang must change their
• When the resurrected fighter activates, roll D6 – if the alignment to match their new Alliance:
result is equal or less than their total number of
� If they were Law-Abiding, and a Criminal Alliance
Reboots, they become subject to the Insane condition.
was made, they become Outlaw.
END GAME � And vice versa – if they were Outlaw, and make a
• Slowly, eventually, the fighter transforms into Guilder Alliance, they become Law-Abiding.
something more machine than human.
� Noble Alliances are not tied to a particular
• If the resurrected fighter reaches 6 Reboots, they alignment
vanish into the underhive never to be seen again –
• The resurrected fighter’s gang may never voluntarily
remove them from the Gang Roster.
Test the Alliance with their new allies.

END GAME
• The cost levied by the fighter’s allied saviours is
always a hefty one.

• After each battle the gang wins, the resurrected fighter


must either surrender themselves to their allies… or
choose another friendly fighter to do so.

� Hired guns and allied fighters cannot be


surrendered.

• The tribute is removed from the Gang Roster. This


continues until the fighter surrenders to their allies.

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.

PRICE • The gang can no longer sell Captives to the Guilders –


• Every Coup de Grace (Simple) action the fighter took in they must instead sacrifice them to the Dark Gods (see
the battle grants +1 Soul. the Chaos Helot rules).

• During the Post-Battle Sequence, the fighter can


END GAME
sacrifice a friendly fighter to the daemon (remove
• Dark Gods bestow terrible gifts upon their new
them from the Gang Roster), gaining +1 Soul.
servant.
• Otherwise, if the fighter has not gained any Souls by
• Once their gang has sacrificed three Captives to the
this point, they lose -1 Toughness. At zero Toughness,
Dark Gods, the resurrected fighter is transformed into
the daemon’s hold is lost and the fighter’s mortal shell
a Chaos Spawn (see the Chaos Helot rules).
finally expires – remove them from the Gang Roster.
• Remove the resurrected fighter from the Gang Roster.
END GAME
• The gang can choose to add the Chaos Spawn to their
• Once the Daemon has consumed its fill of souls, it no
Gang Roster, even if they are not a Chaos Helot gang.
longer needs its vessel.

• In each Post-Battle Sequence, before resolving the


Price, roll 2D6 – if the result is equal or less than their
total Souls, the fighter explodes as the daemon breaks
free, cackling, and escapes – remove them from the
Gang Roster.

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

PRICE the Murderer.

• 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.

• A zombiefied fighter cannot voluntarily be deleted


from the Gang Roster.

• Once every fighter in the gang is a zombie, it is


disbanded, as they wander off into the underhive
looking for fresh meat…

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.

� 2 Changes: Can no longer make or join Group END GAME


Activations. • The doppelganger wearing the fighter’s guise is
� 3 Changes: Can no longer be targeted by friendly following their own secret agenda.
Gang Tactics. • After a battle in which the resurrected fighter
� 4+ Changes: Friendly fighters may never voluntarily participates, roll 3D6:
be deployed or move within 3” of the fighter. � If a double is rolled, the fighter is mysteriously
absent for a battle (effectively going into Recovery).
END GAME
• Eventually, the fighter’s humanity is consumed by the � If a triple is rolled, they vanish entirely, leaving only
alien within and they become something else entirely. questions and dark rumours behind – remove them
from the Gang Roster.
• Once the resurrected fighter gains four Changes, for
each additional Change gained, roll 2D6.

• If the result is equal or less than their total number of


Changes, they immediately transform into a Beast’s
Lair (or a creature chosen by the Arbitrator)!

• They will always attack the nearest fighter (friend or


enemy) when activated, or else must move towards
the nearest fighter, if they are an Arbitrator-selected
creature.

• After the battle, remove them from the Gang Roster.

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.

• However, the conversion is not automatic. The Gang


ELIGIBLE GANGS Leader must make the Dark Ritual Post-Battle Action
(see below).
Only Goliath, Escher, Orlock, Van Saar, Cawdor, Delaque,
and Venator gangs can become Chaos-Corrupted. • This involves announcing which Dark God they will
attempt to invoke.

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:

NEW FIGHTERS • 1-2: Move (Simple)


• A failed Dark Ritual may transform a fighter into a • 3-4: Shoot (Basic) or Fight (Basic)
Chaos Spawn, which can be added to the Gang Roster.
• 5-6: Nothing – the first action is wasted.
• The gang can recruit a new Brute: the Warp Horror.

• 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.

On 6+, replace the effects of the Lasting Injury with its


counterpart mutation from the table opposite.

The same mutation cannot be gained more than once. If this


occurs, the fighter may instead freely choose a different
mutation to gain.

If a fighter gains mutations equal to their Toughness, they


transform into a Chaos Spawn!

� The fighter is effectively dead – remove them from the


Gang Roster.

� The gang can choose to retain the Chaos Spawn – if so,


add it to the Gang Roster (it has no credit cost to
recruit).

� Otherwise, the Chaos Spawn escapes or is immediately


killed.

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 - - - -

EQUIPMENT SPECIAL RULES


• A Chaos Spawn has no equipment and always Lost and Damned: If a fighter is transformed into a
makes unarmed attacks. Chaos Spawn, they are effectively slain – remove them
from the Gang Roster. Their weapons are returned to
RECRUITMENT the gang’s Stash, while their equipment is lost.
• A Chaos-Corrupted gang can only recruit a Chaos
A Chaos Spawn exists outside the gang’s structure – so if
Spawn if one of their fighters is transformed into
the gang had two Champions, and one is transformed
one.
into a Spawn, the gang now only has one Champion, so
• A Chaos Spawn is recruited for free. another can be recruited.
• It increases the Gang’s Rating by 130 credits. Mindless Beast: A Chaos Spawn can only make the
following actions: Move (Simple), Charge (Double), Fight
• Once recruited, complete a fighter card for the
(Basic), and Coup de Grace (Simple).
Spawn as normal – rolling D6 for each X in its
profile and using the relevant value below: Warped Monstrosity: Chaos Spawn can never be
Pinned, can never become Broken, and is immune to the
D6 WS S T W I A
Insane condition.
1 5+ 3 4 1 5+ 1
It automatically passes Cool and Willpower checks, and
2-5 4+ 4 5 2 4+ 2
automatically fails Leadership and Intelligence checks.
6 3+ 5 6 3 3+ 3
If a Chaos Spawn rolls for injury, it treats a result of Flesh
Wound or Serious Injury as “No Effect.”

A Chaos Spawn never suffers Lasting Injury. Instead, it is


automatically restrained after the battle (see below).

Restraining the Spawn: After a battle, the gang must


roll to determine whether the Chaos Spawn can be
restrained:

• Nominate three participating Gangers or Juves


who were not Out of Action or Seriously Injured at
the end of the battle.

HOUSE RULE: If three fighters cannot be nominated,


the Arbitrator should decide: does the Spawn
automatically escape, or can the gang nominate a
non-participating fighter?

• Roll D6 one at a time for each – if any score 4+, the


Spawn is successfully restrained.

� Otherwise, the Spawn escapes to join the other


nameless horrors of the underhive, and is
removed from the gang’s roster.

• If any 1s are rolled, the fighter suffers a Lasting


Injury.

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:

ADDITIONAL OPTIONS � NERVES OF STEEL: When the Warp Horror is hit by a


ranged attack, check Cool – if passed, it may choose
The Warp Horror can take any of the following upgrades in
to not be Pinned.
addition to its two Horrific Appendages:
• Primary Skills: Ferocity.
• Gain Massive Tentacles (+50 credits).
• Secondary Skills: Brawn, Combat.
• Gain Warpfire Breath (+90 credits).

• Gain Undulating Skin (+40 credits). SPECIAL RULES


Terrifying: If an enemy wishes to make a Fight (Basic) or
BRUTE RULES Shoot (Basic) action against the Warp Horror, they must first
• Rep & Recruitment: The maximum number of check Willpower.
combined Brutes and Hangers-On a gang can recruit is
If failed, the enemy cannot take this action. They may target
determined by their Reputation:
another fighter if they wish, otherwise the action is wasted.
REP MAX
Instability: In each End Phase, roll 2D6 – if the result is
0-5 1
5-9 2 equal or lower than the current game round, the Warp
10-14 3 Horror suffers a Flesh Wound.
15-19 4
Warp Denizen: The Warp Horror ignores all Lasting Injuries
20-24 5
except for “Memorable Death.”
Each additional +5 +1
Undulating Skin: A Warp Horror with this upgrade reduces
• Full Member: Once recruited, Brutes are an accepted the Damage of any weapon that attacks it by -1.
part of the gang. They may join a battle in the same
way as any other fighter.

• Profile Restriction: Brutes can only use and purchase


the weapons and equipment options included on their
profile – they can never be given any other gear.

• Campaign Play: Brutes gain XP and Lasting Injuries as


normal, and count as a Specialist for Advancements.
They can be taken Captive, and a Rescue Mission can
be mounted for them as normal. Brutes cannot work
Territories.

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:

� DEFILE THE AQUILA (Double): Tear down and


Sub-Plots are side missions a gang can pursue mid-battle –
smash a nearby symbol of weakling Imperial
kept secret from the opponent until completed and
dogma.
rewarding extra credits, XP, Reputation, or Gang Tactics
cards. • Reveal the first time you take this action. If the gang
completes three Defile the Aquila (Double) actions,
A House’s fortunes are tied invisibly to those of its strongest gain D3+1 Rep.
gangs. Each gang leader is akin to a general in the House’s
armies – every victory granting the hidden masters more (2) THE EIGHT-POINTED STAR
political capital to further their schemes.
• A fighter in the enemy deployment zone can take the
following action:
As such, sometimes the House’s nobles take a direct hand in
matters – meddling in the gang’s affairs, and sending them � SPRAYPAINT PROFANE ICON (Double): Tag the
on errands, and pressing them into agendas where they can walls with the sigils of Chaos.
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 Spraypaint Profane Icon (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) HERETEK’S BLESSING
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) EVERYTHING ENDS IN CHAOS
then discard the card. • Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) GLORY TO THE GODS


(6) A DARK INVITATION
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT HERETICAL PAMPHLET (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: CHANGE
(ACE) MARKED FOR DEATH
(7) SACRED SPACES • 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) THE UNSTOPPABLE MARCH 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) CHOSEN
+D6 Rep. • Reveal at the start of the battle. Randomly select one
of your participating Juves (if you have none, select a
(9) A PRIME OFFERING Ganger).
• Reveal when you take an enemy Gang Leader or
• At the end of the battle, if this fighter has not lost any
Champion Out of Action.
Wounds, gain 10 credits.
• At the end of the game, if the enemy has no Gang
• This increases to D6x10 if this fighter did not lose any
Leader or Champions in play, gain +D6 Rep.
Wounds, but inflicted at least one Wound on an
enemy.
(10) FALL INTO DARKNESS
Reveal if your fighter knocks an enemy down a Pitfall,

(3) FIND THE MESSAGE
or makes them fall from a height that sends them Out
• A fighter within 3” of a Ductway (Zone Mortalis), or
of Action.
who is on the upper level of a terrain piece (Sector
• Gain +D3 Rep. At the end of the game, if three enemies Mechanicus) can take the following action:
have been taken Out of Action in this manner, gain an
� SEARCH FOR MESSAGE (Double): Roll D6 – on 5+,
additional +D3 Rep.
the fighter locates their contact’s message. Gain
2D6x10 credits.
(JACK) RITUALISTIC TAKEDOWN
If the fighter is taking this action on the last
• Reveal if your fighter takes an enemy Out of Action
unsearched Ductway or terrain piece, do not roll –
with an unarmed attack.
the action is automatically successful.
• Gain +D3 Rep. This increases to +D6, if the victim was a
• If you win the battle, gain +D3 Rep.
Gang Leader or Champion.

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.

(JACK) ANNOUNCE YOUR PRESENCE


(5) DARK AMUSEMENTS
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) THE HUNT IS ON


(6) UNHOLY DERANGEMENT • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. Overcome with group
enemy. Any fighter within 12” of this enemy can take
delusions and hallucinations, the gang loses all sense
the following action:
of self-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) LORD OF CHANGE
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) A DELIGHTFUL MAIMING
• 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) TWO FOR ONE 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.

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) SHOWER OF GORE


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) LOADED WITH AMMO


• Reveal at the start of the battle. Your fighters may re- (9) LOST IN DELUSION
roll failed Ammo checks. • Reveal the first time that you activate a Gang Leader
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) ANGERED PATRON (10) CHAOS IS FOREVER


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) FEARLESS IN THE FACE
• Reveal the first time that one of the following occurs:
(5) HERETEKAL WORKS
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� UPLOAD HERETEK CODE (Double): Check
• For the remainder of the battle, any fighter who does
Intelligence – if passed, gain +1 Gang Tactics card of
the same gains +1 bonus XP (each fighter only gains
your choice. This action can only be taken once per
this reward once, however).
game.

(KING) TEMPORARILY INURED


• Reveal when the gang suffers its first Flesh Wound.
(6) COVER UP
• Reveal the first time that the gang takes an enemy Out
• For the remainder of the battle, when the gang rolls a of Action using a weapon with the Melee trait, or the
Flesh Wound result on the Injury die, they treat it as Coup de Grace (Simple) action.
“No Effect.”
• Roll D6 – on 6+, you have liberated a piece of
• However, any fighter who rolls for Lasting Injury must incriminating evidence and gain +1 Gang Tactics card
roll twice and take the worse result. of your choice.
• At the end of the battle, every fighter who is not • Otherwise, each successive time you make this roll
Seriously Injured or Out of Action gains +D3 bonus XP. adds an additional +1 to the result.

DIAMONDS: PERVERSION (7) BOW BEFORE CHAOS


• Reveal at the end of any round if three or more
(ACE) KILL! MAIM! BURN! enemies are Prone.
• Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of • Gain +1 random Gang Tactics card.
Action.

• Gain +1 random Gang Tactics card.

(2) RANDOM VIOLENCE


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) BRINGER OF DOOM fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) NOT HERE FOR YOU


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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

EQUIPMENT GANG LOYALTY


• Mutating Flesh (Counts as Heavy Carapace Armour). The Abomination can only be hired by Chaos Helot, Corpse
Grinder Cult, or Chaos-Corrupted gangs. Therefore, it is also
DRAMATIS PERSONAE RULES an Outlaw.
• Personal Style: Dramatis Personae can only use the
weapons and equipment options included on their SPECIAL RULES
profile – they can never be given other gear. Formless Nightmare: The only actions the Abomination
can take are: Move (Simple), Charge (Double), Fight (Basic)
HIVE SCUM RULES and Coup de Grace (Simple).
• Recruitment: Gangs may recruit up to five Hive Scum
Mindless: The Abomination automatically passes Cool and
prior to a battle. Hive Scum are retained for a single
Willpower checks, and automatically fails Leadership or
battle – they depart afterwards, unless re-hired.
Intelligence checks.
• “You Get What You Pay For”: Once recruited, Hive
Scum can always be added to the crew, regardless of SKILLS
how many fighters the gang is allowed to bring to a • Fearsome: If the Abomination is targeted with a
scenario. They do not count towards the fighter limit. Charge (Double) action, the enemy must check
Willpower after declaring it – if failed, they cannot
• Gang Rating: Hive Scum increase the Gang Rating in
move and their activation ends immediately.
the same way as any other fighter.
• True Grit: When the Abomination rolls for Injury with
• Campaign Play: Hive Scum do not gain XP or
multiple dice, discard one of them.
Advancements, never gain Lasting Injuries, and
cannot work Territories. When the fighter rolls for Injury with a single die, roll
two instead and choose which result to apply.

• Unstoppable: Before attempting Recovery for the


Abomination, roll D6 – on 4+, they discard one Flesh
Wound. If it has no Flesh Wounds, instead gain +1
additional Recovery die and choose which result to
apply from among the total.

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

EQUIPMENT GANG LOYALTY


• Plate Mail, Cult Icon The Eightfold Harvest Lord can only be hired by Chaos
Helot, Corpse Grinder Cult, or Chaos-Corrupted gangs.
DRAMATIS PERSONAE RULES Therefore, he is also an Outlaw.
• Personal Style: Dramatis Personae can only use
the weapons and equipment options included on BUTCHER’S MASK
their profile – they can never be given other gear. Bonus Armour Save: Provides an armour save of 6+.
This cannot be combined with other armour – but also
BOUNTY HUNTER RULES cannot be modified by a weapon’s Armour Piercing.
• “You Get What You Pay For”: Once recruited,
Terrifying: An enemy attempting a Fight or Shoot action
Bounty Hunters can always be added to the crew,
against the Butcher must first check Willpower – if
regardless of how many fighters the gang is
failed, the enemy’s action is cancelled and their
allowed to bring to a scenario. They do not count
activation ends immediately.
towards the fighter limit.

• “We’ll Get Our Bit...”: A Bounty Hunter grants a SPECIAL RULES


gang the ability to earn some creds off the bodies Terrifying: If an enemy wishes to target the Harvest
of their enemies: Lord with a Fight or Shoot action, they must first check
Willpower – if failed, their attack is cancelled and the
� Dead, Not Alive: When an opponent’s fighter
action is wasted.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. SKILLS
� Claiming Bounties: If the gang takes a Captive, • Avatar of Blood: Each time the Harvest Lord
immediately roll D6 – on 3+, there is an active inflicts an unsaved wound with a Melee weapon,
warrant for this fighter, and the Bounty Hunter they discard one Flesh Wound and its effects.
cuts the gang in – gain D6x10 credits reward.
• Killing Blow: When taking the Fight (Basic) action,
• After the battle, if neither of the above abilities the fighter may substitute all of their attacks for a
were used, the Bounty Hunter decides to stick single Killing Blow.
around – the gang may hire them for free in the • If the Killing Blow successfully hits the target, the
next battle. Otherwise, they depart.
attack’s Strength and Damage are doubled, and
• If one of the above abilities were used, roll D6 – on the target cannot attempt an armour save.
1-3, the Bounty Hunter leaves; on 4-6, they stick
• Weapons with the Sidearm trait cannot be used to
around for the next battle, as above.
deliver a Killing Blow.
• If both of the above abilities were used, the • Slaughterborn: Each time the Harvest Lord
Bounty Hunter departs, happy with their payment.
inflicts an unsaved wound with a Melee weapon,
• Gang Rating: Bounty Hunters increase the Gang their Movement increases by 1”. This effect lasts
Rating in the same way as any other fighter. for the duration of the battle.

• Campaign Play: Bounty Hunters do not gain XP or


Advancements, never gain Lasting Injuries, and
cannot work Territories.

877
GENESTEALER-INFECTED GANGS

LURE OF THE PATRIARCH GAINING THE INFECTION


If desired, the Arbitrator can authorise the existence of
GANG CREATION
Genestealer-Infected gangs in the campaign.
• The gang can begin the campaign already infected, if
Essentially, this campaign rule grants additional options desired.
and modifiers to an existing Gang List, representing an
• If so, they automatically begin as Outlaw.
ordinary gang falling under the sway of this insidious xenos
threat.
DURING A CAMPAIGN
Genestealer-Infected gangs provide a wealth of modelling
opportunities: bald-headed Orlocks in purple leathers, • OPTION 1: The gang can choose to submit to the
Goliaths with extra alien arms and chitinous armour plating, Genestealer infection after any battle.
or Cawdor gangers carrying cult icons into battle alongside • As soon as this choice is made, the gang automatically
hulking Aberrants are all exciting options.. becomes Outlaw.
While there is no rule that requires a Genestealer-Infected • However, the infection is not automatic. The Gang
gang to look different to their more “wholesome” Leader must check Intelligence – if successful, they
counterparts, it is certainly encouraged! find and join a cult. If failed, they can check again after
You will find that many components in the Warhammer playing another battle.
40,000 Genestealer Cult range are cross-compatible with the • OPTION 2: If the campaign includes a Genestealer Cult
Necromunda gangs with minimal modelling work. gang (or a gang that is already Genestealer-Infected),
It may also be that an Arbitrator may require a Genestealer- the owner of that gang can agree to grant the infection
Infected gang to look distinct, so that their opponents know without the need to check Intelligence.
what kind of gang they are facing.

NEW SPECIAL RULES


ELIGIBLE GANGS
Only Goliath, Escher, Orlock, Van Saar, Cawdor, Delaque,
SUB-PLOTS
and Venator gangs can become Genesteale-Infected. The gang must now use the Genestealer-Corrupted Sub-
Plots, rather than their original table.

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.

• Hybrid Juves have the following special rule:

� Third Arm: A fighter with a third arm gains the


following abilities:

� The fighter’s ranged weapons lose the Unwieldy


trait, if they had it.

� After resolving unarmed attacks in close combat,


prior to the enemy’s Reaction Attacks, the fighter
may make a bonus unarmed Attack with the
Rending trait.

� They may carry four weapons, instead of three.

� Instead of dual-wielding weapons with the Melee


and/or Sidearm traits and gaining +1 bonus attack,
the fighter can triple-wield such weapons, gaining
+2 bonus attacks instead.

� (Note that attacks from each weapon must be


clearly identified prior to rolling, as normal.)

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+

EQUIPMENT RECRUITMENT LIMIT


• An Aberrant may purchase any weapons or equipment A Genestealer-Infected gang can recruit a maximum of
from the Aberrant Equipment List. one Aberrant.

• During a campaign, an Aberrant may be given new SPECIAL RULES


Armour purchased from this list; the Trading Post; or
Gang Fighter (Ganger): These fighters form the gang’s
the Black Market.
backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.

ABERRANT EQUIPMENT LIST Promotion (Aberrant Specialist): In the course of a


campaign, the Aberrant may be promoted through an
CLOSE COMBAT WEAPONS Advancement.
• Chainsword……………………… 25
An Aberrant Specialist gains the following additional
• Fighting Knife…………………….15 rules:
• Heavy Rock Cutter ��.………… 135
• Tools of the Trade: This fighter may take multiple
• Heavy Rock Drill ��……………. 90
equipment sets.
• Heavy Rock Saw ��…………… 120
• Power Hammer.………………… 45 • Specialist: This fighter may spend XP to gain
• Power Maul……………………… 30 additional skills.
• Power Pick………………………. 40 Avoiding Discovery: This fighter is subject to the
• Power Sword……………………. 45 following rules:
• Shock Stave…………………….. 25
• If Critically Injured and provided with a Medical
• Shock Whip………………………25
Escort Post-Battle Action, the fighter’s treatment
• Two-Handed Hammer ��………35 cost is 3D6x10.

• If subjected to the Sell to the Guilders Post-Battle


ARMOUR
Action, the fighter is worth their full value in
• Flak Armour …………………….. 10
credits.
• Hazard Suit…...………………….10
• Mesh Armour...…………………..15 • This fighter cannot take the Sell to the Guilders
Post-Battle Action.

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+

EQUIPMENT RECRUITMENT LIMIT


• The Psychic Familiar has no equipment and always • The Gang Leader of a Genestealer-Infected gang
makes unarmed attacks. can recruit a maximum of three Psychic Familiars.

EXOTIC BEAST RULES SKILLS


• Joining a Fight: If its owner participates in a battle, A Psychic Familiar comes with the Catfall and Clamber
the Exotic Beast may also be included and does not skills at recruitment:
count towards the gang’s fighter limit (and so are not
� CATFALL: When the Familiar drops from an edge, it
considered in Bottle Tests). If its owner is removed for
halves the distance for damage (rounding up).
any reason, the Exotic Beast is also removed.
When it lands, check Initiative – if passed, it remains
• Profile Restriction: Exotic Beasts may never be
Standing rather than becoming Pinned (this does
issued new weapons or equipment – they can only use
not apply if it is Seriously Injured as a result).
the ones included in their profile.
� CLAMBER: When the Familiar climbs, it does not
• Activation: When its owner activates (including as
cost extra movement. It treats every vertical surface
part of a Group Activation), all of their Exotic Beasts
as a ladder.
also activate. The activations can be resolved in any
order. • Primary Skills: Combat.

• 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:

� HANG SEDITIOUS POSTER (Double): Workers of


Sub-Plots are side missions a gang can pursue mid-battle –
Necromunda unite! You have nothing to lose but
kept secret from the opponent until completed and
your chains!
rewarding extra credits, XP, Reputation, or Gang Tactics
cards. • Reveal the first time you take this action. If the gang
completes three Hang Seditious Poster (Double)
A House’s fortunes are tied invisibly to those of its strongest actions, gain D3+1 Rep.
gangs. Each gang leader is akin to a general in the House’s
armies – every victory granting the hidden masters more (2) UNDER THE RADAR
political capital to further their schemes.
• A fighter in the enemy deployment zone can take the
following action:
As such, sometimes the House’s nobles take a direct hand in
matters – meddling in the gang’s affairs, and sending them � ERASE CULT TRAIL (Double): Quietly cover up
on errands, and pressing them into agendas where they can evidence of the cult’s presence here.
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 Erase Cult Trail (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) ADVANCED REQUISITIONS
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) CRUCIAL SABOTAGE
then discard the card. • Reveal when the battle begins.

� Zone Mortalis: Your gang must destroy three doors.

� Sector Mechanicus: Choose a terrain piece roughly


6” wide to destroy (it has Toughness 8, Wounds 8,
and is hit automatically).

• Claim if you destroy the target(s) – gain +D3 Rep

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.

(KING) GUIDED BY THE STARS


(6) FRAMING THE ENEMY
• 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
take the following action: • Gain +D6 Rep. This increases to +2D6, if you won the
scenario within five rounds.
� PLANT EVIDENCE (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: SOCIAL COERCION
(7) GAINING GROUND (ACE) REMOVING A DISRUPTIVE ELEMENT
• Reveal at the start of the battle. Choose a terrain piece • Reveal at the start of the battle, after selecting crews
at least 12” from your deployment zone. but before deployment.

• 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.

• This increases to 2D6x10 credits if the target was taken


(8) BEHIND ENEMY LINES Out of Action by a Coup de Grace (Simple) actions, or a
• Reveal at the end of the game. If you have four or weapon with the Melee trait.
more fighters in the enemy deployment zone, gain
+D6 Rep. (2) AN OPPORTUNITY TO SHINE
• Reveal at the start of the battle. Randomly select one
(9) EXECUTION of your participating Juves (if you have none, select a
• Reveal when you take an enemy Gang Leader or Ganger).
Champion Out of Action.
• At the end of the battle, if this fighter has not lost any
• At the end of the game, if the enemy has no Gang Wounds, gain 10 credits.
Leader or Champions in play, gain +D6 Rep.
• This increases to D6x10 if this fighter did not lose any
Wounds, but inflicted at least one Wound on an
(10) A TRAGIC ACCIDENT enemy.
• Reveal if your fighter knocks an enemy down a Pitfall,
or makes them fall from a height that sends them Out
(3) HIDDEN ACCESS PASS
of Action.
• A fighter within 3” of a Ductway (Zone Mortalis), or
• Gain +D3 Rep. At the end of the game, if three enemies who is on the upper level of a terrain piece (Sector
have been taken Out of Action in this manner, gain an Mechanicus) can take the following action:
additional +D3 Rep.
� SEARCH FOR ACCESS PASS (Double): Roll D6 – on
5+, the fighter locates the stolen sector access pass
(JACK) ALIEN STRENGTH left for the gang. Gain 2D6x10 credits.
• Reveal if your fighter takes an enemy Out of Action
If the fighter is taking this action on the last
with an unarmed attack.
unsearched Ductway or terrain piece, do not roll –
• Gain +D3 Rep. This increases to +D6, if the victim was a the action is automatically successful.
Gang Leader or Champion.
• If you win the battle, gain +D3 Rep.

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.

(JACK) DRAWING ATTENTION


(5) SOWING DIVISION
• Reveal at the end of any round where the gang has
• Reveal once two enemy fighters have become Broken
fired five or more weapons with the Blast, Rapid Fire
during the game.
(X), or Blaze trait without causing any Wounds
• Gain D3x10 credits. This increases to D6x10 if three or
• Gain 2D6x10 credits.
more enemies became Broken.

(QUEEN) THE TAIL


(6) A WILLING DISTRACTION • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang is acting as a
enemy. Any fighter within 12” of this enemy can take
loud and overt distraction from a separate Cult force.
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 -SHADOWING: When the fighter’stargetnext
your fighters Out of Action. moves, the fighter automatically moves after
them (they are stopped by impassable terrain or

(7) MAKE IT LOOK LIKE A ROBBERY another fighter).

• 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).

• Gain 2D6x10 credits. This increases to 3D6x10 credits if


the fighter who goes Out of Action is a Gang Leader or
Champion.

(9) AN EXPRESSION OF MIGHT


• Reveal if your fighter makes an attack that rolls 3+
Injury dice, and at least one of the results is Out of
Action.

• Gain D6x10 credits.

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).

(4) DANGEROUS MUNITIONS (9) UNCLEAR STRATEGY


• 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) THE STARS GO SILENT (10) HOLD THE LINE


• 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.

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+.

• Gain +1 random Gang Tactics card.


(QUEEN) TREACHEROUS TERRAIN
• Reveal the first time that one of the following occurs:
(5) HACKING ACCESS
� Your fighter successfully leaps a Pitfall
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a gap wider than consoles (Zone Mortalis) or terrain pieces (Sector
their base Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
� Your fighter survives damage from a fall or
environmental hazard • A fighter within 1” of one of these objectives can take
the following action:
• They gain +1 bonus XP.
� UPLOAD HACKED CODE (Double): Check
• For the remainder of the battle, any fighter who does
Intelligence – if passed, gain +1 Gang Tactics card of
the same gains +1 bonus XP (each fighter only gains
your choice. This action can only be taken once per
this reward once, however).
game.

(KING) A BURST OF WILL


(6) A USEFUL TRINKET
• Reveal when the gang suffers its first Flesh Wound.
• Reveal the first time that the gang takes an enemy Out
• For the remainder of the battle, when the gang rolls a of Action using a weapon with the Melee trait, or the
Flesh Wound result on the Injury die, they treat it as Coup de Grace (Simple) action.
“No Effect.”
• Roll D6 – on 6+, you have located an item that will ease
• However, any fighter who rolls for Lasting Injury must the family’s progress in this sector and gain +1 Gang
roll twice and take the worse result. Tactics card of your choice.
• At the end of the battle, every fighter who is not • Otherwise, each successive time you make this roll
Seriously Injured or Out of Action gains +D3 bonus XP. adds an additional +1 to the result.

DIAMONDS: LONG-TERM PLANNING (7) NOT ALL ARE CHOSEN


• Reveal at the end of any round if three or more
(ACE) ASSET REDUCTION enemies are Prone.
• Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of • Gain +1 random Gang Tactics card.
Action.

• Gain +1 random Gang Tactics card.

(2) FATE UNKNOWN


• 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.

• Gain +1 random Gang Tactics card.

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.

Gain +3 Gang Tactics cards of your choice.

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.

• As soon as there are two or more Seriously Injured


(9) OVERT OPERATIONS fighters within 6” of this point, gain +1 Gang Tactics
• Reveal at the start of the battle. Randomly select one card of your choice.
fighter to be the bomb carrier.

• 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.

(10) SOMEWHAT SUBTLER MEANS


• A fighter in base contact with an enemy who has the
Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:

� BRIBE (Basic): The target must check Willpower – if


failed, their gang gains D3x10 credits and that
fighter is removed from play (they do not count as
being Out of Action for the purposes of Bottle Tests).

• Reveal the first time a fighter takes this action.

• This action can be taken multiple times.

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

RECRUITMENT GANG LOYALTY


A gang can only (and briefly) recruit the Genestealer The Purestrain Genestealer can only be utilised by
when Petitioning for Favour, on a roll of 13+. Genestealer Cult gangs.

EQUIPMENT SPECIAL RULES


• Nocturnal Vision & Xenos Physiology (counts as A Precious Child: The Purestrain Genestealer is far too
Photo-Goggles and Bio-Booster) valuable to risk in a protracted battle. Before the battle,
roll D3 – the Genestealer is automatically removed from
DRAMATIS PERSONAE RULES play in the End Phase of that round.
• Personal Style: Dramatis Personae can only use
Nightmare Predator: No rule or effect can ever block
the weapons and equipment options included on
the Genestealer from participating in a battle.
their profile – they can never be given other gear.

DRAMATIS PERSONAE RULES SKILLS


• Dodge: If an enemy successfully wounds the
• Personal Style: Dramatis Personae can only use
Purestrain Genestealer, roll D6 – on 6, the attack is
the weapons and equipment options included on
negated. If it used a Blast marker or Flame
their profile – they can never be given other gear.
template, the Genestealer is instead repositioned
2”, to try and avoid the weapon.
UNIQUE FIGHTER RULES
• Recruitment: This fighter may be retained for a • Evade: Ranged attacks against the Genestealer
single battle only. They depart afterwards, unless suffer an additional -1 modifier to hit at Short
re-hired. range, or -2 at Long range (does not apply if it is
Engaged, Seriously Injured, or in cover).
• “You Get What You Pay For”: Once recruited, this
fighter can always be added to the crew, • Nerves of Steel: When the Genestealer is hit by a
regardless of how many the gang is allowed to ranged attack, check Cool – if passed, it may
bring to a scenario. They do not count towards the choose to not be Pinned.
fighter limit.
• Rain of Blows: The Genestealer treats the Fight
• Campaign Play: This fighter does not gain XP or (Basic) action as Fight (Simple).
Advancements, never gains Lasting Injuries, and
• Infiltrate: During deployment, set the Genestealer
cannot work Territories.
aside instead of placing it.

Immediately before the start of the first round,


deploy it anywhere on the battlefield that is not
visible to or within 6” of any enemies.

888
889
General Rules:

SETTING UP THE BATTLEFIELD


STANDARD BATTLEFIELD SET UP SECTOR MECHANICUS
Some scenarios have special instructions for terrain. The The battlefield can be any size – a good starting point
default methods are as follows: is about 4’x4’.
Divide your available terrain into obstacles and
ZONE MORTALIS structures.
1. Starting with the defender (or the winner of a roll-off, � Obstacles are no more than 2” tall and 2” wide (but
if there is no defender), alternate selecting and placing can be any length, such as pipelines, barriers, etc).
one tile plus all of the walls on it.
� Structures are anything bigger than this.
� The number of tiles to be placed is determined by
the scenario. Players should agree on what terrain is difficult,
dangerous and impassable. This impacts fighter
� When placing tiles, at least 50% of one edge must movement and line of sight.
connect to an existing tile.
� Starting with the defender (or the winner of a roll-
2. Alternate placing doors and terminals. off, if there is no defender), alternate selecting and
� At least three doors must be placed. placing one structure anywhere on the battlefield.

� 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.

� Some scenarios give special instructions for loot BADZONES BATTLEFIELDS


caskets – if so, follow those rules instead. • If all players agree, a battle can be fought in a
badzone, adding extra challenge and more fun to their
game.

• Badzones are compatible with most scenarios. Some


add in unique environmental effects, or give
guidelines for setting up the battlefield.

• Zone Mortalis: The Badzone Delta-7 tile can be used


to represent some of these environments.

• Sector Mechanicus: Badzones provide expansive


custom modelling opportunities; there are many
Citadel scenery pieces that can also serve to create
these environments.

890
General Rules:

PREPARING YOUR GANG


(1) CHOOSING A CREW MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
There are two default ways to select your crew of fighters –
Custom Selection and Random Selection. Some scenarios 0-2 Choose a Gang Tactics card 200
use unique or unusual methods of their own. 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
CUSTOM SELECTION (X) 0-1 Hire a Dramatis Personae As stated
• Simply select the fighter cards of those you wish to
0-1 Hire a Bounty Hunter 80
bring. You cannot bring any fighters who are Captured
0-5 Hire a Hive Scum 30
or in Recovery.

• 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.

• Sometimes, this will show as (any). This means you


can bring any number of fighters, up to your entire (4) DEPLOYMENT
gang. Many scenarios specifically describe how to deploy fighters
– for the rest, the standard deployment method is as
RANDOM SELECTION (X) follows:
• Create a deck out of all your fighter cards. Do not
include any fighters who are Captured or in Recovery. ZONE MORTALIS
1. The first player to deploy is either the defender, or if
• For any fighter with multiple equipment sets (and there is no defender, the winner of a roll-off.
therefore multiple fighter cards), randomly select one
of these for inclusion. 2. The first player either:

� Chooses a tile and deploys their entire crew


• Shuffle the deck and draw a number of cards equal to anywhere within it; or
(X) – this becomes your starting crew.
� Chooses an edge of the battlefield and deploys their
(2) GANG TACTICS CARDS entire crew within 3” of it.
• Every scenario states how many Gang Tactics cards 3. Their opponent deploys in the same way – either at least
each player gets, and whether they are freely one full tile away from their opponent, or on the
selected, or drawn randomly. opposite battlefield edge to them.
• Some cards are specific to Zone Mortalis or Sector 4. Fighters cannot deploy into inaccessible locations.
Mechanicus. If you randomly draw such a card, discard
it and re-draw. SECTOR MECHANICUS
Divide the battlefield into two equal halves.
(3) UNDERDOG BONUSES
• The gang with the lower Crew Rating is the underdog. The first player to deploy is either the defender, or if
there is no defender, the winner of a roll-off.
• Crew Rating is the total credit value of all fighters and
equipment a gang is using in a scenario – it is not the The first player chooses a battlefield half and deploys
same thing as Gang Rating. their full crew. Each fighters can be placed anywhere
that is within 12” of the dividing line.
• The underdog can spend the difference in Crew
Ratings to obtain Underdog-specific bonuses: Their opponent then deploys their full crew in the same
way, in the opposite half.

891
General Rules:

SCENARIO SPECIAL RULES


Many scenarios will variously use the below rules. With your
SPOTTING ATTACKERS
opponent’s agreement, you can arrange a custom
• If a Sentry is Engaged, they automatically spot their
encounter by incorporating them yourself.
attacker.

(1) REINFORCEMENTS • Otherwise, when a Sentry finishes moving, roll 2D6 – if


there are any attackers within that distance in the
Reinforcements are fighters who are participating in the
Sentry’s vision arc, their cover may be blown.
battle, but are kept out of play to begin with. They begin
arriving over the course of the game. • To spot an attacker, the Sentry must first consult the
Sentry Awareness table to determine the conditions.
• The scenario states how many Reinforcements will
arrive, and the round they begin doing so. • Once the conditions are clear, the Sentry rolls D6,
subtracting -1 if the attacker is Prone. If they beat the
• Reinforcements arrive at the end of the End Phase.
target number on the table, they spot the attacker!
• Each reinforcement is randomly selected, and a D6 is
THEY ARE
rolled for them – on 3+ their owning player deploys IF THE ATTACKER IS…
SPOTTED ON…
them, but on 1-2, the enemy player does so. Within 3”, regardless of the Sentry’s facing 2+
• Reinforcements are deployed on any battlefield edge, In the open, regardless of the Sentry’s facing 2+
at least 6” from any enemies. In partial cover, and further than 3” from the Sentry 4+
In full cover, and further than 3” from the Sentry 6+
(2) SNEAK ATTACK
Some scenarios have the defender begin unaware of the ALERTED SENTRIES
attacker’s presence. Sentries are set up around the When a Sentry spots an attacker:
battlefield, forcing the attacker to sneak past (or eliminate
them) to get into position. • The Sentry immediately gains the Ready condition.

• If the Sentry has been Engaged, they can make


SENTRIES Retaliation attacks as normal.
• The scenario describes how to deploy sentries.
• Otherwise, the Sentry must check Initiative – if passed,
• Sentries are not activated in the usual way. Instead, on they may make a free Shoot (Basic) action against the
each of the defender’s turns, they randomly attacker they spotted.
determine one Sentry and both players roll D6:

� 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:

(4) PITCH BLACK


D6 CONTENTS
DANGEROUS GOODS: The casket has been
Some scenarios take place across battlefields plunged into 1
booby trapped. Replace it with a frag trap.
darkness.
NOTHING MUCH: The casket contains some
HIDDEN FIGHTERS 2-3 sundry items of small value that someone will
have a use for. Gain D6 credits.
• At the start of every round, each fighter on the
battlefield becomes subject to the Hidden condition. AMMO CACHE: The casket contains a stockpile
4-6 of ammo clips, weapon parts, and munitions.
NO VISIBILITY Replace the casket with an Ammo Cache.
• Fighters can only see Hidden enemies within 3”. They
can see Revealed enemies at any distance.
AMMO CACHE
• A fighter must be able to see an enemy before they A fighter within 1” of an ammo cache gains the following
can target them with an attack or ability. bonuses:
� A fighter with photo-goggles or an infra-scope • When checking Ammo, they gain a +2 modifier to the
extends their sight range to 12”. result. However, if a 6 is rolled, the cache is exhausted
and removed from play.
BECOMING REVEALED
• A fighter immediately swaps the Hidden condition for • If any of the fighter’s weapons have the Scarce trait,
the Revealed condition if any of the following are true: they lose this trait while remaining in range of the
ammo cache.
� They are wearing a Refractor Field.

� They become subject to the Blaze condition.

� They make a ranged attack (unless their weapon


has the Silent trait)

� They make a close combat attack with a weapon


that has the Power trait.

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.

A noise in the dark – the fighter hesitates.


4-5
They can only make one action this turn.
The fighter goes unnoticed, and may act
6
normally.

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.

When terrain comes into view during a Rolling Roads



REINFORCEMENTS
scenarios, Visibility affects where it can be placed (see
• A fighter or vehicle who becomes Left Behind (i.e. as
that section for details).
part of the “Rolling Roads” rules) might become a
Reinforcement, if they meet the conditions.
(10) ROLLING ROADS • All reinforcements arrive in the End Phase.
• Battles in the Ash Wastes are not static affairs. Bikes,
• Reinforcements are deployed within 3” of the Trailing
trucks, and vehicles careen across the desolate
Edge. If the battlefield has Open Sides, they can
landscape, swerving between ruins and rubble as they
instead be deployed within 3” of these.
try to kill each other.
• Reinforcements arrive in the exact same state as they
• A Rolling Roads scenario takes place across a fast-
left play – including Wounds suffered, being Out of
moving landscape where the gangs must struggle to
Ammo, being affected by a condition, etc.
keep pace – all while continuing to fight.
� The only exception is that Stalled vehicles
• If a scenario uses Rolling Roads, this includes all of the
automatically become Mobile.
below sub-rules.

BATTLEFIELD SIZE CLOUDS OF ASH


• Ideally, a Rolling Roads battlefield should be 6’x4’, • As the gangs race across the landscape, they kick up
though varying this can make for an exciting huge clouds of obscuring ash.
experience!
• If an activated fighter or vehicle moves a distance
DIRECTION OF TRAVEL further than the baseline Movement characteristic on
• One end of the battlefield is always designated the its profile, all ranged attacks against it suffer a -1
“Leading Edge.” Sometimes the scenario will specify modifier until its next activation.
this, other times it is randomly determined.

• The opposite end of the battlefield is the “Trailing


Edge.”

• Gangs always travel away from the Trailing Edge,


towards the Leading Edge.

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.

What happens to them depends on several factors


when they were Left Behind:

� Seriously Injured Fighter: The fighter is


permanently removed from the battle and cannot
rejoin it. Roll D6 – on 1-2, they must roll for Lasting
Injury.

� Stalled Vehicle: The vehicle may not attempt to


rejoin the battle this round. In the following End
Phase, check Intelligence – if passed, the vehicle
changes its status to Mobile and immediately joins
the gang’s Reinforcements.

� Fighter/Vehicle has Movement of 7” or more:


Check Intelligence – if passed, they immediately
rejoin the gang’s Reinforcements.

� Fighter or Vehicle Not Covered by the Above: They


are permanently removed from the battle and
cannot rejoin it.

If a fighter or vehicle Left Behind fails to rejoin the


battle in one round, they can keep trying in future
rounds.

For the purposes of Bottle tests, a fighter or vehicle


who is Left Behind counts as being Out of Action until
they manage to rejoin the battle.

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.

SCENARIO OBJECTIVE CLAIMING VICTORY


Each gang’s aim is simple: take out as many enemy fighters When the game ends, the gang with the most points is the
as possible! winner. If the gangs are tied on points, the battle is a draw.

A gang scores points for every enemy that goes Out of


Action: 3 for a Gang Leader, 2 for a Champion, and 1 for any CAMPAIGN REWARDS
other fighter. CREDITS
The winning gang gains 2D6x10 credits.
BATTLEFIELD The loser gains D3x5 credits.
• Choose to play on either four or six Zone Mortalis tiles.
On a draw, both gangs gain D6x10 credits.
Standard set-up.
EXPERIENCE
CREW SELECTION Every participating fighter gains +1 XP.
Playing on four tiles: Custom Selection (6).
The Gang Leader of the winning gang gains +1 XP,
Playing on six tiles: Custom Selection (10). regardless of whether they participated.

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:

MAX UNDERDOG BONUS COST


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 80
0-5 Hire a Hive Scum 30

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.

BATTLEFIELD SCENARIO SPECIAL RULES


Five Zone Mortalis tiles. Defender places the first tile, (1) SURPRISE ATTACK
marking the battlefield’s centre. Defender rolls D6, adding +1 for each fighter they
deployed outside of the central tile.
Players then take turns placing another four tiles
adjacent to the first (forming a cross). On 7+, the defender takes Priority in the first round;
The defender may place all the barricades. otherwise, the attacker does so.

During the first round only, the defender must check a


CREW SELECTION fighter’s Cool when activating them – if failed, that
Custom Selection (10). fighter can only take one action, rather than two.

The gang with the lowest Crew Rating is the underdog.


ENDING THE BATTLE
The game ends when only one gang has fighters left on the
GANG TACTICS & BONUSES battlefield – that gang immediately claims +D3 points.
The attacker may choose two Gang Tactics cards.

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.

MAX UNDERDOG BONUS COST


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 80
0-5 Hire a Hive Scum 30

898
CAMPAIGN REWARDS
CREDITS
The winning gang gains D6x10 credits.

The loser gains D3x5 credits.

On a draw, both gangs gain D3x10 credits.

EXPERIENCE
Every participating fighter gains +1 XP.

The Gang Leader of the winning gang gains +1 XP,


regardless of whether they participated.

REPUTATION
The winning gang gains +2 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

If either gang bottled out, they lose -1 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:

CREW SELECTION D6 RESULT


Custom Selection (10). The maximum crew size is Attack! The fighter suffers a Strength 6, AP -1,
determined by rolling 2D6: Damage 2 hit. If they become Seriously
1
Injured, they are dragged into the darkness
2D6 CREW SIZE and go Out of Action.
2-3 5
4-5 6 A nightmarish creature emerges from the
6-8 7 shadows, seeking prey, forcing the fighter to
9-10 8 2-3
focus on driving it away. They cannot take any
11-12 9 actions this round.

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.

GANG TACTICS & BONUSES 6


The fighter goes unnoticed, and may act
normally.
Each gang may choose three Gang Tactics cards.

The underdog may spend the credit difference in Crew


Ratings to purchase Underdog Bonuses: ENDING THE BATTLE
The game ends when only one gang has fighters left on the
MAX UNDERDOG BONUS COST battlefield – that gang immediately claims +D3 points.
0-5 Draw a random Gang Tactics card 100
If a gang voluntarily bottles out and flees the battlefield,
0-2 Choose a Gang Tactics card 200 their opponent additionally gains all of the unclaimed loot
0-5 Draw a random Underdog Tactics Card 200 caskets.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated CLAIMING VICTORY
0-1 Hire a Bounty Hunter 80 The gang that secured the most loot caskets is the winner. If
0-5 Hire a Hive Scum 30 the gangs are tied on loot caskets, the battle is a draw.

900
CAMPAIGN REWARDS
CREDITS
Gangs gain D6x10 credits for each loot casket secured.

EXPERIENCE
Every participating fighter gains +1 XP.

The Gang Leader of the winning gang gains +1 XP,


regardless of whether they participated.

REPUTATION
The winning gang gains +2 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

If either gang bottled out, they lose -1 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.

SCRAG: At the start of the game, the attacker nominates


GANG DEPLOYMENT
one enemy. Standard rules for deployment.
2 If they take this target Out of Action, they score +1 point, or
+2 if they achieved this via a Coup de Grace (Simple) SCENARIO SPECIAL RULES
action.
(1) DESPERATION
MAYHEM: If an attacker inflicts a Serious Injury, they may The defender automatically passes any Bottle tests
depart the battlefield by ending their activation within 1” of a (they may still bottle voluntarily).
3 short edge.
For each departure, the attacker scores +1 point. Departed (2) HOME TURF ADVANTAGE
fighters count as being Out of Action for Bottle Tests.
Defending fighters gain a +1 modifier when attempting
to Rally.
ATTACKER & DEFENDER When choosing crews, the defender must roll D6 for
Campaign: The gang that selected this scenario is the every Hanger-On they have – on 4+, that Hanger-On
attacker. must be included in the crew (an exception to the
Skirmish: Players roll off, with the winner deciding to usual Random Selection rules).
attack or defend.
(3) REINFORCEMENTS
D3 random defenders arrive in each End Phase.
BATTLEFIELD
Six Zone Mortalis tiles, standard set-up. Roll D6 for each – on 3+, the defender deploys them,
otherwise the attacker does.

CREW SELECTION Deployment must be within 1” of any battlefield edge


Attacker uses Custom Selection (6). and at least 12” from any enemies.

Defender uses Random Selection (D3+2) for their


starting crew, with the rest of their gang acting as
Reinforcements.

The gang with the lowest Crew Rating is the underdog.

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.

CLAIMING VICTORY The loser gains D3x5 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.

The Gang Leader of the winning gang gains +1 XP,


regardless of whether they participated.

REPUTATION
The winning gang gains +2 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

If either gang bottled out, they lose -1 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.

2. Attacker sets up each of their fighters within 4” of any


SCENARIO OBJECTIVE battlefield edge – they are free to use multiple edges,
The attackers are aiming to defile a relic important to their but every fighter must be within 4” of another.
enemies; the defenders are trying to stop them.

SCENARIO SPECIAL RULES


ATTACKER & DEFENDER
(1) SNEAK ATTACK
Campaign: The gang that selected this scenario is the
The scenario uses this ruleset.
attacker.

Skirmish: Players roll off, with the winner deciding to


(2) GANG RELIC
attack or defend.
Any defender within 6” of the relic gains +2 Cool.

BATTLEFIELD Any attacker within 1” of the relic may take the


following action:
Seven Zone Mortalis tiles. Defender places the first
tile, which marks the centre of the battlefield. � DEFILE RELIC (Double): The fighter gains +D3 XP.
The relic no longer provides its Cool bonus. This
Players then take turns placing another six tiles
action can only be taken once per game.
adjacent to the first.
(3) REINFORCEMENTS
CREW SELECTION D3 random defenders arrive in each End Phase.
Attacker uses Custom Selection (any).
Roll D6 for each – on 3+, the defender deploys them,
Defender selects Sentries using Random Selection (5) otherwise the attacker does.
– but may exclude any fighters prior to drawing. Their
Deployment must be within 1” of any battlefield edge
remaining fighters are Reinforcements.
and at least 12” from any enemies.
The gang with the lowest Crew Rating is the underdog.
ENDING THE BATTLE
GANG TACTICS & BONUSES The game ends when only one gang has fighters left on the
The attacker may choose three Gang Tactics cards. battlefield.

The defender randomly draws two Gang Tactics cards.


These cannot be played until the alarm is raised. CLAIMING VICTORY
If the defenders have at least one fighter left on the
The underdog may spend the credit difference in Crew
battlefield who is not Seriously Injured, and their relic
Ratings to purchase Underdog Bonuses:
has not been defiled, they win.
MAX UNDERDOG BONUS COST
If the attackers have at least one fighter left on the
0-5 Draw a random Gang Tactics card 100
battlefield who is not Seriously Injured, and the
0-2 Choose a Gang Tactics card 200 enemy relic was successfully defiled.
0-5 Draw a random Underdog Tactics Card 200
If the defenders voluntarily bottled, the attackers
0-2 Choose a Underdog Tactics card 400
automatically win and their Gang Leader defiles the
0-1 Hire a Dramatis Personae As stated
relic (gaining +D3 XP), if this has not already occurred.
0-1 Hire a Bounty Hunter 80
On any other result, the game is a draw.
0-5 Hire a Hive Scum 30

904
CAMPAIGN REWARDS
CREDITS
If the relic was defiled, the attackers gain D6x10
credits and the defenders gain D3x10.

If the relic was protected, the defenders gain D6x10


credits and the attackers gain D3x10 credits.

EXPERIENCE
Every participating fighter gains +1 XP.

The Gang Leader of the winning gang gains +1 XP,


regardless of whether they participated.

REPUTATION
If the relic was defiled, the attacker gains +2 Rep and
the defender loses -2 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

If either gang bottled out, they lose -1 Rep.

905
Zone Mortalis Scenario:

6. SMASH & GRAB


INTRODUCTION GANG DEPLOYMENT
One gang is moving valuable merchandise for a Guilder 1. Standard rules for deployment, with the below
contact. The other gang wants the loot! additions:

2. Defender also sets up five loot caskets inside their


SCENARIO OBJECTIVE deployment zone, at least 4” from any battlefield
The attackers seek to steal the Guilders’ cargo. The edge.
defenders aim to drive them off empty-handed. 3. Keeping the information secret from the attacker,
decide the contents of each casket:
BATTLEFIELD � Three caskets must be Ammo Caches.
Six Zone Mortalis tiles, standard set-up.
� One casket must be empty, with no credit value.

CREW SELECTION � One casket must hide a frag trap.


Attacker uses Custom Selection (10). Either identify and note down the contents of each
Defender uses Random Selection (D6+3). casket, or hide a counter inside or underneath them.

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.

The defender gains 2D6x10 credits for each unopened


loot casket with an Ammo Cache inside.

EXPERIENCE
Every participating fighter gains +1 XP.

If the attackers opened two loot caskets that


contained an Ammo Cache, their Gang Leader gains +1
XP, regardless of whether they participated.

REPUTATION
For every loot casket opened with an Ammo Cache
inside, the attacker gains +1 Rep and the defender
loses -1 Rep.

If the attacker tripped a frag trap when opening a loot


casket, they lose -1 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

If either gang bottled out, they lose -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.

A gang scores points for every enemy that goes Out of


EXPERIENCE
Action: 3 for a Gang Leader, 2 for a Champion, and 1
Every participating fighter gains +1 XP.
for any other fighter.
The Gang Leader of the winning gang gains +1 XP,
BATTLEFIELD regardless of whether they participated.

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 TACTICS & BONUSES


Each gang may choose two Gang Tactics cards.

The underdog may spend the credit difference in Crew


Ratings to purchase Underdog Bonuses:

MAX UNDERDOG BONUS COST


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 80
0-5 Hire a Hive Scum 30

GANG DEPLOYMENT
Standard deployment.

ENDING THE BATTLE


The game ends when only one gang has fighters left on the
battlefield.

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

ATTACKER & DEFENDER 0-5 Hire a Hive Scum 30

Campaign: The gang that selected this scenario is the


attacker.
SCENARIO SPECIAL RULES
Skirmish: Players roll off, with the winner deciding to (1) HOME TURF ADVANTAGE
attack or defend. Defender takes Bottle Tests on 2D6, discarding the
highest score.
BATTLEFIELD Defenders gain a +1 modifier when attempting to
Standard set-up.
Rally.

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.

Attacker picks one edge of the battlefield – this is their


(3) REINFORCEMENTS
1 random defenders arrive in the first End Phase. This
escape route.
increases to 2 in the second, 3 in the third, and so on.
Attacker sets up their entire crew within 6” of that
Roll D6 for each – on 3+, the defender deploys them,
edge.
otherwise the attacker does.

Deployment must be within 1” of any battlefield edge


and at least 12” from any enemies.

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.

If the defender voluntarily bottles out, the attacker EXPERIENCE


automatically wins and claims all loot caskets. Every participating fighter gains +1 XP.

If at least two loot caskets were claimed, the winning


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.

Attackers gain +1 Rep per loot casket they steal, and


defenders gain +1 for each one not stolen.

If all four loot caskets were stolen, the attackers gain


+2 Rep and the defenders lose -2 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.

3. Defender deploys their set-aside fighters anywhere on


ATTACKER & DEFENDER the battlefield, at least 1” from any enemies.
Campaign: The gang that selected this scenario is the
attacker.
SCENARIO SPECIAL RULES
Skirmish: Players roll off, with the winner deciding to
(1) SURPRISE ATTACK
attack or defend.
The attackers automatically take Priority in the first
round, and on their very first turn may activate D3
BATTLEFIELD fighters instead of 1.
Standard set-up.
During the first round only, all fighters must check
CREW SELECTION Cool when activating – if failed, they can only take one
Attacker uses Custom Selection (any). action, rather than two.

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.

GANG TACTICS & BONUSES ENDING THE BATTLE


The attacker may choose two Gang Tactics cards. The game ends when only one gang has fighters left on the
The defender randomly draws two Gang Tactics cards. battlefield.

The underdog may spend the credit difference in Crew


Ratings to purchase Underdog Bonuses:
CLAIMING VICTORY
The attacker wins if they took more defenders Out of Action
MAX UNDERDOG BONUS COST than escaped (defenders who fled the battlefield do not
0-5 Draw a random Gang Tactics card 100 count). Otherwise, the defender wins.
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 80
0-5 Hire a Hive Scum 30

911
CAMPAIGN REWARDS
CREDITS
N/A

EXPERIENCE
Every participating fighter gains +1 XP.

Every defender who escaped the ambush gains +1 XP.

If no defenders escaped, the attackers’ Gang Leader


gains +1 XP, regardless of whether they participated.

REPUTATION
If more defenders went Out of Action than escaped,
the attackers gain +1 Rep.

If more defenders escaped than went Out of Action,


the defenders gain +2 Rep.

If a gang bottled out, they lose -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:

2. Divide the battlefield into half – each half represents a


SCENARIO OBJECTIVE different gang’s turf.
Both gangs aim to secure their turf and drive off the
3. Both gangs roll off – the winner chooses which turf is
enemy… and the best way to achieve this is by defiling their
theirs, then deploys a random fighter within 1” of its
relic.
centre.

BATTLEFIELD 4. Take turns deploying fighters in this way.


Standard set-up. 5. Once all fighters are deployed, each gang places a
Gang Relic in their turf, anywhere at least 5” from a
CREW SELECTION battlefield edge.
Random Selection (D3+3), with the rest of the gang
acting as Reinforcements. SCENARIO SPECIAL RULES
The gang with the lowest Crew Rating is the underdog.
(1) GANG RELIC
Fighters within 6” of their own relic gain +2 Cool.
Fighters within 1” of the enemy relic may take the
GANG TACTICS & BONUSES following action:
By default, neither gang starts with Gang Tactics
cards. � DEFILE RELIC (Double): The fighter gains +D3 XP.
The relic no longer provides its Cool bonus. This
However, the underdog may spend the credit action can only be taken once per game.
difference in Crew Ratings to purchase Underdog
Bonuses: (2) REINFORCEMENTS
MAX UNDERDOG BONUS COST D3 random defenders arrive in the End Phase.
0-5 Draw a random Gang Tactics card 100 Roll D6 for each – on 3+, the defender deploys them,
0-2 Choose a Gang Tactics card 200 otherwise the attacker does.
0-5 Draw a random Underdog Tactics Card 200
Deployment must be within 1” of any battlefield edge
0-2 Choose a Underdog Tactics card 400 and at least 12” from any enemies.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter 80
ENDING THE BATTLE
0-5 Hire a Hive Scum 30 The game ends when only one gang has fighters left on the
battlefield.
At the start of each round after the first, both gangs
randomly draw +1 Gang Tactics card which can be
used as desired during the game.

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.

If a gang bottled out, they lose -1 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.

2. Attacker sets up each of their fighters within 2” of any


SCENARIO OBJECTIVE battlefield edge (they are free to use multiple edges).
The attackers aim to destroy a key target. The defenders are
trying to stop this at all costs!
SCENARIO SPECIAL RULES
(1) SNEAK ATTACK
ATTACKER & DEFENDER
The scenario uses this ruleset.
Campaign: The gang that selected this scenario is the
attacker.
(2) REINFORCEMENTS
Skirmish: Players roll off, with the winner deciding to Starting in the round the alarm was raised, and in each
attack or defend. subsequent End Phase, D6 random defenders arrive.

Roll D6 for each – on 3+, the defender deploys them,


BATTLEFIELD otherwise the attacker does.
Defender places a terrain piece (at least 2” square) as
Deployment must be within 1” of any battlefield edge
close to the centre of the battlefield as possible – this
and at least 12” from any enemies.
is the attacker’s target.

Following this, proceed with standard set-up.


(3) DESTROYING THE TARGET
The target is Toughness 6, Wounds 4, armour save 5+.
CREW SELECTION
Ranged attacks against it gain a +2 modifier to hit.
Attacker uses Custom Selection (any).
Melee attacks hit automatically.
Defender selects Sentries using Random Selection (5)
– but may exclude any fighters prior to drawing. The
(4) TAKING FLIGHT
remaining defenders are Reinforcements.
Once the target is destroyed, the attackers can vanish
The gang with the lowest Crew Rating is the underdog. into the shadows.

In the End Phase, any attacker within 1” of a


GANG TACTICS & BONUSES battlefield edge can escape (even if Seriously Injured).
The attacker may choose three Gang Tactics cards.
Remove them from play – they count as Out of Action
The defender randomly draws two Gang Tactics cards. for Bottle Tests.
These cannot be played until the alarm is raised.

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.

Any attacker who inflicts a Wound on the target gains


+1 XP.

An attacker who destroys the target gains +1 bonus


XP.

If the target was destroyed, the attacker’s 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 the attacker destroyed the target, they gain +3 Rep


and the defender loses -1 Rep.

If a gang bottled out, they lose -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:

MAX UNDERDOG BONUS COST


❖ CAMPAIGN PLAY RESTRICTION 0-5 Draw a random Gang Tactics card 100
This scenario is only available if the defender has captured 0-2 Choose a Gang Tactics card 200
any of the attacker’s fighters – these are the Captives. 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
ATTACKER & DEFENDER 0-1 Hire a Dramatis Personae As stated
Campaign: The gang that selected this scenario is the 0-1 Hire a Bounty Hunter 80
attacker. 0-5 Hire a Hive Scum 30

Skirmish: Players roll off, with the winner deciding to


attack or defend. Attacker randomly chooses one
GANG DEPLOYMENT
fighter to be the Captive.
1. Defender deploys their Sentries and the Captives
anywhere on the battlefield.
BATTLEFIELD
2. Attacker sets up each of their fighters within 2” of any
Standard set-up.
battlefield edge (they are free to use multiple edges).

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.

Attackers within 1” of a Captive can take the following


action:

� FREE CAPTIVE (Basic): Roll D6 – on 3+, the Captive


is freed and their rescuer gains +D3 XP.

In each End Phase, Captives can try to escape their


bonds. Captives roll 2D6 and add their Strength – on
13+, they are freed; on 1-6, they suffer a Flesh Wound.

A freed Captive re-joins their gang with all their


weapons and gear. They gain the Ready condition in
the next Priority Phase.

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.

In the End Phase, any attacker within 1” of a REPUTATION


battlefield edge can escape (even if Seriously Injured). Each time the attacker successfully carries out the
Free Captive (Basic) action, the attacker gains +2 Rep
Remove them from play – they count as Out of Action
and the defender loses -1 Rep.
for Bottle Tests.
If a gang bottled out, they lose -1 Rep.
(5) REINFORCEMENTS
Starting in the round the alarm was raised, and in each
subsequent End Phase, D6 random defenders arrive.

Roll D6 for each – on 3+, the defender deploys them,


otherwise the attacker does.

Deployment must be within 1” of any battlefield edge


and at least 12” from any enemies.

ENDING THE BATTLE


The game ends when only one gang has fighters left on the
battlefield.

CLAIMING VICTORY
The attacker wins if they freed all the Captives, and all
Captives escaped the battlefield.

The defender wins if no Captives escaped the


battlefield.

Otherwise, the battle is a draw.

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.

2. Attacker sets up each of their fighters within 2” of any


SCENARIO OBJECTIVE battlefield edge (they are free to use multiple edges to
The defender must hold out as long as they can; the surround the defenders, if desired).
attacker must wipe them out.

ENDING THE BATTLE


ATTACKER & DEFENDER The game ends when only one gang has fighters left on the
Campaign: The gang that selected this scenario is the battlefield, or else at the start of round seven.
attacker.

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:

MAX UNDERDOG BONUS COST (2) REINFORCEMENTS


0-5 Draw a random Gang Tactics card 100 D6 random defenders arrive in the End Phase.
0-2 Choose a Gang Tactics card 200 Roll D6 for each – on 3+, the defender deploys them,
0-5 Draw a random Underdog Tactics Card 200 otherwise the attacker does.
0-2 Choose a Underdog Tactics card 400
Deployment must be within 1” of any battlefield edge
0-1 Hire a Dramatis Personae As stated and at least 12” from any enemies.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated CLAIMING VICTORY
The defender automatically wins at the start of round
seven if they have at least one fighter left on the
battlefield who is not Seriously Injured or Broken.

Otherwise, the attacker wins.

919
CAMPAIGN REWARDS
EXPERIENCE
Every participating fighter gains +1 XP.

Any defender who is on the battlefield at the end of


round seven (and is not Seriously Injured or Broken)
each gain an additional +D3 XP.

CREDITS & REPUTATION


The rewards gained by each gang depends on how
many rounds the defenders managed to survive
before they Bottled, or the attackers took them all Out
of Action:

ROUND DEFENDER ATTACKER


1-2 -3 Rep, 0 credits +3 Rep, 2D5x10 credits
3-4 +1 Rep, D3x10 credits +2 Rep, D6x10 credits
5-6 +2 Rep, D6x10 credits +1 Rep, D3x10 credits
7 +3 Rep, 2D5x10 credits -3 Rep, 0 credits

920
Narrative Scenario:

2. ESCAPE THE PIT!


INTRODUCTION ENDING THE BATTLE
Gangs are looting the depths of the hive when ancient The game ends when only one gang has fighters left on the
machinery grinds to life. battlefield, or else at the start of the round when the walls
close in to their fullest, leaving no battlefield to fight over!
SCENARIO OBJECTIVE
The gangs are trying to grab as much loot as they can before SCENARIO SPECIAL RULES
escaping the battlefield via the exit at its centre.
(1) ESCAPING THE BATTLEFIELD
In the End Phase, any fighter within 1” of the exit point
BATTLEFIELD can escape (even if Seriously Injured).
Begin with standard set-up, then mark the centre of
Remove them from play – they count as Out of Action
the battlefield – this is the elevator or ladder that
for Bottle Tests.
marks the escape point.

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.

A fighter who left via the exit gains +1 XP, or +2 if they


were carrying a loot casket.

REPUTATION
If a gang had at least one fighter leave via the exit,
they gain +1 Rep.

A gang earns +1 Rep for every loot casket carried


through the exit.

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.

SCENARIO OBJECTIVE SCENARIO SPECIAL RULES


The gangs are each aiming to run their opponent out of (1) HIVE DWELLERS
town, preferably without having too many locals caught in These locals are treated the same as fighters – subject
the crossfire. to the rules for movement, Pinning, Stray Shots,
becoming Engaged, and so on.
BATTLEFIELD
HIVE DWELLER
Standard set-up. Seek to construct a settlement – a
M WS BS S T W I A Ld Cl Will Int
main street, drinking hole, marketplace, etc. 5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+

CREW SELECTION If a Hive Dweller is reduced to zero wounds, they


Random Selection (D3+4). automatically go Out of Action.
The gang with the lowest Crew Rating is the underdog. A Hive Dweller activates immediately after any of the
following occur:
GANG TACTICS & BONUSES � Ranged attack within 12”
Each gang may choose two Gang Tactics cards.
� Melee attack within 6”
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: � Blast marker lands within 6”

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.

ENDING THE BATTLE

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.

The winning gang’s participating fighters each gain an


additional +1 XP if at least half the Hive Dwellers
survived. This increases to +2 XP if all the Hive
Dwellers survived.

REPUTATION
Each gang gains +1 Rep – the locals will at least
remember their names.

If at least half the Hive Dwellers survived, the winning


gang gains +D3+1 Rep.

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.

Opposing fighters never move within 3” of each other.


CREW SELECTION If a move would result in them doing this, their
Random Selection (D3+1).
activation ends instead.
The gang with the lowest Crew Rating is the underdog.
(2) QUICKDRAW!
All fighters immediately gain the Ready condition, and
GANG TACTICS & BONUSES instead of activating in the usual manner, a rapid and
Gang Tactics cards are not used.
chaotic round occurs.
The underdog chooses +1 Underdog Tactics card for
Both gangs check Initiative for each fighter, gaining a
every 400 points of difference in Gang Ratings.
+1 modifier if they have a weapon with the Sidearm
trait, or suffering -2 if they have one with the Unwieldy
GANG DEPLOYMENT trait.
1. Roll off – the winner chooses one end of the corridor
� All fighters who passed the check activate in
and deploys their whole crew there. The other gang
Initiative order (fastest to slowest).
then follows.
� Fighters tied on Initiative activate simultaneously –
2. All fighters must be deployed within 10” of their edge,
with any ranged attacks resolved before Move
within 1” of each other, and on ground level.
(Simple) or Charge (Double) actions.
3. Both gangs must have line of sight to each other.
� All fighters who failed the check then activate in
Initiative order, as above.

Once all fighters have activated, proceed to the End


Phase, then play subsequent rounds as normal.

ENDING THE BATTLE


The game ends when only one gang has fighters left
on the battlefield.

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.

The gang that drew second gains bonus Rep – subtract


their number of failed Cool tests from 6. The result is
the amount of Rep gained.

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).

BATTLEFIELD (2) HIVE SCUM


Standard set-up, with the following additions: If it is necessary to even the odds, the defenders may
deploy one free Hive Scum for every fighter they have
The battlefield must be arranged to allow the caravan
in Recovery.
to travel from its starting position to the opposite
edge. HOUSE RULE: Each Hive Scum comes with 25 credits
Ensure that no structures or impassable terrain block worth of equipment.
the caravan’s path.
(3) THE CARAVAN
The Guilder caravan must be represented by a suitable
CREW SELECTION model (or else a large marker). It blocks line of sight,
Custom Selection (10).
cannot be attacked, and grants partial cover to
The gang with the lowest Crew Rating is the underdog. fighters atop it.

In each Priority Phase, the defender advances the


GANG TACTICS & BONUSES
caravan 6”. It must avoid terrain and remain on
Each gang may choose two Gang Tactics cards.
ground level, but otherwise cannot be slowed or
The underdog may spend the credit difference in Crew stopped.
Ratings to purchase Underdog Bonuses:
Fighters atop the caravan move with it, while fighters
MAX UNDERDOG BONUS COST in its path are moved back the minimum distance to
0-5 Draw a random Gang Tactics card 100 avoid it. Any obstacles the caravan runs over are
0-2 Choose a Gang Tactics card 200 removed. Fighters may climb onto the caravan like
0-5 Draw a random Underdog Tactics Card 200 any other terrain, including taking advantage of any
0-2 Choose a Underdog Tactics card 400 ladders.

0-1 Hire a Dramatis Personae As stated


(4) THE HEIST
0-1 Hire a Bounty Hunter As stated Attackers within 1” of the caravan can take the
0-5 Hire a Hive Scum As stated following action:

� LOOT CARAVAN (Simple): Place a loot counter on


GANG DEPLOYMENT the fighter’s card. If the fighter flees the battlefield,
1. Defender deploys the caravan so it touches one edge
they keep their loot counters, but if they go Out of
of the battlefield.
Action, their loot counters are discarded.
2. Defender deploys their crew – their fighters can be on
the caravan, or within 12” of it. ENDING THE BATTLE
The game ends when either the caravan reaches the far
3. Attacker chooses one battlefield edge (aside from the edge, or only one gang has fighters left on the battlefield.
caravan’s) and deploys their crew within 6” of it.

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.

Attackers holding a loot counter gain a bonus +1 XP.

A defender who took an attacker with a loot counter


Out of Action gains a bonus +1 XP.

REPUTATION
Each gang gains +1 Rep.

If the attacker holds ten loot, they gain D3+1 Rep.

If the caravan reached the exit before the attackers


gained ten loot counters, the defenders gain D3+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:

� Trade a loot counter for D6x10 credits; or


GHAST-INDUCED WYRD POWERS
� Trade a loot counter for 1x dose of ghast, added to
• If a fighter takes ghast, choose a wyrd power
the Stash.
Discipline (Biomancy, Chronomancy, Divination,
Pyromancy, Technomancy, Telekinesis, Telepathy) and
EXPERIENCE
randomly generate one wyrd power from that list.
Every participating fighter gains +1 XP.
• The ghast-induced wyrd power lasts for the duration
A fighter who harvested at least one bag of ghast and
of the battle.
did not go Out of Action gains a bonus +1 XP.

The first fighter to successfully use a wyrd power gains


a bonus +1 XP.

REPUTATION
Each gang gains +1 Rep.

If a gang successfully harvested five or more bags of


ghast, they gain bonus +3 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.

If both gangs have the same number of fighters in the


SCENARIO OBJECTIVE vault (including zero), the game is a draw.
The gangs aim to plunder a vault rumoured to contain an
unrivalled archaeo-hoard before their rivals do. If one gang voluntarily bottled, the other
automatically wins and all their fighters who are not
1. To crack the vault entrance and get inside, the Seriously Injured automatically enter the vault.
gangs must use an abandoned mining automata.

SCENARIO SPECIAL RULES


BATTLEFIELD
Standard set-up, with the following additions:
(1) THE AUTOMATA
The automata begins each round powered down. A
Randomly select a battlefield edge and place a door at fighter within 1” of it can take the following action:
its midpoint. This is the vault entrance.
� POWER UP (Simple): Check Intelligence – if passed,
Deploy the automata in the centre of the battlefield, the automata gains the Ready condition and joins
using a suitable model or marker. the fighter’s gang, for this round only.

In the End Phase, it becomes powered down once


CREW SELECTION again.
Custom Selection (D3+7).
The automata has the following profile:
The gang with the lowest Crew Rating is the underdog.
MINING AUTOMATA

GANG TACTICS & BONUSES M WS BS S T W I A Ld Cl Will Int


Each gang may choose two Gang Tactics cards. 4” 4+ 5+ 5 5 5 6+ 3 12+ 2+ 6+ 10+

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.

A fighter who successfully entered the vault gains +1


bonus XP.

If a fighter took the automata Out of Action, they gain


+D3 bonus XP.

REPUTATION
Each gang gains +1 Rep.

The winning gang gains an additional +D3 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 agent is extracted from the battlefield.


SCENARIO OBJECTIVE
� The agent is taken Out of Action.
The defender seeks to guide an uphive agent to safety –
while the attacker intends to permanently prevent them � Only one gang has fighters left on the battlefield.
from leaving!
SCENARIO SPECIAL RULES
ATTACKER & DEFENDER (1) THE AGENT
Campaign: The gang that selected this scenario is the This shady character counts as part of the defender’s
attacker. gang for this battle. They have the following profile:

Skirmish: Players roll off, with the winner deciding to AGENT


attack or defend.
M WS BS S T W I A Ld Cl Will Int
4” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 7+ 7+
BATTLEFIELD
Standard set-up.
Rng Acc
S L S L Str AP D Am Traits
CREW SELECTION
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Attacker uses Custom Selection (D3+5).
Mesh Armour 5+ Armour Save
Defender uses Random Selection (D3+7) for their 4+ Armour Save – if successful, Scatters distance equal to
starting crew, with the rest of their gang acting as Displacer Field
attacking weapon’s Strength
Reinforcements.

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.

If one gang Bottles, the other automatically wins.

933
CAMPAIGN REWARDS
CREDITS
If the agent is extracted, the defender gains D6x10
credits.

If the agent was taken Out of Action, the attacker gains


D6x10 credits.

EXPERIENCE
Every participating fighter gains +1 XP.

If a fighter took the agent Out of Action, they gain +D3


bonus XP.

REPUTATION
If the agent is extracted, the defender gains +D3 Rep.

If the agent was taken Out of Action, the attacker gains


+D3 Rep.

If a gang Bottled out, they lose -1 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).

ATTACKER & DEFENDER


Campaign: The gang that selected this scenario is the ENDING THE BATTLE
attacker. The game ends when any of the following occur:

� The wounded fighter escapes from the battlefield.


Skirmish: Players roll off, with the winner deciding to
attack or defend. � The wounded fighter is taken Out of Action.

� Only one gang has fighters left on the battlefield.


BATTLEFIELD
Standard set-up. SCENARIO SPECIAL RULES
(1) THE WOUNDED FIGHTER
CREW SELECTION This fighter counts as being permanently Seriously
Both gangs use Random Selection (D3+2), with the Injured and never rolls for Recovery.
remainder of their fighters acting as Reinforcements.
They can still take the Crawl (Double) action.
Attacker randomly selects one Ganger, Prospect, or
Juve (or equivalent) to be the wounded fighter. (2) A SUPPORTING SHOULDER
An attacker within 1” of the wounded fighter can take
The gang with the lowest Crew Rating is the underdog.
the following action:

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.

The underdog may spend the credit difference in Crew


(3) ESCAPING THE BATTLEFIELD
The wounded fighter escapes if they activate within 1”
Ratings to purchase Underdog Bonuses:
of the opposite battlefield edge (i.e. within the
MAX UNDERDOG BONUS COST attacker’s deployment zone).
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 (4) REINFORCEMENTS
0-5 Draw a random Underdog Tactics Card 200 D3 random defenders arrive in the End Phase.
0-2 Choose a Underdog Tactics card 400 Roll D6 for each – on 3+, the defender deploys them,
0-1 Hire a Dramatis Personae As stated otherwise the attacker does.
0-1 Hire a Bounty Hunter As stated Deployment must be within 1” of any battlefield edge
0-5 Hire a Hive Scum As stated and at least 12” from any enemies.

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.

If a gang Bottled out, they lose -1 Rep.


CLAIMING VICTORY
If the agent is extracted, the defender wins. Otherwise,
the attacker wins.

If one gang Bottles, the other automatically wins.

936
Narrative Scenario:

10. MURDER CYBORG


INTRODUCTION SCENARIO SPECIAL RULES
Following its own oblique objectives, a cyborg assassin is
(1) NON-DETECTION PROTOCOLS
masquerading as a ganger.
The murder cyborg does not begin in play.

SCENARIO OBJECTIVE When a fighter suffers a wound (from a weapon with a


Damage value only), roll D6 – on 5+, replace them with
An unremarkable skirmish becomes a sudden battle for
the cyborg.
survival when an augmented hive assassin is revealed
among the fighters. For all game rules and effects, the original fighter
never participated in this battle.
BATTLEFIELD Naturally, once the cyborg is revealed, the “Non-
Standard set-up. Detection Protocols” rule is disregarded going
forwards.
CREW SELECTION
Custom Selection (any). (2) MISSION DIRECTIVES
Once the cyborg is revealed, the player with Priority
The gang with the lowest Crew Rating is the underdog. rolls D6 to determine its mission:

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.

0-1 Hire a Bounty Hunter As stated The cyborg acts as above.


3-4
0-5 Hire a Hive Scum As stated However, it focuses on Gang Leaders – it may
only attack other targets if they are Engaged with
it, or between it and a Gang Leader.
GANG DEPLOYMENT
Standard deployment. SELF-PRESERVATION: Return to the master.
Once revealed, the player with Priority picks a
point on the battlefield edge furthest from the
ENDING THE BATTLE cyborg – this is its escape point.
The game ends when either of the following occurs:
5-6 If the cyborg ends its activation within 1” of the
� Only one gang has fighters left on the battlefield. escape point, it is removed from play.

� 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.

� IRON JAW: When the cyborg is hit by unarmed close


combat attacks, they count as having +2
Toughness.

938
Narrative Scenario:

11. THE HIT


INTRODUCTION GANG DEPLOYMENT
A gang sneaks into enemy territory to take out a leader. 1. Defender deploys their Gang Leader and two
additional fighters within 12” of the battlefield’s
SCENARIO OBJECTIVE centre.
The attacker intends to eliminate an enemy gang leader. 2. Defender rolls D6 for each other fighter in their
The defenders scramble to fight off the hit. starting crew – on 5+, that fighter may be deployed
anywhere on the battlefield. Otherwise, they must be
ATTACKER & DEFENDER deployed within 8” of the leader.
Campaign: The gang that selected this scenario is the 3. Attacker deploys their entire crew within 2” of any
attacker. battlefield edge, and at least 6” from any enemies.
Skirmish: Players roll off, with the winner deciding to
attack or defend. SCENARIO SPECIAL RULES
(1) TARGET SIGHTED
BATTLEFIELD The attacker is gunning for the defender’s leader – the
Standard set-up. attacker automatically takes Priority in the first round.

CREW SELECTION (2) SUDDEN STRIKE


Attacker uses Custom Selection (D3+5). During the first round only, the defender’s fighters can
only take one action when activated, rather than two.
Defender always deploys their Gang Leader, plus
Random Selection (D3+5) for their starting crew. Their (3) REINFORCEMENTS
remaining fighters act as Reinforcements. 1 random defender arrives in the End Phase.
The gang with the lowest Crew Rating is the underdog. Roll D6 for each – on 3+, the defender deploys them,
otherwise the attacker does.
GANG TACTICS & BONUSES Deployment must be within 1” of any battlefield edge
The attacker may choose two Gang Tactics cards. and at least 12” from any enemies.
The defender randomly draws two Gang Tactics cards.
ENDING THE BATTLE
The underdog may spend the credit difference in Crew The game ends when only one gang has fighters left on the
Ratings to purchase Underdog Bonuses: battlefield.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 CLAIMING VICTORY
0-2 Choose a Gang Tactics card 200 If the defender’s Gang Leader is Seriously Injured or taken
0-5 Draw a random Underdog Tactics Card 200 Out of Action, the attacker wins. Otherwise, the defender
0-2 Choose a Underdog Tactics card 400 wins.

0-1 Hire a Dramatis Personae As stated


0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated

939
CAMPAIGN REWARDS
CREDITS
N/A

EXPERIENCE
Every participating fighter gains +1 XP.

Any attacker that inflicts a wound on the defender’s


Gang Leader gains +1 bonus XP.

If the defender’s Gang Leader is not Seriously Injured


or Out of Action when the game ends, they gain +D3
bonus 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.

If the defender’s Gang Leader is still on the battlefield


when the game ends, they gain +D3 Rep.

If either gang bottled out, they lose -1 Rep.

940
Narrative Scenario:

11. THE GAUNTLET


INTRODUCTION BATTLEFIELD
“GOOD EVENING, SCUMMERS! From deep in the horror- The Rust Town Run is designed to be as dangerous as
infested depths of the underhive, it’s time once more to return possible for the runners (and entertaining for the
to Rust Town and Bald Byren’s twisting maze of death – spectators).
pitting runners against hunters, deadly killer instinct against
The battlefield uses five Badzone Delta-7 tiles, set up
a survivor’s grim determination, everlasting glory… against
as below.
everlasting failure! Welcome all, to the RUST TOWN RUN!”

Every sump-scraper, dome runner, and ripper herder on


Necromunda knows of Bald Bryen’s legendary path of
perils. When news spreads of a gang willing to take on the
Mayor of Rust Town’s maze, hivers flock to see the action –
cramming into vent shafts and drain irises, or gathering
around flickering pict-screens for a view of the action.

There’s creds to be made betting on who’ll be first to get


scragged, or how many Juves will end up in the furnace. For
the gangs, the Rust Town Run is a chance for true glory –
The green icons are door sets. Numbers 1, 2, and 3
and maybe even one of Bald Bryen’s “chrono crystals,” rare
begin the game closed, but not locked. Number 4 (the
gems worth a Guilder’s ransom.
vault door) begins the game locked – and so should
Of course, when a gang takes up the challenge, the call goes have a door terminal placed beside it.
out for skilled killers to oppose them – and there’s no
The red icon is a loot casket.
shortage of those. Becoming Byren’s hunters and stopping a
run in its tracks is almost as prestigious as completing one. The hunters may place up to four barricades
anywhere on the battlefield.
There’s only one rule gangs must follow in the Rust Town
Run: put on a good show! CREW SELECTION
Runners use Custom Selection (D6+4).
SCENARIO OBJECTIVE
The runners’ objective is to breach the vault and seize the Hunters use Random Selection (D3+4).
chrono-crystal. The hunters’ objective is to stalk, intercept,
The gang with the lowest Crew Rating is the underdog.
and eliminate the runners!

GANG TACTICS & BONUSES


RUNNERS & HUNTERS The attacker may choose two Gang Tactics cards.
Campaign: The gang that selected this scenario are
the runners. The defender randomly draws two Gang Tactics cards.

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:

MAX UNDERDOG BONUS COST


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

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

SCENARIO SPECIAL RULES � 40 for the Gang Leader


(1) AND THEY’RE OFF If the runners claimed the chrono-crystal, they may
The runners automatically take Priority in the first choose to sell it for 2D6x20 credits… or keep it as a
round. reminder of their glory.

(2) SOMETHING TO PROVE EXPERIENCE


Once the run begins, it’s all or nothing! Neither gang Every participating fighter gains +1 XP.
needs to make Bottle Tests in this scenario.
A hunter who takes a runner Out of Action, they gain
(3) CONCEDING THE RUN +1 bonus XP.
At the start of any round, the runners can voluntarily If the runners reach the Secure Vault tile, all of their
Bottle if half their crew are Seriously Injured or Out of fighters gain +1 bonus XP.
Action.
REPUTATION
(4) THE HUNT IS ON Both gangs gain +1 Rep for participating.
The hunters’ gang functions a little differently in this
scenario. If the runners win, they gain +3 Rep. If the hunters win,
they gain +1 Rep.
On each of the hunters’ turns, they must choose one
of the following:

� Pass (take no action – play returns to the runners).

� Activate a Ready fighter, as normal.

� Choose one Standing and Active or Pinned fighter


and remove them from the battlefield to Lurk in the
Shadows (setting them aside for this purpose).

� Deploy a fighter who is Lurking in the Shadows.


Place them anywhere on the battlefield at least 3”
from any enemies. They do not have the Ready
condition.

ENDING THE BATTLE


The game ends when a runner opens the loot casket in the
vault – or when only one gang has fighters left on the
battlefield.

CLAIMING VICTORY
If the runners claimed the chrono-crystal, they win –
otherwise, the hunters win.

942
Narrative Scenario:

12. MONSTER HUNT


INTRODUCTION SCENARIO SPECIAL RULES
A bounty has been posted for a massive underhive beast.
(1) HUNTING THE HORROR
This nameless monstrosity is attracted to wounded
SCENARIO OBJECTIVE prey. When a fighter suffers a Flesh Wound or is
The gangs are trying to bag a massive Sump Horror (as well Seriously Injured, they must place a Beast’s Lair
as scrag each other), but first they must flush the creature marker anywhere within D6”.
out.
(2) ROUSING THE HORROR
BATTLEFIELD Fighters ending their activation within 6” of the
Beast’s Lair risk the Sump Horror’s attention.
Standard set-up.
Roll D6 – if the result is higher than the fighter’s
CREW SELECTION distance to the Lair (or is a natural 6), the Sump Horror
Random Selection (D3+7). attacks them!

The gang with the lowest Crew Rating is the underdog. � The horror makes one attack at Weapon Skill 4+.

� The attack is Strength 6, AP -2, Damage 3, with the


GANG TACTICS & BONUSES Knockback trait.
Each gang may choose two Gang Tactics cards.
(3) ENRAGING THE HORROR
The underdog may spend the credit difference in Crew To provoke the Sump Horror into emerging, fighters
Ratings to purchase Underdog Bonuses: must attack the Beast’s Lair markers.
MAX UNDERDOG BONUS COST � Each Lair has Toughness 6 and 4 Wounds.
0-5 Draw a random Gang Tactics card 100
� Fighters can make close combat attacks against a
0-2 Choose a Gang Tactics card 200
Lair if they make base contact with it.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 � A Lair cannot be targeted with ranged attacks from
0-1 Hire a Dramatis Personae As stated more than 6” away.
0-1 Hire a Bounty Hunter As stated
(4) THE SUMP HORROR EMERGES!
0-5 Hire a Hive Scum As stated
Once the sixth Beast’s Lair marker is destroyed,
replace it with a model of the Sump Horror:
GANG DEPLOYMENT
Standard deployment. SUMP HORROR
M WS BS S T W I A Ld Cl Will Int
ENDING THE BATTLE 3” 5+ 6+ 7 6 8 4+ 4 9+ 2+ 6+ 12+
The game ends when the Sump Horror is killed – or when
only one gang has fighters left on the battlefield. The Sump Horror has the following rules:

� Attacks are Strength 7, AP -3, Damage 2.


CLAIMING VICTORY � Immune to Pinning and the Coup de Grace (Simple)
The gang that killed the Sump Horror is the winner.
action.
Any other result is a draw.
� Armour save of 5+.

� In each End Phase, the horror either splits close


combat attacks between all targets Engaged with it
– or moves towards the nearest fighter, prioritising
an attempt to Charge, if possible.

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.

If a fighter destroyed a Beast’s Lair marker, they gain


+1 bonus XP.

The fighter who delivers the killing blow to the Sump


Horror gains +D6 bonus XP.

REPUTATION
Each gang gains +1 Rep.

The gang that bagged the Sump Horror gains D6+1


Rep.

944
Narrative Scenario:

13. TECH RAID


INTRODUCTION GANG DEPLOYMENT
A gang breaks into the heart of a dome to loot as much 1. Defender chooses a Loot Casket and deploys their
archaeotech as they can. starting crew within 3” of it.

2. Attacker picks a battlefield edge and deploys their


SCENARIO OBJECTIVE entire crew within 6” of it.
The gangs are trying to bag a massive Sump Horror (as well
as scrag each other), but first they must flush the creature
ENDING THE BATTLE
out.
The game ends when only one gang has fighters left on the
battlefield.
ATTACKER & DEFENDER
Campaign: The gang that selected this scenario is the

CLAIMING VICTORY
attacker.
If the attacker has 3 or more Archaeotech Haul points
• Skirmish: Players roll off, with the winner deciding to at the end of the battle, they win.
attack or defend.
If the attacker voluntarily bottles, the defender
automatically wins.
BATTLEFIELD
If the defender voluntarily bottles, the attacker
• Standard set-up.
automatically wins and immediately opens all
• Once set up is complete, the defender places six Loot remaining Loot Caskets, rolling to see if they contain
Caskets anywhere on the battlefield, at least 6” from Archaeotech Haul as normal (though fighters do not
any edge or each other. gain XP for doing so).
In this scenario, any rule that allows additional Loot On any other outcome, the defender wins.
Caskets to be placed is suspended.
SCENARIO SPECIAL RULES
CREW SELECTION (1) HOME TURF ADVANTAGE
Attacker uses Custom Selection (7). • Defender takes Bottle Tests on 2D6, discarding the
highest score.
Defender uses Random Selection (D3+2), with the rest
of their gang acting as Reinforcements. • Defender gain a +1 modifier when attempting to Rally.

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.

If a fighter gained at least one Archaeotech Haul point,


they gain +1 bonus XP.

REPUTATION
The winning gang gains +D3 Rep.

If either gang bottled out, they lose -1 Rep.

946
Badzone Scenario:

1. ESCAPE THE BADZONE


INTRODUCTION SCENARIO SPECIAL RULES
Rival crews seek desperately to escape a dangerous
(1) BADZONE
badzone.
• This scenario uses both the Badzone Environment and
Badzone Event rules.
SCENARIO OBJECTIVE
Each gang must get its fighters off the board edge closest to (2) DANGEROUS GROUND
their opponent’s deployment area. • Badzone Events automatically end after one round,
instead of resolving their Discard Trigger as usual.
BATTLEFIELD • A new Badzone Event is then generated as usual.
• Standard set-up.
(3) A PATH TO SAFETY
CREW SELECTION • A fighter who is within 1” of the opponent’s battlefield
edge and not Engaged can escape the badzone in the
• Custom Selection (10).
End Phase.
• The gang with the lowest Crew Rating is the underdog.
• Remove them from play – they do not count as being
Out of Action for Bottle Tests.
GANG TACTICS & BONUSES
• Each gang may choose two Gang Tactics cards. (4) GRAB THE LOOT
• The underdog may spend the credit difference in Crew • Fighters within 1” of a loot casket when they escape
Ratings to purchase Underdog Bonuses: may take it with them.

MAX UNDERDOG BONUS COST


0-5 Draw a random Gang Tactics card 100
CLAIMING VICTORY
• The gang with the most fighters to successfully escape
0-2 Choose a Gang Tactics card 200
the badzone is the winner.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 • If the gangs are tied, or on any other result, the game
is a draw.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
CAMPAIGN REWARDS
CREDITS
GANG DEPLOYMENT • Each loot casket carried from the battlefield is worth
1. Standard deployment. 2D6x10 credits.

2. After both gangs have deployed, alternate placing four EXPERIENC


loot caskets – anywhere on the battlefield at least 8” • Every participating fighter gains +1 XP.
from an edge.
• A fighter who successfully escapes the badzone gains
+1 bonus XP.
ENDING THE BATTLE
The game ends when only one gang has fighters left on the REPUTATION
battlefield. • If at least half of a gang’s crew escaped the badzone,
If one gang Bottles out, the other wins automatically and they gain +D3 Rep.
their surviving fighters count as having escaped. • If either gang Bottled out, they lose -1 Rep.

947
Badzone Scenario:

2. MANUFACTORUM RAID
INTRODUCTION GANG DEPLOYMENT
A raid against a rival House’s manufactorum. 1. Begin with standard deployment.

2. Attacker places three target markers on the battlefield


SCENARIO OBJECTIVE – at least 16” from their own deployment zone, and at
The attackers intend to blow up vital machinery, while the least 12” from other markers.
defenders seek to protect their House’s interests.
� These are the points where they must plant their
bombs, so placing them beside suitably industrial-
ATTACKER & DEFENDER looking terrain is ideal.
• Campaign: The gang that selected this scenario is the
attacker.
ENDING THE BATTLE
• Skirmish: Players roll off, with the winner deciding to The game ends when only one gang has fighters left on the
attack or defend. battlefield – or when all three bombs explode.

BATTLEFIELD SCENARIO SPECIAL RULES


• Standard set-up.
(1) PLANTING BOMBS
• This scenario is highly compatible with the rules for • An attacker in base contact with a target marker can
Badzone Environments and Badzone Events, but take the following action:
these are not mandatory – players should either agree
� ARM BOMB (Double): Flip the marker or otherwise
or roll off before the game to decide whether to use
show the bomb has been planted and armed.
them.
Position a die beside it, showing 1 – this is the timer.

CREW SELECTION • Once planted, a bomb remains on the battlefield for


the rest of the game.
• Attacker uses Custom Selection (any).

• 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.

• Deployment must be within 1” of any battlefield edge EXPERIENCE


and at least 12” from any enemies. • Every participating fighter gains +1 XP.

• If an attacker successfully plants or rearms a bomb,


CLAIMING VICTORY they gain +1 bonus XP.
• If all three bombs go off, the attacker wins. Otherwise,
the defender wins. • If a defender successfully disarms a bomb, they gain
+D3 bonus XP.

REPUTATION
• If all three bombs explode, the attacker gains +D3 Rep.

• If 1-2 bombs explode, the defender gains +D3 Rep.


This increases to D6 Rep if none of the bombs explode.

• If either gang Bottled out, they lose -1 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.

• The underdog may spend the credit difference in Crew


SCENARIO OBJECTIVE Ratings to purchase Underdog Bonuses:
The attacker seeks to intercept the defenders as they
MAX UNDERDOG BONUS COST
escape down the conveyor-platform with stolen loot.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200
ATTACKER & DEFENDER
0-5 Draw a random Underdog Tactics Card 200
• Campaign: The gang that selected this scenario is the
attacker. 0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
• Skirmish: Players roll off, with the winner deciding to
0-1 Hire a Bounty Hunter As stated
attack or defend.
0-5 Hire a Hive Scum As stated

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:

� Generate a new Environment each time the


ENDING THE BATTLE platform moves.
The game ends after nine rounds – or when there are no
� If a Dome Collapse Event occurs, the platform
defenders left on the battlefield.
moves immediately.

� While a Shutdown Event is in play, do not test to see


whether the platform moves.

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.

• An attacker who is on the platform when it moves


gains +1 bonus XP.

• Any defender still on the platform at the end of the


game gains +1 bonus 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.

(2) CHOKING CLOUDS


ATTACKER & DEFENDER
• Fighters can only see 6” in Overgrowth; and treat Move
• Campaign: The gang that selected this scenario is the
(Simple) as Move (Basic) unless they have a respirator.
attacker.

• 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.

� If Engaged or Seriously Injured: Attempt to shake


GANG TACTICS & BONUSES the spores.
Each gang randomly draws two Gang Tactics cards.
• To shake the spores, roll D6 – adding +1 per Active
The underdog may spend the credit difference in Crew friendly fighter within 1”, and +2 if the fighter is Pinned
Ratings to purchase Underdog Bonuses: or Seriously Injured.
MAX UNDERDOG BONUS COST • On a 6+, the Coated in Spores condition is removed.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 (6) GROWING HORROR
0-5 Draw a random Underdog Tactics Card 200 • In each End Phase, the player with Priority rolls D6 for
0-2 Choose a Underdog Tactics card 400 each Fungal Horror marker – on 4+, the abomination
0-1 Hire a Dramatis Personae As stated spreads! Roll the Scatter die:

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.

• Gangs must begin on opposite sides of the river.


SCENARIO OBJECTIVE
Each gang aims to scrag the other and seize control of the
ENDING THE BATTLE
valuable toll bridge.
The game ends when one of the following occurs:

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.

CREW SELECTION • If the bridge is not touching the shores, Bottling


• Custom Selection (10). fighters upon it do not check Cool to see if they flee –
after all, they have nowhere to go!
• The gang with the lowest Crew Rating is the underdog.

(OPTIONAL) FLOTSAM AND JETSAM


GANG TACTICS & BONUSES • Fighters can attempt a river crossing by Leaping
• Each gang may choose two Gang Tactics cards. between floating points of debris.
• The underdog may spend the credit difference in Crew • If they becomes Prone or end their activation atop
Ratings to purchase Underdog Bonuses: river debris, check Initiative – if failed, they fall into the
MAX UNDERDOG BONUS COST river.
0-5 Draw a random Gang Tactics card 100
(OPTIONAL) MAKESHIFT BOATS
0-2 Choose a Gang Tactics card 200
• A fighter in base contact with a boat can take the
0-5 Draw a random Underdog Tactics Card 200 following action:
0-2 Choose a Underdog Tactics card 400
� ROW (Double): Check Initiative – if failed, the
0-1 Hire a Dramatis Personae As stated
fighter capsizes and falls into the river.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated Otherwise, move both boat and fighter a distance
across the river equal to the fighter’s Strength.

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.

• If a fighter crossed the river, they gain +D3 bonus XP.

REPUTATION
• Each gang gains +1 Rep.

• The winner gains +D3 bonus 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.

CREW SELECTION (3) BACK INTO THE SHADOWS


• The defenders can escape through the edge opposite
Attacker uses Custom Selection (D3+7), with the rest of
their own deployment zone.
their gang acting as Reinforcements.
• In the End Phase, a defender within 2” of this edge
Defender uses Random Selection (D3+5) for their
who is not Engaged may escape – remove them from
starting crew.
play. They do not count as Out of Action for Bottle
The gang with the lowest Crew Rating is the underdog. Tests.

GANG TACTICS & BONUSES (4) REINFORCEMENTS


• Each gang may choose two Gang Tactics cards. • 1 random defender arrives in the End Phase.
• The underdog may spend the credit difference in Crew • Roll D6 for each – on 3+, the defender deploys them,
Ratings to purchase Underdog Bonuses: otherwise the attacker does.
MAX UNDERDOG BONUS COST • Deployment must be within 1” of any battlefield edge
0-5 Draw a random Gang Tactics card 100 and at least 12” from any enemies.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 CLAIMING VICTORY
• The gang that scored the most points is the winner.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated • In an Uprising Campaign, on a tie, the gang whose
0-1 Hire a Bounty Hunter As stated Allegiance is in Ascendancy is the winner.
0-5 Hire a Hive Scum As stated • On any other result, the game is a draw.

GANG DEPLOYMENT
1. Roll off – in that order, each gang deploys their Gang
Leader within 6” of the battlefield’s centre.

2. Gangs alternate placing their fighters – anywhere on


the battlefield at least 12” from a Gang Leader and 6”
from another fighter (friendly or enemy).

956
CAMPAIGN REWARDS
CREDITS
• The attacker gains D6x10 credits for every enemy
taken Out of Action.

EXPERIENCE
• Every participating fighter gains +1 XP.

• Every defender who escapes gains +1 bonus XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

957
Uprising Scenario:

2. HIT AND RUN


INTRODUCTION GANG DEPLOYMENT
Gangs seek to clear an area of their enemies. 1. Defender deploys their entire crew within 6” of the
battlefield’s centre.
SCENARIO OBJECTIVE 2. Attacker deploys each fighter anywhere on the
The attackers aim to inflict maximum damage without battlefield at least 8” from any enemies.
being drawn into a protracted firefight. The defender seeks
3. Defender checks whether they have line of sight to any
to cut down as many enemies as possible.
enemies – if so, check Intelligence to determine
whether they spot them, applying the below
ATTACKER & DEFENDER modifiers:
• Campaign: The gang that selected this scenario is the
attacker. � Enemy in partial cover: -1

• 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.

CREW SELECTION 5. A defender who spots an enemy may immediately


• Attacker uses Custom Selection (D3+7). make a free Shoot (Basic) or Move (Simple) action.

• Defender uses Random Selection (D6+7).


ENDING THE BATTLE
• The gang with the lowest Crew Rating is the underdog. The game ends when only one gang has fighters left on the
battlefield.
GANG TACTICS & BONUSES
• Each gang may choose two Gang Tactics cards. SCENARIO SPECIAL RULES
• The underdog may spend the credit difference in Crew (1) MAKE THEM PAY
Ratings to purchase Underdog Bonuses: • A gang scores +1 point for each enemy taken Out of
MAX UNDERDOG BONUS COST Action, and +2 points for taking the Gang Leader Out
0-5 Draw a random Gang Tactics card 100 of Action.
0-2 Choose a Gang Tactics card 200
(2) BUTCHER AND BOLT
0-5 Draw a random Underdog Tactics Card 200
• An attacker can make the following action, if they are
0-2 Choose a Underdog Tactics card 400 not within enemy line of sight and at least 6” from any
0-1 Hire a Dramatis Personae As stated enemies:
0-1 Hire a Bounty Hunter As stated
� VANISH (Double): Check Intelligence – if passed,
0-5 Hire a Hive Scum As stated remove this fighter from play. They do not count as
going Out of Action for Bottle Tests.

CLAIMING VICTORY
• The gang that scored the most points is the winner.

• In an Uprising Campaign, on a tie, the gang whose


Allegiance is in Ascendancy is the winner.

• On any other result, the game is a draw.

958
CAMPAIGN REWARDS
CREDITS
• The attacker gains D6x10 credits for every enemy
taken Out of Action.

EXPERIENCE
• Every participating fighter gains +1 XP.

• A defender who takes an enemy Gang Leader Out of


Action gains an additional +1 bonus XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY:


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

959
Uprising Scenario:

3. SEARCH AND DESTROY


INTRODUCTION Standard deployment.
Gangs seek to clear the area of their enemies.
ENDING THE BATTLE
SCENARIO OBJECTIVE The game ends when all the weapon caches have been
destroyed or moved off the battlefield – or when only one
The attackers aim to find and destroy four hidden weapons
gang has fighters left on the battlefield.
caches – while the defender seeks to carry them to safety.

� 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.

• One weapons cache is hidden in each quadrant.


(2) RESCUING THE CACHE
• If a defender carries a cache back into their
deployment zone, and are Standing and Active in the
CREW SELECTION End Phase, the cache is successfully claimed – remove
• Attacker uses Custom Selection (10). it from play.
• Defender uses Random Selection (D3+3) for their
starting crew, with the rest of their gang acting as (3) DESTROYING THE CACHE
Reinforcements. • An attacker in base contact with a cache can take the
following action:
• The gang with the lowest Crew Rating is the underdog.
� DESTROY CACHE (Double): Check Intelligence, with
a +1 modifier for every friendly fighter within 2” – if
GANG TACTICS & BONUSES passed, the cache is destroyed. Remove it from play.
• Each gang may choose two Gang Tactics cards.

• 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.

• An attacker who destroys a loot casket gains +1 XP.

• A defender who carries a loot casket from the


battlefield gains +D3 XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The attacker gains +1 Scavenging roll for


every loot casket they destroyed. The defender gains
+2 Scavenging rolls for every loot casket they
successfully claimed.

961
Uprising Scenario:

4. MEAT HARVEST
INTRODUCTION GANG DEPLOYMENT
Time to add some fresh meat to the grinder! 1. Standard deployment.

2. Starting with the attacker, the gangs alternate placing


SCENARIO OBJECTIVE 12 Hive Dwellers anywhere on the battlefield at least
The attacker is hunting hivers, while the defender seeks to 8” from an edge.
guide them to safety.

� 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.

SCENARIO SPECIAL RULES


ATTACKER & DEFENDER
• Special: If a maximum of one participating gang is (1) A BLOODY HARVEST
either Chaos Helot, Corpse Grinder, or Chaos- • The attacker must harvest hivers by Engaging them in
Corrupted, they automatically become the attacker. close combat.

• 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.

� If a hive dweller falls under a Blast markers or is hit


BATTLEFIELD by a ranged attack, roll D6 – on 5-6, they are
• Standard set-up. removed without being harvested.

CREW SELECTION (2) HIVE DWELLER BEHAVIOUR


• In each End Phase, any hiver who is more than 2” from
• Both gangs use Random Selection (D3+2) for their
a defender Scatters 2D6”.
starting crew, with the rest of their fighters acting as
Reinforcements.
(3) GUIDE TO SAFETY
• The gang with the lowest Crew Rating is the underdog. • Defenders can take the below action:

� SHEPHERD (Basic): Check Leadership – if passed,


GANG TACTICS CARDS all hivers within 8” move 2D6” towards the fighter.
• Each gang may choose two Gang Tactics cards.
(4) SALVATION FOR THE WORTHY
• The underdog may spend the credit difference in Crew
• In the End Phase, all hivers within 2” of a defender and
Ratings to purchase Underdog Bonuses:
within the defender’s deployment zone are safe –
MAX UNDERDOG BONUS COST remove them from play.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 (5) REINFORCEMENTS
0-5 Draw a random Underdog Tactics Card 200 • 1 random defender arrives in each End Phase starting
from the second.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated • Roll D6 for each – on 3+, the defender deploys them,
0-1 Hire a Bounty Hunter As stated otherwise the attacker does.
0-5 Hire a Hive Scum As stated • Deployment must be within 1” of any battlefield edge
and at least 12” from any enemies.

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.

• On any other result, the game is a draw. EXPERIENCE


• Every participating fighter gains +1 XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY:


• Starvation: A gang gains +1 Meat for every hiver
harvested, and every enemy taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll. The


defender gains +1 Scavenging rolls for every hiver they
guided out safely.

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:

BATTLEFIELD HOUSELESS GANGER


• Standard set-up. M WS BS S T W I A Ld Cl Will Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+

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:

MAX UNDERDOG BONUS COST


(2) DON’T BELIEVE THEIR LIES
• Fighters can take the following action:
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 � PERSUADE (Basic): Check Leadership – if passed,
0-5 Draw a random Underdog Tactics Card 200 one Houseless Ganger within 3” who is currently
0-2 Choose a Underdog Tactics card 400 under the enemy’s control considers switching
sides.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated The enemy checks Willpower for the Houseless
0-5 Hire a Hive Scum As stated Ganger, gaining a +1 modifier for every other
member of the enemy gang within 3” of them.

If passed, the Houseless Ganger may immediately


GANG DEPLOYMENT take a free Shoot (Basic) action against the fighter
1. Standard deployment.
attempting to persuade them.
2. Starting with whoever has Priority, the gangs alternate
If failed, the Houseless Ganger switches to the
placing 12 Houseless Gangers anywhere on the
persuading fighter’s gang – losing the Ready
battlefield at least 12” from an edge and 3” from other
condition if they have it.
fighters.

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.

• A fighter who successfully coerces a Houseless Ganger


into joining them gains +1 bonus XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

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.

BATTLEFIELD On 1, they trip a booby trap – centre the 5” Blast


• Standard set-up. template on the object and inflict a Strength 3, AP 0,
Damage 1 hit with the Knockback trait on every
fighter it touches.
CREW SELECTION
• Custom Selection (D3+7). Regardless of the result, after taking this action the
loot object is removed from play.
• The gang with the lowest Crew Rating is the underdog.
CLAIMING VICTORY
GANG TACTICS & BONUSES • The gang with the most loot points is the winner.
• Each gang may choose two Gang Tactics cards.
• In an Uprising Campaign, on a tie, the gang whose
• The underdog may spend the credit difference in Crew Allegiance is in Ascendancy is the winner.
Ratings to purchase Underdog Bonuses:
• On any other result, the game is a draw.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 CAMPAIGN REWARDS
0-2 Choose a Gang Tactics card 200
CREDITS
0-5 Draw a random Underdog Tactics Card 200
• A gang gains D3x10 credits for every loot point they
0-2 Choose a Underdog Tactics card 400 have.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated EXPERIENCE
0-5 Hire a Hive Scum As stated • Every participating fighter gains +1 XP.

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.

ENDING THE BATTLE


The game ends when there are no loot objects left – or when
only one gang has fighters left on the battlefield.

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.

The underdog may spend the credit difference in Crew


SCENARIO OBJECTIVE Ratings to purchase Underdog Bonuses:
The attacker has a short time to rescue the Prisoner before
MAX UNDERDOG BONUS COST
the defender executes them.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200
CAMPAIGN PLAY OPTION 0-5 Draw a random Underdog Tactics Card 200
This scenario can only be played as a standalone scenario –
0-2 Choose a Underdog Tactics card 400
or in place of a Rescue Mission scenario, in which case the
captured fighter in question becomes the Prisoner. 0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
ATTACKER & DEFENDER
Rescue: If this scenario is played as a rescue, the
Prisoner’s gang is the attacker.
GANG DEPLOYMENT
Campaign: Otherwise, the gang that selected this 1. Defender deploys the Prisoner in the battlefield
scenario is the attacker. centre.

� 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.

BATTLEFIELD ENDING THE BATTLE


• Standard set-up. The game ends when the Prisoner is removed from play – or
when only one gang has fighters left on the battlefield.
CREW SELECTION
• Attacker uses Custom Selection (D3+7). CLAIMING VICTORY
• Defender uses Random Selection (D3+5) for their • If the Prisoner was executed, the defender wins.
starting crew, with the rest of their fighters acting as
• If the Prisoner was rescued, the attacker wins.
Reinforcements.
• In an Uprising Campaign, if the Prisoner is still on the
• The gang with the lowest Crew Rating is the underdog. battlefield when the game ends, the gang whose
Allegiance is in Ascendancy is the winner.

• On any other result, the game is a draw.

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.

• If the Prisoner makes it 1” of the battlefield edge, they


� Attacker has a Standing and Active fighter within 3”
of the Prisoner. successfully escape and are removed from play.

� No defender can draw line of sight to an attacker. B. RESCUE SCENARIO


• The Prisoner is a fighter who was taken Captive by the
� An attacker is in possession of a Chrono-Crystal.
defenders in a previous battle.
HOUSE RULE: The fighter with the Chrono-Crystal
• Until freed, they cannot be activated and are immune
must be Standing and Active within 12” of the
to all attacks and damage.
Prisoner.
• Once freed, they rejoin their gang and become an
(3) SHOWTIME attacker – immediately gaining the Ready condition,
• When the Execution Clock reaches zero, roll an Injury along with all their weapons and gear.
die for the prisoner.
• If the Prisoner makes it within 1” of a battlefield edge,
• If a Serious Injury or Out of Action is rolled, the they successfully escape and are removed from play.
execution is carried out – remove the Prisoner (if this
was a Captive fighter, they are permanently deleted CAMPAIGN REWARDS
from the gang roster).
CREDITS
• If a Flesh Wound is rolled, the Prisoner is taking their • The attacker gains 2D6x10 credits if the Prisoner was
time to die – roll again in the next End Phase, adding successfully rescued.
another Injury die for every successive round.
• The defender gains D6x10 credits if they successfully
(4) THE PRISONER executed the Prisoner.
• An attacker within 1” of the Prisoner can take the
following action: EXPERIENCE
• Every participating fighter gains +1 XP.
� FREE PRISONER (Double): Discard the Execution
Clock die – these rules no longer apply. See “The • An attacker who successfully frees the Prisoner gains
Prisoner” section below for what happens next. +1 bonus XP.

(5) REINFORCEMENTS REPUTATION


• 1 random defender arrives in each End Phase starting • The winner gains +D3 Rep.
from the second. • If either gang Bottled out, they lose -1 Rep.
• Roll D6 for each – on 3+, the defender deploys them,
otherwise the attacker does.
UPRISING – DAMNATION PHASE ONLY
• Starvation: A gang gains +1 Meat for every enemy
• Deployment must be within 1” of any battlefield edge taken Out of Action.
and at least 12” from any enemies.
• Scavenge: The winner gains +1 Scavenging roll.

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).

Defender uses Random Selection (10).



CAMPAIGN REWARDS
• The gang with the lowest Crew Rating is the underdog. CREDITS
• Attacker gains D6x10 credits per landmark captured.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. • Defender gains 2D6x10 credits if they win.

The underdog may spend the credit difference in Crew EXPERIENCE


Ratings to purchase Underdog Bonuses:
• Every participating fighter gains +1 XP.
MAX UNDERDOG BONUS COST
• An attacker who helps capture a landmark gains +1
0-5 Draw a random Gang Tactics card 100
bonus XP.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 REPUTATION
0-2 Choose a Underdog Tactics card 400 • The winner gains +D3 Rep.
0-1 Hire a Dramatis Personae As stated • If either gang Bottled out, they lose -1 Rep.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated UPRISING – DAMNATION PHASE ONLY
• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

969
Uprising Scenario:

9. HUNT THEM DOWN


INTRODUCTION GANG DEPLOYMENT
“Run for your lives!” 1. Defender deploys their full crew in in base contact
with either short battlefield edge.
SCENARIO OBJECTIVE 2. The edge chosen by the defender is known as the
The attackers discover intruders on their turf and intend to Trailing Edge.
make them pay – while the defenders must make their
3. The opposite edge becomes the Leading Edge.
escape!
4. Attacker does not deploy any fighters to begin with.
ATTACKER & DEFENDER
• Campaign: The gang that selected this scenario is the ENDING THE BATTLE
attacker. The game ends at the end of round 9 – or when only one
gang has fighters left on the battlefield.
• Skirmish: Players roll off, with the winner deciding to
attack or defend.
SCENARIO SPECIAL RULES

BATTLEFIELD (1) FREEDOM ROAD


• This is a Zone Mortalis scenario. • In each End Phase, if a defender is within 2” of the
Leading Edge, the two tiles containing the Trailing
• Attacker chooses six Zone Mortalis tiles and arranges
Edge are removed.
them two wide and three long.
� Attackers on those tiles are placed aside, ready to
• When arranging this, fighters must be able to traverse
return through the “Relentless Hunters” rule.
the battlefield from one short edge to the other.
� Defenders on those tiles go Out of Action and must
CREW SELECTION roll for Lasting Injury.
• Attacker uses Custom Selection (any), but their • Attacker then chooses and places two new, adjacent
fighters will enter play via the “Relentless Hunters” tiles in contact with the Leading Edge, extending the
rule. battlefield’s corridor.
• Defender uses Random Selection (D3+3). • They may also place doors and terrain on these tiles,
• The gang with the lowest Crew Rating is the underdog. but remember, fighters must be able to traverse them.

• Amending the battlefield in this way creates a new


GANG TACTICS & BONUSES Leading Edge and Trailing edge.
• Each gang may choose two Gang Tactics cards.
(2) RELENTLESS HUNTERS
• The underdog may spend the credit difference in Crew • At the start of the second round, the attacker deploys
Ratings to purchase Underdog Bonuses: D3+3 random fighters in base contact with the Trailing
MAX UNDERDOG BONUS COST Edge.
0-5 Draw a random Gang Tactics card 100 • At the start of the third round (and each one after
0-2 Choose a Gang Tactics card 200 that), the attacker may deploy an additional D3
0-5 Draw a random Underdog Tactics Card 200 random fighters – either in contact with the Trailing
0-2 Choose a Underdog Tactics card 400 Edge, or any edge that has an attacker within 8”.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated CLAIMING VICTORY
0-5 Hire a Hive Scum As stated If the attackers are the only gang with fighters left on
the battlefield, they win.

On any other result, the defender wins.

970
CAMPAIGN REWARDS
CREDITS
• N/A

EXPERIENCE
• Every participating fighter gains +1 XP.

• An attacker who takes a defender Out of Action gains


+1 bonus XP in addition to any other amount earned.

• Each defender remaining on the battlefield at the end


of the game gains +1 bonus XP.

REPUTATION
• The winner gains +D3 Rep.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

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.

ATTACKER & DEFENDER


• Special: If a maximum of one participating gang is
SCENARIO SPECIAL RULES
either Chaos Helot, Corpse Grinder, or Chaos- (1) THE RITUAL LEADER
Corrupted, they automatically become the attacker. • The Ritual Leader must perform the ceremony without
interruption – as such, they may never activate or take
• Campaign: The gang that selected this scenario is the
actions.
attacker.

• 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.

CREW SELECTION (3) DAEMONIC ENERGIES


• If the Ritual Leader is Standing and Active in the End
• Attacker uses Custom Selection (10).
Phase, they gain +1 Ritual token.
• Defender uses Random Selection (10).
• Each time the defender gains a token, they roll D6 on
• The gang with the lowest Crew Rating is the underdog. the Daemonic Ritual table, adding +1 to the result for
every Ritual token they have:
GANG TACTICS & BONUSES DAEMONIC RITUALS TABLE
• Each gang may choose two Gang Tactics cards. D6 +
CUMULATIVE RESULT
Ritual
• The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: THE VEIL WEAKENS: Eerie noises and ethereal lights
1-3
fill the battlefield. No effect.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 TENDRILS OF MADNESS: Every fighter in play except
4-6
for the Ritual Leader gains the Insanity condition.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 SCREAMS FROM BEYOND: Each round, every fighter
0-2 Choose a Underdog Tactics card 400 7-9 in play applies an additional -2 modifier to Willpower and
Cool checks. Group Activations can no longer be made.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated DANCERS ON THE THRESHOLD: Each round,
10-12 randomly determine one fighter in play – they become
0-5 Hire a Hive Scum As stated
possessed by a daemon (see over the page).

THE WARP VOMITS FORTH: Every fighter in play


13+ must check Willpower – if failed, they roll an Injury and
apply the result. The game then ends.

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:

� PSYCHIC VOMIT (Basic): Immediately make a


ranged Template attack that inflicts a Strength 2,
AP 0, Damage 1 hit with the Blaze trait.

(4) UNSANCTIONED PSYKER


• The enemy gang gains D3x10 credits for taking this
fighter Out of Action.

(5) CREATURE OF THE WARP


• When rolling Perils of the Warp, the Warp Surge! result
triggers on a 9+ (since the fighter is already
possessed).

HOUSE RULES: Only an un-possessed fighter can


claim the bounty for taking an Unsanctioned Psyker
Out of Action.

973
Uprising Scenario:

11. BLOOD RITES


INTRODUCTION GANG DEPLOYMENT
A dark offering for the gods. 1. Defender deploys their full crew in base contact with
either short battlefield edge.
SCENARIO OBJECTIVE 2. The edge chosen by the defender is known as the
The attackers seek to stain the ground with a blood offering Trailing Edge.
– the defenders aim to drive off this savage assault.
3. The opposite edge becomes the Leading Edge.

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:

CREW SELECTION (2) DOWNED


• Attacker uses Custom Selection (10). • While subject to this condition, the fighter counts as
being Out of Action, and so cannot be activated again
• Defender uses Random Selection (D3+3), with the rest
in this battle.
of their gang acting as Reinforcements.

• 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.

• Roll D6 for each – on 3+, the defender deploys them,


otherwise the attacker does.

• Deployment must be within 1” of any battlefield edge


and at least 12” from any enemies.

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.

• An attacker who generates a blood token gains +1


bonus XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 Rep.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

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.

� On a result of 14+, they must attempt a Charge


CREW SELECTION (Double) action against the nearest fighter in range
• Random Selection (D3+7), with the rest of their gang (friendly or enemy).
acting as Reinforcements.
� If no targets are in range, they must roll an Injury
• The gang with the lowest Crew Rating is the underdog. die and apply the results.

GANG TACTICS & BONUSES (2) RED HAZE


• Each gang may choose two Gang Tactics cards. • When a fighter declares a ranged attack, they must
• The underdog may spend the credit difference in Crew first check Willpower – if failed, the action is wasted
Ratings to purchase Underdog Bonuses: and no attack is made.

MAX UNDERDOG BONUS COST (3) CRAZED TREMORS


0-5 Draw a random Gang Tactics card 100 • All ranged attacks suffer an additional -2 modifier to
0-2 Choose a Gang Tactics card 200 hit.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 CAMPAIGN REWARDS
0-1 Hire a Dramatis Personae As stated
CREDITS
0-1 Hire a Bounty Hunter As stated • N/A
0-5 Hire a Hive Scum As stated
EXPERIENCE
• Every participating fighter gains +1 XP.
GANG DEPLOYMENT
Standard deployment. • A fighter who takes an enemy Out of Action with a
close combat attack gains +1 bonus XP, in addition to
any other amount earned.
ENDING THE BATTLE
The game ends when only one gang has fighters left on the • Each fighter remaining on the battlefield at the end of
battlefield. the game gains +1 bonus XP.

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.

UPRISING – DAMNATION PHASE ONLY


• Starvation: A gang gains +1 Meat for every enemy
taken Out of Action.

• Scavenge: The winner gains +1 Scavenging roll.

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.

GANG TACTICS & BONUSES (3) UNAWARE FIGHTERS


• Each gang randomly draws two Gang Tactics cards. • In each End Phase, in Priority order, gangs may move
• The underdog may spend the credit difference in Crew each of their unaware fighters 6” in any direction.
Ratings to purchase Underdog Bonuses:

MAX UNDERDOG BONUS COST CLAIMING VICTORY


0-5 Draw a random Gang Tactics card 100 • If only one gang has their Gang Leader still on the
battlefield when the game ends, they win.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 • Any other result is a draw between all participants.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated CAMPAIGN REWARDS
0-1 Hire a Bounty Hunter As stated CREDITS
0-5 Hire a Hive Scum As stated • N/A

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.

• The winner gains +3 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.

• When rolling Injury, Champions treat Flesh Wound


BATTLEFIELD results as “No Effect” – and treat Seriously Injured
• Standard set-up. results as Flesh Wounds.
• It is advisable to make the battlefield no larger than
24”x24”.
(2) NO EASY DEATHS
• Fighters cannot take the Coup de Grace (Simple) action
• The game box lid is the right size for a fighting pit. in this scenario.

CREW SELECTION (3) PUT ON A SHOW


• Each gang selects one fighter with the Gang Hierarchy • Pit fights do have rules... of a fashion:
(Champion) rule. � In rounds one and two, Champions may not attack
• Underdog rules are not used in this scenario. with ranged weapons or grenades.

� In rounds three and four, Champions may not


GANG TACTICS & BONUSES attack with ranged weapons that fire grenades, or
• Each Champion may choose one Gang Tactics card. have the Unwieldy trait.

� From round five onwards, Champions may use any


GANG DEPLOYMENT weapons they possess.
Roll off – in that order, each gang deploys their Champion in
base contact with a battlefield edge, and at least 12” from
other fighters. CAMPAIGN REWARDS
CREDITS
ENDING THE BATTLE • The winner gains D6x5 credits for every enemy
The game ends when only one Champion is left on the Champion that participated.
battlefield (or none are).
EXPERIENCE
• Every participating Champion gains +1 XP.
CLAIMING VICTORY
• The gang with the last Champion standing is the • If a Champion takes an enemy Out of Action, they gain
winner. +1 bonus XP in addition to any other amount gained.

• 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.

• If a Champion survives to round six, their gang gains


+2 Rep.

• The winning Champion’s gang gains +4 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.

CREW SELECTION (2) CANNIBAL BEHAVIOUR


• Random Selection (D3). • In each End Phase, in Priority order, gangs alternate
• The gang with the lowest Crew Rating is the underdog. activating Cannibals.

� Cannibals count as fighters in all respects. Their


GANG TACTICS & BONUSES behaviour is governed by the following rules:
• Each gang may choose two Gang Tactics cards.
� They must always attempt a Charge (Double) action
• The underdog may spend the credit difference in Crew
against a target within range.
Ratings to purchase Underdog Bonuses:
� If Engaged, they always take Fight (Basic) action.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 � If neither of the above apply, they must use their
0-2 Choose a Gang Tactics card 200 actions to move towards the nearest fighter.

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).

� NERVES OF STEEL: Check Cool when hit by a


ranged attack – if passed, the Cannibal is not
Pinned.

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.

• Each fighter remaining on the battlefield at the end of


the game gains +1 bonus 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.

SCENARIO OBJECTIVE CLAIMING VICTORY


The gangs all seek to brutally exorcise the daemon – who in • The gang with the most points is the winner.
turn seeks to sate its thirst for mortal blood.
• If gangs are tied on points, the one with the most
• A gang scores points as follows: fighters remaining on the battlefield at the end of the
game is the winner.
� +1 for each enemy their Possessed fighter takes Out
of Action. • On any other result, the game is a draw.

� +6 if they successfully exorcise the daemon.


SCENARIO SPECIAL RULES
BATTLEFIELD (1) EMERGENCE
• Standard set-up. • In each End Phase, the Host must roll D6.

• On 5+, the daemon claims them! They become


CREW SELECTION Possessed (see over).
• Random Selection (6).
• The “Emergence” rule is disregarded for the
• The gang with the lowest Crew Rating is the underdog. remainder of the game.

GANG TACTICS & BONUSES (2) THE DAEMON


• In each End Phase, a Possessed fighter rolls D6 – on
• Each gang may choose two Gang Tactics cards.
5+, the daemon abandons them and jumps bodies.
• The underdog may spend the credit difference in Crew
� The abandoned fighter is no longer Possessed, and
Ratings to purchase Underdog Bonuses:
they gain the Insanity condition.
MAX UNDERDOG BONUS COST
� The daemon leaps into the nearest Standing fighter,
0-5 Draw a random Gang Tactics card 100
who becomes Possessed. If there is more than one
0-2 Choose a Gang Tactics card 200
possible target, roll D6 to choose.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 (3) UNDERHIVE EXORCISM
0-1 Hire a Dramatis Personae As stated • Roll D6 if a Possessed fighter is Seriously Injured or
0-1 Hire a Bounty Hunter As stated taken Out of Action via a close combat attack or the
0-5 Hire a Hive Scum As stated Coup de Grace (Simple) action.

• On 5+, this successfully exorcises the daemon.

GANG DEPLOYMENT • Otherwise, it leaps to possess another fighter.


1. Standard deployment.

2. Roll off – the gang with the lowest score has a daemon
hiding among their crew!

3. This gang randomly chooses one of their fighters to be


the Host – the one who secretly harbours the daemon.

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.

(4) UNSANCTIONED PSYKER


• The enemy gang gains D3x10 credits for taking this
fighter Out of Action.

(5) CREATURE OF THE WARP


• When rolling Perils of the Warp, the Warp Surge! result
triggers on a 9+ (since the fighter is already
possessed).

HOUSE RULES: Only an un-possessed fighter can


claim the bounty for taking an Unsanctioned Psyker
Out of Action.

982
Multi-Player Scenario

5. MEAT FOR THE GRINDER


INTRODUCTION SCENARIO SPECIAL RULES
Desperate to prove their worth, the weakest members of the
(1) DESPERATION
gang fight it out.
Each fighter counts as having the following skills for
this battle:
SCENARIO OBJECTIVE
� TRUE GRIT: When rolling multiple Injury dice,
The gangs all seek to have the last fighter standing.
discard one. When rolling one Injury die, roll two
and choose.
BATTLEFIELD
• Standard set-up. � IRON JAW: When hit by unarmed attacks, the
fighter counts as having +2 Toughness.

CREW SELECTION � UNSTOPPABLE: Roll D6 before Recovery – on 4+,


• Custom Selection (3) – these must be the lowest-value discard one Flesh Wound. If the fighter has no Flesh
fighters in the gang. Wounds, they gain +1 Injury die for Recovery.

• 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:

� SCAVENGE (Basic): Roll 2D6 on the below table. The


GANG TACTICS & BONUSES fighter is now armed with that weapon.
• Each gang may choose two Gang Tactics cards. 2D6 SCAVENGED WEAPON
• The underdog may spend the credit difference in Crew 2 Heavy Stubber
Ratings to purchase Underdog Bonuses: 3 Flamer
4 Autogun
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 5 Shotgun (Solid & Scatter Ammo)
0-2 Choose a Gang Tactics card 200 6 Autopistol
0-5 Draw a random Underdog Tactics Card 200 7 Stub Gun
0-2 Choose a Underdog Tactics card 400 8 Axe
0-1 Hire a Dramatis Personae As stated 9 Stiletto Knife
0-1 Hire a Bounty Hunter As stated 10 Sword
0-5 Hire a Hive Scum As stated 11 Power Axe
12 Heavy Rock Cutter

GANG DEPLOYMENT (3) LOOT DROP


1. Standard deployment. • When a fighter goes Out of Action, they drop any
2. Starting with whoever has Priority, alternate placing weapons on their final position. Note these, and place
two loot caskets on the battlefield, at least 10” from a a marker there. A fighter in base contact with this
fighter and 4” from another casket. marker can take the following action:

� LOOT BODY (Basic): Collect the dropped weapon –


ENDING THE BATTLE the fighter now counts as being armed with it.
The game ends when only one gang has fighters left on the
battlefield. (4) POOREST QUALITY
• Scavenged weapons automatically go Out of Ammo
after each use.

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.

• If a gang Bottled out, they lose -1 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.

• On a natural 1, the fighter also takes a Strength 3 hit


GANG TACTICS & BONUSES from falling debris.
• Each gang may choose two Gang Tactics cards.
(3) DOME COLLAPSE!
• The underdog may spend the credit difference in Crew • Once the Structure is destroyed, the dome starts
Ratings to purchase Underdog Bonuses: crashing down and the fighters must run for their
lives!
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 • In the End Phase, measure a collapsing radius 6” from
0-2 Choose a Gang Tactics card 200 the battlefield’s centre – this area is impassable
terrain.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 • In each successive End Phase while the dome is
0-1 Hire a Dramatis Personae As stated collapsing, the radius expands outwards by +6”.
0-1 Hire a Bounty Hunter As stated • Any fighters caught in the collapse must roll an Injury
0-5 Hire a Hive Scum As stated die – they are always removed from play, but on an
Out of Action result, must also roll for Lasting Injury.

GANG DEPLOYMENT (4) ESCAPE


Standard deployment. • Once the dome is collapsing, fighters can escape the
battlefield by moving off any edge – they count as
ENDING THE BATTLE being Out of Action for Bottle Tests.
The game ends when the entire battlefield is impassable –
or when only one gang has fighters left on the battlefield.
CLAIMING VICTORY
• The gang with the most fighters to escape the
battlefield is the winner, provided they inflicted at
least 1 damage to the Structure.

• If gangs are tied on escaped fighters, whichever


inflicted the most damage to the Structure wins.

• On any other result, the game is a draw.

985
CAMPAIGN REWARDS
CREDITS
• N/A

EXPERIENCE
• Every participating fighter gains +1 XP.

• A fighter who successfully escaped the battlefield


gains +1 bonus XP.

• A fighter who successfully inflicted any amount of


damage onto the Structure gains +1 bonus XP.

REPUTATION
• The winner gains +D3 Rep.

• If a gang had at least one fighter escape the


battlefield, they gain +1 Rep.

• If a gang Bottled out, they lose -1 Rep.

986
Multi-Player Scenario

7. WAR IN THE SHADOWS


INTRODUCTION SCENARIO SPECIAL RULES
Scouts fight to gain a foothold for their gangs.
(1) FORWARD SCOUTS
• At the start of the first round, in Priority order, gangs
SCENARIO OBJECTIVE take turns placing their chosen fighter – this is the
The gangs seek to infiltrate the battlefield, take out enemy Forward Scout.
scouts, and gather their numbers to eliminate all rivals.
• A Forward Scout may be placed anywhere on the
battlefield that is not within enemy line of sight.
BATTLEFIELD
• Standard set-up. • Once placed, the Forward Scout gains the Ready
condition. They may immediately activate and
perform a single (Simple) or (Basic) action.
CREW SELECTION
• Custom Selection (1). • Starting from the second round, Forward Scouts lose
this designation and become ordinary fighters.
• Gang Leaders, Champions, and fighters with 2 or more
Wounds may not be chosen. (2) REINFORCEMENTS
• Remaining fighters in each gang are Reinforcements. • In each End Phase starting from the second, 1 random
fighter arrives for each gang.
• The gang with the lowest Crew Rating is the underdog.
• Deployment must be within 2” of a friendly fighter and
not within enemy line of sight.
GANG TACTICS & BONUSES
• Each gang may choose two Gang Tactics cards. • If these conditions cannot be met, the Reinforcement
cannot be deployed.
• The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
CLAIMING VICTORY
MAX UNDERDOG BONUS COST • The gang with the most fighters left on the battlefield
0-5 Draw a random Gang Tactics card 100
is the winner.
0-2 Choose a Gang Tactics card 200
• If gangs are tied on the number of surviving fighters,
0-5 Draw a random Underdog Tactics Card 200
the one that Seriously Injured or took Out of Action
0-2 Choose a Underdog Tactics card 400
the most enemies is the winner.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated • On any other result, the game is a draw.

0-5 Hire a Hive Scum As stated


CAMPAIGN REWARDS
CREDITS
GANG DEPLOYMENT • N/A
• No fighters are deployed at the start of the game.

• Instead, fighters will enter the battlefield using the EXPERIENCE


“Forward Scouts” rule. • Every participating fighter gains +1 XP.

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:

BATTLEFIELD ROUND EFFECT


• Standard set-up. INSANITY REIGNS: All fighters must check
1-3 Willpower – if failed, they gain the Insanity
condition.
CREW SELECTION SPONTANEOUS MUTATION: Roll D6 for each
• Custom Selection (10). 4-6 fighter subject to the Insanity condition and
apply the resulting effect for this round only:
• The gang with the lowest Crew Rating is the underdog.
D6 Mutation
1 +2 Strength
GANG TACTICS & BONUSES 2 +2” Movement
• Each gang may choose two Gang Tactics cards. 3 +1 Attack
4 +1 Initiative
• The underdog may spend the credit difference in Crew 5 +2 Toughness
Ratings to purchase Underdog Bonuses: 6 +3 Attacks

MAX UNDERDOG BONUS COST


0-5 Draw a random Gang Tactics card 100
(2) DAEMONIC INCURSION
• When a fighter subject to the Insanity condition is
0-2 Choose a Gang Tactics card 200
taken Out of Action, roll 2D6 – on a 7+, centre the 5”
0-5 Draw a random Underdog Tactics Card 200 Blast marker on them.
0-2 Choose a Underdog Tactics card 400
• Any fighter it touches becomes Possessed (see over).
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated (3) UNDERHIVE EXORCISM
0-5 Hire a Hive Scum As stated • Roll D6 if a Possessed fighter is Seriously Injured or
taken Out of Action via a close combat attack or the
Coup de Grace (Simple) action.
GANG DEPLOYMENT
• Standard deployment. • On 5+, this successfully exorcises the daemon.

HOUSE RULE: …otherwise, leave its model in place.


ENDING THE BATTLE The daemon automatically Recovers in the End Phase.
The game ends when the transport departs – or when only
one gang has fighters left on the battlefield.
(4) THE LAST STRATOPLANE
• What little hope the gangs have left rests upon the last
CLAIMING VICTORY transport fleeing the dying hive.
• The gang with the most fighters on the transport when
• In the third End Phase onwards, roll D6 – on 5+, the
it leaves is the winner.
stratoplane arrives.
• If gangs are tied on the number of fighters aboard, the
• It Scatters 12” from the battlefield’s centre – mark the
one with the most fighters left on the battlefield wins.
location with an appropriate token or model (adjusted
• On any other result, the game is a draw. to avoid impassable terrain).

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.

(6) GET US OUT OF HERE! REPUTATION


• In any End Phase, each gang rolls D6 and adds the • The winner gains +D6 Rep.
number of fighters they have aboard the transport, re- • Any gang with a fighter aboard the stratoplane gains
rolling ties. +D3 Rep.
� Gangs with zero embarked fighters ignore this roll.

• The gang who scores highest has wrested control of


the stratoplane this round. They must choose:

� TIME TO GO: Check Intelligence – if passed, the


stratoplane lifts off, leaving the carnage behind and
heading into an unknown future.

� A LITTLE LONGER: The stratoplane remains


grounded for another round.

POSSESSED FIGHTERS
(1) IMPOSSIBLE POWER
• A possessed fighter gains +3 Movement, Strength,
Attacks, and Willpower.

(2) BLOODY MADNESS


• They are immune to Pinning and automatically pass
Cool checks, but may not use ranged weapons.

(3) PSYKER
• While possessed, the fighter is a psyker who knows the
following wyrd power:

� PSYCHIC VOMIT (Basic): Immediately make a


ranged Template attack that inflicts a Strength 2,
AP 0, Damage 1 hit with the Blaze trait.

(4) UNSANCTIONED PSYKER


• The enemy gang gains D3x10 credits for taking this
fighter Out of Action.

(5) CREATURE OF THE WARP


• When rolling Perils of the Warp, the Warp Surge! result
triggers on a 9+ (since the fighter is already
possessed).

HOUSE RULES: Only an un-possessed fighter can


claim the bounty for taking an Unsanctioned Psyker
Out of Action.

989
Blaze of Glory Scenario:

1. ESCAPE THE HIVE


INTRODUCTION CREW SELECTION
Having outgrown life in the underhive, a powerful gang has • Attacker uses Custom Selection (full gang). This
decided to follow rumours of a more bountiful home includes fighters in Recovery, and Hangers-on.
amongst the stars.
• By default, defender uses Random Selection (10) –
these are the Lookouts. The rest of their gang
SCENARIO OBJECTIVE becomes Reinforcements.
The attacker aims to breach the starport’s defences and
steal a transport ship, escaping Necromunda for a new life • If this is a multi-player game, each defender instead
uses Random Selection (5) and Reinforcements.
among the stars. Their long-time enemies – the defenders –
have one last chance to settle their scores. • Underdog rules are not used in this scenario.

ATTACKER & DEFENDER DESIGNER’S NOTE: ASSEMBLING THE DEFENDERS


• The gang going out in a Blaze of Glory is the attacker. This scenario is best played as a multi-player game, with the
• Any other participating gang is a defender. defenders making up a (temporary) alliance of the
attacker’s innumerable enemies.

BATTLEFIELD The defenders have bribed or threatened their way into a


• Set up according to the usual rules, with the following guard role at the starport, replacing the usual employees to
additions: ensure they stand between their enemies and freedom.
They should be comprised of as many gangs as are available
– so the attacker may find themselves seriously
outmatched. This is key to the scenario… no one said
victory and glory would come easy!

Alternatively, the defenders can be a single gang – perhaps


the attacker’s arch-enemies, perhaps simply hired guards.
In a Skirmish, the Venators list is especially appropriate.

GANG TACTICS & BONUSES


• The attacker may choose two Gang Tactics cards.

• The defenders may not take Gang Tactics or Underdog


• The spaceport must be sectioned by impassable walls. Tactics cards.
• The spaceport must have one entrance in the form of
two adjacent, locked doors with access terminals. GANG DEPLOYMENT
• Ladders may be placed inside the spaceport so the 1. Defender sets up Lookouts anywhere on the
defenders can get atop the walls. battlefield at least 12” from the access road, and 3”
from any other fighter.
• The transport ship (a marker or appropriate model) is
placed by the defenders – anywhere inside the 2. Attacker deploys their entire crew within 3” of the
spaceport that is at least 12” from its walls, and 6” battlefield edge with the access road.
from any battlefield edges.
ENDING THE BATTLE
• The only terrain types allowed to be placed on the
The game ends when the ship blasts off – or when the
access road are barricades, crates, and so on.
attackers have no fighters left on the battlefield.
• No large structures or buildings may be placed within
12” of the transport ship.

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!

� INPUT STOLEN CODE (Basic): Roll D6 – on 2+, the (6) REINFORCEMENTS


starport doors slide open. • D3 random defenders arrive in each End Phase
starting from the third.
However, on 1, the code fails! The only way to open
the door now is with the Force Door (Basic) action. • Roll D6 for each – on 3+, the defender deploys them,
otherwise the attacker does.
(3) EMBARKING THE TRANSPORT
• In the End Phase, any attackers within 1” of the • Deployment must be within 1” of any battlefield edge
transport may embark (including Seriously Injured and at least 12” from any enemies.
fighters).
CLAIMING VICTORY
(4) SECURITY LOCKDOWN • If the ship blasts off with at least one attacker aboard,
• The first time an attacker boards the transport, the they win.
starport’s Security Lockdown protocols immediately
• Otherwise, the defenders win.
activate.

With the situation slipping beyond their control, the


CAMPAIGN REWARDS

defenders now aim to seal the ship in the hangar and
• There is only one reward – escape and glory. If the
capture as many enemies alive as they can.
attackers are victorious, they blast off, hoping to
� Once the Security Lockdown activates, place a evade the guns of the Eye of Selene in orbit above
token beside the hangar doors in each End Phase. Necromunda – but either way, their names will
become legendary to all those poor scummers and
� Once the hangar doors have three tokens, they are
wasters left behind.
sealed – and the transport cannot escape!
• If not, any scattered survivors will be hunted down
� Each attacker aboard the ship is returned to play
and brought to justice, not matter how far they run.
within 2” of it, having nothing left now but to fight
to the bitter end. • This is the end for the gang, for good or for ill.

991
Blaze of Glory Scenario:

2. THE LAST ROUND


INTRODUCTION GANG DEPLOYMENT
A powerful gang celebrates a great victory at a local 1. Each attacker deploys their entire crew, anywhere
drinking hole – only to discover the fight isn’t over yet… within 6” of a battlefield edge.

2. Defender deploys their entire crew anywhere inside


SCENARIO OBJECTIVE the taproom.
The objective is simple: the coalition of attackers seek
payback by eliminating the defenders, who have been
ENDING THE BATTLE
caught unawares and must defend themselves.
The game ends when only one gang has fighters left on the
battlefield.
ATTACKER & DEFENDER
The defender is always the gang with the highest Gang

CLAIMING VICTORY
Rating.
• If the defender has at least one fighter left on the
• Any other participating gang is an attacker. battlefield who is not Seriously Injured when the game
ends, they win.
• This scenario can be played one-on-one, but is
designed for one powerful gang to face multiple, less- • Otherwise, the attackers win.
powerful opponents.
SCENARIO SPECIAL RULES
BATTLEFIELD (1) LIMITED AMMO
• Standard setup, with the below variations.
• The defenders have not only been caught by surprise,
• The battle takes place in a drinking hole somewhere they only have a limited supply of ammo to hand.
deep in the underhive, so try to reflect this in terrain!
• The defender’s ranged weapons all gain the Scarce
• The battlefield should have a central space roughly trait.
12” square, representing the taproom.
• If a defender’s ranged weapon already has the Scarce
• The taproom should be enclosed by walls, with at trait, it replaces this with the Limited trait.
least two doors (starting the battle closed).
• If a defender’s ranged weapon already has a profile
• Inside the taproom, place plenty of scatter terrain with the Limited trait, the weapon cannot be used – it
(tables, crates, barrels) for fighters to hide behind. has been left back at the hideout.

(2) ON THE CLOCK


CREW SELECTION • The attackers have caught their rivals unprepared, but
• By default, attackers use Custom Selection (10).
facing the toughest gang around means they can still
� Three attackers: Custom Selection (7). easily lose their nerve.

� 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.

ATTACKER & DEFENDER


SCENARIO SPECIAL RULES
• The defender is always the gang with the highest Gang
Rating. (1) THE ASH GATE OPENS
• As the Ash Gate slowly opens open, a howling gale of
• Any other participating gang is an attacker.
choking, blinding dust rolls into the hive.
• This scenario can be played one-on-one, but is
• In each End Phase starting from the third, every fighter
designed for one powerful gang to face multiple, less-
within 12” and line of sight of the Ash Gate must check
powerful opponents.
Strength.

� If failed, they are blown D6” directly away, stopping


BATTLEFIELD
if they hit terrain (they can be blown off an edge).
• Standard setup.
� The affected fighter must then check Initiative – if
• Once setup is complete, the defender chooses one
failed, they become Pinned.
battlefield edge to represent the Ash Gate.
(2) ASH STORMS
CREW SELECTION In each End Phase starting from the third, the ash storm
• By default, attackers use Custom Selection (10). reduces battlefield visibility:

� Three attackers: Custom Selection (7). Round Max Visibility


� Four or more attackers: Custom Selection (5). 3 36”
4 24”
• Defender may field their entire gang. 5 18”
6 12”
• Underdog rules are not used in this scenario. 7 9”
8+ Pitch Black rules in effect
GANG TACTICS & BONUSES
• Each side may choose two Gang Tactics cards specific (3) THE DEFENDER’S ESCAPE
to their gang. • If a defender moves into base contact with the Ash
Gate, they can attempt to escape – roll 2D6 and
GANG DEPLOYMENT subtract the fighter’s Strength.
1. Defender deploys their entire crew within 6” of the
• If the result is equal or less than the current round, the
battlefield’s centre.
fighter escapes. Remove them from play.
2. Attacker deploys their entire crew, placing fighters
• If the result is higher than the current round, the
anywhere on the battlefield at least 9” from any
fighter suffers a Strength 4, AP 0, Damage 1 hit and is
defenders, and if possible, out of their line of sight.
blown D6” directly away from the Ash Gate.

994
CAMPAIGN REWARDS
SPECIAL
• Win or lose, the defender’s days are numbered.

• If they are victorious, they head out into the Ash


Wastes, perhaps to start their own settlement or rise
to rulership over a local tribe.

• If they lose, well, the gears of the mighty gate aren’t


greased by oil alone…

• 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.

• If the defender Bottled out, the attackers each gain +1


bonus Rep.

995
Blaze of Glory Scenario:

4. THE LONG NIGHT


INTRODUCTION (1) DEEPEST DARKNESS
Gangs must fight to survive a sector-wide shutdown, • Power to this entire sector has been shut down:
battling darkness, cold, horrors, and each other, hoping to darkness descends, lumens fail, cold sets in as thermal
see the artificial dawn. vents close, and critters gather as automated
defences power down.
SCENARIO OBJECTIVE • The Pitch Black rules are in effect for this scenario.
In the shadow of one of the great Ash Gates ringing the base
of the hive, the defender must hold out long enough for the (2) FREEZING COLD
mighty seal to open, allowing them to escape. The attackers • The plummeting temperatures leave the gangs in
seek to prevent this from happening. danger of succumbing to the numbing cold if they
don’t keep moving.
BATTLEFIELD • If a fighter does not take at least one Move (Simple) or
• Standard setup. Charge (Double) action, they must check Toughness at
the end of their activation – if failed, they suffer a Flesh
CREW SELECTION Wound.
• The gang with the highest Gang Rating may field their
• Fighters that are subject to the Blaze condition do not
entire gang.
need to make this check. Teach a ganger to create fire
• Every other gang uses Custom Selection (10). and he’ll be warm for a day – set him on fire, and he’ll
be warm for the rest of his life.
� Four other gangs: Custom Selection (7).

� Five other gangs: Custom Selection (5). (3) MONSTERS EVERYWHERE


• With darkness comes the monsters… and in the
• This scenario can be played one-on-one, but is underhive, there are a lot of those.
designed for one powerful gang to face multiple, less-
powerful opponents. • Any time a fighter is activated, roll two D6s, choose the
higher score, and apply it to the below table:
• Underdog rules are not used in this scenario.
Round Result

GANG TACTICS & BONUSES The fighter suffers a Strength 6, AP -1,


Damage 2 hit. If this leaves them Seriously
• Each side may choose two Gang Tactics cards specific 1
Injured, they are dragged into the dark and
to their gang. go Out of Action.
A nightmarish creature emerges from the
GANG DEPLOYMENT 2-3
shadows, seeking prey. The fighter cannot
activate this round as they desperately ward
Standard deployment. off this horror.
The fighter hesitates, hearing a noise. They
ENDING THE BATTLE 4-5
can only make one action this round.
The game ends at the end of round 9 – or only one gang has
The fighter goes unnoticed and can act
fighters left on the battlefield. 6
normally.

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 the gang with the highest Gang is victorious, they


disappear into the dark of the underhive, leaving only
whispered, ever-taller tales in their wake.

• 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.

• If the defender Bottled out, the attackers each gain +1


bonus Rep.

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.

• Defender places a seventh tile adjacent to any existing


SCENARIO OBJECTIVE short-edge tile. This is the vault.
The attacker aims to escape with their pilfered loot. The
defender seeks to prevent this. • The short edge opposite the vault is the escape route.

• Defender places all barricades.

GANG RAID SCENARIO


The relatively small size of gang raids means that the CREW SELECTION
following rule modifications apply: • Attacker uses Custom Selection (3).

• Defender uses Random Selection (6) for their starting


BOTTLE THRESHOLD crew. Of these, randomly select three fighters to be
• Take Bottle Tests on D3 instead of the usual D6.
Reinforcements.
BENEATH NOTICE • The gang with the lowest Crew Rating is the underdog.
• Gang higher-ups rarely lead small-scale operations,
passing these to trusted underlings:
GANG TACTICS & BONUSES
� Gang Leaders never participate in Gang Raids. • Attacker may choose two Gang Tactics cards.

� 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

MINOR AFFAIR 0-5 Draw a random Gang Tactics card 100

• 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

ATTACKER & DEFENDER GANG DEPLOYMENT


Campaign: The gang that selected this scenario is the 1. Attacker deploys their full crew within the vault.
attacker. 2. Attacker gives one of their fighters the Stash marker.
Skirmish: Players roll off, with the winner deciding to 3. Defender deploys their fighters anywhere on the
attack or defend. battlefield at least 6” from any enemies.

ENDING THE BATTLE


The game ends when only one gang has fighters left on the
battlefield.

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.

(2) TAKE FLIGHT EXPERIENCE


• In the End Phase, any attacker within 1” of the escape • Every participating fighter gains +1 XP.
route can Take Flight (even if Seriously Injured) –
• The Gang Leader of the winning gang gains +1 XP,
remove them from play.
despite not participating.
• They count as being Out of Action for Bottle Tests.
REPUTATION
(3) CLAIMING THE STASH • If the attacker wins, they gain +2 Rep.
• If the attacker Takes Flight with the Stash marker, it is
• If the defender wins, they gain +D3+1 Rep.
successfully claimed.

(4) GO THROUGH THEM


• The only way out for the attackers is through the
defenders.

• The attacker does not take Bottle Tests and cannot


voluntarily flee the battlefield.

(5) REINFORCEMENTS
• In the fourth End Phase, all of the defender’s fighters
arrive.

• They are deployed anywhere within 1” of the escape


route, and at least 2” from any enemies.

CLAIMING VICTORY
• The attacker wins if at least one of their fighters has
Taken Flight and the Stash marker has been claimed.

• If the defender Bottled out, the attacker wins


automatically and claims the Stash marker.

• Otherwise, the defender wins.

999
Gang Raid Scenario:

2. MERCATOR STOREHOUSE HEIST


INTRODUCTION CREW SELECTION
Two gangs send infiltrators into an abandoned Guilder • Custom Selection (4).
storehouse, intent on claiming something valuable.
• The gang with the lowest Crew Rating is the underdog.

SCENARIO OBJECTIVE
GANG TACTICS & BONUSES
Both gangs seek to escape with the auction item.
• Gang Tactics cards are not used in this scenario.

• The underdog may spend the credit difference in Crew


GANG RAID SCENARIO Ratings to purchase Underdog Bonuses:
The relatively small size of gang raids means that the
following rule modifications apply: MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
BOTTLE THRESHOLD 0-2 Choose a Gang Tactics card 200
• Take Bottle Tests on D3 instead of the usual D6. 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
BENEATH NOTICE
0-1 Hire a Dramatis Personae As stated
• Gang higher-ups rarely lead small-scale operations,
passing these to trusted underlings: 0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
� Gang Leaders never participate in Gang Raids.

� Only one Champion can be included in the crew


(make this choice prior to Random Selection). GANG DEPLOYMENT
1. Roll off – the winner deploys a defence servitor within
� Hangers-On, Brutes, and Hired Guns cannot be 1” of the auction item.
included in the crew.
2. Roll off – the winner chooses one of the four outlying
MINOR AFFAIR tiles and deploys their crew within 3” of its far edge.
• Gang raids are low-level operations:
3. The other player deploys likewise on the tile directly
� In campaign play, Territories, Rackets, and opposite.
similar are not staked on the battle.
4. The far edges of the remaining two tiles become the
� The Infiltrate skill cannot be used. escape routes.

� By default, gangs may not place loot caskets.


ENDING THE BATTLE
The game ends when the defence servitor is destroyed – or
BATTLEFIELD there are no gangs left on the battlefield.
• Roll off – the winner places a Zone Mortalis tile as the If only one gang is left on the battlefield, they may continue
battlefield’s centre. the game to try and destroy the servitor, claiming the win.
• Take turns placing four more tiles adjacent to the
centre, forming a cross.

• There must be a clear route from the centre tile to the


furthest four edges.

• Place a token in the middle of the central tile – this is


the auction item.

1000
SCENARIO SPECIAL RULES THE DEFENCE SERVITOR
(1) HOLE IN THE WALL The servitor has the following profile and rules:

• Once per game, instead of activating a fighter, a gang DEFENCE SERVITOR


can place a Ductway. M WS BS S T W I A Ld Cl Will Int
- 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
(2) THE AUCTION ITEM
• Whatever it is, it’s valuable. Once the servitor is
Rng Acc
destroyed (and not before), a fighter within 1” of the S L S L Str AP D Am T
item can take the following action: Blast (3”), Grav Pulse,
Grav-Gun 9” 18” +1 - * -1 2 5+
Concussion
� CARRY (Simple): Very carefully pick up the item.
Place the auction item marker beside the fighter. Servo-Claw - E - - +2 - 2 - Melee

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:

� The first check in a round is automatically passed.

� If the fighter attacked the servitor in this round, the


check is automatically passed.

• If passed, the servitor makes a Shoot (Basic) action


against the targeted fighter.

(4) RETALIATION ROUTINE (ENGAGED)


• If the servitor is Engaged, it only ever makes Reaction
attacks – it will never be first to attack.

CLAIMING VICTORY
• The gang that claims the auction item is the winner.

• If one gang voluntarily Bottles, the other wins


automatically and claims the auction item – if they
first destroy the servitor.

1001
CAMPAIGN REWARDS
SPECIAL
• If a gang successfully escaped with the auction item,
they roll D66 to see what they’ve scored:

RARE ITEM TABLE


D66 RESULT

11 USELESS TAT: Gain D3x10 credits.

12-46 VALUABLE TO SOMEONE: Gain D6x15 credits.

ARMS TRADE: Gain one free weapon from the


Trading Post or Black Market.
51-53
It must cost less than 100 credits and have a
Rarity/Legality of (10) or less.

EXOTIC GEAR: Gain one free piece of equipment


from the Trading Post or Black Market.
54-56 It must cost less than 100 credits, have a
Rarity/Legality of (10) or less, and cannot be a
Status Item or Exotic Beast.

VALUABLE HAUL: Gain one free weapon or


piece of equipment from the Trading Post or Black
Market.
61-63
It must cost less than 125 credits, have a
Rarity/Legality of (11) or less, and cannot be a
Status Item or Exotic Beast.

RARE FIND: Gain one free weapon or piece of


equipment from the Trading Post or Black Market.
64-66 It must cost less than 150 credits, have a
Rarity/Legality of (12) or less, and cannot be a
Status Item or Exotic Beast.

EXPERIENCE
• Every participating fighter gains +1 XP.

• The Gang Leader of the winning gang gains +1 XP,


despite not participating.

REPUTATION
• If a gang claims the auction item, they gain +2 Rep.

• If this was the first battle between these two gangs,


they both gain +1 Rep.

• If either gang bottled out, they lose -1 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.

2. Defender places a seventh tile adjacent to any existing


SCENARIO OBJECTIVE short-edge tile. This is the vault.
The attacker aims to kill the corrupt enforcer, and maybe
3. The short edge opposite the vault is the escape route.
even wipe their enemies out in the process – the defenders
seek to escort the enforcer to safety, very aware that saving 4. Defender places all barricades.
their life will aid them in the future!
CREW SELECTION
GANG RAID SCENARIO • Attacker uses Custom Selection (5).
The relatively small size of gang raids means that the • Defender uses Custom Selection (4), plus the Corrupt
following rule modifications apply: Enforcer (who raises their Gang Rating by 160 points).

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

� The Infiltrate skill cannot be used.

� By default, gangs may not place loot caskets. GANG DEPLOYMENT


1. Defender deploys the Corrupt Enforcer in the
battlefield’s centre.

2. Defender deploys within 4” of the Corrupt Enforcer.


ATTACKER & DEFENDER 3. Attacker deploys their fighters anywhere on the
Campaign: The gang that selected this scenario is the battlefield at least 4” from any enemies.
attacker.

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:

• The Corrupt Enforcer is considered part of the CORRUPT ENFORCER


defender’s gang, who can be activate them just like M WS BS S T W I A Ld Cl Will Int
any other fighter.
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 6+ 7+
• The enforcer cannot be included in a Group Activation.
Rng Acc
(2) AMBUSH! S L S L Str AP D Am T
• The attackers take Priority in the first round. Enforcer Shotgun
– Salvo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
(3) CAUGHT FLAT-FOOTED – Shredder - T - - 2 - 1 4+ Scattershot, Template
• In the first round, the defenders must check Cool Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Shock Stave E 2” - - S+1 - 2 - Shock, Versatile, Melee
• when activating – if failed, they can only take one
Layered Flak Armour 5+ Armour Save, 4+ vs Blast or Flame
action, rather than two.
Armoured Undersuit Increase existing armour save by +1
(4) TO SAFETY
• In the End Phase, if the Corrupt Enforcer is within 1” of
a battlefield edge and not Engaged, they can slip away
and escape – remove them from play. CAMPAIGN REWARDS
CREDITS
CLAIMING VICTORY • N/A
• If the Corrupt Enforcer escapes, or there are no
attackers left on the battlefield, the defender wins. EXPERIENCE
• Every participating fighter gains +1 XP.
• The attacker can only win by killing the Corrupt
Enforcer. • An attacker who kills the Corrupt Enforcer gains +1
bonus XP.
• On any other result, the game is a draw.
• The Gang Leader of the winning gang gains +1 XP,
despite not participating.

REPUTATION
• If the attacker wins, they gain +D3 Rep.

• If the defender wins, they gain +1 Rep.

• If either gang bottled out, they lose -1 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.

MINOR AFFAIR • In this scenario, ranged weapons, grenades, and close


combat weapons worth more than 20 credits cannot
• Gang raids are low-level operations:
be used.
� In campaign play, Territories, Rackets, and
similar are not staked on the battle. • If this leaves a fighter weaponless, they are armed
with a broken stool or table, which counts as a maul.
� The Infiltrate skill cannot be used.

� By default, gangs may not place loot caskets.


(2) HAZY AWARENESS
• The gangs are several drinks deep when the trouble
starts. Group Activations cannot be used.
BATTLEFIELD
(3) A NIGHT OF REVELRY
1. Set up a small area to represent the bar.
• Every fighter is subject to the Intoxicated condition in
2. This can be two Zone Mortalis tiles, the playmat from this scenario:
Necromunda: Dark Uprising, or game box’s lid.
� INTOXICATED: The fighter has -1 Movement,
Weapon Skill, and Ballistic Skill.
CREW SELECTION
• Custom Selection (4). They automatically pass Cool checks.

• 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).

S L S L Str AP D Am T • On the plus side, if a locked-up fighter suffered a


Barstool - E - - S +1 2 - Melee Critical Injury in the brawl, they automatically survive.
Fighting Knife - E - - S -1 1 - Backstab, Melee
CREDITS
(1) LOCAL SCUMMERS • N/A
• Bar Patrons are treated as fighters in all respects,
except that they automatically go Out of Action when
EXPERIENCE
• Every participating fighter gains +1 XP.
they reach zero Wounds.
• The Gang Leader of the winning gang gains +1 XP,
(2) ACTIVATION despite not participating.
• A Bar Patron activates when one of the following
occurs: REPUTATION
• The winner gains +2 Rep.
� A fighter takes the Fight (Basic) action within 3” of
them. • If this was the first encounter between two
� A fighter ends a Move (Simple) or Charge (Double) participating gangs, they both gain +1 Rep.
action within 2” of them.

• Note that a single action can activate multiple Bar


Patrons. However, each Bar Patron can only activate a
maximum of once per round.

(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.

WHERE’S MY DRINK? They sway drunkenly in place,


3-4
taking no action.

I’M GETTING OUT OF HERE – URRP: They flee the bar –


5-6
remove them from play.

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.

(2) MISSION OF MERCY


BATTLEFIELD • Neither the Rogue Doc nor their attendant Hive Scum
• Standard set up. can take the Coup de Grace (Simple) action in this
battle.
CREW SELECTION
• Random Selection (5).
(3) HEALTH INSURANCE
• Neither side is willing to kill the docs, so if a Rogue Doc
• Each gang also adds a Rogue Doc, and a Hive Scum is hit by an attack, they are Pinned but otherwise
armed with a Stub Gun to their crew. unaffected.
• Underdog rules are not used in this scenario.
(4) STABILISED
• The presence of the docs means that any fighters who
GANG TACTICS & BONUSES go Out of Action do not need to roll for Lasting Injury.
• Gang Tactics cards are not used in this scenario.

ENDING THE BATTLE


GANG DEPLOYMENT The game ends in the End Phase if a gang has at least three
1. Roll off – the winner deploys one of their opponent’s fighters (not counting the Rogue Doc or Hive Scum) in
fighters (except for their Rogue Doc or Hive Scum) contact with their battlefield edge – or when only one gang
anywhere on the battlefield. has fighters left on the battlefield.
2. Alternate in this manner until all regular fighters are
deployed. Note that these fighters begin the game CLAIMING VICTORY
Seriously Injured. • If a gang has three fighters in contact with their
battlefield edge, they win.
3. Randomly determine two opposite battlefield edges.
These are the exit points. • On any other result, the game is a draw.
4. The winner of the above roll off places their Rogue Doc
and Hive Scum in base contact with one of the exit CAMPAIGN REWARDS
points, and each other. CREDITS
5. The opponent then does the same, deploying their • N/A
Rogue Doc and Hive Scum on the opposite exit point.
EXPERIENCE
• Every participating fighter gains +1 XP.

• If a fighter made it back to their battlefield edge, they


gain +1 bonus XP.

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.

BATTLEFIELD • After completing the Dome Runner’s activation, the


• Standard set up. controlling player places a loot casket or trap (their
choice) anywhere within 6”.

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.

2. Their opponent deploys their entire crew within 6” of CLAIMING VICTORY


the opposite corner. • If a gang opened three loot caskets, or is the only gang
remaining on the battlefield, they win.
3. A Dome Runner is deployed in the battlefield’s centre.
• On any other result, the game is a draw.

CAMPAIGN REWARDS
CREDITS
• The winner gains 2D6x10 credits.

• Every loot casket a gang opened grants D6x10 credits.

EXPERIENCE
• Every participating fighter gains +1 XP.

REPUTATION
• The winner gains +D3 Rep.

• If either gang Bottled out, they lose -1 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

ENDING THE BATTLE immediately loses the scenario.

The game ends when one gang reaches 50 points – or when


CAMPAIGN REWARDS
only one gang has fighters left on the battlefield.
CREDITS
• The winner gains 3D6x10 credits.
CLAIMING VICTORY
• The first gang to 50 points is the winner. EXPERIENCE
• On any other result, the game is a draw. • Every participating fighter gains +1 XP.

• If a fighter scored 20+ points, they gain +1 bonus XP.

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.

ATTACKER & DEFENDER SCENARIO SPECIAL RULES


The underdog is always the attacker, and the other gang is
the defender. (1) BREAK FOR HOME
• The Underdog automatically takes Priority on the first
round.
BATTLEFIELD
• Standard set-up. (2) ILL-GOTTEN GAINS
• Each Underdog fighter begins the battle with a Loot
CREW SELECTION counter.
• Custom Selection (any).
• If an Underdog fighter is within 1” of a battlefield edge
in any End Phase, they escape from the battlefield –
GANG TACTICS & BONUSES remove them immediately, along with any Loot
• Each gang may choose two Gang Tactics cards. counters they were carrying.
• The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: CAMPAIGN REWARDS
MAX UNDERDOG BONUS COST CREDITS
0-5 Draw a random Gang Tactics card 100 • The Underdog gains D6x10 credits for every Loot
0-2 Choose a Gang Tactics card 200 casket they carry off the battlefield.
0-5 Draw a random Underdog Tactics Card 200
EXPERIENCE
0-2 Choose a Underdog Tactics card 400
• Every participating fighter gains +1 XP.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated • Each Underdog who carried a Look casket off the
battlefield gains +1 XP.
0-5 Hire a Hive Scum As stated
• If the defender won the battle, their Gang Leader gains
+D3 XP, regardless of whether they participated.
CLAIMING VICTORY
• The Underdog wins if they take at least four Loot REPUTATION
counters off the battlefield. • If the Underdog won the battle, they gain +1 Rep.

• Otherwise, the defender wins. • If the defender won, they gain +D3 Rep.

• If either gang bottled out, they lose -1 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:

CREW SELECTION � HACK COGITATOR (Basic): Check Intelligence – if


passed, the cogitator is hacked! Each cogitator can
• Custom Selection (any).
only be successfully hacked once.

GANG TACTICS & BONUSES


• Each gang may choose two Gang Tactics cards.
CAMPAIGN REWARDS
CREDITS
• The underdog may spend the credit difference in Crew
The Underdog gains D6x10 credits for every round that
Ratings to purchase Underdog Bonuses:
the battle lasts.
MAX UNDERDOG BONUS COST
� If the battle ended because the attacker had no
0-5 Draw a random Gang Tactics card 100
more fighters left on the battlefield, the Underdog
0-2 Choose a Gang Tactics card 200
gang gains credits equal to the full seven rounds.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 If the attacker wins, they gain D6x10 credits.

0-1 Hire a Dramatis Personae As stated


EXPERIENCE
0-1 Hire a Bounty Hunter As stated Every participating fighter gains +1 XP.
0-5 Hire a Hive Scum As stated
An attacker who successfully hacked a binaric
cogitator gains +1 XP.
CLAIMING VICTORY
• The attacker wins if they hack at least two binaric
REPUTATION
The winner gains +D3 Rep.
cogitators – or if they are the only gang with fighters
left on the battlefield. The attacker gains +1 Rep for every binaric cogitator
they successfully hacked.
• Otherwise, the Underdog wins.
If either gang bottled out, they lose -1 Rep.

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.

2. The Underdog player secretly chooses one of the


UNDERDOG SCENARIO defender’s fighters to be the Target – this must be a
An Underdog is defined as a gang whose Gang Rating is at fighter with the Gang Heirarchy (X) rule (if possible),
least 400 credits fewer than its opponent. and the Underdog must record their choice
somewhere for transparency.
ATTACKER & DEFENDER
The underdog is always the attacker, and the other gang is SCENARIO SPECIAL RULES
the defender. (1) TARGETED FOR DEATH
• At the start of the battle, the defender does not know
BATTLEFIELD which of their fighters the Underdog has chosen to be
• Standard set-up. the Target.

• As soon as the Target goes Out of Action or flees the


CREW SELECTION battlefield (or one gang has no fighters left on the
• Custom Selection (any). battlefield), the Underdog must reveal the Target’s
identity.
GANG TACTICS & BONUSES
• Each gang may choose two Gang Tactics cards. CAMPAIGN REWARDS
• The underdog may spend the credit difference in Crew CREDITS
Ratings to purchase Underdog Bonuses: If the Target was taken Out of Action, the Underdog
gang gains 6D6x10 credits.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 • If the Target flees the battlefield, the Underdog gang
0-2 Choose a Gang Tactics card 200 gains 4D6x10 credits.
0-5 Draw a random Underdog Tactics Card 200
If the Target is Seriously Injured at the end of the
0-2 Choose a Underdog Tactics card 400 battle, the Underdog gang gains 2D6x10 credits.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated EXPERIENCE
0-5 Hire a Hive Scum As stated Every participating fighter gains +1 XP.

If an Underdog successfully takes the Target Out of


Action, they gain +1 XP.
CLAIMING VICTORY
• The Underdog wins if the Target goes Out of Action, or If the Target survives the battle, they gain +D3 bonus
the defenders voluntarily bottle. XP.

• Otherwise, the defender wins. REPUTATION


The winner gains +D3 Rep.

If either gang bottled out, they lose -1 Rep.

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.

SCENARIO OBJECTIVE GANG DEPLOYMENT


Each gang aims to drive away their rivals in a show of brawn 1. Roll off – whoever scores highest places the first
and intimidation. fighter anywhere on the battlefield.

2. Alternate placing fighters within 12” of this first one.


HOUSE SCENARIO – GOLIATH
3. If this is not possible (due to a lack of space or
House scenarios are specifically designed for certain gangs.
something similar), a fighter can be deployed further
Any gang can play them, but an Arbitrator may need to
away, but only by the smallest distance possible.
adjust some elements to make narrative sense.
4. The gangs select one random fighter each, issuing

BATTLEFIELD them with a Ready marker – these are the ones who
looked at each other funny.
Standard set-up.

SCENARIO SPECIAL RULES


CREW SELECTION
Random Selection (D3+4). (1) YOU LOOKING AT ME?
In each Priority Phase from the second onwards, each
The gang with the lowest Crew Rating is the underdog.
gang gains a number of Ready markers equal to the
current round.
GANG TACTICS & BONUSES
These markers are immediately issued to any fighters.
Each gang may choose two Gang Tactics cards.
A fighter is never required to be given a Ready marker
The underdog may spend the credit difference in Crew
– even if they had one in a previous round.
Ratings to purchase Underdog Bonuses:
Note that the more fighters a gang activates within a
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 round, the less reward they get when the game ends.

0-2 Choose a Gang Tactics card 200


(2) NON-READY FIGHTERS
0-5 Draw a random Underdog Tactics Card 200 Any fighter without a Ready marker becomes a
0-2 Choose a Underdog Tactics card 400 spectator and does not participate in this game round.
0-1 Hire a Dramatis Personae As stated
1. The 1” rule still applies to these fighters.
0-1 Hire a Bounty Hunter As stated
2. They confer no bonuses (such as Leading by
0-5 Hire a Hive Scum As stated
Example).

3. They cannot be targeted by attacks or damaged by


CLAIMING VICTORY Blast or Template weapons.
Whichever gang has at least one fighter with a Ready
marker at the end of the game is the winner. 4. They do count towards Bottle Tests.

(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.

If only one fighter was Readied during the game, they


gain +D3 bonus XP.

If only two fighters were Readied during the game,


they both gain +1 bonus XP.

REPUTATION
The winning gang gains:

1. +2D3 Rep if they did not Ready more than one


fighter in each round; or

2. +D6 Rep if they did not Ready more than two


fighters in each round; or

3. +D3 Rep if they Readied three or more fighters in


each round.

1014
House Scenario – Goliath:

2. SOMETHING TO PROVE
INTRODUCTION GANG DEPLOYMENT
A newly minted gang must learn fast – or die! Standard deployment.

SCENARIO OBJECTIVE ENDING THE BATTLE


The attacker is an underdog with something to prove, The game ends when only one gang has fighters left on the
hoping to bloody the nose of the stronger defenders. battlefield.

HOUSE SCENARIO – GOLIATH SCENARIO SPECIAL RULES


House scenarios are specifically designed for certain gangs. (1) GIANT KILLERS
Any gang can play them, but an Arbitrator may need to The defenders are fighting even more recklessly than
adjust some elements to make narrative sense. usual.

Calculate the difference in Gang Ratings (that is, how


ATTACKER & DEFENDER much more the defender’s gang is worth compared to
Campaign: The gang with the lower Gang Rating is the the attacker’s) and consult the Giant Killer table.
attacker. If the gangs are tied on Rating, roll off – the
winner decides to attack or defend. * Note that all results on the table are cumulative.

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.

BATTLEFIELD On the Injury die, the attacker’s Gang Leader


counts Flesh Wounds as “No Effect.”
Standard set-up.
However, when the Gang Leader is activated
101-250 from the second round onwards, if they are
CREW SELECTION unable to make a Shoot (Basic) or Fight (Basic)
Attacker uses Custom Selection (D3+7). action, they are restricted to making a single
action on their turn.
Defender uses Random Selection (D3+7).
When the attacker rolls to Injure an enemy, they
The gang with the lowest Crew Rating is the underdog. may re-roll one Injury die.
251-500 However, whenever they attempt Recovery, all
GANG TACTICS & BONUSES attackers must roll an extra Injury die and
choose an Out of Action result if one is rolled.
Each gang may choose two Gang Tactics cards.

The underdog may spend the credit difference in Crew 501+ Attackers automatically pass Cool checks.
Ratings to purchase Underdog Bonuses:

MAX UNDERDOG BONUS COST


CLAIMING VICTORY
0-5 Draw a random Gang Tactics card 100
The gang with the most fighters left on the battlefield
0-2 Choose a Gang Tactics card 200 is the winner.
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

1015
CAMPAIGN REWARDS
CREDITS
Attacker gains D6x10 credits for every defender they
take Out of Action.

Defender gains D3x10 credits for every fighter they


have left on the battlefield at the end of the game.

EXPERIENCE
Every participating fighter gains +1 XP.

Each defender still on the battlefield at the end of the


game gains +1 bonus XP.

REPUTATION
If the attacker wins, they gain +D3 Rep.

If either gang bottled out, they lose -1 Rep.

1016
House Scenario – Goliath:

3. FEAST OF THE FALLEN


INTRODUCTION ENDING THE BATTLE
Awaken the ancestors! The game ends when only one gang has fighters left on the
battlefield.
SCENARIO OBJECTIVE
SCENARIO SPECIAL RULES
Two gangs honour the hardest fighters to ever walk the
underhive, making offerings of violence to invite these (1) AN OFFERING OF VIOLENCE
legendary ancestors to empower them. If a fighter suffers an unsaved wound from a weapon
with the Blast, Blaze, Gas, Toxin, Melee, Shock or
… and when one does, their opponents seek to bring them Versatile trait, check to see if they become empowered
down, because while becoming a god is glorious, killing one by their ancestors (prior to rolling Injury).
is even better!
Roll D6 – on 4+, they become empowered. Disregard
“An Offering of Violence” for the rest of the battle.
HOUSE SCENARIO – GOLIATH
House scenarios are specifically designed for certain gangs. (2) EMPOWERMENT
Any gang can play them, but an Arbitrator may need to The empowered fighter is immediately restored to full
adjust some elements to make narrative sense. Wounds.

Any conditions or effects inflicted by the attack they


BATTLEFIELD suffered are disregarded.
Standard set-up.
They then gain the following abilities:

CREW SELECTION 1. Immune to Pinning.

Custom Selection (D3+7). 2. Counts Flesh Wounds as “No Effect.”

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.

If a fighter takes the empowered fighter Out of Action,


they gain +D3 bonus XP.

If the empowered fighter remains on the battlefield at


the end of the game, they gain +D3+1 bonus XP.

REPUTATION
The winner gains +D3 Rep.

If either gang bottled out, they lose -1 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.

(2) SCENT OF BLOOD


HOUSE SCENARIO – ESCHER Each time a fighter suffers a Flesh Wound, Serious
House scenarios are specifically designed for certain gangs. Injury, or is taken Out of Action, they must roll D6 – on
Any gang can play them, but an Arbitrator may need to 5+, the Khimerix shows itself.
adjust some elements to make narrative sense.
Each subsequent roll in the same round gains a
cumulative +1 modifier.
BATTLEFIELD
The Khimerix is placed by the player who rolled –
Standard set-up.
either in base contact with the injured fighter, or else
on the point where they went Out of Action.
CREW SELECTION
Custom Selection (D3+7). The Khimerix then immediately resolves behaviour,
as described below.
The gang with the lowest Crew Rating is the underdog.
Once the Khimerix appears, disregard the “Scent of
Blood” rule until it vanishes again.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. (3) KHIMERIX BEHAVIOUR
The underdog may spend the credit difference in Crew When the Khimerix activates, go down its list of
Ratings to purchase Underdog Bonuses: Triggers and resolve the first one that applies:

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.

3. A fighter is located within 12”: The Khimerix


resolves a Move (Simple) action, advancing its full
GANG DEPLOYMENT
distance, and then resolves a Shoot (Basic) action
Standard deployment.
against that target.

ENDING THE BATTLE 1. The Khimerix uses Gaseous Eruption Breath


The game ends when the Khimerix is taken Out of Action – (Template, Gas).
or when only one gang has fighters left on the battlefield. 4. Khimerix has suffered at least one wound: It
resolves a Regenerate (Simple) action.

5. None of the above: The Khimerix returns to the


shadows and is removed from play.

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.

(5) EVASION INSTINCTS EXPERIENCE


The Khimerix has Scaly Hide (armour save of 5+).
Every participating fighter gains +1 XP.
If the Khimerix suffers an unsaved wound, check
If a fighter takes the Khimerix Out of Action, they gain
Initiative before applying Damage – if passed, the
+D3 bonus XP.
Khimerix only loses one Wound and ignores the effects
of any Weapon Traits. REPUTATION
The Khimerix then flees into the shadows and is The winner gains +D3 Rep.
removed from play. If either gang bottled out, they lose -1 Rep.
It will not reappear again this round, but may do so in
future.

(6) CLAIMING PREY


In each End Phase, if the Khimerix is in base contact
with a Seriously Injured fighter, and there are no other
fighters within 6”, it savagely drags this prey off into
the shadows.

The victim goes Out of Action, and the Khimerix


vanishes into the shadows.

It will not reappear this round, but may do so in future.

CLAIMING VICTORY
If a gang takes the Khimerix Out of Action, they win.

If only one gang has fighters left on the battlefield, and


the Khimerix is still in play, the result is a draw.

1020
House Scenario – Escher:

5. BACK FROM THE DEAD


INTRODUCTION GANG TACTICS & BONUSES
In the aftermath of a corpse-strewn battle, a Death-Maiden Each gang may choose two Gang Tactics cards.
is born!
The defender randomly draws +1 additional card if
their chosen fighter has the Gang Heirarchy (X) rule, or
SCENARIO OBJECTIVE +2 if they have the Gang Fighter (X) rule.
There’s a Khimerix loose in this section of the underhive –
perhaps one of the gangs is trying to tame it, or perhaps the The underdog may spend the credit difference in Crew
rivals are simply in the wrong place at the wrong time. Ratings to purchase Underdog Bonuses:

MAX UNDERDOG BONUS COST


HOUSE SCENARIO – ESCHER 0-5 Draw a random Gang Tactics card 100
House scenarios are specifically designed for certain gangs. 0-2 Choose a Gang Tactics card 200
Any gang can play them, but an Arbitrator may need to 0-5 Draw a random Underdog Tactics Card 200
adjust some elements to make narrative sense. 0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
ATTACKER & DEFENDER 0-1 Hire a Bounty Hunter As stated
Campaign: If only one player has an Escher gang, they 0-5 Hire a Hive Scum As stated
automatically become the defender. Otherwise, roll
off – the winner decides whether to attack or defend.
GANG DEPLOYMENT
Skirmish: Players roll off, with the winner deciding to
1. Attacker deploys their first team of five within 2” of
attack or defend.
any battlefield edge.

2. Defender deploys their sole fighter within 6” of the


BATTLEFIELD
battlefield’s centre.
Standard set-up.
3. Starting with the defender, alternate placing six
CREW SELECTION markers anywhere within 12” of the battlefield’s
centre, and at least 4” from another marker. These
Attacker uses Random Selection (10). Once chosen,
the crew is divided into two groups of five – the first is markers represent corpses.
the starting crew, and the second becomes
Reinforcements. ENDING THE BATTLE
The game ends when only one gang has fighters left on the
Defender uses Random Selection (1).
battlefield.
The gang with the lowest Crew Rating is the underdog.

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:

1. SCAVENGE (Basic): Remove the corpse marker and


(5) REINFORCEMENTS
Roll D6 on the below table. The fighter is now armed Once the alarm has been raised, 2 random attackers
arrive in each End Phase.
with that weapon.
Roll D6 for each – on 3+, the attacker deploys them,
D6 SCAVENGED WEAPON
1 Fighting Knife otherwise the defender does.

2 Laspistol Deployment must be within 1” of any battlefield edge


3 Stub Gun (Dum Dum Rounds) and at least 12” from any enemies.
4 Shotgun (Solid & Scatter Ammo)
5 Lasgun CLAIMING VICTORY
6 Bolt Pistol If the defender’s fighter remains on the battlefield at
the end of the game, they win.
A fighter can only carry one scavenged weapon at a
Otherwise, the attacker wins.
time – if they collect a new one, they must discard the
old one.
CAMPAIGN REWARDS
All scavenged weapons are automatically discarded at
the end of the game.
CREDITS
K.A.
(3) DISORIENTED RAGE
The newly-risen Death-Maiden is only just coming to
EXPERIENCE
Every participating fighter gains +1 XP.
her senses – as time goes on, she will become more
deadly. An attacker who takes the sole defender Out of Action
gains +D3 bonus XP.
In this scenario, the defender’s sole fighter can take a
number of activations equal to the current round – so
REPUTATION
two in the second, three in the third, and so on.
The winner gains +D3 Rep.
They still take two actions per activation, as normal.

1022
House Scenario – Orlock:

6. ROAD BLOCK
INTRODUCTION GANG TACTICS & BONUSES
A bloody road to victory. Each gang may choose two Gang Tactics cards.

The defender randomly draws +1 additional card if


SCENARIO OBJECTIVE their chosen fighter has the Gang Heirarchy (X) rule, or
The attacker assaults the defender’s trade road, aiming to +2 if they have the Gang Fighter (X) rule.
breach their road blocks and plunder the cargo beyond.
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
HOUSE SCENARIO – ORLOCK
House scenarios are specifically designed for certain gangs. MAX UNDERDOG BONUS COST
Any gang can play them, but an Arbitrator may need to 0-5 Draw a random Gang Tactics card 100
adjust some elements to make narrative sense. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200

ATTACKER & DEFENDER 0-2 Choose a Underdog Tactics card 400


Campaign: The player with the lower Gang Rating is 0-1 Hire a Dramatis Personae As stated
the attacker. If the gangs are equal, roll off – the 0-1 Hire a Bounty Hunter As stated
winner decides whether to attack or defend. 0-5 Hire a Hive Scum As stated

Skirmish: Players roll off, with the winner deciding to


attack or defend.
GANG DEPLOYMENT
1. Defender places three Road Blocks along the length
BATTLEFIELD of the road. These can be barricades, crates, or
Defender arranges the battlefield to create a road anything else granting cover, and should completely
running from one side to the other. block a section of the road.
The road can twist and turn, and may include doors 2. Defender deploys their whole crew, positioning each
and other obstacles, but must be fully traversable. fighter within 6” of a Road Block. Each Road Block
must have at least one fighter placed within range.
Defender designates one end as the entrance, and the
other as the exit. 3. Attacker deploys their whole crew within 6” of the
road entrance.
The rest of the battlefield is impassable terrain.

CREW SELECTION ENDING THE BATTLE


The game ends when only one gang has fighters left on the
Attacker uses Custom Selection (10).
battlefield.
Defender uses Random Selection (10).

The gang with the lowest Crew Rating is the underdog.

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.

A fighter in base contact with a Road Block can take


EXPERIENCE
the following action:
Every participating fighter gains +1 XP.
1. TEAR DOWN (Basic): Roll D6 and add Strength, with
Each fighter who leaves the battlefield via the road
a +2 modifier for each additional friendly fighter
exit gains +1 XP.
also in base contact with the Road Block – on 9+,
the Road Block is destroyed and removed from play. REPUTATION
If the attacker wins, they gain +D3 Rep.
(2) HOME RUN
If an attacker moves into base contact with the road If either gang bottled out, they lose -1 Rep.
exit, they may immediately be removed from play.

They do not count as Out of Action for Bottle Tests.

CLAIMING VICTORY
If the attacker gets three fighters off the battlefield via
the road exit, they win.

Otherwise, the defender wins.

1024
House Scenario – Orlock:

7. BIG BAR BRAWL


INTRODUCTION SCENARIO SPECIAL RULES
A drunken insult leads to a wild and two-fisted free-for-all in
(1) CHECK YOUR GUNS AT THE DOOR
and around the local drinking hole!
The fighters are carousing when the trouble starts,
and they are not armed for a gang fight.
SCENARIO OBJECTIVE
In this scenario, all participating fighters count as
There is only one objective in a bar brawl – be the toughest,
being unarmed and unarmoured, and they cannot use
meanest, and last-est fighter standing… urrrrp.
any of their equipment (including Exotic Beasts and
Familiars).
HOUSE SCENARIO – ORLOCK
Fighters may still use skills that improve their combat
House scenarios are specifically designed for certain gangs.
capability, or grant special save rolls.
Any gang can play them, but an Arbitrator may need to
adjust some elements to make narrative sense.
(2) DRINKING & FIGHTING
This scenario changes the game round to the following:
BATTLEFIELD
(1) PRIORITY PHASE
Standard setup.
As normal.
Ideally, the battlefield should represent a bar – either
a full interior, or the exterior around it… or both! (2) DRINKING PHASE

In Priority order, gangs alternate activating fighters.


CREW SELECTION
When a fighter activates, they must choose one of the
Random Selection (7).
following:
Underdog rules are not used in this scenario.
1. Drink: Gain +1 Intoxicated token.

GANG TACTICS & BONUSES 2. Stagger: Move D6" in any direction.


Gang Tactics cards are not used in this scenario. (3) FIGHTING PHASE

In Priority order, gangs alternate activating fighters –


GANG DEPLOYMENT however, every action counts as (Double).
1. Roll off – the highest score places the first fighter
within 12” of the bar’s centre. (4) END PHASE

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.

These fighters then check Initiative, with a -1 modifier


ENDING THE BATTLE for each Intoxicated token they have – if failed, they
The game ends at the conclusion of any End Phase where become Pinned.
only one gang has Standing fighters left inside the bar.
The rest of the End Phase proceeds as normal.

CLAIMING VICTORY (3) DRUNKEN OUTRAGE


The gang with at least one fighter still Standing at the When a fighter takes the Charge (Double) action, they
end of the battle is the winner. roll D6 for distance, instead of the usual D3.

(4) INTOXICATED TOKENS


Every Intoxicated token that a fighter has grants +1
Toughness, but also applies an additional -1 modifier
to hit.

1025
CAMPAIGN REWARDS
CREDITS
The winner gains D3x10 credits.

EXPERIENCE
Every participating fighter gains +1 XP.

If a fighter ends the game with four or more


Intoxicated tokens, and they are still Standing, they
gain +1 bonus 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.

The gang with the lowest Crew Rating is the underdog.

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.

An attacker within 1” of the tech-trinket can take the


following action:

1. OPERATE CONTAINMENT DEVICE (Double): Check


Intelligence with a -2 modifier – if passed, the
fighter captures the Abominable Intelligence!

(3) HANDS OFF!


A defender within 1” of the marker can take the
following action:

1. COLLECT TECH-TRINKET (Simple): The fighter is


immediately possessed by the Abominable
Intelligence – place the tech-trinket marker beside
them. They immediately gain the abilities stated in
the “Ghost of the Machine Spirit” rule.

1028
House Scenario – Van Saar:

9. LAST RITES FOR THE MACHINE


INTRODUCTION GANG TACTICS & BONUSES
An ancient legend faces their final fight. Each gang may choose two Gang Tactics cards.

The defender randomly draws +1 additional card if


SCENARIO OBJECTIVE their chosen fighter has the Gang Heirarchy (X) rule, or
The defenders are seeking to drive off the enemy before +2 if they have the Gang Fighter (X) rule.
their Fading Legend succumbs, while the attackers aim to
deny this individual their blaze-of-glory exit. The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:

HOUSE SCENARIO – VAN SAAR MAX UNDERDOG BONUS COST


House scenarios are specifically designed for certain gangs. 0-5 Draw a random Gang Tactics card 100
Any gang can play them, but an Arbitrator may need to 0-2 Choose a Gang Tactics card 200
adjust some elements to make narrative sense. 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
ATTACKER & DEFENDER 0-1 Hire a Dramatis Personae As stated
Campaign: If only one player has a Van Saar gang, 0-1 Hire a Bounty Hunter As stated
they automatically become the defender. Otherwise, 0-5 Hire a Hive Scum As stated
the gang with the lower Gang Rating is the defender. If
the gangs are equal, roll off – the winner decides
whether to attack or defend. GANG DEPLOYMENT
Standard rules.
Skirmish: Players roll off, with the winner deciding to
attack or defend.
ENDING THE BATTLE
The game ends when only one gang has fighters left on the
BATTLEFIELD battlefield.
Standard setup.

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.

On any other result, the game is a draw.

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.

2. For any other gang, the Fading Legend is either a


House Agent or Bounty Hunter, equipped with up to
300 credits worth of weapons and equipment.

In either case, the Fading Legend’s gear can be drawn


from the Gang Leader’s Equipment List, the Trading
Post, or the Black Market.

(2) “I’M NOT GETTING ANY YOUNGER”


The Fading Legend weakens over the course of their
final battle – and may even succumb mid-fight.

In the first three End Phases, there is no effect.

In each End Phase from the fourth onwards, the


Fading Legend loses -1 Movement, Weapon Skill,
Ballistic Skill, and Wound.

1. Movement has a minimum of 1”, Weapon Skill and


Ballistic Skill have a minimum of 6+.

If the Fading Legend is reduced to zero Wounds as a


result of this rule, they succumb to their failing health
and go Out of Action.

(3) LEGENDARY INSPIRATION


The Fading Legend provides huge inspiration to their
fellow gangers, and to be able to fight with them one
last time is a tremendous honour.

The defenders automatically pass Bottle Tests while


the Fading Legend is present on the battlefield.

(4) HATED ENEMY


To the attackers, the Fading Legend is a timeless,
hated foe and the subject of innumerable grudges –
the chance to permanently end their career is not one
to be missed.

The attackers can ignore the Target Priority rules in


order to attack the Fading Legend.

1030
Linked House Scenario – Van Saar:

LAIR OF THE ARCHEOTEK 1: POWER LINES


INTRODUCTION CREW SELECTION
Years ago, the mad Archeotek Kavos Druun fled House Van Hunters use Custom Selection (10).
Saar with many of the clan’s secrets in his possession. Even
Agents of Druun use Random Selection (10).
by the Van Saar’s questionable standards, Druun was
considered a tech-traitor – augmenting his body with Underdog rules are not used in this scenario.
bionics until little of his humanity remained.

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.

House scenarios are specifically designed for certain gangs.


Any gang can play them, but an Arbitrator may need to ENDING THE BATTLE
adjust some elements to make narrative sense. The game ends when all five power relays have been tapped
– or when only one gang has fighters left on the battlefield
(if this is the Hunters, they immediately count as tapping all
� LINKED SCENARIO remaining power relays).
Linked scenarios are designed to play in sequence. Doing so
incorporates modifiers for each new scenario based on the
outcome of the previous one.
SCENARIO OUTCOME
HUNTER VICTORY
ATTACKER & DEFENDER In the “Field Test” scenario, the Hunters may recruit
three Hive Scum to their crew for free.
If only one player has a Van Saar gang, they are
automatically the Hunters (attackers) and their HOUSE RULE: A Hive Scum comes with 25 credits’
opponent is the Agents of Druun (defenders). worth of weapons and equipment.
Otherwise, roll off to determine these roles.
AGENTS OF DRUUN VICTORY
BATTLEFIELD In the “Field Test” scenario, the Agents of Druun gain
Standard setup, with the following modifiers. +1 additional Experimental Weapon.
Agents of Druun places five power relays anywhere
on the battlefield, at least 8” from each other, 6” from
any edge, and not within impassable terrain or an
inaccessible area.

1. Represent the power relays using tokens or bases


no larger than 40mm.

1031
Linked House Scenario – Van Saar:

LAIR OF THE ARCHEOTEK 2: FIELD TEST


INTRODUCTION GANG DEPLOYMENT
Kavos Druun has dispatched his followers to intercept the Standard deployment rules.
Hunters with the air of an experimental weapon.
After deploying their gang, the Agents choose one of
their fighters to wield the Experimental Weapon.
SCENARIO OBJECTIVE
1. The Agents instead choose two fighters to wield
The Hunters seek to eliminate the enemy fighter who wields
the Experimental Weapon, while the Agents of Druun aim to Experimental Weapons if they won the previous
scenario.
use this weapon to take out as many enemies as possible.

HOUSE SCENARIO – VAN SAAR SCENARIO SPECIAL RULES


House scenarios are specifically designed for certain gangs.
(1) THE EXPERIMENTAL WEAPON
Any gang can play them, but an Arbitrator may need to
For each fighter with an Experimental Weapon, select
adjust some elements to make narrative sense.
one of their ranged weapons.

Crafted by Druun himself, this weapon gains two of


� LINKED SCENARIO the following traits: Blast, Blaze, Concussion,
Linked scenarios are designed to play in sequence. Doing so Knockback, Melta, Rad-Phage, Rapid Fire (2), or Shock.
incorporates modifiers for each new scenario based on the
outcome of the previous one. The Experimental Weapon has these traits for the
duration of the battle.

ATTACKER & DEFENDER ENDING THE BATTLE


One gang is the Hunters (attackers) and one gang is The game ends when the fighter(s) with the Experimental
the Agents of Druun (defenders), as determined in the Weapon go Out of Action – or when only one gang has
previous scenario. fighters left on the battlefield.

BATTLEFIELD SCENARIO OUTCOME


Standard setup.
HUNTER VICTORY
In the “Rogue Archeotek” scenario, the Hunters may
CREW SELECTION recruit a Bounty Hunter to their crew for free.
Hunters use Custom Selection (10). If the Hunters won
the previous scenario, the bonus Hive Scum do not HOUSE RULE: A Bounty Hunter comes with 150
count towards the maximum crew size. credits’ worth of weapons and equipment.

Agents of Druun use Random Selection (10).


AGENTS OF DRUUN VICTORY
Underdog rules are not used in this scenario. Any fighter with an Experimental Weapon who is still
on the battlefield when the game ends may retain it in
GANG TACTICS & BONUSES the “Rogue Archeotek” scenario.
Gang Tactics cards are not used in this scenario.

1032
Linked House Scenario – Van Saar:

LAIR OF THE ARCHEOTEK 3: ROGUE ARCHEOTEK


INTRODUCTION GANG DEPLOYMENT
The Hunters have found the lair of Kavos Druun and must 1. Agents deploy Kavos Druun as close as possible to the
bring him to justice! Druun himself is present along with his centre of the battlefield, ideally on a piece of elevated
followers and aims to see these interlopers stopped – terrain.
permanently.
2. Agents deploy each of their remaining fighters
anywhere within 12” of Druun.
SCENARIO OBJECTIVE
3. Hunters deploy their entire crew within 2” of a
The Hunters seek to eliminate the enemy fighter who wields
battlefield edge and at least 6” from any enemies.
the Experimental Weapon, while the Agents of Druun aim to
use this weapon to take out as many enemies as possible.
SCENARIO SPECIAL RULES
HOUSE SCENARIO – VAN SAAR (1) KAVOS DRUUN
House scenarios are specifically designed for certain gangs.
Druun may use either of the following profiles:
Any gang can play them, but an Arbitrator may need to
adjust some elements to make narrative sense. 1. A Van Saar Gang Leader, armed with a Grav Gun,
Autopistol, Fighting Knife, and Mesh Armour and
accompanied by three Cyberachnids.
� LINKED SCENARIO
Linked scenarios are designed to play in sequence. Doing so 2. A Van Saar Archeotek, equipped with up to 150
incorporates modifiers for each new scenario based on the credits’ worth of gear and accompanied by three
outcome of the previous one. Cyberachnids.

ENDING THE BATTLE


ATTACKER & DEFENDER The game ends when Kavos Druun goes Out of Action – or
One gang is the Hunters (attackers) and one gang is when only one gang has fighters left on the battlefield.
the Agents of Druun (defenders), as determined in the
previous scenario.
SCENARIO OUTCOME
HUNTER VICTORY
BATTLEFIELD
The victorious Hunters drag the disgraced Archeotek
Standard setup.
back to House Van Saar for final judgement – gaining
accolades and honours in the process.
CREW SELECTION
Hunters use Custom Selection (10). If the Hunters won AGENTS OF DRUUN VICTORY
the previous scenario, the bonus Bounty Hunter does The notorious Archeotek escapes again, his legend –
not count towards the maximum crew size. and that of his Agents – continuing to grow and
expand with the telling!
Agents of Druun use Random Selection (10). Kavos
Druun himself does not count towards the maximum
crew size.

Underdog rules are not used in this scenario.

GANG TACTICS & BONUSES


Gang Tactics cards are not used in this scenario.

1033
House Scenario – Cawdor:

10. RIGHTEOUS CRUSADE


INTRODUCTION GANG TACTICS & BONUSES
A gang brings the fire of the Redemption to the underhive. Each gang may choose two Gang Tactics cards.

The defender randomly draws +1 additional card if


SCENARIO OBJECTIVE their chosen fighter has the Gang Heirarchy (X) rule, or
The attackers seek to cleanse all four sectors of the +2 if they have the Gang Fighter (X) rule.
defenders’ territory – the defenders aim to prevent them.
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
HOUSE SCENARIO – CAWDOR
House scenarios are specifically designed for certain gangs. MAX UNDERDOG BONUS COST
Any gang can play them, but an Arbitrator may need to 0-5 Draw a random Gang Tactics card 100
adjust some elements to make narrative sense. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200

ATTACKER & DEFENDER 0-2 Choose a Underdog Tactics card 400


Campaign: If only one player has a Cawdor gang, they 0-1 Hire a Dramatis Personae As stated
automatically become the attacker. Otherwise, the 0-1 Hire a Bounty Hunter As stated
gang with the lower Gang Rating is the attacker. If the 0-5 Hire a Hive Scum As stated
gangs are equal, roll off – the winner decides whether
to attack or defend.
GANG DEPLOYMENT
Skirmish: Players roll off, with the winner deciding to
1. Divide the battlefield into four quarters, referred to as
attack or defend.
“sectors.”

2. Defender deploys their whole crew, placing at least


BATTLEFIELD
one fighter in each quarter, if possible.
Standard setup.
3. Attacker deploys their entire crew, placing each
CREW SELECTION fighter within 2” of a battlefield edge, 6” from any
enemies, and (if possible), 12” from any friendly
Attacker uses Custom Selection (10).
fighters.
Defender uses Random Selection (10).

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.

Otherwise, whichever gang has fighters left on the


battlefield at the end of the game is the winner.

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.

(2) THE FINAL SECTOR


Once three sectors have been cleansed, the attackers
can cleanse the fourth even if there are still enemies
within its boundaries.

The attacker can cleanse the fourth sector if they have


at least one Standing fighter within 2” of its centre,
and there are no defenders (even Seriously Injured)
within 3” of the centre.

Cleansing the fourth sector ends the battle, though it


does not cause defenders to go Out of Action.

1035
House Scenario – Cawdor:

11. TEST OF FAITH


INTRODUCTION GANG TACTICS & BONUSES
The gang tests the faith of its newest members. Each gang may choose two Gang Tactics cards.

The defender randomly draws +1 additional card if


SCENARIO OBJECTIVE their chosen fighter has the Gang Heirarchy (X) rule, or
The attackers seek to have their Unworthy prove +2 if they have the Gang Fighter (X) rule.
themselves by completing six trials of faith – while the
defenders aim to shake this faith by crushing them. The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:

HOUSE SCENARIO – CAWDOR MAX UNDERDOG BONUS COST


House scenarios are specifically designed for certain gangs. 0-5 Draw a random Gang Tactics card 100
Any gang can play them, but an Arbitrator may need to 0-2 Choose a Gang Tactics card 200
adjust some elements to make narrative sense. 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
ATTACKER & DEFENDER 0-1 Hire a Dramatis Personae As stated
Campaign: If only one player has a Cawdor gang, they 0-1 Hire a Bounty Hunter As stated
automatically become the attacker. Otherwise, the 0-5 Hire a Hive Scum As stated
gang with the lower Gang Rating is the attacker. If the
gangs are equal, roll off – the winner decides whether
to attack or defend. GANG DEPLOYMENT
Standard deployment.
Skirmish: Players roll off, with the winner deciding to
attack or defend. ENDING THE BATTLE
The game ends when the Unworthy have completed six
BATTLEFIELD trials – or when there are no Unworthy left on the battlefield
Standard setup. – or when only one gang has fighters left on the battlefield.

CREW SELECTION CLAIMING VICTORY


Both gangs use Custom Selection (10). If the Unworthy completed six trials, the attacker wins.

The three attackers with the lowest credit value (not Otherwise, the defender wins.
including the Gang Leader or Champions) are the
Unworthy.

The gang with the lowest Crew Rating is the underdog.

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:

(1) TRIAL OF MERCY: Perform a Coup de Grace REPUTATION


(Simple) action against an enemy fighter. The winner gains +D3 Rep.

(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.

(4) TRIAL OF INTOLERANCE: Inflict a Serious Injury or


Out of Action result on an enemy psyker.

(5) TRIAL OF BELIEF: Inflict a Serious Injury or Out of


Action result on an enemy Brute.

(6) TRIAL OF PURGATION: Become subject to the


Blaze condition and do not go Out of Action for
three consecutive rounds.

1037
House Scenario – Delaque:

12. INTELLIGENCE GATHERING


INTRODUCTION GANG TACTICS & BONUSES
The gang must stay alive long enough to get some vital info. Each gang may choose two Gang Tactics cards.

The defender randomly draws +1 additional card if


SCENARIO OBJECTIVE their chosen fighter has the Gang Heirarchy (X) rule, or
The attackers aim to plant hidden pict-recorders, vox- +2 if they have the Gang Fighter (X) rule.
thieves, and other spying devices within the defender’s turf.
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
HOUSE SCENARIO – DELAQUE
House scenarios are specifically designed for certain gangs. MAX UNDERDOG BONUS COST
Any gang can play them, but an Arbitrator may need to 0-5 Draw a random Gang Tactics card 100
adjust some elements to make narrative sense. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200

ATTACKER & DEFENDER 0-2 Choose a Underdog Tactics card 400


Campaign: If only one player has a Delaque gang, they 0-1 Hire a Dramatis Personae As stated
automatically become the attacker. Otherwise, the 0-1 Hire a Bounty Hunter As stated
gang with the lower Gang Rating is the attacker. If the 0-5 Hire a Hive Scum As stated
gangs are equal, roll off – the winner decides whether
to attack or defend.
GANG DEPLOYMENT
Skirmish: Players roll off, with the winner deciding to
1. Divide the battlefield into four quarters, referred to as
attack or defend.
“sectors.”

2. Defender deploys their whole crew, placing at least


BATTLEFIELD
one fighter in each quarter, if possible.
Standard setup.
3. Attacker deploys their entire crew, placing each
CREW SELECTION fighter within 2” of a battlefield edge, 6” from any
enemies, and (if possible), 12” from any friendly
Attacker uses Custom Selection (10).
fighters.
Defender uses Random Selection (10).

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.

1. Allow for this to be “as close as possible” if terrain is


in the way.

The defender wins if the attacker voluntarily Bottled,


or if they are the only gang with fighters remaining.

On any other result, the game is a draw.

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.

If either gang bottled out, they lose -1 Rep.

1039
House Scenario – Delaque:

13. CAULDRON OF LIES


INTRODUCTION GANG DEPLOYMENT
Victory is forever moving just out of reach. Standard deployment rules.

SCENARIO OBJECTIVE ENDING THE BATTLE


The true motives of the gangs are hidden – simple The game ends when one gang meets its victory conditions
confrontation may not be the aim. Gangs will draw secret – or when only one gang has fighters left on the battlefield.
agendas and try to fulfil them… before they change.
CLAIMING VICTORY
HOUSE SCENARIO – DELAQUE The gang who completed its victory conditions is the
House scenarios are specifically designed for certain gangs. winner.
Any gang can play them, but an Arbitrator may need to
adjust some elements to make narrative sense. SCENARIO SPECIAL RULES
(1) HIDDEN TRUTHS
BATTLEFIELD After deployment, each gang secretly chooses one of
Standard setup. the following Agendas:
Once setup is complete, each player may place five 1. KILL THEM ALL: The gang is looking to inflict as
loot caskets anywhere on the battlefield at least 8” much pain on their rivals as possible.
from its edges.
This Agenda is achieved once the gang directly
takes five enemies Out of Action.
CREW SELECTION
Attacker uses Custom Selection (10). 2. ESCAPE THE UNDERHIVE: The gang wants to get its
fighters to safety as swiftly as possible.
Defender uses Random Selection (10).
This Agenda is achieved once the gang moves five
The gang with the lowest Crew Rating is the underdog. fighters into base contact with the battlefield edge
opposite their deployment zone.
GANG TACTICS & BONUSES 3. HIDDEN TREASURES: The gang is searching for a
Each gang may choose two Gang Tactics cards.
lost artefact.
The defender randomly draws +1 additional card if
This Agenda is achieved once the gang brings five
their chosen fighter has the Gang Heirarchy (X) rule, or
loot caskets back into its deployment zone.
+2 if they have the Gang Fighter (X) rule.

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.

The Gang Leader of the winning gang gains +1 bonus


XP.

REPUTATION
The winner gains +D3 Rep.

If either gang bottled out, they lose -1 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.

CLAIMING VICTORY EXPERIENCE


The attacker wins if they loot at least 100 credits from Every participating fighter gains +1 XP.
the defender’s settlement.
Each attacker who moved off the defender’s
Otherwise, the defender wins. battlefield edge gains +1 XP.

REPUTATION
The winning gang gains +D3 Rep.

If either gang bottled out, they lose -1 Rep.

❖ OUTLANDER CAMPAIGN BONUSES


Resources: Each attacker who moves off the
defender’s battlefield edge gains +D6 Power, Salvage,
or Sustenance.

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:

SCENARIO OBJECTIVE MAX UNDERDOG BONUS COST


0-5 Draw a random Gang Tactics card 100
The attackers have snuck into their rival’s market to cause
disruption – the defenders intend to fight off their attack. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
ATTACKER & DEFENDER 0-2 Choose a Underdog Tactics card 400
General: The gang with the lower rating is the 0-1 Hire a Dramatis Personae As stated
attacker. If both gangs have the same rating, roll off –
0-1 Hire a Bounty Hunter As stated
the winner decides to attack or defend.
0-5 Hire a Hive Scum As stated
Outlander Campaign: The gang who made the
challenge is the attacker. SPECIAL RULES
(1) HOME TURF ADVANTAGE
BATTLEFIELD Defenders gain a +1 modifier when attempting to
The area within 12” of the battlefield’s centre is an
Rally.
Underhive Market (see Expanded Terrain Rules) – set
up appropriate terrain to reflect this. When choosing crews, the defender must roll D6 for
each Hanger-On in their gang – on 4+, that fighter
The remainder of the battlefield uses standard setup
must be included in the crew.
rules.

Outlander Campaign: The defender may additionally (2) THE MARKET


set up any defences they have – anywhere on the Neither side is packing heavy weaponry for this fight –
battlefield that is not within the market. the attacker has snuck into their rival’s market
packing only those weapons they can easily hide,
while the defender doesn’t want to shoot up their own
CREW SELECTION settlement.
Attacker uses Custom Selection (10).
While fighting inside the market, or when making
Defender uses Random Selection (10).
ranged attacks against a target within it, the following
The gang with the lowest Gang Rating is the underdog. rules apply:

1. Heavy weapons cannot be used.


GANG DEPLOYMENT
2. Ranged weapons with a Strength of 5+ cannot be
Starting with the defender, alternate deploying fighters
used.
within 12” of the battlefield’s centre and at least 1” from any
enemies. 3. Weapons with the Blast or Template traits cannot
be used.

4. Weapons with the Rapid Fire (X) trait can be used,


but they lose this trait for the duration of the attack.

5. Fighters may not attack Seriously Injured fighters,


or take the Coup de Grace (Simple) action.

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.

If either gang bottled out, they lose -1 Rep.

❖ OUTLANDER CAMPAIGN BONUSES


Resources: If the attacker wins, they can ransack the
market – gaining +D6 Power, +D6 Salvage, and +D6
Sustenance.

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.

Roll D6 for each – on 3+, the defender deploys them,


BATTLEFIELD otherwise the attacker does.
Standard setup rules.
Deployment must be within 1” of any battlefield edge
Outlander Campaign: The defender may additionally and at least 12” from any enemies.
set up any defences they have.
(3) HOME TURF ADVANTAGE
CREW SELECTION Defenders gain a +1 modifier when attempting to
Rally.
Attacker uses Custom Selection (10).
When choosing crews, the defender must roll D6 for
Defender uses Random Selection (5).
each Hanger-On in their gang – on 4+, that fighter
The gang with the lowest Gang Rating is the underdog. must be included in the crew.

GANG TACTICS & BONUSES (4) RAIDERS


Each gang may choose two Gang Tactics cards. After deployment, the attacker secretly chooses and
makes a note of one of the three below objectives:
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: (a) Assassination: Target a participating defender
who is not deployed as a Sentry.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 If this enemy goes Out of Action, the objective is
completed.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 (b) Ransack: If an attacker makes base contact with
0-2 Choose a Underdog Tactics card 400 the battlefield edge opposite their deployment
zone, remove them from play.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated At the start of the next Action Phase, these fighters
0-5 Hire a Hive Scum As stated are returned to play at that same edge (in base
contact but anywhere along it). Place a loot casket
in base contact with them.

If the attacker returns one or more loot caskets to


their deployment zone, the objective is complete.

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.

ENDING THE BATTLE REPUTATION


The game ends when the attacker completes their chosen The attacker gains +1 Rep if they win. This increases to
objective – or when only one gang has fighters left on the +D3 Rep if they chose and successfully carried out the
battlefield. “Sabotage” objective.

If either gang bottled out, they lose -1 Rep.


CLAIMING VICTORY
The attacker wins if they complete their chosen ❖ OUTLANDER CAMPAIGN BONUSES
objective. Assassination: If the attacker successfully carried out
Otherwise, the defender wins. this objective they gain +D3 Power and +D3
Sustenance.

Sabotage: If the attacker successfully carried out this


objective, they gain +D6 Salvage.

Ransack: If the attacker successfully carried out this


objective, they may choose to gain either +D6 Power,
Salvage, or Sustenance.

1047
Outcast Scenario:

4. GUNK TANK
INTRODUCTION GANG DEPLOYMENT
Anything can be fixed with enough gunk! Standard rules for deployment.

SCENARIO OBJECTIVE SPECIAL RULES


Both gangs are trying to siphon off as much precious gunk
(1) THE GUNK TANK
as they can while stopping their enemy from doing the
The standard rules for a Gunk Tank (see Expanded
same.
Terrain Rules) are in place.

BATTLEFIELD In addition, a fighter in base contact with the tank can


take the following action:
Place a Gunk Tank (see Expanded Terrain Rules) in the
battlefield’s centre. Ideally, it should be a large 1. SIPHON (Double): Drain that precious gunk! The
container at least 3” in diameter. fighter gains a gunk token.

The remainder of the battlefield uses standard setup


(2) LUGGING GUNK
rules.
A fighter can carry a maximum of 1 gunk token.

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.

MAX UNDERDOG BONUS COST (3) THE DANGERS OF GUNK


0-5 Draw a random Gang Tactics card 100 A fighter carrying a gunk token becomes highly
0-2 Choose a Gang Tactics card 200 flammable.
0-5 Draw a random Underdog Tactics Card 200 If hit by a weapon with the Blaze trait, they are
0-2 Choose a Underdog Tactics card 400 automatically set on fire (that is, no roll is necessary).
0-1 Hire a Dramatis Personae As stated
This does not cause them to drop their gunk token.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated ENDING THE BATTLE
The game ends when only one gang has fighters left on the
battlefield.

When this happens, the remaining gang counts as having


carried +D3 gunk tokens off the battlefield.

CLAIMING VICTORY
The gang that escaped with the most gunk is the
winner.

Otherwise, the battle is a draw.

1048
CAMPAIGN REWARDS
CREDITS
Gain D6x10 credits for each gunk token carried from
the battlefield.

EXPERIENCE
Every participating fighter gains +1 XP.

If a fighter escaped the battlefield with a gunk token,


they gain +1 XP.

REPUTATION
If either gang bottled out, they lose -1 Rep.

❖ OUTLANDER CAMPAIGN BONUSES


Resources: Each gunk token successfully carried from
the battlefield grants a reward of either +D6 Power,
Salvage, or Sustenance.

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:

BATTLEFIELD 2D6 RESULT


Standard setup rules. SINK HOLE: The fighter must check Initiative
2 – if passed, they are Seriously Injured; if
When setting up, designate four pieces of terrain as failed, they go Out of Action.
Prospecting Sites. These should be roughly 4” across
and 8” from any battlefield edge. DAMN THING BIT ME! The fighter suffers a
3-5
Strength 1, AP 0, Damage 1 hit.
CREW SELECTION MIGHT BE SOMETHING… Though they find
Custom Selection (10). nothing right now, if the fighter takes the
The gang with the lowest Gang Rating is the underdog. 6-9 Prospect (Double) action again on their next
activation, they may roll 3D6, instead of the
usual 2D6.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. SOME GOOD SCRAP! The fighter finds a rich
seam of scrap to mine. The site is now Mined
The underdog may spend the credit difference in Crew 10+
Out and may not be prospected again for the
Ratings to purchase Underdog Bonuses: remainder of this battle.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 ENDING THE BATTLE
0-2 Choose a Gang Tactics card 200 The game ends when all four sites have been prospected –
or when only one gang has fighters left on the battlefield.
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 CLAIMING VICTORY
The gang that prospected the most sites is the winner.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated Otherwise, the battle is a draw.

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.

When a fighter prospects a site, they gain +1 bonus XP.

REPUTATION
If either gang bottled out, they lose -1 Rep.

❖ OUTLANDER CAMPAIGN BONUSES


Resources: Each site that a gang successfully Mines
Out additionally grants them +2D6 Salvage.

1051
Outcast Scenario:

6. THE BIG SCORE


INTRODUCTION SPECIAL RULES
Find the motherlode and you can retire to a life of luxury.
(1) THE SCORE
You just have to hope nobody else has the same idea…
After deployment, starting with whoever has Priority,
alternate placing loot caskets within 6” of the
SCENARIO OBJECTIVE battlefield centre.
Both gangs are trying to loot an abandoned settlement
Continue until 6 loot caskets are placed.
whose defences are still active.

(2) ACTIVE DEFENCES


BATTLEFIELD After placing 6 loot caskets, starting with whoever has
Standard setup rules. Priority, alternate placing Defences (see settlement
Structures) anywhere on the battlefield.
CREW SELECTION Continue until 6 defences are placed.
Custom Selection (10).
Defences treat both gangs as enemies.
The gang with the lowest Gang Rating is the underdog.
HOUSE RULE: This scenario was not well-
GANG TACTICS & BONUSES planned. The only defences that provide a
Each gang may choose two Gang Tactics cards. meaningful effect in this regard are:

The underdog may spend the credit difference in Crew • Chasm: A 6” wide, 12” long area of
Ratings to purchase Underdog Bonuses: impassable terrain.

MAX UNDERDOG BONUS COST • Minefield: Three traps. Cannot be


0-5 Draw a random Gang Tactics card 100 placed within 6” of the enemy
deployment zone.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 Six of these defences creates a very difficult
0-2 Choose a Underdog Tactics card 400 battlefield. As such, players or the Arbitrator
0-1 Hire a Dramatis Personae As stated are encouraged to invent their own defences.

0-1 Hire a Bounty Hunter As stated


0-5 Hire a Hive Scum As stated (3) HORRORS IN THE DARK
If a fighter activates while more than 8” away from
GANG DEPLOYMENT another fighter (friendly or enemy), roll D6:
Standard rules for deployment.
D6 RESULT
Attack! The fighter suffers a Strength 6, AP -1,
Damage 2 hit. If they become Seriously
1
Injured, they are dragged into the darkness
and go Out of Action.

A nightmarish creature emerges from the


shadows, seeking prey, forcing the fighter to
2-3
focus on driving it away. They cannot take any
actions this round.

A noise in the dark – the fighter hesitates.


4-5
They can only make one action this turn.
The fighter goes unnoticed, and may act
6
normally.

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.

CLAIMING VICTORY EXPERIENCE


The gang with the most loot caskets in their Every participating fighter gains +1 XP.
deployment zone at the end of the battle is the
winner. REPUTATION
The winner gains +D3 Rep.
Otherwise, the battle is a draw.
If either gang bottled out, they lose -1 Rep.

❖ OUTLANDER CAMPAIGN BONUSES


Resources: For each loot casket successfully carried
into a gang’s deployment zone, roll D6:

1. 1-2: Gain +D6 Power.

2. 3-4: Gain +D6 Salvage.

3. 5-6: Gain +D6 Sustenance.

1053
Ash Wastes Scenario:

1. DUST BOWL SKIRMISH


INTRODUCTION GANG DEPLOYMENT
Two gangs encounter each other in the middle of the wastes Standard rules.
and a fight breaks out!
SPECIAL RULES
SCENARIO OBJECTIVE (1) JUVE-FRIENDLY INTRO
This is nothing more than a fight to the death deep in the
This scenario is intended to be an introduction to
Ash Wastes.
Necromunda: Ash Wastes.

BATTLEFIELD It uses all the contents of the box to demonstrate the


core principles of the game.
This scenario is designed to be played on the board
and with the terrain supplied with the Necromunda: • It is recommended that the rules for Regions and
Ash Wastes boxed game. Seasons are not used until new players are more
familiar with the ruleset.
Otherwise, the battlefield should measure 4’x4’, using
standard set-up rules.
(2) PITCH BLACK
CREW SELECTION • Before setting up the battlefield, roll D6 – on 1-3, the
scenario uses the Pitch Black rules.
Custom Selection (any).

Ash Wastes Battle: Vehicles can be included in both


ENDING THE BATTLE
crews.
The game ends at the conclusion of a round where only one
The gang with the lowest Gang Rating is the underdog. gang has fighters left on the battlefield.

GANG TACTICS & BONUSES CLAIMING VICTORY


Each gang may choose two Gang Tactics cards. • Whichever gang still has fighters remaining on the
battlefield when the game ends is the winner.
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: • On any other outcome, the result is a draw.

MAX UNDERDOG BONUS COST


0-5 Draw a random Gang Tactics card 100 CAMPAIGN REWARDS
0-2 Choose a Gang Tactics card 200 CREDITS
0-5 Draw a random Underdog Tactics Card 200 The winner gains D6x10 credits.
0-2 Choose a Underdog Tactics card 400
On a draw, both gangs gain D3x10 credits.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated EXPERIENCE
0-5 Hire a Hive Scum As stated Every participating fighter gains +1 XP.

If a fighter took an enemy Gang Leader Out of Action,


they gain +2 bonus XP.

REPUTATION
The winner gains +1 Rep.

If either gang bottled out, they lose -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:

BATTLEFIELD 1: The Fuel Cache explodes and every fighter


• The battlefield should measure 4’x4’, using standard within 5” suffers a Strength 3, AP 0, Damage 1
set-up rules. hit with the Knockback trait. Remove the Fuel
Cache from play.
• Each gang rolls D6. The results are added together to
determine the number of Fuel Caches. 2-3: No luck – and no fuel. Remove the Fuel
Cache from play.
Players alternate placing Fuel Caches on the
battlefield (rolling off to see who proceeds first), 4+: Jackpot! The gang gains 1 Fuel Point.
anywhere at least 6” from an edge and 3” from a Remove the Fuel Cache from play.
battlefield object.
(2) RUNNING ON FUMES
CREW SELECTION • Any time a vehicle is activated, roll D6 – on 1, change
its Status to Stalled.
Custom Selection (D3+7).

Ash Wastes Battle: Vehicles can be included in both


ENDING THE BATTLE
crews.
The game ends when there are no more fuel caches left to
The gang with the lowest Gang Rating is the underdog. claim – or when only one gang has fighters left on the
battlefield.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. CLAIMING VICTORY
The gang that gathered the most fuel points is the
The underdog may spend the credit difference in Crew
winner.
Ratings to purchase Underdog Bonuses:
Otherwise, the battle is a draw.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 CAMPAIGN REWARDS
0-5 Draw a random Underdog Tactics Card 200 CREDITS
0-2 Choose a Underdog Tactics card 400 A gang gains D3x10 credits for each Fuel Point it has.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated EXPERIENCE
Every participating fighter gains +1 XP.
0-5 Hire a Hive Scum As stated
If a fighter gained a Fuel Point for their gang, they gain
GANG DEPLOYMENT +1 bonus XP.
Standard rules for deployment.
REPUTATION
The winner gains +D3 Rep.

If either gang bottled out, they lose -1 Rep.

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.

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
MAX UNDERDOG BONUS COST battlefield.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 CLAIMING VICTORY
0-5 Draw a random Underdog Tactics Card 200 The attacker wins if at the end of the game, more
0-2 Choose a Underdog Tactics card 400 defenders were taken Out of Action than escaped.
0-1 Hire a Dramatis Personae As stated � Defenders who fled the battlefield do not count.
0-1 Hire a Bounty Hunter As stated
Otherwise, the defender wins.
0-5 Hire a Hive Scum As stated

1056
CAMPAIGN REWARDS
CREDITS
N/A

EXPERIENCE
Every participating fighter gains +1 XP.

A fighter who successfully escapes gains +1 XP.

If no defenders escaped, the attacking Gang Leader


gains +1 bonus XP (regardless of whether they
participated).

REPUTATION
If more defenders went Out of Action than escaped,
the attackers gain +1 Rep.

If more defenders escaped than went Out of Action,


the defenders gain +2 Rep.

If either gang bottled out, they lose -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.

The gang with the lowest Gang Rating is the underdog.


(2) IN A CLOUD OF DUST
GANG TACTICS & BONUSES • If the vehicle ends its activation in contact with a
Each gang may choose two Gang Tactics cards. battlefield edge, it escapes – remove it from play.

The underdog may spend the credit difference in Crew


Ratings to purchase Underdog Bonuses: (3) REINFORCEMENTS
• 1 random fighter arrives for each gang in the first End
MAX UNDERDOG BONUS COST
Phase. This increases to 2 for each gang in the second,
0-5 Draw a random Gang Tactics card 100
3 in the third, and so on.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 • Reinforcements arrive within 3” of any battlefield
edge.
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

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.

If there are no defenders remaining on the battlefield REPUTATION


(with the exception of the Broken-Down Ride), the The winner gains +D3 Rep.
attacker wins.
If this was the first battle between these two gangs,
If the defender voluntarily Bottles and flees the they both gain +1 Rep.
battlefield, the attacker automatically wins.

Otherwise, the defender 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 gang with the lowest Gang Rating is the underdog.


CAMPAIGN REWARDS

GANG TACTICS & BONUSES CREDITS


Each gang may choose two Gang Tactics cards. The winner gains D3x10 credits.

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.

2. Alternate deploying fighters anywhere on the


battlefield at least 12” from any enemy.

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.”

BATTLEFIELD HOUSE RULE: A fighter “within a structure” is not well-


• Roll off – starting with the winner, alternate placing defined by the scenario. Suggest instead that to claim a
three structures within 12” of the battlefield centre, at structure, a fighter must be in base contact with one of its
least 8” from any other structure. entrances.
• Structures should be between 5”-9” in diameter.

The remainder of the battlefield is arranged according ENDING THE BATTLE


to the standard set-up rules. The game ends immediately when one gang has claimed all
three structures – or at the end of any round where only one
gang has fighters remaining on the battlefield.
CREW SELECTION
Custom Selection (10).
CLAIMING VICTORY
Ash Wastes Battle: Vehicles can be included in both • A gang wins if they successfully claim all three
crews. structures, or their opponent has no fighters
The gang with the lowest Gang Rating is the underdog. remaining on the battlefield.

• Otherwise, the battle is a draw.


GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. CAMPAIGN REWARDS
The underdog may spend the credit difference in Crew
CREDITS
Ratings to purchase Underdog Bonuses:
The winner gains 2D6x10 credits.
MAX UNDERDOG BONUS COST
If the loser claimed at least one building at some point
0-5 Draw a random Gang Tactics card 100
during the battle, they gain D3x10 credits.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 On a draw, both gangs gain D3x10 credits.

0-2 Choose a Underdog Tactics card 400


EXPERIENCE
0-1 Hire a Dramatis Personae As stated Every participating fighter gains +1 XP.
0-1 Hire a Bounty Hunter As stated
The Gang Leader of the winning gang gains +D3 XP,
0-5 Hire a Hive Scum As stated
regardless of whether they participated.

GANG DEPLOYMENT REPUTATION


1. Roll off – the winner chooses a battlefield edge and The winner gains +D3 Rep.
deploys their entire crew within 6” of it.
If this was the first battle between these two gangs,
2. Their opponent deploys their entire crew within 6” of they both gain +1 Rep.
the opposite edge.

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.

2. Attacker deploys their entire crew within 6” of the


SCENARIO OBJECTIVE opposite battlefield edge.
The gangs are competing on points to see who wins raiding
rights to the settlement.
SPECIAL RULES
(1) HOME TURF ADVANTAGE
ATTACKER & DEFENDER
• Defending fighters gain a +1 modifier when attempting
• Campaign: The gang who chose the scenario is the
to Rally.
attacker.
• When choosing crews, the defender must roll D6 for
• Skirmish: Roll off, with the winner deciding whether
every Hanger-On they have – on 4+, that Hanger-On
to attack or defend.
must be included in the crew (an exception to the
usual Random Selection rules).
BATTLEFIELD
• The battlefield should measure 4’x4’, using standard
(2) REAPING A TOLL
set-up rules.
• A gang gains points for eliminating enemies:
• Arrange a settlement in one half of the battlefield.
� +1 point for every enemy fighter who goes Out of
Action.
CREW SELECTION
Attacker uses Custom Selection (6), and can include � +2 points for every enemy vehicle that is Wrecked.
vehicles in their starting crew.
(3) ALL PART OF THE PLAN
Defender uses Random Selection (D3+2), and can
• The attackers have a special objective, determined at
include vehicles as Reinforcements.
the start of the game by rolling D6:
The gang with the lowest Gang Rating is the underdog.
D6 RESULT
GANG TACTICS & BONUSES BUSHWHACK: The attacker scores additional
Each gang may choose two Gang Tactics cards. points for taking the enemy leadership Out of Action:
1-2
+1 bonus point for a enemy Champion, and +2
The underdog may spend the credit difference in Crew bonus points for the Gang Leader.
Ratings to purchase Underdog Bonuses:
SCRAG: After deployment, attacker nominates one
MAX UNDERDOG BONUS COST enemy fighter on the enemy crew. If this fighter is
0-5 Draw a random Gang Tactics card 100 3-4 taken Out of Action, the attacker gains +1 bonus
point, or +2 if they were eliminated via the Coup de
0-2 Choose a Gang Tactics card 200 Grace (Simple) action.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 MAYHEM: If an attacker Seriously Injures an enemy
fighter or Wrecks an enemy vehicle, they gain the
0-1 Hire a Dramatis Personae As stated Escaping condition:
0-1 Hire a Bounty Hunter As stated � Escaping: If this fighter ends an action within 1”
5-6
0-5 Hire a Hive Scum As stated of a battlefield edge, the attacker removes them
from play and scores +1 point. The fighter
counts as being Out of Action for the purposes
of Bottle tests.

1062
(3) DESPERATION CAMPAIGN REWARDS
• The defenders automatically pass Bottle tests, though
they may still voluntarily Bottle.
CREDITS
The winner gains D6x10 credits.

(4) REINFORCEMENTS If the loser gains D3x5 credits.


• In the End Phase, D3 random defenders arrive. On a draw, both gangs gain D3x10 credits.
• The defender deploys their reinforcements within 1”
of any battlefield edge, at least 12” from any attackers.
EXPERIENCE
Every participating fighter gains +1 XP.

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).

Ash Wastes Battle: Vehicles can be included in both


CLAIMING VICTORY
crews.
• Whichever gang has fighters left on the battlefield at
The gang with the lowest Gang Rating is the underdog. the end of the game is the winner.

• Otherwise, the battle is a draw.


GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards.
CAMPAIGN REWARDS
The underdog may spend the credit difference in Crew
CREDITS
Ratings to purchase Underdog Bonuses:
The winner gains D3x10 credits.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 EXPERIENCE
0-2 Choose a Gang Tactics card 200 Every participating fighter gains +1 XP.
0-5 Draw a random Underdog Tactics Card 200 A fighter who survives at least one encounter with the
0-2 Choose a Underdog Tactics card 400 Beast without going Out of Action gains +1 bonus XP.
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
REPUTATION
The winner gains +D3 Rep.
0-5 Hire a Hive Scum As stated
If this was the first battle between these two gangs,
GANG DEPLOYMENT they both gain +1 Rep.
1. Roll off – the winner chooses a battlefield edge and
deploys their entire crew within 6” of it.

2. Their opponent deploys their entire crew within 6” of


the opposite edge.

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.

� Round 6: Use the rules for Ash Cyclone.


BATTLEFIELD
� Rounds 7-9: Use the rules for a Great Storm.
• The battlefield should measure 4’x4’, using standard
set-up rules.
(2) LOST IN THE STORM
• Starting in round 6, any model check Intelligence
CREW SELECTION when activating, unless they have a friendly model
Custom Selection (10). within 2” – if failed, they lose their Ready condition.
Ash Wastes Battle: Vehicles can be included in both
ENDING THE BATTLE
crews.
The game ends at the conclusion of round 9 – or at the
The gang with the lowest Gang Rating is the underdog. conclusion of any round where only one gang has fighters
remaining on the battlefield.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. CLAIMING VICTORY
• Whichever gang has fighters left on the battlefield at
The underdog may spend the credit difference in Crew
the end of the game is the winner.
Ratings to purchase Underdog Bonuses:
• Otherwise, the battle is a draw.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 CAMPAIGN REWARDS
0-5 Draw a random Underdog Tactics Card 200 CREDITS
0-2 Choose a Underdog Tactics card 400 N/A
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated EXPERIENCE
Every participating fighter gains +1 XP.
0-5 Hire a Hive Scum As stated
A fighter who is still on the battlefield at the end of
GANG DEPLOYMENT round 9 gains +1 bonus XP.
1. Roll off – the winner chooses a battlefield edge and If the battle ends before round 9, all fighters remaining
deploys their entire crew within 6” of it. on the battlefield gain +1 bonus XP.
2. Their opponent deploys their entire crew within 6” of If the Gang Leader from the winning gang participated
the opposite edge. in the battle, they gain +D3 bonus XP.

REPUTATION
The winner gains +D3 Rep.

If this was the first battle between these two gangs,


they both gain +1 Rep.

1065
Ash Wastes Scenario:

10. CARGO RUN


INTRODUCTION GANG DEPLOYMENT
One gang is attempting to transport a precious cargo to its • Starting with the gang with the highest Gang Rating,
destination, while their rivals seek it for themselves. alternate placing a fighter or vehicle anywhere within
12” of the Trailing Edge, and not within 1” of an
SCENARIO OBJECTIVE enemy.
The defender must get the cargo to its destination, while the
attacker must stop them. SPECIAL RULES
(1) ROLLING ROADS
ATTACKER & DEFENDER • This scenario uses these rules.
• Campaign: The gang who chose the scenario is the
attacker – unless only one gang owns a vehicle, in
(2) LEFT BEHIND & REINFORCEMENTS
which case they are automatically the defender.
• A fighter or vehicle who becomes Left Behind (i.e. as
• Skirmish: Roll off, with the winner deciding whether part of the “Rolling Roads” rules) might become a
to attack or defend – unless only one gang owns a Reinforcement, if they meet the conditions.
vehicle, in which case they are automatically the
• All reinforcements arrive in the End Phase.
defender.
• Reinforcements are deployed within 3” of the Trailing
BATTLEFIELD Edge. If the battlefield has Open Sides, they can
• The battlefield should measure 6’x4’, using standard instead be deployed within 3” of these.
set-up rules.
• Reinforcements arrive in the exact same state as they
left play – including Wounds suffered, being Out of
CREW SELECTION Ammo, being affected by a condition, etc.
Custom Selection (10).
� The only exception is that Stalled vehicles
Ash Wastes Battle: This scenario makes heavy use of automatically become Mobile.
vehicles in both crews.

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.

� The Burning Earth (Progress +3): The battlefield


has Impassable Sides – and is on fire! When a fighter
or vehicle activates, roll D6 – on 4+ they gain the
Blaze condition. In addition, an activated vehicle
must make a Loss of Control test at the end of its
activation.

(5) MAKING PROGRESS


• After the defender determines their route, they must
roll D6, add the current round number, and add any
Progress bonus earned from the “Dangerous Roads”
rule.

• On a total score of 10 or higher, their destination is in


sight! This is the final round of the battle.

ENDING THE BATTLE


The game ends when the defender reaches their destination
– or when the vehicle carrying the cargo is destroyed.

CLAIMING VICTORY
• The attacker wins if they destroyed the vehicle
carrying the cargo.

• Otherwise, the defender wins.

1067
Ash Wastes Scenario:

11. THE BONE ROAD DEATH RACE


INTRODUCTION SPECIAL RULES
The gangs race along the Bone Road, aiming to be first
(1) ROLLING ROADS
across the finish line!
• This scenario uses these rules.

SCENARIO OBJECTIVE (2) LEFT BEHIND & REINFORCEMENTS


The objective is simple: win the race!
• A fighter or vehicle who becomes Left Behind (i.e. as
part of the “Rolling Roads” rules) might become a
BATTLEFIELD Reinforcement, if they meet the conditions.
• The battlefield should measure 6’x4’, using standard
• All reinforcements arrive in the End Phase.
set-up rules.
• Reinforcements are deployed within 3” of the Trailing
CREW SELECTION Edge. If the battlefield has Open Sides, they can
Custom Selection (6). instead be deployed within 3” of these.

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.

0-1 Hire a Bounty Hunter As stated


0-5 Hire a Hive Scum As stated (4) THE BONE ROAD
• The Bone Road is a racecourse liable to test the skill of
any who challenge it – and it is also notoriously
GANG DEPLOYMENT
dangerous to those who do.
• Starting with the gang with the highest Gang Rating,
alternate placing a fighter or vehicle anywhere within • Different rules are active in this scenario depending on
12” of the Trailing Edge, and not within 1” of an the current round number:
enemy.
� Rounds 1-2: The battlefield has Impassable Sides.

� Rounds 3-4: The battlefield has Open Sides.

� Rounds 5-6: The battlefield has Cliff Sides.

� Rounds 7-8: The battlefield has Cliff Sides – and if


any fighter or vehicle moves less than 8”, it
plummets through a thin layer of ash crust into the
depths, going Out of Action!

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.

If either gang Bottled out, they lose -1 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

ATTACKER & DEFENDER 0-2 Choose a Underdog Tactics card 400


• Campaign: The gang who chose the scenario is the 0-1 Hire a Dramatis Personae As stated
attacker – unless only one gang owns a vehicle, in 0-1 Hire a Bounty Hunter As stated
which case they are automatically the defender. 0-5 Hire a Hive Scum As stated

• Skirmish: Roll off, with the winner deciding whether


to attack or defend – unless only one gang owns a GANG DEPLOYMENT
vehicle, in which case they are automatically the • Defender deploys their whole crew anywhere within
defender. 12” of the battlefield.

• Attacker deploys their whole crew anywhere within 3”


BATTLEFIELD
of the Trailing Edge, and not within 1” of an enemy.
• Mark a road 6”-8” wide, running up the centre of the
battlefield.
SPECIAL RULES
• The defender sets up a roadblock across this road,
anywhere within 12” of the battlefield centre. It should (1) GETTING THINGS ROLLING
include barricades and defensible positions. • The scenario begins as a standard battle.

• 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.

• If the fighter became a Reinforcement via the “Left


Behind” rule, they arrive in the exact same state they
left play – including Wounds suffered, being Out of
Ammo, being affected by a condition, etc.

� The only exception is that Stalled vehicles


automatically become Mobile.

ENDING THE BATTLE


The game ends four rounds after the “Rolling Roads” rules
activate – or at the end of any round where only one gang
has fighters left on the battlefield.

CLAIMING VICTORY
• Whichever gang has fighters left on the battlefield at
the end of the game is the winner.

• Otherwise, the battle is a draw.

1071
Ash Wastes Scenario:

13. THE GREAT RIG ROBBERY


INTRODUCTION GANG DEPLOYMENT
Two gangs fight over a lone cargo hauler, aiming to claim its • Roll off – the winner chooses one of the Battlefield
riches before its escorts show up. Sides (i.e. not the Leading or Trailing Edge) to be their
deployment edge.
SCENARIO OBJECTIVE • Their opponent takes the other Battlefield Side as
The attacker is attempting to force its way through a their deployment edge.
roadblock set up by the defenders, who are trying to stop
them. • Starting with the winner, alternate deploying fighters
anywhere within 6” of their deployment edge.

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.

• Place a large vehicle (ideally, a Cargo-8 Ridgehauler) in


the battlefield centre, on the road, facing directly (2) STICK ‘EM UP!
towards the Leading Edge. This is the High Value • A fighter within 1” of the High Value Cargo can take the
Cargo. following action:

• The rest of the battlefield follows standard set-up � LOOT CARGO (Basic): Check Intelligence – if
rules. passed, gain +1 Cargo.

CREW SELECTION (3) ROLLING ROADS


Custom Selection (7). • The scenario uses these rules, modified by the “High
Speed Chase” and “Clear Road” rules, below.
Ash Wastes Battle: This scenario makes heavy use of
vehicles in both crews.
(4) HIGH SPEED CHASE
The gang with the lowest Gang Rating is the underdog. • The High Value Cargo is travelling at high speeds,
attempting to shake off both gangs.
GANG TACTICS & BONUSES • During the Move Battlefield step of the Rolling Roads
Each gang may choose two Gang Tactics cards.
Phase, any vehicle that has at least half of the Leading
The underdog may spend the credit difference in Crew Edge within its front arc is not moved towards the
Ratings to purchase Underdog Bonuses: Trailing Edge.

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.

A fighter who gained at least 1 Cargo point for their


ENDING THE BATTLE gang gains +1 bonus XP.
The game ends at the conclusion of the “Escort Incoming”
round – or at the end of any round where only one gang has REPUTATION
fighters left on the battlefield. The winner gains +D3 Rep.

If either gang Bottled out, they lose -1 Rep.


CLAIMING VICTORY
• The gang with the most Cargo points is the winner.

• If the gangs have equal Cargo points, the battle is a


draw.

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+

WEAPONS & EQUIPMENT BEHAVIOUR


• Up to 50 credits’ worth of weapons and equipment • Direct Control: Hive Dwellers are typically controlled
with a Common rating from the Trading Post. by the Arbitrator or a third player, who activates them
individually in each End Phase.
• A Hive Dweller can only be armed with a weapon
represented on its model.

• A Hive Dweller never wears armour.

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

SKILLS incorporate a single Agent. Generally, this Agent is


placed under the control of one of the gangs.
None.

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

SKILLS must adhere to the following framework:

• 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.

� NERVES OF STEEL: When the Cannibal is hit by a


ranged attack, check Cool – if passed, they may
choose to not be Pinned.

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+

WEAPONS & EQUIPMENT BEHAVIOUR


• Armed and armoured with whatever is represented on • Player Competitive: Gangs must directly compete to
the fighter’s model. control Houseless Gangers. Any player-controlled
fighter can target a Houseless Ganger with either of
• Players should review and agree on this before the
the following actions:
start of a game.
� COERCE (Basic): Check Leadership – if passed, one
• All players have a chance to take control of a
Houseless Ganger within 3” joins the fighter’s gang.
Houseless Ganger, so the inclusion of heavily-armed
They gain the Ready condition in the next round.
fighters is reasonable, as long as players accept these
may be used against them. � PERSUADE (Basic): Check Leadership – if passed,
one Houseless Ganger within 3” who is currently
SKILLS under the enemy’s control may switch sides.
• None.
Check the Houseless Ganger’s Willpower, gaining a
+1 modifier for every other member of the enemy
gang within 3”.

If passed, the Houseless Ganger may immediately


take a free Shoot (Basic) action against the fighter
attempting to persuade them.

If failed, the Houseless Ganger switches to the


persuading fighter’s gang – losing the Ready
condition if they have it.

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

WEAPONS SPECIAL RULES


• If the Brainleaf Zombie’s model is represented with a • Mindless: The only actions a Zombie can take are
weapon, it counts as being armed with a Club. Move, Fight, and Charge. It treats all three as (Double).

• Otherwise, it is unarmed. • Shambling Movement: If a Zombie’s movement


brings it into base contact with a fighter, they count as
EQUIPMENT having made a successful Charge (Double) action.
• None.
• Recovery: When attempting Recovery, a Zombie

SKILLS regains its Wound, immediately Stands up, but cannot


be activated this round.
• None.
• Blaze: If a Zombie is subject to the Blaze condition, it
BEHAVIOUR suffers the automatic Strength 3, AP -1, Damage 1 hit
• Determined by Insanity: Players alternate activating as normal when activating, but ignores all other rules
each Brainleaf Zombie in the End Phase, starting with (meaning it cannot attempt to extinguish the flames).
whoever has Initiative.
• Brainleaf Spread: If a Zombie takes a fighter Out of
However, Zombies are permanently affected by the Action, do not remove the victim. Instead, in the End
Insanity condition. This means that the player who Phase, the victim counts as a new Brainleaf Zombie for
activates a Zombie may not be the one to control it! the rest of the battle (acting as per “Recovery,”
above). After the battle, the victim enters Recovery but
suffers no other effect.

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.

• Small Target: Ranged attacks against a Giant Rat


suffer an additional -1 modifier to hit.

• Danger Sense: Giant Rats are immune to Stray Shots.

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+

WEAPONS SPECIAL RULES


• Sharp Jaws (counts as unarmed). • Small Target: Ranged attacks against a Carrion Bat
suffer an additional -1 modifier to hit, while close
EQUIPMENT combat attacks suffer a -2 modifier.
• None.
• Nimble: Carrion Bats are immune to Stray Shots.

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.

SICKNESS: The fighter will be ill for days and


2-3
must enter Recovery (if they did not already).

PLAGUE! After a nightmarish night of illness, the


fighter finally dies. Remove them from the Gang
4+ Roster. All of their weapons and equipment risk
carrying the infection and must be destroyed – the
gang does not receive these back.

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.

• A fighter who inflicts the Wound that successfully


takes a Horror Out of Action gains +2D3 bonus XP, and
their gang gains +1 Rep.

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:

� Coup de Grace (Simple) action against an Engaged


SKILLS
target, or a Seriously Injured target within 1”.
• None.
� Fight (Basic) action against an Engaged target.
SPECIAL RULES � Charge (Double) action against a target in range.
• Terror: When a fighter declares a ranged attack or � Move (Simple) action towards the nearest fighter.
Charge (Double) action against the Ambull, they must
first check Willpower – rolling 3D6 and discarding the
lowest dice. If failed, the fighter’s activation ends
immediately, their action wasted.

1085
CHAOS SPAWN
M WS BS S T W I A Ld Cl WP Int
D6” X - X X X X X - - - -

WEAPONS SPECIAL RULES


• None. • Gibbering Horror: When a Chaos Spawn is deployed,
each of its characteristics marked with an X is
EQUIPMENT randomly generated using the following table:
• None.
D6 WS S T W I A
SKILLS 1 5+ 3 4 1 5+ 1
• None. 2-5 4+ 4 5 2 4+ 2
6 3+ 5 6 3 3+ 3
BEHAVIOUR
• Arbitrator or Automated: The Chaos Spawn activates • Mindless Beast: A Chaos Spawn can only make the
in the End Phase. By default, it is controlled freely by following actions: Move (Simple), Charge (Double),
the Arbitrator. Otherwise, it resolves the first action Fight (Basic), and Coup de Grace (Simple).
possible out of the following sequence:
• Warped Monstrosity: Chaos Spawn can never be
� Coup de Grace (Simple) action against an Engaged Pinned, can never become Broken, and is immune to
target, or a Seriously Injured target within 1”. the Insane condition.
� Fight (Basic) action against an Engaged target. Its Cool and Willpower checks automatically pass,
while its Leadership and Intelligence checks
� Charge (Double) action against a target in range.
automatically fail.
� Move (Simple) action towards the nearest fighter.
If a Chaos Spawn rolls for injury, it treats a result of
Flesh Wound or Serious Injury as “No Effect.”

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

WEAPONS SPECIAL RULES


• None. • Terror: When a fighter declares a Charge (Double)
action against the Sump Horror, they must first check
EQUIPMENT Willpower – rolling 3D6 and choosing the two lowest
• None. dice. If failed, the fighter’s activation ends
immediately, their action wasted.
SKILLS
• None. • Unstoppable Advance: A Sump Horror is immune to
the Coup de Grace (Simple) action.
BEHAVIOUR • Shuffling Nightmare: A Sump Horror can never be
• Arbitrator or Automated: The Sump Horror activates Pinned.
in the End Phase. By default, it is controlled freely by
the Arbitrator. Otherwise, it resolves the first action
possible out of the following sequence:

� Coup de Grace (Simple) action against an Engaged


target, or a Seriously Injured target within 1”.

� Fight (Basic) action against an Engaged target.

� Charge (Double) action against a target in range.

� Move (Simple) action towards the nearest fighter.

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).

• A Possessed Hiver also gains additional, randomly-


selected wyrd powers: Peril Minoris psyker gains +1,
Peril Secondus gains +2, and Peril Extremis gains +3.

1089
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.

1090
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.

1091
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).

STEP 1: CHOOSE PROFILE


PERIL MINORIS
Suitable for a battle involving newer, less-experienced gangs
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 2 3 3 4+ 2 5+ 6+ 7+ 10+
5” 5+ 6+ 3 4 2 3+ 3 7+ 7+ 7+ 10+
3” 4+ 6+ 3 3 2 5+ 2 5+ 5+ 5+ 4+

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+

STEP 2: CHOOSE WEAPONS


• Peril Minoris chooses 1 of the below weapons.

• Peril Secundus chooses 2 of the below weapons.

• Peril Exremis chooses 3 of the below weapons.

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

STEP 3: CHOOSE SKILLS


A Xenos Abomination chooses skills from the Agility, Brawn, Combat, and Ferocity sets.

• Peril Minoris chooses 2 skills.

• Peril Secundus chooses 3 skill.

• Peril Exremis chooses 4 skills.

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STEP 4: CHOOSE UPGRADES
• Peril Minoris chooses 1 of the below upgrades.

• Peril Secundus chooses 2 of the below upgrades.

• Peril Exremis chooses 3 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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