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# Chems ## Chem Suppliers _Source: Necromunda Core Rulebook (2023)_ Unlike other kinds of illegal items, chems are in ready supply throughout the underhive. Even so, finding a reliable supply of a particular chem can be difficult with the constant competition between Narco Lords, the sanctions of the Guilders and interference by the Palanite Enforcers. When a gang buys a chem from the Trading Post, they are buying one dose. This means the chem can be used once – as detailed in its description – and then it is gone. After the gang buys a chem, however, make a note that they have found a supplier for that chem. The next time they want to buy the same chemfrom the Trading Post, it counts as not having the Rare (X) or Illegal (X) rule. However, after buying a chem from a supplier, the gang rolls a D6. On a 1, the supply has run out (or, more likely, the supplier has been killed!) and the next time the gang wishes to buy the chem the Rare (X) or Illegal (X) rule applies as normal. When a gang buys a chem, it may buy multiple doses of that chem. These can be distributed among gang members or placed in the gang’s Stash for future use. ## Side Effects, Duration And Mixing Chems All chems have ‘side effects’. A chem’s side effects are detailed under the chem’s description and are usually detrimental. Unless otherwise noted, all chems last for the duration of a single battle and can be taken by a fighter either before the battle begins (the fighter beginning the battle under the chem’s effects) or as part of a fighter’s activation by performing the Use Chem (Simple) action. Finally, if a fighter takes more than one chemat a time, there is a chance they will have a bad reaction. Each time a fighter takes a chem while under the effects of one or more other chems, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (counting the chem they just took), the fighter has had a bad reaction. The fighter immediately goes Out of Action, though no roll is made on the Lasting Injuries table, rather they go Into Recovery. If a fighter starts a battle under the effect of more than one chem then they must make this check as soon as they activate. ## List of Chems ### Frenzon **20 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Frenzon is a mix of Stimm, Spur, ’Slaught and other combat drugs. The resulting chem turns users into savage killers, intent only upon murdering those in their path. Primarily, Frenzon is used on penal legions or indentured slave troops, both as a means of control and a way to drive soldiers at the enemy with little regard for their own lives. Some gang leaders use it in this way on disposable gangers and juves, though some fighters get a taste for the chem and take it willingly before battle._ A fighter under the influence of Frenzon gains the Nerves of Steel, [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) and Berserk. skills, however, all their weapons count as having the Reckless trait. Unless the fighter is Standing and Engaged or Prone and Seriously Injured, the fighter must use at least one of their actions to move toward the nearest enemy fighter or perform a Charge (Double) action against a visible enemy if one is within range. #### Side Effects Frenzon is highly addictive. During the Wrap-up, any fighter who used Frenzon must make a Toughness check, adding 2 to the dice roll. If the check is failed, the fighter has become addicted to Frenzon. Once a fighter is addicted to Frenzon, they can only be included in a crew if they have taken a dose of the chem. The only way a fighter can shake this addiction is to pay 2D6x10 credits for anti-addiction chems during the post-battle sequence when the gang is buying equipment. ### Ghast **30 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _Ghast enhances any latent psychic awareness in the human mind. Ghast-induced psykers lack any real mental strength, though for a brief time they are able to exhibit a single ability, albeit without any great skill. This reason alone is enough to make it a popular chem among the denizens of the underhive._ When a fighter uses Ghast, they roll a D6. On a 1, they become subject to the Insane condition. On a 2-5, they gain a random psychic power from the [Wyrd Powers table](/docs/the-rules/psykers#wyrd-powers). On a 6, they both gain a random psychic power and become subject to the Insane condition. #### Side Effects At the end of any battle in which a fighter used Ghast, they must make a Willpower test. If the test is failed, the fighter suffers a decrease of 1 to their Willpower (i.e., if the fighter’s Willpower is 7+, it becomes 8+). If a natural 12 is rolled for the test, the fighter’s mind is permanently damaged and they must begin any future battles subject to the Insane condition. ### Icrotic Slime **35 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _This is a rare and dangerous underhive organism – a living, transparent blob about the size of a human fist. The slime preys upon sleeping or helpless creatures, eating their brains, but giving them a euphoric high as it does so. So great is this high that some fighters let the slime latch onto their head before battle, riding the high and hoping they can scrape it off before it kills them._ When a fighter uses Icrotic Slime, make a Characteristic check for their Movement, Strength, Toughness, Initiative, Attacks and Cool characteristics. For each check that is passed, improve that characteristic by D3. #### Side Effects Whilst under the effects of Icrotic Slime, the fighter’s Leadership, Intelligence and Willpower are decreased to 10+ (unless these characteristics are already worse than this). At the end of any battle in which a fighter used Icrotic Slime, roll 2D6 for that fighter. On a roll of 2, the slime eats the fighter’s brain and they are killed. Immediately remove them from the gang’s roster. On a roll of 3-11, the slime is successfully removed but the fighter is placed Into Recovery. On a roll of 12, the slime is successfully removed but not without complications. Make a roll on the Lasting Injury table against the fighter, re-rolling results of Bitter Enmity, Captured, Critical Injury and Memorable Death. ### Kalma **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Kalma is the hive name for a general group of euphoric sedatives which lower the state of consciousness and induce a state of wellbeing. Kalma is sometimes used to sedate prisoners so that they can be led away quickly and easily by Enforcers._ In addition to other methods of use, a gang can give Kalma to a fighter they hold captive during the Rescue scenario. When a fighter affected by Kalma wishes to make an action, roll 2D6 for them and add their Toughness. On a roll of 11 or lower, they do nothing and the action is wasted. On a roll of 12 or more, they shake off the effects of the chem and can act normally for the remainder of the battle. #### Side Effects There are no long term effects from taking Kalma. ### Obscura **30 Credits – Illegal (8)** _Source: Necromunda Core Rulebook (2023)_ _A recreational narcotic used from the Noble Hedonistia of the spire to the chem dens of the underhive, Obscura sends its users into a dream-like state in which reality melts away around them. This high is followed by a period of crushing depression, alleviated only by the taking of more Obscura. In addition to other methods of use, a gang can give Obscura to a fighter they hold captive during the Rescue scenario. A fighter under the influence of Obscura changes their Movement characteristic to D6" and all their weapons count as having the Reckless trait._ Note that when they move, a fighter under the influence of Obscura must move the full distance rolled in a straight line, even if this would take them into base contact with an enemy fighter, in which case they will engage that enemy fighter, or over the edge of a ledge. Fighters under the influence of Obscura must still respect the 1" rule – if they cannot get into base contact with an enemy fighter when moving, they must stop 1" away. In the End phase of each round a fighter affected by Obscura may, if their controlling player wishes, roll 2D6 and add their Toughness. If the result is 12 or more, they shake off the effects of the chem. #### Side Effects When a dose of Obscura wears off, the fighter enters a deep melancholy and they may only perform a single action in each of their activations for the remainder of the battle. During the Wrap-up, any fighter who used Obscura must make a Toughness check. If the check is failed, the fighter has become addicted to Obscura. Once a fighter is addicted to Obscura, they can only be included in a crew on a D6 roll of a 4+ prior to the battle. The only way a fighter can shake this addiction is to pay 2D6x10 credits for anti-addiction chems during the post-battle sequence when the gang is buying equipment. ### ’Slaught **30 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _’Slaught, officially known as Onslaught, is a crude combat drug made from a dangerous combination of amphetamines and mutant rat adrenal glands. ’Slaught enhances an individual’s fighting abilities; increasing alertness and speed by slowing down a person’s perception of the world around them._ A fighter affected by ’Slaught increases their Weapon Skill and Initiative to 2+ and adds 1 to their Attacks characteristic. #### Side Effects During the Wrap-up, any fighter who used ’Slaught must make a Toughness check. If the check is failed, the fighter has become addicted to ’Slaught. In each future battle the fighter takes part in, if they do not take a dose of ’Slaught, they must decrease their Weapon Skill and Initiative to 5+, and their Attacks to 1 (unless these characteristics are already worse than this). If they take a dose, the effects are reduced and their Weapon Skill and Initiative become 3+ and they gain no bonus to their Attacks characteristics. A fighter can shake their addiction to ’Slaught by voluntarily going into Recovery during any post-battle sequence. ### Spur **35 Credits – Rare (11)** _Source: Necromunda Core Rulebook (2023)_ _The name Spur is given to a number of similar stimulants, all of which boost the nervous system, improving the senses, muscle reaction and speed of thought. However, the chem’s effects are short lived and wear off quickly, often after only a few minutes, half an hour at most._ A fighter affected by Spur increases their Movement characteristic by 2 and improves their Initiative characteristic to 2+. #### Side Effects Once a fighter has taken a dose of Spur, they must check to see if it wears off in each subsequent End phase. Roll 2D6 for the fighter and add their Toughness. If the result is 10 or more, the Spur has worn off and the fighter is no longer subject to its effects. ### Stinger Mould **75 Credits – Rare (13)** _Source: Necromunda Core Rulebook (2023)_ _Stinger mould is a rare and precious fungi that grows in isolated patches out in the badzones. The recuperative effects of stinger mould are renowned amongst chirurgeons and doctors, and it is heavily harvested in some areas for use in the hive, the spire and even off-world._ A dose of Stinger Mould can be used after a fighter has rolled on the Lasting Injury table. If the result of the roll was anything other than a 66 – Memorable Death, the result is ignored (including positive results such as 11 – Lesson Learned) and the fighter is instead Out Cold. Alternatively, a fighter can attempt to use a dose of Stinger Mould to remove an existing Lasting Injury. During Step 6 of the post-battle sequence, after distributing equipment but before updating the gang roster, roll a D6 for any fighter attempting to use Stinger Mould in this way. On a 5 or 6, the effects of one Lasting Injury the fighter has suffered are immediately negated. #### Side Effects There are no long term effects of taking Stinger Mould
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# Chems ## Chem Suppliers _Source: Necromunda Core Rulebook (2023)_ Unlike other kinds of illegal items, chems are in ready supply throughout the underhive. Even so, finding a reliable supply of a particular chem can be difficult with the constant competition between Narco Lords, the sanctions of the Guilders and interference by the Palanite Enforcers. When a gang buys a chem from the Trading Post, they are buying one dose. This means the chem can be used once – as detailed in its description – and then it is gone. After the gang buys a chem, however, make a note that they have found a supplier for that chem. The next time they want to buy the same chemfrom the Trading Post, it counts as not having the Rare (X) or Illegal (X) rule. However, after buying a chem from a supplier, the gang rolls a D6. On a 1, the supply has run out (or, more likely, the supplier has been killed!) and the next time the gang wishes to buy the chem the Rare (X) or Illegal (X) rule applies as normal. When a gang buys a chem, it may buy multiple doses of that chem. These can be distributed among gang members or placed in the gang’s Stash for future use. ## Side Effects, Duration And Mixing Chems All chems have ‘side effects’. A chem’s side effects are detailed under the chem’s description and are usually detrimental. Unless otherwise noted, all chems last for the duration of a single battle and can be taken by a fighter either before the battle begins (the fighter beginning the battle under the chem’s effects) or as part of a fighter’s activation by performing the Use Chem (Simple) action. Finally, if a fighter takes more than one chemat a time, there is a chance they will have a bad reaction. Each time a fighter takes a chem while under the effects of one or more other chems, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (counting the chem they just took), the fighter has had a bad reaction. The fighter immediately goes Out of Action, though no roll is made on the Lasting Injuries table, rather they go Into Recovery. If a fighter starts a battle under the effect of more than one chem then they must make this check as soon as they activate. ## List of Chems ### Frenzon **20 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ _Frenzon is a mix of Stimm, Spur, ’Slaught and other combat drugs. The resulting chem turns users into savage killers, intent only upon murdering those in their path. Primarily, Frenzon is used on penal legions or indentured slave troops, both as a means of control and a way to drive soldiers at the enemy with little regard for their own lives. Some gang leaders use it in this way on disposable gangers and juves, though some fighters get a taste for the chem and take it willingly before battle._ A fighter under the influence of Frenzon gains the Nerves of Steel, [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) and Berserk. skills, however, all their weapons count as having the Reckless trait. Unless the fighter is Standing and Engaged or Prone and Seriously Injured, the fighter must use at least one of their actions to move toward the nearest enemy fighter or perform a Charge (Double) action against a visible enemy if one is within range. #### Side Effects Frenzon is highly addictive. During the Wrap-up, any fighter who used Frenzon must make a Toughness check, adding 2 to the dice roll. If the check is failed, the fighter has become addicted to Frenzon. Once a fighter is addicted to Frenzon, they can only be included in a crew if they have taken a dose of the chem. The only way a fighter can shake this addiction is to pay 2D6x10 credits for anti-addiction chems during the post-battle sequence when the gang is buying equipment. ### Ghast **30 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _Ghast enhances any latent psychic awareness in the human mind. Ghast-induced psykers lack any real mental strength, though for a brief time they are able to exhibit a single ability, albeit without any great skill. This reason alone is enough to make it a popular chem among the denizens of the underhive._ When a fighter uses Ghast, they roll a D6. On a 1, they become subject to the Insane condition. On a 2-5, they gain a random psychic power from the [Wyrd Powers table](/docs/the-rules/psykers#wyrd-powers). On a 6, they both gain a random psychic power and become subject to the Insane condition. #### Side Effects At the end of any battle in which a fighter used Ghast, they must make a Willpower test. If the test is failed, the fighter suffers a decrease of 1 to their Willpower (i.e., if the fighter’s Willpower is 7+, it becomes 8+). If a natural 12 is rolled for the test, the fighter’s mind is permanently damaged and they must begin any future battles subject to the Insane condition. ### Icrotic Slime **35 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _This is a rare and dangerous underhive organism – a living, transparent blob about the size of a human fist. The slime preys upon sleeping or helpless creatures, eating their brains, but giving them a euphoric high as it does so. So great is this high that some fighters let the slime latch onto their head before battle, riding the high and hoping they can scrape it off before it kills them._ When a fighter uses Icrotic Slime, make a Characteristic check for their Movement, Strength, Toughness, Initiative, Attacks and Cool characteristics. For each check that is passed, improve that characteristic by D3. #### Side Effects Whilst under the effects of Icrotic Slime, the fighter’s Leadership, Intelligence and Willpower are decreased to 10+ (unless these characteristics are already worse than this). At the end of any battle in which a fighter used Icrotic Slime, roll 2D6 for that fighter. On a roll of 2, the slime eats the fighter’s brain and they are killed. Immediately remove them from the gang’s roster. On a roll of 3-11, the slime is successfully removed but the fighter is placed Into Recovery. On a roll of 12, the slime is successfully removed but not without complications. Make a roll on the Lasting Injury table against the fighter, re-rolling results of Bitter Enmity, Captured, Critical Injury and Memorable Death. ### Kalma **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Kalma is the hive name for a general group of euphoric sedatives which lower the state of consciousness and induce a state of wellbeing. Kalma is sometimes used to sedate prisoners so that they can be led away quickly and easily by Enforcers._ In addition to other methods of use, a gang can give Kalma to a fighter they hold captive during the Rescue scenario. When a fighter affected by Kalma wishes to make an action, roll 2D6 for them and add their Toughness. On a roll of 11 or lower, they do nothing and the action is wasted. On a roll of 12 or more, they shake off the effects of the chem and can act normally for the remainder of the battle. #### Side Effects There are no long term effects from taking Kalma. ### Obscura **30 Credits – Illegal (8)** _Source: Necromunda Core Rulebook (2023)_ _A recreational narcotic used from the Noble Hedonistia of the spire to the chem dens of the underhive, Obscura sends its users into a dream-like state in which reality melts away around them. This high is followed by a period of crushing depression, alleviated only by the taking of more Obscura. In addition to other methods of use, a gang can give Obscura to a fighter they hold captive during the Rescue scenario. A fighter under the influence of Obscura changes their Movement characteristic to D6" and all their weapons count as having the Reckless trait._ Note that when they move, a fighter under the influence of Obscura must move the full distance rolled in a straight line, even if this would take them into base contact with an enemy fighter, in which case they will engage that enemy fighter, or over the edge of a ledge. Fighters under the influence of Obscura must still respect the 1" rule – if they cannot get into base contact with an enemy fighter when moving, they must stop 1" away. In the End phase of each round a fighter affected by Obscura may, if their controlling player wishes, roll 2D6 and add their Toughness. If the result is 12 or more, they shake off the effects of the chem. #### Side Effects When a dose of Obscura wears off, the fighter enters a deep melancholy and they may only perform a single action in each of their activations for the remainder of the battle. During the Wrap-up, any fighter who used Obscura must make a Toughness check. If the check is failed, the fighter has become addicted to Obscura. Once a fighter is addicted to Obscura, they can only be included in a crew on a D6 roll of a 4+ prior to the battle. The only way a fighter can shake this addiction is to pay 2D6x10 credits for anti-addiction chems during the post-battle sequence when the gang is buying equipment. ### ’Slaught **30 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _’Slaught, officially known as Onslaught, is a crude combat drug made from a dangerous combination of amphetamines and mutant rat adrenal glands. ’Slaught enhances an individual’s fighting abilities; increasing alertness and speed by slowing down a person’s perception of the world around them._ A fighter affected by ’Slaught increases their Weapon Skill and Initiative to 2+ and adds 1 to their Attacks characteristic. #### Side Effects During the Wrap-up, any fighter who used ’Slaught must make a Toughness check. If the check is failed, the fighter has become addicted to ’Slaught. In each future battle the fighter takes part in, if they do not take a dose of ’Slaught, they must decrease their Weapon Skill and Initiative to 5+, and their Attacks to 1 (unless these characteristics are already worse than this). If they take a dose, the effects are reduced and their Weapon Skill and Initiative become 3+ and they gain no bonus to their Attacks characteristics. A fighter can shake their addiction to ’Slaught by voluntarily going into Recovery during any post-battle sequence. ### Spur **35 Credits – Rare (11)** _Source: Necromunda Core Rulebook (2023)_ _The name Spur is given to a number of similar stimulants, all of which boost the nervous system, improving the senses, muscle reaction and speed of thought. However, the chem’s effects are short lived and wear off quickly, often after only a few minutes, half an hour at most._ A fighter affected by Spur increases their Movement characteristic by 2 and improves their Initiative characteristic to 2+. #### Side Effects Once a fighter has taken a dose of Spur, they must check to see if it wears off in each subsequent End phase. Roll 2D6 for the fighter and add their Toughness. If the result is 10 or more, the Spur has worn off and the fighter is no longer subject to its effects. ### Stinger Mould **75 Credits – Rare (13)** _Source: Necromunda Core Rulebook (2023)_ _Stinger mould is a rare and precious fungi that grows in isolated patches out in the badzones. The recuperative effects of stinger mould are renowned amongst chirurgeons and doctors, and it is heavily harvested in some areas for use in the hive, the spire and even off-world._ A dose of Stinger Mould can be used after a fighter has rolled on the Lasting Injury table. If the result of the roll was anything other than a 66 – Memorable Death, the result is ignored (including positive results such as 11 – Lesson Learned) and the fighter is instead Out Cold. Alternatively, a fighter can attempt to use a dose of Stinger Mould to remove an existing Lasting Injury. During Step 6 of the post-battle sequence, after distributing equipment but before updating the gang roster, roll a D6 for any fighter attempting to use Stinger Mould in this way. On a 5 or 6, the effects of one Lasting Injury the fighter has suffered are immediately negated. #### Side Effects There are no long term effects of taking Stinger Mould
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# 76. The Crossing Point _Two rival gangs meet across an underhive thoroughfare that marks the border between their territories._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](crossing-point.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory - The last remaining gang is the winner. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - The winner is automatically the attacker in the next battle. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 76. The Crossing Point _Two rival gangs meet across an underhive thoroughfare that marks the border between their territories._ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](crossing-point.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory - The last remaining gang is the winner. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - The winner is automatically the attacker in the next battle. :::
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### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
ranged-weapon
Sawn-Off Shotgun - Gas
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shotgun
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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4
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1
35
R11
['[[blast]]', '[[gas]]', '[[limited]]', '[[single_shot]]']
0
-
6+
6
['Sawn-Off Shotgun - Gas']
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### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
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{ "attention_mask": [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ] ], "input_ids": [ [ 128000, 14711, 328, 6513, 12744, 98207, 271, 91, 28877, 1881, 765, 432, 70, 328, 765, 432, 70, 445, 765, 6515, 328, 765, 6515, 445, 765, 220, 328, 220, 765, 10314, 220, 765, 220, 423, 220, 765, 3383, 220, 765, 68126, 58040, 5351, 10724, 765, 8927, 220, 765, 11443, 9432, 91, 551, 39745, 765, 551, 313, 25, 765, 551, 313, 25, 765, 551, 313, 25, 765, 551, 313, 25, 765, 21629, 25, 765, 21629, 25, 765, 21629, 25, 765, 21629, 25, 765, 551, 3597, 3597, 99574, 43191, 765, 21629, 25, 765, 551, 313, 25, 9432, 91, 328, 6513, 12744, 52348, 765, 415, 765, 415, 765, 415, 765, 415, 765, 257, 765, 257, 765, 257, 765, 257, 765, 58040, 5351, 19273, 765, 220, 356, 220, 765, 220, 220, 868, 220, 9432, 91, 482, 45577, 39004, 256, 765, 220, 220, 19, 1, 220, 765, 220, 220, 23, 1, 220, 765, 220, 489, 17, 220, 765, 220, 482, 256, 765, 220, 220, 18, 220, 765, 220, 482, 220, 765, 220, 220, 16, 220, 765, 220, 21, 10, 220, 765, 366, 26801, 955, 429, 63733, 1, 2262, 429, 501, 79820, 760, 2169, 79820, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 2445, 10385, 10847, 760, 3407, 10385, 10847, 524, 26801, 29, 5351, 13771, 765, 220, 482, 220, 765, 220, 489, 15, 220, 9432, 91, 482, 6573, 39004, 257, 765, 220, 220, 19, 1, 220, 765, 220, 220, 23, 1, 220, 765, 220, 482, 256, 765, 220, 482, 17, 220, 765, 220, 220, 19, 220, 765, 220, 482, 220, 765, 220, 220, 17, 220, 765, 220, 21, 10, 220, 765, 366, 26801, 955, 429, 63733, 1, 2262, 429, 19639, 1197, 1445, 760, 37353, 1197, 1445, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 501, 79820, 760, 2169, 79820, 524, 26801, 29, 5351, 18115, 765, 220, 356, 220, 765, 220, 489, 20, 220, 9432, 91, 482, 6962, 44054, 257, 765, 220, 220, 19, 1, 220, 765, 220, 220, 23, 1, 220, 765, 220, 489, 16, 220, 765, 220, 482, 256, 765, 220, 482, 220, 765, 220, 482, 220, 765, 320, 16, 8, 765, 220, 21, 10, 220, 765, 366, 26801, 955, 429, 63733, 1, 2262, 429, 64417, 760, 33, 4354, 320, 18, 909, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 40625, 760, 59828, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 18736, 760, 75577, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 15698, 64630, 760, 11126, 33447, 524, 26801, 29, 765, 432, 806, 765, 489, 914, 220, 9432, 91, 482, 559, 1683, 44054, 765, 220, 220, 19, 1, 220, 765, 220, 220, 23, 1, 220, 765, 220, 489, 16, 220, 765, 220, 482, 256, 765, 220, 220, 18, 220, 765, 482, 16, 220, 765, 220, 220, 16, 220, 765, 220, 20, 10, 220, 765, 366, 26801, 955, 429, 63733, 1, 2262, 429, 64417, 760, 33, 4354, 320, 18, 909, 524, 26801, 8226, 366, 26801, 955, 429, 63733, 1, 2262, 429, 18736, 760, 75577, 524, 26801, 29, 5351, 29902, 765, 432, 24, 220, 765 ] ] }
423
66
### Sever If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.
Unknown
Sever
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
If a wound roll from a weapon with this Trait reduces afighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automaticOut of Action result.
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Sever If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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66
67
### Shield Breaker Weapons with this Trait ignore the effects of the Assault Shield/Energy Shield trait. In addition, when a target equipped with Field Armour is wounded by a weapon with this Trait, they must roll two dice when making a Field Armour save and choose the lower result.
Unknown
Shield Breaker
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Weapons with this Trait ignore the effects of theAssault Shield/Energy Shield trait. In addition, whena target equipped with Field Armour is woundedby a weapon with this Trait, they must roll two dicewhen making a Field Armour save and choose thelower result.
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Shield Breaker Weapons with this Trait ignore the effects of the Assault Shield/Energy Shield trait. In addition, when a target equipped with Field Armour is wounded by a weapon with this Trait, they must roll two dice when making a Field Armour save and choose the lower result.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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[{'name': 'Lasgun', 'qty': '1'}, {'name': 'Armored Bodyglove', 'qty': '1'}, {'name': 'Hotshot Lasgun Pack', 'qty': '1'}]
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211
# Vehicles & Crew For custom vehicles, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. Crew and Vehicle can either be universal (available to everyone except Ash Wastes Nomads), or gang-specific. ## List of Vehicles | Vehicles | Base Cost | Gang | Crew | | ----------------------------------------------------------------------------------------------- | --------------- | ------- | ---------- | | [Custom](/docs/gangs/gang-additions/vehicles/wasteland-workshop#1-choose-base-vehicle-template) | 50/130/175/70\* | Any | Any | | [Wolfquad](wolfquad) | 70 | Any | Any | | [Ridgerunner](ridgerunner) | 95 | Any | Any | | [Rockgrinder](rockgrinder) | 145 | Any | Any | | [Cargo-8 Ridgehauler](cargo-8-ridgehauler) | 230 | Any | Haulier | | [Outrider Quad](/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | 80 | Orlock | Iron Rider | | [Mauler](/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | 100 | Goliath | Road Thug | | [Chronos Pattern Ironhauler](chronos-pattern-ironcrawler) | 390 | Any | Haulier | | Waterborne Vehicles | Base Cost | Gang | Crew | | ---------------------------- | --------- | ---- | ---- | | [Sludge Barge](sludge-barge) | 165 | Any | Any | | [Sludge Skiff](scrap-skiff) | 45 | Any | Any | _\*Base cost for Light/Medium/Heavy/Walker configurations_ ## List of Crew > [!NOTE] Custom Crew > Cawdor and Van Saar do not yet have bespoke crew. | Name | Gang | Cost | BS | Ld | Cl | Wil | Int | | ------------------------------------------------------------------ | ------- | ---- | --- | --- | --- | --- | --- | | Scum Racer | Any | 20 | 4+ | 8+ | 8+ | 5+ | 6+ | | Guild Of Coin Haulier | Any | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | | [Wraith](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | Delaque | 35 | 4+ | 7+ | 6+ | 7+ | 7+ | | [Helion](/docs/gangs/gang-lists/house-escher/#helion-crew) | Escher | 30 | 4+ | 7+ | 7+ | 7+ | 7+ | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Goliath | 25 | 4+ | 8+ | 5+ | 9+ | 8+ | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | Orlock | 35 | 4+ | 6+ | 6+ | 7+ | 7+ | | [Gearhead](/docs/gangs/gang-lists/squats/#gearhead-crew) | Squat | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | ### Scum Racer #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 8+ | 5+ | 6+ | ### Guild Of Coin Haulier #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | ## Crew Skills | Name | Leadership | Savant | Shooting | Driving | | ------------------------------------------------------------------ | ---------- | --------- | --------- | ------- | | Scum Racer | - | Secondary | Primary | Primary | | Guild Of Coin Haulier | - | Secondary | Primary | Primary | | Wraith | Secondary | Secondary | Primary | Primary | | Helion | Secondary | Primary | Secondary | Primary | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Secondary | Secondary | Primary | Primary | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | - | Secondary | Primary | Primary | | Gearhead | Secondary | Secondary | Primary | Primary | ## Universal Crew Equipment List | Pistol | ✓ | | ----------- | --- | | Autopistol | 10 | | Hand flamer | 75 | | Laspistol | 10 | | Stub gun | 5 | | Dumdum | 5 | | Equipment | ✓ | | --------------------------------------------------------------- | --- | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | | Respirator | 15 |
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2024-06-13 20:34:24.508078
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# Vehicles & Crew For custom vehicles, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. Crew and Vehicle can either be universal (available to everyone except Ash Wastes Nomads), or gang-specific. ## List of Vehicles | Vehicles | Base Cost | Gang | Crew | | ----------------------------------------------------------------------------------------------- | --------------- | ------- | ---------- | | [Custom](/docs/gangs/gang-additions/vehicles/wasteland-workshop#1-choose-base-vehicle-template) | 50/130/175/70\* | Any | Any | | [Wolfquad](wolfquad) | 70 | Any | Any | | [Ridgerunner](ridgerunner) | 95 | Any | Any | | [Rockgrinder](rockgrinder) | 145 | Any | Any | | [Cargo-8 Ridgehauler](cargo-8-ridgehauler) | 230 | Any | Haulier | | [Outrider Quad](/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | 80 | Orlock | Iron Rider | | [Mauler](/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | 100 | Goliath | Road Thug | | [Chronos Pattern Ironhauler](chronos-pattern-ironcrawler) | 390 | Any | Haulier | | Waterborne Vehicles | Base Cost | Gang | Crew | | ---------------------------- | --------- | ---- | ---- | | [Sludge Barge](sludge-barge) | 165 | Any | Any | | [Sludge Skiff](scrap-skiff) | 45 | Any | Any | _\*Base cost for Light/Medium/Heavy/Walker configurations_ ## List of Crew > [!NOTE] Custom Crew > Cawdor and Van Saar do not yet have bespoke crew. | Name | Gang | Cost | BS | Ld | Cl | Wil | Int | | ------------------------------------------------------------------ | ------- | ---- | --- | --- | --- | --- | --- | | Scum Racer | Any | 20 | 4+ | 8+ | 8+ | 5+ | 6+ | | Guild Of Coin Haulier | Any | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | | [Wraith](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | Delaque | 35 | 4+ | 7+ | 6+ | 7+ | 7+ | | [Helion](/docs/gangs/gang-lists/house-escher/#helion-crew) | Escher | 30 | 4+ | 7+ | 7+ | 7+ | 7+ | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Goliath | 25 | 4+ | 8+ | 5+ | 9+ | 8+ | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | Orlock | 35 | 4+ | 6+ | 6+ | 7+ | 7+ | | [Gearhead](/docs/gangs/gang-lists/squats/#gearhead-crew) | Squat | 40 | 4+ | 7+ | 6+ | 6+ | 7+ | ### Scum Racer #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 8+ | 5+ | 6+ | ### Guild Of Coin Haulier #### Cost: 40 | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | ## Crew Skills | Name | Leadership | Savant | Shooting | Driving | | ------------------------------------------------------------------ | ---------- | --------- | --------- | ------- | | Scum Racer | - | Secondary | Primary | Primary | | Guild Of Coin Haulier | - | Secondary | Primary | Primary | | Wraith | Secondary | Secondary | Primary | Primary | | Helion | Secondary | Primary | Secondary | Primary | | [Road Thug](/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | Secondary | Secondary | Primary | Primary | | [Iron Rider](/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | - | Secondary | Primary | Primary | | Gearhead | Secondary | Secondary | Primary | Primary | ## Universal Crew Equipment List | Pistol | ✓ | | ----------- | --- | | Autopistol | 10 | | Hand flamer | 75 | | Laspistol | 10 | | Stub gun | 5 | | Dumdum | 5 | | Equipment | ✓ | | --------------------------------------------------------------- | --- | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | | Respirator | 15 |
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Subject: A Heartfelt Apology Regarding the Unfortunate Absence of Altoids Dear Valued Customer, I hope this email finds you in the best of spirits, despite the impending doom that is to come. I'm writing to inform you, with a heavy heart and a sense of deep regret, that we have fallen short in our most fundamental responsibility: providing an adequate supply of altoids. Yes, it pains me to admit that our storerooms are currently bereft of these tiny, yet mighty, treats. The thought of not being able to offer you the sweet, tangy delight that is altoids weighs heavily upon my conscience. I can only imagine the sense of betrayal and disappointment that must be coursing through your veins as you read these words. Please know that we are truly, deeply sorry for this egregious oversight. It's a mistake that will haunt me forevermore, like a ghostly whisper in the dead of night. We should have seen it coming; we should have anticipated the insatiable demand and prepared accordingly. Alas, we did not, and now you must suffer the consequences. As a token of our abject apology, I am offering you a special discount on your next purchase of, well, anything else. Yes, it's a small consolation, but one that we hope will ease the sting of our altoid-less existence. If you have any further questions or concerns (and I'm sure you do), please don't hesitate to reach out. We'll do our best to address them, even if it means conjuring up some makeshift substitute for these delectable morsels. Once again, we offer our most sincere apologies for this altoid-less nightmare. May the sweet memories of better times console your troubled soul. Yours in contrition, [Your Name] P.S. If you'd like to send a strongly worded letter or a passionate plea for us to restock on altoids, please feel free to do so. We'll treasure each and every one as a reminder of our transgressions.
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2024-06-13 20:34:24.508078
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Subject: A Heartfelt Apology Regarding the Unfortunate Absence of Altoids Dear Valued Customer, I hope this email finds you in the best of spirits, despite the impending doom that is to come. I'm writing to inform you, with a heavy heart and a sense of deep regret, that we have fallen short in our most fundamental responsibility: providing an adequate supply of altoids. Yes, it pains me to admit that our storerooms are currently bereft of these tiny, yet mighty, treats. The thought of not being able to offer you the sweet, tangy delight that is altoids weighs heavily upon my conscience. I can only imagine the sense of betrayal and disappointment that must be coursing through your veins as you read these words. Please know that we are truly, deeply sorry for this egregious oversight. It's a mistake that will haunt me forevermore, like a ghostly whisper in the dead of night. We should have seen it coming; we should have anticipated the insatiable demand and prepared accordingly. Alas, we did not, and now you must suffer the consequences. As a token of our abject apology, I am offering you a special discount on your next purchase of, well, anything else. Yes, it's a small consolation, but one that we hope will ease the sting of our altoid-less existence. If you have any further questions or concerns (and I'm sure you do), please don't hesitate to reach out. We'll do our best to address them, even if it means conjuring up some makeshift substitute for these delectable morsels. Once again, we offer our most sincere apologies for this altoid-less nightmare. May the sweet memories of better times console your troubled soul. Yours in contrition, [Your Name] P.S. If you'd like to send a strongly worded letter or a passionate plea for us to restock on altoids, please feel free to do so. We'll treasure each and every one as a reminder of our transgressions.
Unknown
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904
# Skills :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Skill Tables ### Universal Skills | D6 | [Agility](#agility) | [Brawn](#brawn) | [Combat](#combat) | [Cunning](#cunning) | [Ferocity](#ferocity) | | :-: | :------------------ | :-------------- | :---------------- | :------------------ | :-------------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Escape Artist | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | Headbutt | Parry | Infiltrate | Nerves of Steel | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | Hurl | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | True Grit | | 6 | Sprint | Iron Jaw | Rain of Blows | Overwatch | Unstoppable | | D6 | [Leadership](#leadership) | [Savant](#savant) | [Shooting](#shooting) | [Driving](#driving) | Unknown <br />(N21 Hive War) | | :-: | :------------------------ | :---------------- | :-------------------- | :------------------ | :--------------------------- | | 1 | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | Fast Shot | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | Dive | | 2 | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Connected | Gunfighter | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | Medicae | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | Munitioneer | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | ### Gang-specific Skills | D6 | [Muscle](#muscle-goliath) (Goliath) | [Finesse](#finesse-escher) (Escher) | [Bravado](#bravado-orlock) (Orlock) | [Tech](#tech-van-saar) (Van Saar) | [Piety](#piety-cawdor) (Cawdor) | | :-: | :---------------------------------- | :---------------------------------- | :---------------------------------- | :-------------------------------- | :------------------------------ | | 1 | Fists of Steel | Acrobatic | Big Brother | Cold & Calculating | Lord of Rats | | 2 | Iron Man | Combat Focus | Bring It On! | Gadgeteer | Scavenger's Eye | | 3 | Immovable Stance | Combat Virtuoso | Guilder Contacts | Mental Mastery | Blazing Faith | | 4 | Naargah! | Hit & RunKing Hit | Photonic Engineer | Unshakable Conviction | | 5 | Unleash the Beast | Lightning Reflexes | Shotgun Savant | Rad-Phaged | Devotional Frenzy | | 6 | Walk It Off | Somersault | Steady Hands | Weaponsmith | Restless Faith | | D6 | [Obfuscation](#obduscation-delaque) (Delaque) | [Palanite Drill](#palanite-drill-enforcer) (Enforcer) | [Savagery](#savagery-corpse-grinder-cult) (Corpse Grinder Cult) | [Wastelands](#wastelands-ash-waste-nomads) (Nomad) | | :-: | :-------------------------------------------- | :---------------------------------------------------- | :-------------------------------------------------------------- | :------------------------------------------------- | | 1 | Faceless | [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six) | Avatar of Blood | Born to the Wastes | | 2 | Psi-touched | Helmawr’s Justice | Bloodlust | Stormwalker | | 3 | Take Down | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | | 4 | Rumour-Monger | Restrain | Frenzy | Beast Handler | | 5 | Fake Out | Team Work | Killing Blow | Ever Vigilant | | 6 | Doppelganger | Threat Response | Slaughterborn | Bring It Down | | D6 | [Wisdom of the Ancients](#wisdom-of-the-ancients-squats) (Squat) | | :-: | :--------------------------------------------------------------- | | 1 | Where There's Scrap, There's Creds! | | 2 | Nobody Pushes Kin Around | | 3 | Chemical Bonds Never Break | | 4 | Dependable Like Kin | | 5 | Stubborn to the Last | | 6 | There's Always Another Secret | ### Pet Skills | D3 | Agility | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | | :-: | :------ | :------------ | :------------- | :------- | :-------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Sprint | Iron Jaw | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | Nerves of Steel | ### Vehicle Crew Skills | D6 | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :-: | :-------------- | :------------ | :------------- | :---------------- | | 1 | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | - | Fast Shot | Ballistics Expert | | 2 | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Gunfighter | Connected | | 3 | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | | 4 | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | - | | 5 | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | Munitioneer | | 6 | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | ## Agility ### 1. Catfall Halve the vertical distance (rounding up) when falling or jumping. If not Seriously Injured or taken Out of Action, pass an Initiative test to remain standing instead of being Pinned. :::danger House Rule (Necrodamus, A&A) When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When climbing vertical distances, the move is not halved :::danger House Rule (Necrodamus, A&A) Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge 6+ save (invulnerable, unmodifiable, bonus) against ranged and close combat attacks. If hit by a Blast/Template, a successful save does not automatically cancel the attack, instead, it allows to move up to 2” before determining if the fighter is hit. ### 4. Mighty Leap The fighter can ignore the first 2” of the distance when leaping. Leaping over gaps of 2” or less does not require an Initiative test. All other rules for leaping over gaps still apply. ### 5. Spring Up If Pinned when activated, pass an Initiative test to make a free Stand Up (Basic) action. ### 6. Sprint When making 2 (or more) Move actions in an activation, double the Move characteristic for the last Move. ## Brawn ### 1. Bull Charge Melee weapons gain Knockback and +1 Strength when Charging. ### 2. Bulging Biceps Using Unwieldy weapon only requires 1 hand rather than the usual 2 (only applies to close combat). Unwieldy weapons still takes up two weapon slots as normal. ### 3. Crushing Blow Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add +1S and +1D. ### 4. Headbutt Can spend a Basic action (Headbutt):Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit: - S+2 and D2 (use the attacker's Strength). Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness): - S and D1 (use the attacker's Strength). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 5. Hurl Can spend a Basic action (Hurl) to target an enemy fighter: - Engaged: B2B. - Seriously Injured: Within 1”. The enemy fighter must pass an Initiative or be hurled: 1.Choose a direction. 2.Move the fighter D3” in that direction. 3.Stop moving if contacting any Standing fighter, vehicle or terrain. The hurled fighter (and any model contacted) suffer the following: - S3 hit. - Pinned (fighters only). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 6. Iron Jaw +2T against unarmed attacks in close combat. ## Combat ### 1. Combat Master Ignore interference and always grant assist. ### 2. Counter-Attack +1 Attack when making Reaction attacks for each of the attacker’s attacks that failed to hit (whatever reason, parry, missed, etc). ### 3. Disarm Melee weapons gain Disarm (if hitting on a 6+, the target can't use any weapons when making Reaction attacks for the rest of the round - use unarmed attacks instead). If a weapon already has Disarm, the target is disarmed on a 5+ (instead of 6+). ### 4. Parry Apply one additional Parry as though carrying a weapon with that trait (parry one additional attack). ### 5. Rain of Blows Fight (Basic) action becomes Fight (Simple) action instead. :::danger House Rule (Necrodamus, A&A) Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If hit in close combat, pass an Initiative test to avoid the hit. Can only be used once per enemy in each round of close combat (if an enemy makes more than 1 attack, only 1 attempt can be made to step aside). ## Cunning ### 1. Backstab Close combat weapons gain Backstab. If a weapon already has Backstab, add +2 Strength instead instead of +1. :::danger House Rule (Necrodamus, A&A) If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist Add +2 to the Initiative test when making a Retreat action (a result of 1 before modifiers always fails). If Captured and equipped with a skin blade, add +1 to the result of the dice roll to see if they can escape. ### 3. Evade If Active and not in partial or full cover, add a -1 modifier to incoming Short range attacks and -2 modifier to Long range attacks. ### 4. Infiltrate This fighter may be placed aside instead of being set up at the start of a battle. Immediately before the start of the first round, set up this fighter anywhere on the battlefield outside 6” and LOS of any enemy fighters. If both gangs have fighters with this skill, take turns, starting with the winner of a roll-off. :::danger House Rule (Necrodamus, A&A) In some scenarios, this is problematic. Make 2 move actions before the 1st round instead. ::: ### 5. Lie Low Can't be targeted by ranged attacks while Prone, unless within the Short range. Weapons without Short range are unaffected by this rule. ### 6. Overwatch If Ready and Active, a visible enemy model’s action can be interrupted as soon as it is declared (before being carried out). Lose the Ready condition, then immediately make a Shoot (Basic) action against that enemy. If the target is Pinned or Seriously Injured, their activation ends immediately - their action is not made. Note: Cannot be used with template weapons. ## Ferocity ### 1. Berserker +1 Attack when Charging. ### 2. Fearsome When charged, the enemy must first pass a Willpower test before moving, or their action ends immediately. ### 3. Impetuous Consolidate up to 4” instead of 2”. :::danger House Rule (Necrodamus, A&A) If eligible, can both Coup de Grace and Consolidate after a Fight action. ::: ### 4. Nerves of Steel Pass a Cool test when hit by a ranged attack to avoid Pinning. ### 5. True Grit When Injured, roll one less Injury dice. If an attack only has Damage 1, roll two Injury dice and discard one before resolving the effects. ### 6. Unstoppable Before making Recovery test, roll a D6. On a 4+, either remove one Flesh Wound, or if there is no Flesh Wound, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence Group Activation (+1). ### 2. Inspirational If a friendly model within 6” fails a Cool test, pass a Leadership test to treat the original Cool test as passed. ### 3. Iron Will -1 modifier to any Bottle rolls while on the battlefield and not Seriously Injured or Wrecked. ### 4. Mentor Each time another friendly model within 6" gains 1XP, this model can pass a Leadership test to have the other model gain 2XP instead. ### 5. Overseer (Any/Faction Only) Can spend a Double action (Order) if Active or Mobile to target a friendly fighter within 6" to immediately activate and make 2 actions (as if it was the target's own turn). - Any (default): Can target any friendly fighter. - Faction only: Can only target friendly Faction fighters. This is regardless of whether the target is Ready or not and does not affect the target's Ready status. :::danger House Rule (Necrodamus) Can only make Move (Simple) and Stand Up (Basic) actions. ::: :::danger House Rule (A&A) Take a leadership test before applying. ::: ### 6. Regroup If Active or Mobile at the end of the activation, pass a Leadership test to recover all friendly models within 6” from Broken. ## Savant ### 1. Ballistic Expert When making an Aim (Basic) action, pass an Intelligence test to gain an additional +1 to hit. :::danger house rule (Necrodamus, A&A) Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected Can make a Trade action in the post-battle sequence in addition to any other actions made (could even make 2 Trade actions). They can't do this if they are not able to make any actions. :::info Scavenger’s Instinct (Uprising) In the Uprising campaign, use this instead: Can make a free Scavenge post-battle action in addition to the normal action (can for example make 2 Scavenge actions). The fighter must still be available in the post-battle sequence as normal. ::: :::danger house rule (Necrodamus, A&A) Any fighter can have this skill (not just Leader and Champions). Add +1 to the Rarity/Legality roll. Fighters must decide between this or working Resources. Leaders and Champions can make a post-battle action as normal, if the Trade action is chosen, this would effectively add +2 to the Rarity/Legality roll. ::: ### 3. Fixer Earn D3x10 credits after a battle as long as this model is not Captured or In Recovery. This model doesn't need to have taken part in the battle. ### 4. Medicae Re-roll any Out of Action results when assisting a Recovery test (a second Out of Action result stands). ### 5. Munitioneer Re-roll any friendly failed Ammo test within 6” (including this model). ### 6. Savvy Trader When making a Trade post-battle action, add 1 to the result and reduce the cost of 1 item by 20 credits. **The cost can't be reduced to less than 10 credits.** :::Info Savvy Scavenger (Uprising) In the Uprising campaign, use this instead: Add 1 or 2 to the result when this fighter makes a Scavenge action. Applies during phase 3 (Damnation). ::: :::danger house rule (Necrodamus, A&A) Replace the entire skill with this: Any fighter can have this skill. Instead of working a Resource or making a post-battle action, reduce the cost of 1 item by 20 credits. The cost can't be reduced to less than 10 credits. In addition, one Rarity/Legality roll may be re-rolled (second result must be used even if lower than the first). ::: ## Shooting ### 1. Fast Shot Unwieldy weapons can never be used with this skill.The following actions become Simple (instead of Basic): - Fighter: Shoot (Basic). - Vehicle: Fire All (Basic). :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter Ignore the -1 modifier when shooting with 2 Sidearms (Twin Guns Blazing). Each Sidearm can target a separate enemy. ### 3. Hip Shooting (Shooting) Unwieldy weapons can **never** be used with this skill. - Fighter: If active, spend a Double action (Run & Gun): 1. Move up to double of the Movement stat. 2. Then, make a range attack with a -1 hit modifier. - Vehicle: Move & Shoot (Basic) becomes Simple instead. :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 4. Marksman Ignore Target Priority. If the hit is a 6 (before modifiers), double the Damage. - **Blasts:** No double Damage. - **Rapid Fire:** Only for the first hit. ### 5. Precision Shot Ignore armour save if the hit was a 6 (before modifiers). Does not apply to Blast weapons. ### 6. Trick Shot Ignore the -1 ranged attack modifier from partial cover and being Engaged. Also reduce full cover to -1. :::danger house rule (Necrodamus) Apply +1 modifier to any ammo tests. ::: ## Driving ### 1. Jinka 6+ save (unmodifiable by AP). Usable once per round when hit by an attack. ### 2. Expert Driver +1 modifier to Handling tests against Losing Control. ### 3. Heavy Foot Once per round, at the start of a Move (Simple) or Ram (Double) action, roll a D6 to gain extra movement: **1:** Stationary.<br/> **2:** +1". <br/> **3-4:** +2". <br/> **5-6:** +3". ### 4. Slalom Once per round, during a Move (Simple) action, pivot an additional time up to 45°. ### 5. T-Bone Once per round, during a Head-on Collision, gain +D3 Front Toughness (against vehicles or terrain). ### 6. Running Repairs When passing a Handling test to Restart the Stationary vehicle in the End phase, if any dice resulted in a 6 (before modifiers), regain one Wound (the driver repaired some minor damage). ## Unknown (N21 Hive War) ### 1. Dive Can go Pinned (Take Cover Basic action) at the end of any action (for free). # Gang-specific Skills ## Muscle (Goliath) ### 1. Fists of Steel Unarmed attacks gain +2 Strength and Damage 2. ### 2. Iron Man Does not reduce Toughness when suffering Flesh Wounds. When suffering a number of Flesh Wounds equal to or higher than the Toughness, go Out of Action as normal. ### 3. Immovable Stance Can spend a Double action (Tank). Until the start of this fighter’s next activation, gain the following bonuses: - +2 save modifier (max 2+). - Can't be moved by any skill (Hurl, Overseer etc.) or weapon (Knockback, Drag etc.). - Can't be Pinned. ### 4. Naaargah! Can attempt to perform a 3rd action by passing a Toughness test after completing the first 2 actions. If the test is made (regardless of outcome), automatically become Pinned when the activation ends (can't be negated by skills such as Nerves of Steel). ### 5. Unleash the Beast Can spend a Simple action (Flex) while Engaged. All fighters (friend & foe) in B2B must pass a Strength test or be pushed D3” directly away (stopping if coming into contact with another fighter or impassable terrain). Choose the order if multiple fighters are pushed. ### 6. Walk It Off If making 2+ Move (Simple) actions in a single activation, pass a Toughness test at the end of the activation to recover a lost Wound or discard a Flesh Wound. ## Finesse (Escher) ### 1. Acrobatic Ignore enemies when during a Move (Simple) or Charge (Double) action (while Active). In effect, move over other fighters. 1” rule still applies once the movement is complete.Cross any barricade or linear terrain feature up to 2” high without reduction in movement. ### 2. Combat Focus +1 Willpower & Cool per enemy fighter OoA or Seriously Injured (note that a result of 2 always fails). ### 3. Combat Virtuoso The following weapons gain Versatile with range equal to the fighter’s Strength: - Knife - Stiletto: knife & sword - Power: knife & sword - Chainsword ### 4. Hit & Run Can make a free Retreat (Basic) after a Charge (Double) action, before the opponent makes any reaction attacks. If unsuccessful, the opponent can only make reaction attacks once. ### 5. Lightning Reflexes Can make a free Retreat (Basic) action when Engaged, before an enemy makes any attack action or additional actions.Can only be used once per round, regardless of whether it was successful or not. The fighter can still activate as normal later if Ready. ### 6. Somersault Spend a Basic action (Somersault) to be placed anywhere within: - 6” of the current position. - LOS. - Outside 1” of any enemy. This does not count as moving for effects triggered by movement. Can use Shoot (Basic) with a Unwieldy ranged weapon during an activation where this action is made. ## Bravado (Orlock) ### 1. Big Brother While Active, friendly Juves (including Specialists) & Gangers (including Specialists) within this fighter’s LOS and 9” can use this fighter’s Cool characteristic when making Nerve tests. ### 2. Bring it on! Can spend a Basic action (Issue Challenge) to target an enemy fighter within 12”. The enemy fighter must pass a Willpower test to target any fighter other than this fighter with a ranged or close combat attack (ignores normal target priority rules). This effect lasts until the end of this round, or the enemy fighter is attacked by a friendly fighter. ### 3. Guilder Contacts After hiring any Hired guns, reduce the cost by D6x10 credits (minimum 20). Roll separately for each Bounty Hunter and Hive Scum hired. :::note This ability should probably not stack" ::: ### 4. King Hit Can roll a single Attack dice in close combat (regardless of the Attacks characteristic or other bonuses) to make a special unarmed attack: - Str S, D1, Knockback, Shock, Pulverise, Concussion ### 5. Shotgun Savant Applies to any equipped shotgun (standard, sawn-off & combat): - Can use the Short range Accuracy modifier at Long range. - Can roll 2D6 and choose the highest for Scattershot. ### 6. Steady Hands Can make a free Reload (Simple) action when activating (before making any other actions). ## Tech (Van Saar) ### 1. Cold & Calculating Can use Intelligence stat for a Cool or Willpower once per round. ### 2. Gadgeteer Usable if part of the starting crew (before the first turn). Any weapon with Plentiful can replace Plentiful with one of the following: - Knockback. - Pulverise. - Rending. - Shock. - Rapid Fire (+1) if having Rapid Fire (X). ### 3. Mental Mastery - Immune to Insanity. - Can attempt to Disrupt a Wyrd Power (as if being a Psyker) if targeted by an enemy Psyker. ### 4. Photonic Engineer Can apply one of the following to any las weapons used by this fighter: - +1S & Unstable. - Re-roll failed Ammo tests. ### 5. Rad-phaged - If hit by a Gas or Toxin attack, roll 2D6 and discard the highest roll (when rolling to see if the fighter is affected). - When hit by a Rad-phage attack, roll 4+ to discard 1 existing Flesh Wound (the additional Flesh Wound from rad-phage is ignored). - Always Revealed (Pitch Black). ### 6. Weaponsmith Apply the following to any equipped weapons: - Weapons without Scarce gains Plentiful. - Weapons with Scarce lose Scarce. ## Piety (Cawdor) ### 1. Lord of the Rats - +2 to Cool & Willpower tests made by friendly Juves or Juve (Specialists) within 12" and LoS. - Bomb rats that end the movement within 3" must move the shortest amount possible to be at least 3" away. ### 2. Scavenger's Eye After any battle, the gang can add +1 to all scenario reward rolls related to loot, scrap and harvested goods of any kind. ### 3. Blazing Faith - Ignore Blaze (can activate normally, but still suffer the damage). - Immune to Insanity. ### 4. Unshakable Conviction While Seriously Injured: - Can make reaction attacks. - Can't be targeted by Coup de Grace. - Spend a Double action (Flock Together) to move M+D3" towards a friendly Faction fighter. ### 5. Devotional Frenzy Once per round, can gain the following at the start of any activation (roll individually): - +D3 WS. - +D3 Cl. - +D3 Ld. - +D3 Will.If used, suffer 1D (can't be saved) at the end of the activation. ### 6. Restless Faith While in Recovery: - Can be part of the crew. - Start the battle with a Flesh Wound. ## Obfuscation (Delaque) ### 1. Faceless From the start of each round until after this fighter's activation: - Enemies must pass a Willpower test to target this fighter with a ranged attack (or placing a Blast touching this fighter's base). - If failed, another target may be chosen. ### 2. Psi-touched - Can re-roll Willpower tests for performing or resisting Wyrd Powers. - Treat Ghast as common (when visiting Black Market). ### 3. Take Down Can be used instead of the normal method for determining if enemy fighters are captured (if this fighter's gang won the battle): - Roll a 4+ to automatically choose one enemy to capture that was taken Out of Action by this fighter (as normal, cannot capture more than a single fighter). ### 4. Rumour-monger Can pass an Intelligence test to perform a post-battle action (Despicable Rumours): - +D3 Reputation. Reduce the enemy gang's reputation by the same amount. ### 5. Fake Out When rolling to determine scenario, roll 3D6 (instead of 2D6) and choose one dice to discard. ### 6. Doppelganger At the start of each battle (before determining crew), the enemy must pass an Intelligence test, or you gain the following: - +1 fighter can be added to the Crew (this can take the Crew beyond the size specified by the scenario). ## Palanite Drill (Enforcer) ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Savagery (Corpse Grinder Cult) ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Wastelands (Ash Waste Nomads) ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Wisdom of the Ancients (Squats) ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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# Skills :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Skill Tables ### Universal Skills | D6 | [Agility](#agility) | [Brawn](#brawn) | [Combat](#combat) | [Cunning](#cunning) | [Ferocity](#ferocity) | | :-: | :------------------ | :-------------- | :---------------- | :------------------ | :-------------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Escape Artist | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | Headbutt | Parry | Infiltrate | Nerves of Steel | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | Hurl | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | True Grit | | 6 | Sprint | Iron Jaw | Rain of Blows | Overwatch | Unstoppable | | D6 | [Leadership](#leadership) | [Savant](#savant) | [Shooting](#shooting) | [Driving](#driving) | Unknown <br />(N21 Hive War) | | :-: | :------------------------ | :---------------- | :-------------------- | :------------------ | :--------------------------- | | 1 | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | Fast Shot | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | Dive | | 2 | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Connected | Gunfighter | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | Medicae | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | Munitioneer | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | ### Gang-specific Skills | D6 | [Muscle](#muscle-goliath) (Goliath) | [Finesse](#finesse-escher) (Escher) | [Bravado](#bravado-orlock) (Orlock) | [Tech](#tech-van-saar) (Van Saar) | [Piety](#piety-cawdor) (Cawdor) | | :-: | :---------------------------------- | :---------------------------------- | :---------------------------------- | :-------------------------------- | :------------------------------ | | 1 | Fists of Steel | Acrobatic | Big Brother | Cold & Calculating | Lord of Rats | | 2 | Iron Man | Combat Focus | Bring It On! | Gadgeteer | Scavenger's Eye | | 3 | Immovable Stance | Combat Virtuoso | Guilder Contacts | Mental Mastery | Blazing Faith | | 4 | Naargah! | Hit & RunKing Hit | Photonic Engineer | Unshakable Conviction | | 5 | Unleash the Beast | Lightning Reflexes | Shotgun Savant | Rad-Phaged | Devotional Frenzy | | 6 | Walk It Off | Somersault | Steady Hands | Weaponsmith | Restless Faith | | D6 | [Obfuscation](#obduscation-delaque) (Delaque) | [Palanite Drill](#palanite-drill-enforcer) (Enforcer) | [Savagery](#savagery-corpse-grinder-cult) (Corpse Grinder Cult) | [Wastelands](#wastelands-ash-waste-nomads) (Nomad) | | :-: | :-------------------------------------------- | :---------------------------------------------------- | :-------------------------------------------------------------- | :------------------------------------------------- | | 1 | Faceless | [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six) | Avatar of Blood | Born to the Wastes | | 2 | Psi-touched | Helmawr’s Justice | Bloodlust | Stormwalker | | 3 | Take Down | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | | 4 | Rumour-Monger | Restrain | Frenzy | Beast Handler | | 5 | Fake Out | Team Work | Killing Blow | Ever Vigilant | | 6 | Doppelganger | Threat Response | Slaughterborn | Bring It Down | | D6 | [Wisdom of the Ancients](#wisdom-of-the-ancients-squats) (Squat) | | :-: | :--------------------------------------------------------------- | | 1 | Where There's Scrap, There's Creds! | | 2 | Nobody Pushes Kin Around | | 3 | Chemical Bonds Never Break | | 4 | Dependable Like Kin | | 5 | Stubborn to the Last | | 6 | There's Always Another Secret | ### Pet Skills | D3 | Agility | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | | :-: | :------ | :------------ | :------------- | :------- | :-------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Sprint | Iron Jaw | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | Nerves of Steel | ### Vehicle Crew Skills | D6 | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :-: | :-------------- | :------------ | :------------- | :---------------- | | 1 | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | - | Fast Shot | Ballistics Expert | | 2 | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Gunfighter | Connected | | 3 | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | | 4 | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | - | | 5 | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | Munitioneer | | 6 | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | ## Agility ### 1. Catfall Halve the vertical distance (rounding up) when falling or jumping. If not Seriously Injured or taken Out of Action, pass an Initiative test to remain standing instead of being Pinned. :::danger House Rule (Necrodamus, A&A) When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When climbing vertical distances, the move is not halved :::danger House Rule (Necrodamus, A&A) Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge 6+ save (invulnerable, unmodifiable, bonus) against ranged and close combat attacks. If hit by a Blast/Template, a successful save does not automatically cancel the attack, instead, it allows to move up to 2” before determining if the fighter is hit. ### 4. Mighty Leap The fighter can ignore the first 2” of the distance when leaping. Leaping over gaps of 2” or less does not require an Initiative test. All other rules for leaping over gaps still apply. ### 5. Spring Up If Pinned when activated, pass an Initiative test to make a free Stand Up (Basic) action. ### 6. Sprint When making 2 (or more) Move actions in an activation, double the Move characteristic for the last Move. ## Brawn ### 1. Bull Charge Melee weapons gain Knockback and +1 Strength when Charging. ### 2. Bulging Biceps Using Unwieldy weapon only requires 1 hand rather than the usual 2 (only applies to close combat). Unwieldy weapons still takes up two weapon slots as normal. ### 3. Crushing Blow Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add +1S and +1D. ### 4. Headbutt Can spend a Basic action (Headbutt):Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit: - S+2 and D2 (use the attacker's Strength). Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness): - S and D1 (use the attacker's Strength). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 5. Hurl Can spend a Basic action (Hurl) to target an enemy fighter: - Engaged: B2B. - Seriously Injured: Within 1”. The enemy fighter must pass an Initiative or be hurled: 1.Choose a direction. 2.Move the fighter D3” in that direction. 3.Stop moving if contacting any Standing fighter, vehicle or terrain. The hurled fighter (and any model contacted) suffer the following: - S3 hit. - Pinned (fighters only). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 6. Iron Jaw +2T against unarmed attacks in close combat. ## Combat ### 1. Combat Master Ignore interference and always grant assist. ### 2. Counter-Attack +1 Attack when making Reaction attacks for each of the attacker’s attacks that failed to hit (whatever reason, parry, missed, etc). ### 3. Disarm Melee weapons gain Disarm (if hitting on a 6+, the target can't use any weapons when making Reaction attacks for the rest of the round - use unarmed attacks instead). If a weapon already has Disarm, the target is disarmed on a 5+ (instead of 6+). ### 4. Parry Apply one additional Parry as though carrying a weapon with that trait (parry one additional attack). ### 5. Rain of Blows Fight (Basic) action becomes Fight (Simple) action instead. :::danger House Rule (Necrodamus, A&A) Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If hit in close combat, pass an Initiative test to avoid the hit. Can only be used once per enemy in each round of close combat (if an enemy makes more than 1 attack, only 1 attempt can be made to step aside). ## Cunning ### 1. Backstab Close combat weapons gain Backstab. If a weapon already has Backstab, add +2 Strength instead instead of +1. :::danger House Rule (Necrodamus, A&A) If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist Add +2 to the Initiative test when making a Retreat action (a result of 1 before modifiers always fails). If Captured and equipped with a skin blade, add +1 to the result of the dice roll to see if they can escape. ### 3. Evade If Active and not in partial or full cover, add a -1 modifier to incoming Short range attacks and -2 modifier to Long range attacks. ### 4. Infiltrate This fighter may be placed aside instead of being set up at the start of a battle. Immediately before the start of the first round, set up this fighter anywhere on the battlefield outside 6” and LOS of any enemy fighters. If both gangs have fighters with this skill, take turns, starting with the winner of a roll-off. :::danger House Rule (Necrodamus, A&A) In some scenarios, this is problematic. Make 2 move actions before the 1st round instead. ::: ### 5. Lie Low Can't be targeted by ranged attacks while Prone, unless within the Short range. Weapons without Short range are unaffected by this rule. ### 6. Overwatch If Ready and Active, a visible enemy model’s action can be interrupted as soon as it is declared (before being carried out). Lose the Ready condition, then immediately make a Shoot (Basic) action against that enemy. If the target is Pinned or Seriously Injured, their activation ends immediately - their action is not made. Note: Cannot be used with template weapons. ## Ferocity ### 1. Berserker +1 Attack when Charging. ### 2. Fearsome When charged, the enemy must first pass a Willpower test before moving, or their action ends immediately. ### 3. Impetuous Consolidate up to 4” instead of 2”. :::danger House Rule (Necrodamus, A&A) If eligible, can both Coup de Grace and Consolidate after a Fight action. ::: ### 4. Nerves of Steel Pass a Cool test when hit by a ranged attack to avoid Pinning. ### 5. True Grit When Injured, roll one less Injury dice. If an attack only has Damage 1, roll two Injury dice and discard one before resolving the effects. ### 6. Unstoppable Before making Recovery test, roll a D6. On a 4+, either remove one Flesh Wound, or if there is no Flesh Wound, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence Group Activation (+1). ### 2. Inspirational If a friendly model within 6” fails a Cool test, pass a Leadership test to treat the original Cool test as passed. ### 3. Iron Will -1 modifier to any Bottle rolls while on the battlefield and not Seriously Injured or Wrecked. ### 4. Mentor Each time another friendly model within 6" gains 1XP, this model can pass a Leadership test to have the other model gain 2XP instead. ### 5. Overseer (Any/Faction Only) Can spend a Double action (Order) if Active or Mobile to target a friendly fighter within 6" to immediately activate and make 2 actions (as if it was the target's own turn). - Any (default): Can target any friendly fighter. - Faction only: Can only target friendly Faction fighters. This is regardless of whether the target is Ready or not and does not affect the target's Ready status. :::danger House Rule (Necrodamus) Can only make Move (Simple) and Stand Up (Basic) actions. ::: :::danger House Rule (A&A) Take a leadership test before applying. ::: ### 6. Regroup If Active or Mobile at the end of the activation, pass a Leadership test to recover all friendly models within 6” from Broken. ## Savant ### 1. Ballistic Expert When making an Aim (Basic) action, pass an Intelligence test to gain an additional +1 to hit. :::danger house rule (Necrodamus, A&A) Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected Can make a Trade action in the post-battle sequence in addition to any other actions made (could even make 2 Trade actions). They can't do this if they are not able to make any actions. :::info Scavenger’s Instinct (Uprising) In the Uprising campaign, use this instead: Can make a free Scavenge post-battle action in addition to the normal action (can for example make 2 Scavenge actions). The fighter must still be available in the post-battle sequence as normal. ::: :::danger house rule (Necrodamus, A&A) Any fighter can have this skill (not just Leader and Champions). Add +1 to the Rarity/Legality roll. Fighters must decide between this or working Resources. Leaders and Champions can make a post-battle action as normal, if the Trade action is chosen, this would effectively add +2 to the Rarity/Legality roll. ::: ### 3. Fixer Earn D3x10 credits after a battle as long as this model is not Captured or In Recovery. This model doesn't need to have taken part in the battle. ### 4. Medicae Re-roll any Out of Action results when assisting a Recovery test (a second Out of Action result stands). ### 5. Munitioneer Re-roll any friendly failed Ammo test within 6” (including this model). ### 6. Savvy Trader When making a Trade post-battle action, add 1 to the result and reduce the cost of 1 item by 20 credits. **The cost can't be reduced to less than 10 credits.** :::Info Savvy Scavenger (Uprising) In the Uprising campaign, use this instead: Add 1 or 2 to the result when this fighter makes a Scavenge action. Applies during phase 3 (Damnation). ::: :::danger house rule (Necrodamus, A&A) Replace the entire skill with this: Any fighter can have this skill. Instead of working a Resource or making a post-battle action, reduce the cost of 1 item by 20 credits. The cost can't be reduced to less than 10 credits. In addition, one Rarity/Legality roll may be re-rolled (second result must be used even if lower than the first). ::: ## Shooting ### 1. Fast Shot Unwieldy weapons can never be used with this skill.The following actions become Simple (instead of Basic): - Fighter: Shoot (Basic). - Vehicle: Fire All (Basic). :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter Ignore the -1 modifier when shooting with 2 Sidearms (Twin Guns Blazing). Each Sidearm can target a separate enemy. ### 3. Hip Shooting (Shooting) Unwieldy weapons can **never** be used with this skill. - Fighter: If active, spend a Double action (Run & Gun): 1. Move up to double of the Movement stat. 2. Then, make a range attack with a -1 hit modifier. - Vehicle: Move & Shoot (Basic) becomes Simple instead. :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 4. Marksman Ignore Target Priority. If the hit is a 6 (before modifiers), double the Damage. - **Blasts:** No double Damage. - **Rapid Fire:** Only for the first hit. ### 5. Precision Shot Ignore armour save if the hit was a 6 (before modifiers). Does not apply to Blast weapons. ### 6. Trick Shot Ignore the -1 ranged attack modifier from partial cover and being Engaged. Also reduce full cover to -1. :::danger house rule (Necrodamus) Apply +1 modifier to any ammo tests. ::: ## Driving ### 1. Jinka 6+ save (unmodifiable by AP). Usable once per round when hit by an attack. ### 2. Expert Driver +1 modifier to Handling tests against Losing Control. ### 3. Heavy Foot Once per round, at the start of a Move (Simple) or Ram (Double) action, roll a D6 to gain extra movement: **1:** Stationary.<br/> **2:** +1". <br/> **3-4:** +2". <br/> **5-6:** +3". ### 4. Slalom Once per round, during a Move (Simple) action, pivot an additional time up to 45°. ### 5. T-Bone Once per round, during a Head-on Collision, gain +D3 Front Toughness (against vehicles or terrain). ### 6. Running Repairs When passing a Handling test to Restart the Stationary vehicle in the End phase, if any dice resulted in a 6 (before modifiers), regain one Wound (the driver repaired some minor damage). ## Unknown (N21 Hive War) ### 1. Dive Can go Pinned (Take Cover Basic action) at the end of any action (for free). # Gang-specific Skills ## Muscle (Goliath) ### 1. Fists of Steel Unarmed attacks gain +2 Strength and Damage 2. ### 2. Iron Man Does not reduce Toughness when suffering Flesh Wounds. When suffering a number of Flesh Wounds equal to or higher than the Toughness, go Out of Action as normal. ### 3. Immovable Stance Can spend a Double action (Tank). Until the start of this fighter’s next activation, gain the following bonuses: - +2 save modifier (max 2+). - Can't be moved by any skill (Hurl, Overseer etc.) or weapon (Knockback, Drag etc.). - Can't be Pinned. ### 4. Naaargah! Can attempt to perform a 3rd action by passing a Toughness test after completing the first 2 actions. If the test is made (regardless of outcome), automatically become Pinned when the activation ends (can't be negated by skills such as Nerves of Steel). ### 5. Unleash the Beast Can spend a Simple action (Flex) while Engaged. All fighters (friend & foe) in B2B must pass a Strength test or be pushed D3” directly away (stopping if coming into contact with another fighter or impassable terrain). Choose the order if multiple fighters are pushed. ### 6. Walk It Off If making 2+ Move (Simple) actions in a single activation, pass a Toughness test at the end of the activation to recover a lost Wound or discard a Flesh Wound. ## Finesse (Escher) ### 1. Acrobatic Ignore enemies when during a Move (Simple) or Charge (Double) action (while Active). In effect, move over other fighters. 1” rule still applies once the movement is complete.Cross any barricade or linear terrain feature up to 2” high without reduction in movement. ### 2. Combat Focus +1 Willpower & Cool per enemy fighter OoA or Seriously Injured (note that a result of 2 always fails). ### 3. Combat Virtuoso The following weapons gain Versatile with range equal to the fighter’s Strength: - Knife - Stiletto: knife & sword - Power: knife & sword - Chainsword ### 4. Hit & Run Can make a free Retreat (Basic) after a Charge (Double) action, before the opponent makes any reaction attacks. If unsuccessful, the opponent can only make reaction attacks once. ### 5. Lightning Reflexes Can make a free Retreat (Basic) action when Engaged, before an enemy makes any attack action or additional actions.Can only be used once per round, regardless of whether it was successful or not. The fighter can still activate as normal later if Ready. ### 6. Somersault Spend a Basic action (Somersault) to be placed anywhere within: - 6” of the current position. - LOS. - Outside 1” of any enemy. This does not count as moving for effects triggered by movement. Can use Shoot (Basic) with a Unwieldy ranged weapon during an activation where this action is made. ## Bravado (Orlock) ### 1. Big Brother While Active, friendly Juves (including Specialists) & Gangers (including Specialists) within this fighter’s LOS and 9” can use this fighter’s Cool characteristic when making Nerve tests. ### 2. Bring it on! Can spend a Basic action (Issue Challenge) to target an enemy fighter within 12”. The enemy fighter must pass a Willpower test to target any fighter other than this fighter with a ranged or close combat attack (ignores normal target priority rules). This effect lasts until the end of this round, or the enemy fighter is attacked by a friendly fighter. ### 3. Guilder Contacts After hiring any Hired guns, reduce the cost by D6x10 credits (minimum 20). Roll separately for each Bounty Hunter and Hive Scum hired. :::note This ability should probably not stack" ::: ### 4. King Hit Can roll a single Attack dice in close combat (regardless of the Attacks characteristic or other bonuses) to make a special unarmed attack: - Str S, D1, Knockback, Shock, Pulverise, Concussion ### 5. Shotgun Savant Applies to any equipped shotgun (standard, sawn-off & combat): - Can use the Short range Accuracy modifier at Long range. - Can roll 2D6 and choose the highest for Scattershot. ### 6. Steady Hands Can make a free Reload (Simple) action when activating (before making any other actions). ## Tech (Van Saar) ### 1. Cold & Calculating Can use Intelligence stat for a Cool or Willpower once per round. ### 2. Gadgeteer Usable if part of the starting crew (before the first turn). Any weapon with Plentiful can replace Plentiful with one of the following: - Knockback. - Pulverise. - Rending. - Shock. - Rapid Fire (+1) if having Rapid Fire (X). ### 3. Mental Mastery - Immune to Insanity. - Can attempt to Disrupt a Wyrd Power (as if being a Psyker) if targeted by an enemy Psyker. ### 4. Photonic Engineer Can apply one of the following to any las weapons used by this fighter: - +1S & Unstable. - Re-roll failed Ammo tests. ### 5. Rad-phaged - If hit by a Gas or Toxin attack, roll 2D6 and discard the highest roll (when rolling to see if the fighter is affected). - When hit by a Rad-phage attack, roll 4+ to discard 1 existing Flesh Wound (the additional Flesh Wound from rad-phage is ignored). - Always Revealed (Pitch Black). ### 6. Weaponsmith Apply the following to any equipped weapons: - Weapons without Scarce gains Plentiful. - Weapons with Scarce lose Scarce. ## Piety (Cawdor) ### 1. Lord of the Rats - +2 to Cool & Willpower tests made by friendly Juves or Juve (Specialists) within 12" and LoS. - Bomb rats that end the movement within 3" must move the shortest amount possible to be at least 3" away. ### 2. Scavenger's Eye After any battle, the gang can add +1 to all scenario reward rolls related to loot, scrap and harvested goods of any kind. ### 3. Blazing Faith - Ignore Blaze (can activate normally, but still suffer the damage). - Immune to Insanity. ### 4. Unshakable Conviction While Seriously Injured: - Can make reaction attacks. - Can't be targeted by Coup de Grace. - Spend a Double action (Flock Together) to move M+D3" towards a friendly Faction fighter. ### 5. Devotional Frenzy Once per round, can gain the following at the start of any activation (roll individually): - +D3 WS. - +D3 Cl. - +D3 Ld. - +D3 Will.If used, suffer 1D (can't be saved) at the end of the activation. ### 6. Restless Faith While in Recovery: - Can be part of the crew. - Start the battle with a Flesh Wound. ## Obfuscation (Delaque) ### 1. Faceless From the start of each round until after this fighter's activation: - Enemies must pass a Willpower test to target this fighter with a ranged attack (or placing a Blast touching this fighter's base). - If failed, another target may be chosen. ### 2. Psi-touched - Can re-roll Willpower tests for performing or resisting Wyrd Powers. - Treat Ghast as common (when visiting Black Market). ### 3. Take Down Can be used instead of the normal method for determining if enemy fighters are captured (if this fighter's gang won the battle): - Roll a 4+ to automatically choose one enemy to capture that was taken Out of Action by this fighter (as normal, cannot capture more than a single fighter). ### 4. Rumour-monger Can pass an Intelligence test to perform a post-battle action (Despicable Rumours): - +D3 Reputation. Reduce the enemy gang's reputation by the same amount. ### 5. Fake Out When rolling to determine scenario, roll 3D6 (instead of 2D6) and choose one dice to discard. ### 6. Doppelganger At the start of each battle (before determining crew), the enemy must pass an Intelligence test, or you gain the following: - +1 fighter can be added to the Crew (this can take the Crew beyond the size specified by the scenario). ## Palanite Drill (Enforcer) ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Savagery (Corpse Grinder Cult) ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Wastelands (Ash Waste Nomads) ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Wisdom of the Ancients (Squats) ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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{{read "7-gangs/1-gang-lists/house-orlock/house-orlock.md"}} {{read "7-gangs/1-gang-lists/house-orlock/equipment-list.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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0
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0
0
Unknown
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2024-06-13 20:34:24.508078
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{{read "7-gangs/1-gang-lists/house-orlock/house-orlock.md"}} {{read "7-gangs/1-gang-lists/house-orlock/equipment-list.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
Unknown
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Unknown
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299
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# Wolfquad ![](wolfquad.webp) <VehicleCard cost="70"> ### Wolfquad <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 8” | 3 | 3 | 3 | 2 | 5+ | 5+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 1. Crew Operated, Front & Left Arc. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 2 | 2 | #### Agile Can make 1 extra turn (up to 90°) when moving (before, during or after). </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | ----------------- | ------- | | **Heavy Weapons** | | Heavy flamer | 195 | | Heavy stubber | 130 | | Mining laser | 125 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ------------------- | ------- | | **Body Upgrades** | | Reinforced armour | 20 | | Speed fins | 10 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Nitro burner | 15 | | Smoke vents | 25 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 |
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2024-06-13 20:34:24.508078
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# Wolfquad ![](wolfquad.webp) <VehicleCard cost="70"> ### Wolfquad <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 8” | 3 | 3 | 3 | 2 | 5+ | 5+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 1. Crew Operated, Front & Left Arc. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 1 | 2 | 2 | #### Agile Can make 1 extra turn (up to 90°) when moving (before, during or after). </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | ----------------- | ------- | | **Heavy Weapons** | | Heavy flamer | 195 | | Heavy stubber | 130 | | Mining laser | 125 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ------------------- | ------- | | **Body Upgrades** | | Reinforced armour | 20 | | Speed fins | 10 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Nitro burner | 15 | | Smoke vents | 25 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 |
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# The Post-Battle Sequence Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. Wrap-Up During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### Succumbing To Injuries If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### Being Captured After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - -1 if the battle was a draw. - -2 if the fighter’s gang lost the battle. - -2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### Claiming Scrap If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### Captive Fighters Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### Trading Captive Models At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. Assign/Reassign Territory The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. Receive Rewards Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. :::danger House Rule (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ::: ### Gaining And Losing Reputation Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. Collect Income Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. Post-Battle Actions During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### Trade The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### Sell To The Guilders The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### Claim Bounties Law Abiding gangs can [claim bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘Dispose’ Of Captives As described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### Medical Escort The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | **Full Recovery:** The fighter goes into Recovery, but suffers no lasting effects. | ### Negotiate Repairs The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | **Quality Repairs:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | **Superficial Damage:** The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. Update Roster During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. Clean House After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. Visit The Trading Post The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. :::info ### The Black Market, Rarity And Legality Ratings Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). ::: :::info ### Post-Battle Actions Timings Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ::: ### C. Gain Boons From Territories Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. Distribute Equipment Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a \* taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](/docs/founding-a-gang/gang-creation#equipment-sets). ### E. Purchase Advancements In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](/docs/the-rules/gaining-experience#advancements). ### F. Update Gang Rating Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. Report Results Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs.
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# The Post-Battle Sequence Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. Wrap-Up During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### Succumbing To Injuries If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### Being Captured After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - -1 if the battle was a draw. - -2 if the fighter’s gang lost the battle. - -2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### Claiming Scrap If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### Captive Fighters Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### Trading Captive Models At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. Assign/Reassign Territory The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. Receive Rewards Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. :::danger House Rule (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ::: ### Gaining And Losing Reputation Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. Collect Income Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. Post-Battle Actions During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### Trade The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### Sell To The Guilders The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### Claim Bounties Law Abiding gangs can [claim bounties](/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘Dispose’ Of Captives As described in [Captive Fighters](/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### Medical Escort The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Complications:** The fighter dies. | | 2-5 | **Stabilised:** Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | **Full Recovery:** The fighter goes into Recovery, but suffers no lasting effects. | ### Negotiate Repairs The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Almost Like New:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | **Quality Repairs:** The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | **Superficial Damage:** The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. Update Roster During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. Clean House After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. Visit The Trading Post The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. :::info ### The Black Market, Rarity And Legality Ratings Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). ::: :::info ### Post-Battle Actions Timings Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ::: ### C. Gain Boons From Territories Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. Distribute Equipment Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a \* taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](/docs/founding-a-gang/gang-creation#equipment-sets). ### E. Purchase Advancements In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](/docs/the-rules/gaining-experience#advancements). ### F. Update Gang Rating Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. Report Results Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs.
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# Status _Source: Necromunda Core Rulebook (2023)_ ## Fighter Status A fighter’s Status dictates what they can or cannot do. The actions a fighter can perform during their activation will depend heavily upon their current Status. During a game of Necromunda, a fighter’s Status can change. This is generally represented by how the fighter is positioned on the battlefield, be they Standing or Prone, as described below, but may also depend upon other factors. ### Standing A fighter that is upright on the battlefield is said to be ‘Standing’. Whilst Standing, a fighter may perform a wide range of actions with relative ease. #### Secondary Statuses While Standing Whilst Standing, a fighter will always be subject to one of two Secondary Statuses as well: ‘Active’ or ‘Engaged’. This Secondary Status will affect the actions a Standing fighter may perform during their activation. **Active:** A Standing fighter is Active if they are not currently engaged with any enemy fighters. This is the default Status for a fighter; Standing and Active, and such fighters enjoy the greatest freedom to perform actions. **Engaged:** In order for fighters to make close combat attacks, they must be engaging an enemy model: - If the base of a Standing fighter is touching the base of an enemy fighter, they are said to be in base to base contact and are engaged with that enemy fighter. - If the base of a Standing fighter is within 1" of any part of an enemy vehicle, they may choose to Engage that vehicle. - A vehicle cannot Engage an enemy fighter. A Standing fighter that is Engaged can generally only choose actions that allow them to fight or retreat, but other factors such as skills may increase the number of available options. Players should note that in some cases a fighter may be able to Engage an enemy fighter they are not in base to base contact with, or an enemy vehicle that they are not within 1" of. For example, weapons with the Versatile trait allow a fighter to Engage enemy models from further away. ### Prone A fighter that is laid down is ‘Prone’. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight – they are considered to be well out of the way of the action. A Prone fighter may be placed face-up or face-down, depending upon their Secondary Status. #### Secondary Statuses While Prone Whilst Prone, a fighter will always be subject to one of two Secondary Statuses as well: ‘Pinned’ or ‘Seriously Injured’. This Secondary Status will affect the actions a Prone fighter may perform and the way in which other models may interact with them. **Pinned:** Fighters generally become Prone and ‘Pinned’ as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone and Pinned fighter ever becomes engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action for free (i.e., without having to spend an action to do so), becoming Standing and Engaged, though they do count as having had to [Turn to Face](/docs/the-rules/close-combat#1-turn-to-face). A fighter can never be both Prone and Pinned and Engaged. A Prone fighter that is Pinned is laid face-up, representing the fighter keeping their head down to avoid enemy fire. **Seriously Injured:** If a fighter should suffer a ‘Serious Injury’ result on an Injury dice (either as the result of being reduced to 0 Wounds, or as the result of an attack from a weapon with a Trait such as Gas or Toxin), that fighter is laid face-down and becomes Prone and Seriously Injured. A fighter is very vulnerable whilst this is their Status, being susceptible to enemy attacks against which they cannot defend themselves and being unable to move quickly towards safety. ## Vehicle Status The Status of a vehicle indicates its degree of mobility. The actions available to a vehicle during its activation will depend heavily upon its current Status. During a game of Necromunda, a vehicle’s Status can change. This generally represents how fast the vehicle is moving or, if it has halted, why it has done so, as described below, but may also depend upon other factors. ### Mobile Whilst a vehicle is ‘Mobile’ it is able to move quite freely around the battlefield, performing a range of actions with ease. ### Stationary A vehicle that is unable to move for any reason is ‘Stationary’. Whilst Stationary, the actions available to the vehicle may be dramatically reduced. #### Secondary Status Whilst Stationary Whilst Stationary, a vehicle will always be subject to one of two Secondary Statuses as well: ‘Stalled’ or ‘Wrecked’. This Secondary Status essentially explains why the vehicle is Stationary and will determine how easily it can become Mobile (if at all) and which actions it can perform during its activation. **Stalled:** A Stationary vehicle is Stalled if it has been forced to stop moving by an enemy attack, by damage, or by any other in-game effect or special rule that prevents the vehicle from moving. Stalled vehicles can often fire their weapons, but must ‘Restart’ (see [Stationary & Stalled Vehicles](/docs/the-rules/vehicle-actions#stationary--stalled-vehicles)) before they can move off. **Wrecked:** During the course of a battle, a vehicle might become Stationary and Wrecked due to damage sustained. Once a vehicle is Wrecked it can no longer perform any actions and is treated like a piece of terrain. :::note ### Determining Status The Primary and Secondary Status of both fighters and vehicles can change often. Most often, Status will change during the model’s activation, but it can also change during the activation of other models. Players should determine the Primary and Secondary Status of each model at the end of its activation for the benefit of their opponent and keep track of any changes as play progresses. When a model is activated, confirm its current Primary and Secondary Status. :::
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2024-06-13 20:34:24.508078
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# Status _Source: Necromunda Core Rulebook (2023)_ ## Fighter Status A fighter’s Status dictates what they can or cannot do. The actions a fighter can perform during their activation will depend heavily upon their current Status. During a game of Necromunda, a fighter’s Status can change. This is generally represented by how the fighter is positioned on the battlefield, be they Standing or Prone, as described below, but may also depend upon other factors. ### Standing A fighter that is upright on the battlefield is said to be ‘Standing’. Whilst Standing, a fighter may perform a wide range of actions with relative ease. #### Secondary Statuses While Standing Whilst Standing, a fighter will always be subject to one of two Secondary Statuses as well: ‘Active’ or ‘Engaged’. This Secondary Status will affect the actions a Standing fighter may perform during their activation. **Active:** A Standing fighter is Active if they are not currently engaged with any enemy fighters. This is the default Status for a fighter; Standing and Active, and such fighters enjoy the greatest freedom to perform actions. **Engaged:** In order for fighters to make close combat attacks, they must be engaging an enemy model: - If the base of a Standing fighter is touching the base of an enemy fighter, they are said to be in base to base contact and are engaged with that enemy fighter. - If the base of a Standing fighter is within 1" of any part of an enemy vehicle, they may choose to Engage that vehicle. - A vehicle cannot Engage an enemy fighter. A Standing fighter that is Engaged can generally only choose actions that allow them to fight or retreat, but other factors such as skills may increase the number of available options. Players should note that in some cases a fighter may be able to Engage an enemy fighter they are not in base to base contact with, or an enemy vehicle that they are not within 1" of. For example, weapons with the Versatile trait allow a fighter to Engage enemy models from further away. ### Prone A fighter that is laid down is ‘Prone’. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight – they are considered to be well out of the way of the action. A Prone fighter may be placed face-up or face-down, depending upon their Secondary Status. #### Secondary Statuses While Prone Whilst Prone, a fighter will always be subject to one of two Secondary Statuses as well: ‘Pinned’ or ‘Seriously Injured’. This Secondary Status will affect the actions a Prone fighter may perform and the way in which other models may interact with them. **Pinned:** Fighters generally become Prone and ‘Pinned’ as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone and Pinned fighter ever becomes engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action for free (i.e., without having to spend an action to do so), becoming Standing and Engaged, though they do count as having had to [Turn to Face](/docs/the-rules/close-combat#1-turn-to-face). A fighter can never be both Prone and Pinned and Engaged. A Prone fighter that is Pinned is laid face-up, representing the fighter keeping their head down to avoid enemy fire. **Seriously Injured:** If a fighter should suffer a ‘Serious Injury’ result on an Injury dice (either as the result of being reduced to 0 Wounds, or as the result of an attack from a weapon with a Trait such as Gas or Toxin), that fighter is laid face-down and becomes Prone and Seriously Injured. A fighter is very vulnerable whilst this is their Status, being susceptible to enemy attacks against which they cannot defend themselves and being unable to move quickly towards safety. ## Vehicle Status The Status of a vehicle indicates its degree of mobility. The actions available to a vehicle during its activation will depend heavily upon its current Status. During a game of Necromunda, a vehicle’s Status can change. This generally represents how fast the vehicle is moving or, if it has halted, why it has done so, as described below, but may also depend upon other factors. ### Mobile Whilst a vehicle is ‘Mobile’ it is able to move quite freely around the battlefield, performing a range of actions with ease. ### Stationary A vehicle that is unable to move for any reason is ‘Stationary’. Whilst Stationary, the actions available to the vehicle may be dramatically reduced. #### Secondary Status Whilst Stationary Whilst Stationary, a vehicle will always be subject to one of two Secondary Statuses as well: ‘Stalled’ or ‘Wrecked’. This Secondary Status essentially explains why the vehicle is Stationary and will determine how easily it can become Mobile (if at all) and which actions it can perform during its activation. **Stalled:** A Stationary vehicle is Stalled if it has been forced to stop moving by an enemy attack, by damage, or by any other in-game effect or special rule that prevents the vehicle from moving. Stalled vehicles can often fire their weapons, but must ‘Restart’ (see [Stationary & Stalled Vehicles](/docs/the-rules/vehicle-actions#stationary--stalled-vehicles)) before they can move off. **Wrecked:** During the course of a battle, a vehicle might become Stationary and Wrecked due to damage sustained. Once a vehicle is Wrecked it can no longer perform any actions and is treated like a piece of terrain. :::note ### Determining Status The Primary and Secondary Status of both fighters and vehicles can change often. Most often, Status will change during the model’s activation, but it can also change during the activation of other models. Players should determine the Primary and Secondary Status of each model at the end of its activation for the benefit of their opponent and keep track of any changes as play progresses. When a model is activated, confirm its current Primary and Secondary Status. :::
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# Weapons of (Gang) War _Source: Necromunda Core Rulebook (2023)_ The most important elements required to play a game of Necromunda are models to represent the fighters and vehicles, and terrain to build the battlefield. In addition, there are a few other essential items players will need. ## Markers Markers can be used to represent a model’s [Status](/docs/general-principles/status), to indicate a model is subject to a [Condition](/docs/general-principles/conditions), or to keep track of such things as lost Wounds or Hull Points and can be placed next to them on the battlefield or on their [Fighter card](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-cards) or [Vehicle card](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-cards). Examples include Ready markers (one of which is placed next to every model at the start of each round, and removed after they have been activated), Out of Ammo markers (used to indicate a weapon has run out of ammunition, jammed or otherwise malfunctioned) and Blaze markers (used to indicate a model is on fire or, as the rules would say ‘subject to the Blaze condition’), amongst others. ![](markers.jpg) ## Templates In Necromunda, templates are used to represent the effect of certain weapons: ### Blast Markers A Blast marker is a circular template 3" or 5" in diameter. They are used most often by weapons with the [Blast trait](/docs/the-rules/shooting#blast-markers) and represent such things as shrapnel-filled explosions caused by detonating shells or grenades, clouds of smoke and even clouds of toxic gas or radiation. ![](blast-markers.jpg) ### Flame Templates A Flame template is a teardrop-shaped template, approximately 8" in length, which is used most often by weapons with the [Template trait](/docs/the-rules/shooting#flame-templates). Flame templates represent weapons ranging from those that launch a devastating torrent of flaming liquid that will burn until all available fuel is exhausted, to horrific chemical weapons that spew forth vile concoctions that will dissolve all matter they come into contact with. ![](flame-template.jpg) ## Ruler/Tape Measure In games of Necromunda, all distances are measured in inches (") with a ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking model and their target) – on Necromunda there are very few certainties! Therefore, pre-measuring distances when making any kind of action is not allowed. Declare the action and nominate any other fighters involved before range is measured. ## Vision Arc Template Each model has a vision arc, representing the area that is [visible](/docs/general-principles/line-of-sight-and-cover) to them. A Vision Arc template is a triangular template that can be used to help determine a model’s vision arc quickly and easily. ![](vision-template.jpg) ## Fighter and Vehicle Cards Each player’s gang is made up of a number of fighters and vehicles, each of which is represented by a model on the battlefield and by a Fighter card or Vehicle card filled in with their characteristics, equipment and other useful reference information. During a battle, these cards provide a handy reference for each model and a reminder of their equipment and any special rules. During a battle, players can also place markers on each model’s card rather than next to the model itself on the battlefield, thus keeping it free from clutter. ![](fighter-cards.jpg) :::info Yaktribe Most campaigns around the world leverage [yaktribe.games](https://yaktribe.games/) to arbritrate their campaign. This includes a gang builder, where players keep a digital record of their fighters. ::: ## Necromunda Dice Necromunda uses several different types of dice to determine the outcome of various actions and events. These are: ### D6 The most frequently used dice in Necromunda is a regular six-sided dice, marked 1 to 6. It is common for the ‘6’ to be replaced by a logo – either that of the game or a specific gang – on many Necromunda dice. ### D3 The rules might also call for a D3 to be rolled, but an actual three-sided dice is not necessary. To roll a D3, simply roll a D6 and modify the result by halving it, rounding fractions up. ### Firepower Dice Unique to Necromunda, a Firepower dice is used whenever a fighter makes a ranged attack. For the majority of weapons, the Firepower dice is rolled as there is a chance of the weapon’s ammunition being depleted or a malfunction occurring. In some cases, it is rolled to determine how many shots a rapid fire weapon can make. ### Scatter Dice This is a six-sided dice, marked with a Hit symbol on two faces and an arrow on each of the other four. The Hit symbol also incorporates a small arrow. This dice is used to determine random directions, and is most often used when firing weapons that have the Blast (3"/5"/\*) trait. ### Injury Dice Another dice unique to Necromunda, Injury dice are special dice used to determine the severity of the injury a fighter suffers, ranging from a Flesh Wound all the way up to being taken Out of Action. ### Location Dice Location dice are special dice used to determine exactly where a vehicle is hit when it is damaged by an attack. ### Damage Dice Damage dice are special dice used to determine how severely a vehicle has been damaged, ranging fromGlancing Hits up to Catastrophic Hits. ### Control Dice The Control dice is a special dice used to determine what happens when a vehicle loses control. ![](dice.jpg) #fighter #rules #templates
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2024-06-13 20:34:24.508078
['core-rules', 'gangs']
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Covering the basics of Necromunda Gang weapons
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Weapons of Gang War
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2024-06-06 16:34:57+00:00
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['core-rules']
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# Weapons of (Gang) War _Source: Necromunda Core Rulebook (2023)_ The most important elements required to play a game of Necromunda are models to represent the fighters and vehicles, and terrain to build the battlefield. In addition, there are a few other essential items players will need. ## Markers Markers can be used to represent a model’s [Status](/docs/general-principles/status), to indicate a model is subject to a [Condition](/docs/general-principles/conditions), or to keep track of such things as lost Wounds or Hull Points and can be placed next to them on the battlefield or on their [Fighter card](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-cards) or [Vehicle card](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-cards). Examples include Ready markers (one of which is placed next to every model at the start of each round, and removed after they have been activated), Out of Ammo markers (used to indicate a weapon has run out of ammunition, jammed or otherwise malfunctioned) and Blaze markers (used to indicate a model is on fire or, as the rules would say ‘subject to the Blaze condition’), amongst others. ![](markers.jpg) ## Templates In Necromunda, templates are used to represent the effect of certain weapons: ### Blast Markers A Blast marker is a circular template 3" or 5" in diameter. They are used most often by weapons with the [Blast trait](/docs/the-rules/shooting#blast-markers) and represent such things as shrapnel-filled explosions caused by detonating shells or grenades, clouds of smoke and even clouds of toxic gas or radiation. ![](blast-markers.jpg) ### Flame Templates A Flame template is a teardrop-shaped template, approximately 8" in length, which is used most often by weapons with the [Template trait](/docs/the-rules/shooting#flame-templates). Flame templates represent weapons ranging from those that launch a devastating torrent of flaming liquid that will burn until all available fuel is exhausted, to horrific chemical weapons that spew forth vile concoctions that will dissolve all matter they come into contact with. ![](flame-template.jpg) ## Ruler/Tape Measure In games of Necromunda, all distances are measured in inches (") with a ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking model and their target) – on Necromunda there are very few certainties! Therefore, pre-measuring distances when making any kind of action is not allowed. Declare the action and nominate any other fighters involved before range is measured. ## Vision Arc Template Each model has a vision arc, representing the area that is [visible](/docs/general-principles/line-of-sight-and-cover) to them. A Vision Arc template is a triangular template that can be used to help determine a model’s vision arc quickly and easily. ![](vision-template.jpg) ## Fighter and Vehicle Cards Each player’s gang is made up of a number of fighters and vehicles, each of which is represented by a model on the battlefield and by a Fighter card or Vehicle card filled in with their characteristics, equipment and other useful reference information. During a battle, these cards provide a handy reference for each model and a reminder of their equipment and any special rules. During a battle, players can also place markers on each model’s card rather than next to the model itself on the battlefield, thus keeping it free from clutter. ![](fighter-cards.jpg) :::info Yaktribe Most campaigns around the world leverage [yaktribe.games](https://yaktribe.games/) to arbritrate their campaign. This includes a gang builder, where players keep a digital record of their fighters. ::: ## Necromunda Dice Necromunda uses several different types of dice to determine the outcome of various actions and events. These are: ### D6 The most frequently used dice in Necromunda is a regular six-sided dice, marked 1 to 6. It is common for the ‘6’ to be replaced by a logo – either that of the game or a specific gang – on many Necromunda dice. ### D3 The rules might also call for a D3 to be rolled, but an actual three-sided dice is not necessary. To roll a D3, simply roll a D6 and modify the result by halving it, rounding fractions up. ### Firepower Dice Unique to Necromunda, a Firepower dice is used whenever a fighter makes a ranged attack. For the majority of weapons, the Firepower dice is rolled as there is a chance of the weapon’s ammunition being depleted or a malfunction occurring. In some cases, it is rolled to determine how many shots a rapid fire weapon can make. ### Scatter Dice This is a six-sided dice, marked with a Hit symbol on two faces and an arrow on each of the other four. The Hit symbol also incorporates a small arrow. This dice is used to determine random directions, and is most often used when firing weapons that have the Blast (3"/5"/\*) trait. ### Injury Dice Another dice unique to Necromunda, Injury dice are special dice used to determine the severity of the injury a fighter suffers, ranging from a Flesh Wound all the way up to being taken Out of Action. ### Location Dice Location dice are special dice used to determine exactly where a vehicle is hit when it is damaged by an attack. ### Damage Dice Damage dice are special dice used to determine how severely a vehicle has been damaged, ranging fromGlancing Hits up to Catastrophic Hits. ### Control Dice The Control dice is a special dice used to determine what happens when a vehicle loses control. ![](dice.jpg) #fighter #rules #templates
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# Arbitrator Scenarios A compilation of recently published scenarios designed to by run by your arbitrator. ### 2023 Core Rules - [**Ghast Harvest**](/docs/scenarios/scenario-list/ghast-harvest) In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. - [**Shootout**](/docs/scenarios/scenario-list/shoot-out) In this scenario, two gangs try to scare each other off. - [**Murder Cyborg**](/docs/scenarios/scenario-list/murder-cyborg) In this scenario, a standard gang battle takes a turn for the worse when one of the fighters is revealed to be a Murder Cyborg! ### 2023 Apocrypha Necromunda - **Terror in the Dark** - **Prison Break** - **Monster Hunt** - [**Fighter Down**](/docs/scenarios/scenario-list/fighter-down)
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# Arbitrator Scenarios A compilation of recently published scenarios designed to by run by your arbitrator. ### 2023 Core Rules - [**Ghast Harvest**](/docs/scenarios/scenario-list/ghast-harvest) In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. - [**Shootout**](/docs/scenarios/scenario-list/shoot-out) In this scenario, two gangs try to scare each other off. - [**Murder Cyborg**](/docs/scenarios/scenario-list/murder-cyborg) In this scenario, a standard gang battle takes a turn for the worse when one of the fighters is revealed to be a Murder Cyborg! ### 2023 Apocrypha Necromunda - **Terror in the Dark** - **Prison Break** - **Monster Hunt** - [**Fighter Down**](/docs/scenarios/scenario-list/fighter-down)
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# Using The Campaign _Source: Necromunda Core Rulebook (2023)_ _Power in the underhive is more than a gun in a ganger’s hand. It is reputation, it is coin, and the worth of the ground that you can call your own. For gangs that wish for more than bloodshed, that wish not just for infamy, but to rise from the ashes and ruins to something greater; for these, dominion over the soul and iron of the hive is everything. And for that end, they will fight bitter war without mercy._ The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for the control of a Territory, with the winner either gaining a new Territory, or holding onto one that they already have. Territories are features of the underhive and the ash wastes that are worth something to the gangs, be that a set of old ruins that provide building materials or a safe haven, or a tech bazaar selling all manner of STC technology. There are a fixed number of Territories in a Dominion Campaign, based on the number of players. Possession of a Territory grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special gang tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. Additionally, all gangs possess a Settlement Territory which they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s Hideout. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, their Reputation, and how many enemies they have taken down. ## The Arbitrator The Dominion Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Dominion Campaign the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign and keeping track of the control of Territories. - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. ## The Gangs Each player in a Dominion Campaign needs to have a gang. This can be any gang currently available fromany of the Necromunda supplements, or those published in White Dwarf magazine or on the Warhammer Community website. ## Controlling Territories Each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession. ## Pre- And Post-Battle Sequence The Dominion Campaign uses all of the standard rules for the pre- and post-battle sequences presented earlier in this book, including the gaining and spending of XP. ## Winning Rather than a single winner, there are many Triumphs that a gang can achieve in a Dominion Campaign. At the end of the last campaign cycle, the Dominion Campaign is over. The Arbitrator then totals up each gang’s total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players.
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# Using The Campaign _Source: Necromunda Core Rulebook (2023)_ _Power in the underhive is more than a gun in a ganger’s hand. It is reputation, it is coin, and the worth of the ground that you can call your own. For gangs that wish for more than bloodshed, that wish not just for infamy, but to rise from the ashes and ruins to something greater; for these, dominion over the soul and iron of the hive is everything. And for that end, they will fight bitter war without mercy._ The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for the control of a Territory, with the winner either gaining a new Territory, or holding onto one that they already have. Territories are features of the underhive and the ash wastes that are worth something to the gangs, be that a set of old ruins that provide building materials or a safe haven, or a tech bazaar selling all manner of STC technology. There are a fixed number of Territories in a Dominion Campaign, based on the number of players. Possession of a Territory grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special gang tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. Additionally, all gangs possess a Settlement Territory which they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s Hideout. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, their Reputation, and how many enemies they have taken down. ## The Arbitrator The Dominion Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Dominion Campaign the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign and keeping track of the control of Territories. - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. ## The Gangs Each player in a Dominion Campaign needs to have a gang. This can be any gang currently available fromany of the Necromunda supplements, or those published in White Dwarf magazine or on the Warhammer Community website. ## Controlling Territories Each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession. ## Pre- And Post-Battle Sequence The Dominion Campaign uses all of the standard rules for the pre- and post-battle sequences presented earlier in this book, including the gaining and spending of XP. ## Winning Rather than a single winner, there are many Triumphs that a gang can achieve in a Dominion Campaign. At the end of the last campaign cycle, the Dominion Campaign is over. The Arbitrator then totals up each gang’s total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players.
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# Succession Campaign _In the Succession Campaign you pick a side in the war for control over Necromunda. As the Great Darkness begins, Necromunda’s core cools; the great heat sinks powering and warming the hives grow cold. The whole planet is plunged into darkness and in order to survive, the hive cities and spires cut themselves off completely from the underhive, leaving those below to fend for themselves._ ## How the Campaign Works The Succession Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda and Ash Wastes campaign rules, adding additional special rules to recreate the turbulent times of the Great Darkness and the beginning of the rebellion against Lord Helmawr’s rule. The campaign is divided into two phases, separated by a period of Downtime: the Great Darkness phase and the Spark of Rebellion phase. In the Great Darkness phase, gangs fight to seize and consolidate whatever powerbase they can in order to ensure their survival, cut off from their larger Houses as they are. The usual barriers collapse and gangs are able to move freely between the underhive and the ash wastes. Then in the Spark of Rebellion phase, gangs have to declare their allegiance in the brewing civil war and try to claim as much influence as they can for their chosen side. Later supplements will continue on from the Succession Campaign and allow players to keep using the same gangs in the ongoing struggle to control Necromunda. ### Challenges Each gang can issue 1 challenge per cycle, 1 more if all battles are fought and there is more time in the cycle. - First cycle: Randomize challenges for the first battle of the campaign. - Subsequent cycles: Choose who to challenge. Ascending order of Gang Rating, starting with the gang with the lowest rating (tie-breaker: randomize). - If a gang receives more than 1 challenge, any challenges after the first can be declined without penalty. - Rescue scenario (captives): Escape from Hive Zalktraa. ## Controlling Sympathisers Central to the Succession Campaign is the control of Sympathisers. At the start of the campaign, each gang is trying to sway as many groups to their cause as they can as a matter of sheer survival; these are represented by a special kind of Territory known as Sympathisers. As the rebellion starts, it becomes ever more important to amass a large group of supporters and weaken the enemy’s support base. Players will start with a few Sympathisers already swayed to their cause, and must prove their worth to others in battle. ### Resources Generate a random pool of 3 Sympathisers per gang. These are the available Sympathisers for phase 1. The first battle is fought against a random gang with a random Sympathiser at stake. In subsequent battles, challengers can choose Sympathisers at stake as normal. Sympathisers have a 2 types of boon, one is only active in phase 3, the other is always active (also in phase 3). ## Starting Out **Starting credits:** 2000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** No In addition, each gang starts with a randomly-determined Sympathiser andaGang Sympathisers Territory ## Phases ### Phase 1: The Great Darkness After each battle, gangs cannot: - Re-equip from the Gang Equipment Lists. - Recruit fighters, crew or hangers-on. - +4 Rarity for all items from Trading Post & Black Market. Apply the following to all battles (depending of battlefield type): - **Zone Mortalis & Sector Mechanicus:** Pitch Black. - **Ash Wastes:** Changing Seasons. After this phase these exceptions are no longer in effect. If there are no more uncontrolled Resources, challengers nominate a Resource currently controlled by their opponent. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) 5. Declare Allegiance #### Declaring Allegiance Each gang must declare allegiance to one of the following: - Imperial House. - Unaligned. - Lady Credo's Rebellion. Note: The campaign is designed to have at least 1 gang fight for and against the rebellion (with number of gangs unaligned). Each allegiance will provide several unique bonuses that applies for the rest of the campaign. Before each battle, roll 4+ to choose one of the following Hired Guns for free this battle (automatically leaves after the battle regardless of any special rules). Ignore the normal gang restrictions when gaining this bonus. Note that Agents have additional petition restrictions that needs to be met. | Imperial House | Unaligned | Lady Credo's Rebellion | | :------------------------------------------------------------------------------------------------ | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------ | | **Emissaries of House Helmawr**<ul><li>Cyniss (Escher Agent)</li><li>Lady Haera (Agent)</li></ul> | **Look Out for our Own**<ul><li>Gorshiv Hammerfist (?)</li><li>Djangar Gunfists (Goliath Bounty Hunter)</li><li>Margo Mardena (Orlock Agent)</li><li>Vespa Minx Merdena (Orlock Bounty Hunter)</li></ul> | **Emissaries of the Rebellion**<ul><li>Athera and Stix (?)</li><li>Lady Credo (Rebel Lord Alliance)</li></ul> | | **Deep Pockets**<br />+D6x10 when generating income from resources. | **We Stand for Ourselves**<br />+D3XP for taking an enemy Leader OoA. | **Stars in the Ascendency**<br />+1 Reputation per battle won. | | | **Take a Side**<br />Can choose another alignment after each battle. Any gang that only controls Gang Resources must make this choice. | | ### Phase 3: Spark of Rebellion Resources: - Any unclaimed are removed. - Only those already controlled can be won as the stake of battles. - All boons from resources are rewarded. Ash Wastes battles use Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | -------------------------- | ------------------------------------------------- | | Leader of Men | Most Sympathisers | | Hoarder of Coin | Largest Wealth | | Legendary Status | Highest Reputation | | Champions of House Helmawr | Won most battles for House Helmawr. | | Champions of the Rebellion | Won most battles for the Rebellion. | | Survivor | Suffered the fewest deaths (during phase 1 only). | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, roll 2D6 on the table below to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker. Where there is a choice of two scenarios, the first scenario should be played in the Great Darkness phase and the second one in the Spark of Rebellion phase. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Sympathisers chooses which scenariotoplay. If both players have the samenumber of Sympathisers, the winner of a roll-off chooses which scenario to play. | | 4-5 | Play the [Fall of Badzones Outpost](/docs/scenarios/scenario-list/fall-of-badzones-outpost) or the [Parley Showdown](/docs/scenarios/scenario-list/parley-showdown) scenario. | | 6-7 | Play the [Gunk War](/docs/scenarios/scenario-list/gunk-war) or the [Battle of the Riftways](/docs/scenarios/scenario-list/battle-of-the-riftways) scenario. | | 8-9 | Play the [Out of the Storm](/docs/scenarios/scenario-list/out-of-the-storm) or the [Street Fight](/docs/scenarios/scenario-list/street-fight) scenario. | | 10-12 | The player with fewer Sympathisers chooses which scenario to play. If both players have the same number of Sympathisers, the winner of a roll-off chooses which scenario to play. |
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# Succession Campaign _In the Succession Campaign you pick a side in the war for control over Necromunda. As the Great Darkness begins, Necromunda’s core cools; the great heat sinks powering and warming the hives grow cold. The whole planet is plunged into darkness and in order to survive, the hive cities and spires cut themselves off completely from the underhive, leaving those below to fend for themselves._ ## How the Campaign Works The Succession Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda and Ash Wastes campaign rules, adding additional special rules to recreate the turbulent times of the Great Darkness and the beginning of the rebellion against Lord Helmawr’s rule. The campaign is divided into two phases, separated by a period of Downtime: the Great Darkness phase and the Spark of Rebellion phase. In the Great Darkness phase, gangs fight to seize and consolidate whatever powerbase they can in order to ensure their survival, cut off from their larger Houses as they are. The usual barriers collapse and gangs are able to move freely between the underhive and the ash wastes. Then in the Spark of Rebellion phase, gangs have to declare their allegiance in the brewing civil war and try to claim as much influence as they can for their chosen side. Later supplements will continue on from the Succession Campaign and allow players to keep using the same gangs in the ongoing struggle to control Necromunda. ### Challenges Each gang can issue 1 challenge per cycle, 1 more if all battles are fought and there is more time in the cycle. - First cycle: Randomize challenges for the first battle of the campaign. - Subsequent cycles: Choose who to challenge. Ascending order of Gang Rating, starting with the gang with the lowest rating (tie-breaker: randomize). - If a gang receives more than 1 challenge, any challenges after the first can be declined without penalty. - Rescue scenario (captives): Escape from Hive Zalktraa. ## Controlling Sympathisers Central to the Succession Campaign is the control of Sympathisers. At the start of the campaign, each gang is trying to sway as many groups to their cause as they can as a matter of sheer survival; these are represented by a special kind of Territory known as Sympathisers. As the rebellion starts, it becomes ever more important to amass a large group of supporters and weaken the enemy’s support base. Players will start with a few Sympathisers already swayed to their cause, and must prove their worth to others in battle. ### Resources Generate a random pool of 3 Sympathisers per gang. These are the available Sympathisers for phase 1. The first battle is fought against a random gang with a random Sympathiser at stake. In subsequent battles, challengers can choose Sympathisers at stake as normal. Sympathisers have a 2 types of boon, one is only active in phase 3, the other is always active (also in phase 3). ## Starting Out **Starting credits:** 2000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** No In addition, each gang starts with a randomly-determined Sympathiser andaGang Sympathisers Territory ## Phases ### Phase 1: The Great Darkness After each battle, gangs cannot: - Re-equip from the Gang Equipment Lists. - Recruit fighters, crew or hangers-on. - +4 Rarity for all items from Trading Post & Black Market. Apply the following to all battles (depending of battlefield type): - **Zone Mortalis & Sector Mechanicus:** Pitch Black. - **Ash Wastes:** Changing Seasons. After this phase these exceptions are no longer in effect. If there are no more uncontrolled Resources, challengers nominate a Resource currently controlled by their opponent. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) 5. Declare Allegiance #### Declaring Allegiance Each gang must declare allegiance to one of the following: - Imperial House. - Unaligned. - Lady Credo's Rebellion. Note: The campaign is designed to have at least 1 gang fight for and against the rebellion (with number of gangs unaligned). Each allegiance will provide several unique bonuses that applies for the rest of the campaign. Before each battle, roll 4+ to choose one of the following Hired Guns for free this battle (automatically leaves after the battle regardless of any special rules). Ignore the normal gang restrictions when gaining this bonus. Note that Agents have additional petition restrictions that needs to be met. | Imperial House | Unaligned | Lady Credo's Rebellion | | :------------------------------------------------------------------------------------------------ | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------ | | **Emissaries of House Helmawr**<ul><li>Cyniss (Escher Agent)</li><li>Lady Haera (Agent)</li></ul> | **Look Out for our Own**<ul><li>Gorshiv Hammerfist (?)</li><li>Djangar Gunfists (Goliath Bounty Hunter)</li><li>Margo Mardena (Orlock Agent)</li><li>Vespa Minx Merdena (Orlock Bounty Hunter)</li></ul> | **Emissaries of the Rebellion**<ul><li>Athera and Stix (?)</li><li>Lady Credo (Rebel Lord Alliance)</li></ul> | | **Deep Pockets**<br />+D6x10 when generating income from resources. | **We Stand for Ourselves**<br />+D3XP for taking an enemy Leader OoA. | **Stars in the Ascendency**<br />+1 Reputation per battle won. | | | **Take a Side**<br />Can choose another alignment after each battle. Any gang that only controls Gang Resources must make this choice. | | ### Phase 3: Spark of Rebellion Resources: - Any unclaimed are removed. - Only those already controlled can be won as the stake of battles. - All boons from resources are rewarded. Ash Wastes battles use Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | -------------------------- | ------------------------------------------------- | | Leader of Men | Most Sympathisers | | Hoarder of Coin | Largest Wealth | | Legendary Status | Highest Reputation | | Champions of House Helmawr | Won most battles for House Helmawr. | | Champions of the Rebellion | Won most battles for the Rebellion. | | Survivor | Suffered the fewest deaths (during phase 1 only). | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, roll 2D6 on the table below to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker. Where there is a choice of two scenarios, the first scenario should be played in the Great Darkness phase and the second one in the Spark of Rebellion phase. | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Sympathisers chooses which scenariotoplay. If both players have the samenumber of Sympathisers, the winner of a roll-off chooses which scenario to play. | | 4-5 | Play the [Fall of Badzones Outpost](/docs/scenarios/scenario-list/fall-of-badzones-outpost) or the [Parley Showdown](/docs/scenarios/scenario-list/parley-showdown) scenario. | | 6-7 | Play the [Gunk War](/docs/scenarios/scenario-list/gunk-war) or the [Battle of the Riftways](/docs/scenarios/scenario-list/battle-of-the-riftways) scenario. | | 8-9 | Play the [Out of the Storm](/docs/scenarios/scenario-list/out-of-the-storm) or the [Street Fight](/docs/scenarios/scenario-list/street-fight) scenario. | | 10-12 | The player with fewer Sympathisers chooses which scenario to play. If both players have the same number of Sympathisers, the winner of a roll-off chooses which scenario to play. |
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# Orlock Sub-plots House Orlock gangs enforce the will of their House and ensure its mining operations continue as they have always done. Sometimes, this means straight up killing rivals in as efficient a way as possible, other times it means making an example of them. Orlock gangs are also known for their hardiness, and many times a gang will do something difficult or dangerous just to prove they can. If players are using sub-plots in their battles (see the Necromunda Rulebook), then an Orlock player may choose to use the Orlock Sub-plots table rather than any of the ones in the rulebook. Unlike the sub-plots in the rulebook, Orlock sub-plots do not use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Hardman**<br /> Reveal this card when one of your fighters suffers two or more Flesh Wounds as part of a single damaging hit. If the fighter is still on the battlefield after working out the effects of the hit, your gang gains 1 Reputation. If the fighter is still Standing and Active, they gain D3 Reputation instead. | | 2 | **Sumptown Shakedown**<br /> Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash. | | 3 | **Prospecting Mission**<br /> Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed. | | 4 | **Comeback King**<br /> Reveal this card at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains D3 Reputation. | | 5 | **Call them Out**<br /> Reveal this card at the start of the battle, after both crews are set up but before rolling for Priority. Choose one of your fighters and one of your opponent’s fighters. If, during the course of the battle, your chosen fighter takes the chosen enemy fighter Out of Action from a distance of no more than 6", your gang gains D3 Reputation. | | 6 | **Take a Beating**<br /> Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead. | | 7 | **Race the Clock**<br /> If the battle ends before the start of round 7, and you are the winner of the scenario, reveal this card to gain 1 Reputation for your gang. If the battle ended before the start of round 3, and your gang was the winner of the scenario, gain D3 Reputation instead. | | 8 | **Outland Showdown**<br /> Reveal this card at the start of any activation if a friendly fighter and one of your opponent’s fighters are within 12" of each other, but also both more than 12" from any other fighters. If this is the case, and your fighter can Seriously Injure the enemy fighter, or take them Out of Action, your gang gains 1 Reputation. | | 9 | **Hostile Negotiations**<br /> When your opponent plays a gang tactic, if you have fewer fighters on the battlefield than your opponent does, reveal this card to immediately gain a single gang tactic. If they have three times as many, or more, fighters than you, gain two gang tactics instead. | | 10 | **Badzone Brotherhood**<br /> Reveal this card if one of your Champions or your Leader use the Leading by Example special rule to allow three or more friendly fighters to automatically pass their Cool checks. The Champion or Leader immediately gains D3 XP. If the Champion or Leader used the Leading by Example special rule to allow all remaining members of the crew to automatically pass their Cool checks, they will gain D6 XP instead. | | Jack | **Mano-a-Mano**<br /> Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead. | | Queen | **Ash Bath**<br /> Reveal this card if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single gang tactic. | | King | **The Last Round**<br /> Reveal this card if one of your fighters successfully reloads one of their weapons and then takes an enemy fighter Out of Action with the same weapon as part of a single activation. That fighter gains D3 XP. If more than one enemy fighter was taken Out of Action during this single activation, the fighter gains D6 XP instead. | A Necromunda enthusiast! I'm here to help you navigate the Orlock Sub-plots table. This table provides unique sub-plot cards for House Orlock gangs in Necromunda. Unlike the standard sub-plot tables in the rulebook, these cards don't use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit).
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# Orlock Sub-plots House Orlock gangs enforce the will of their House and ensure its mining operations continue as they have always done. Sometimes, this means straight up killing rivals in as efficient a way as possible, other times it means making an example of them. Orlock gangs are also known for their hardiness, and many times a gang will do something difficult or dangerous just to prove they can. If players are using sub-plots in their battles (see the Necromunda Rulebook), then an Orlock player may choose to use the Orlock Sub-plots table rather than any of the ones in the rulebook. Unlike the sub-plots in the rulebook, Orlock sub-plots do not use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Hardman**<br /> Reveal this card when one of your fighters suffers two or more Flesh Wounds as part of a single damaging hit. If the fighter is still on the battlefield after working out the effects of the hit, your gang gains 1 Reputation. If the fighter is still Standing and Active, they gain D3 Reputation instead. | | 2 | **Sumptown Shakedown**<br /> Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash. | | 3 | **Prospecting Mission**<br /> Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed. | | 4 | **Comeback King**<br /> Reveal this card at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains D3 Reputation. | | 5 | **Call them Out**<br /> Reveal this card at the start of the battle, after both crews are set up but before rolling for Priority. Choose one of your fighters and one of your opponent’s fighters. If, during the course of the battle, your chosen fighter takes the chosen enemy fighter Out of Action from a distance of no more than 6", your gang gains D3 Reputation. | | 6 | **Take a Beating**<br /> Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead. | | 7 | **Race the Clock**<br /> If the battle ends before the start of round 7, and you are the winner of the scenario, reveal this card to gain 1 Reputation for your gang. If the battle ended before the start of round 3, and your gang was the winner of the scenario, gain D3 Reputation instead. | | 8 | **Outland Showdown**<br /> Reveal this card at the start of any activation if a friendly fighter and one of your opponent’s fighters are within 12" of each other, but also both more than 12" from any other fighters. If this is the case, and your fighter can Seriously Injure the enemy fighter, or take them Out of Action, your gang gains 1 Reputation. | | 9 | **Hostile Negotiations**<br /> When your opponent plays a gang tactic, if you have fewer fighters on the battlefield than your opponent does, reveal this card to immediately gain a single gang tactic. If they have three times as many, or more, fighters than you, gain two gang tactics instead. | | 10 | **Badzone Brotherhood**<br /> Reveal this card if one of your Champions or your Leader use the Leading by Example special rule to allow three or more friendly fighters to automatically pass their Cool checks. The Champion or Leader immediately gains D3 XP. If the Champion or Leader used the Leading by Example special rule to allow all remaining members of the crew to automatically pass their Cool checks, they will gain D6 XP instead. | | Jack | **Mano-a-Mano**<br /> Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead. | | Queen | **Ash Bath**<br /> Reveal this card if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single gang tactic. | | King | **The Last Round**<br /> Reveal this card if one of your fighters successfully reloads one of their weapons and then takes an enemy fighter Out of Action with the same weapon as part of a single activation. That fighter gains D3 XP. If more than one enemy fighter was taken Out of Action during this single activation, the fighter gains D6 XP instead. | A Necromunda enthusiast! I'm here to help you navigate the Orlock Sub-plots table. This table provides unique sub-plot cards for House Orlock gangs in Necromunda. Unlike the standard sub-plot tables in the rulebook, these cards don't use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit).
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# 47. Ritual _A tear in the veil._ **Source: Book of Ruin** ## Attacker & Defender If only one gang is Chaotic, then that gang is the defender. Otherwise, the gang who chose this scenario is the attacker, the other is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (10) - **Defender:** Random (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 12” of the centre of the battlefield. 2. **Attacker:** Base contact with any battlefield edge. 3. **Defender:** Choose a fighter to be the Ritual Leader. ## Ritual Leader _The Ritual Leader must not be disturbed if the ritual is going to be completed._ The defender chooses any fighter to be the Ritual Leader: - Can't activate or make actions. - If Seriously Injured or taken Out of Action, nominate a different fighter as the Ritual Leader at the start of the following round (chosen by the defender). ## Daemonic Energies _As the ritual nears completion, daemonic energies begin to ravage the battlefield._ Count how many turns there are an Active Ritual Leader on the battlefield in the End phase. After counting at least 1, roll a D6, adding the count to the result. Note that the Daemonic Ritual effects are cumulative. If the result is 10-12, also apply 7-9 and 4-6. | D6 + Count | Result | | :--------: | ------------------------------------------------------------------------------------------------------------------------ | | 1-3 | **The Veil Weakens:** No effect (eerie noises and ethereal lights fill the battlefield). | | 4-6 | **Tendrils of Madness:** All fighters (except the Ritual Leader) gains Insanity. | | 7-9 | **Screams from Beyond:** All fighters suffer a -2 modifier to Willpower and Cool tests. Group Activations can't be made. | | 10-12 | **Dancers on the Threshold:** A random fighter on the battlefield becomes possessed by a Daemon. | | 13+ | **The Warp Vomits Forth:** All attackers must pass a Willpower or suffer an Injury roll. The battle ends. | :::note After the Ritual Leader has remained Active until the End phase, a roll for Daemonic Ritual effect is always made. However, the counter doesn’t increase when the Ritual Leader is not Active in the End phase (Engaged, Seriously Injured or Out of Action). ::: :::danger House Rule (Necrodamus) This scenario is broken. The counter can never increase if the Ritual Leader is pinned, because the requirement of being Active (standing) and having no actions. Solution: The Ritual Leader can never be Pinned. When nominating a new Ritual Leader, that fighter immediately stands up (if Pinned). ::: ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the start of a round). - The Warp Vomits Forth (13+ on the Daemonic Ritual table). ## Victory - **Defender:** The Warp Vomits Forth. - **Any:** Last remaining gang. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 if on the battlefield at the end. - +D3 per Daemon destroyed. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::info Fighter Possessed By A Daemon (Dancers On The Threshold) - +3 Strength, Move, Attacks and Willpower. - Can't use ranged weapons. - Becomes an Unsanctioned Psyker. - Have Scouring (Basic) Wyrd Power: - Str 2, AP -2, D 1, Blaze, Template - Automatically passes any Cool tests. - Can't be Pinned. - If Seriously Injured or taken Out of Action, leap to another fighter. ### Leaping The Daemon leaps to another fighter on a 5+ each End phase. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity. ### Creature Of The Warp When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again. ### Underhive Exorcism The Daemon is exorcised on a 5+ if: - Seriously Injured or taken Out of Action by a Melee weapon. - Coup de Grace. Otherwise, it leaps to the next target. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Sector Mechanicus']
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# 47. Ritual _A tear in the veil._ **Source: Book of Ruin** ## Attacker & Defender If only one gang is Chaotic, then that gang is the defender. Otherwise, the gang who chose this scenario is the attacker, the other is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (10) - **Defender:** Random (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 12” of the centre of the battlefield. 2. **Attacker:** Base contact with any battlefield edge. 3. **Defender:** Choose a fighter to be the Ritual Leader. ## Ritual Leader _The Ritual Leader must not be disturbed if the ritual is going to be completed._ The defender chooses any fighter to be the Ritual Leader: - Can't activate or make actions. - If Seriously Injured or taken Out of Action, nominate a different fighter as the Ritual Leader at the start of the following round (chosen by the defender). ## Daemonic Energies _As the ritual nears completion, daemonic energies begin to ravage the battlefield._ Count how many turns there are an Active Ritual Leader on the battlefield in the End phase. After counting at least 1, roll a D6, adding the count to the result. Note that the Daemonic Ritual effects are cumulative. If the result is 10-12, also apply 7-9 and 4-6. | D6 + Count | Result | | :--------: | ------------------------------------------------------------------------------------------------------------------------ | | 1-3 | **The Veil Weakens:** No effect (eerie noises and ethereal lights fill the battlefield). | | 4-6 | **Tendrils of Madness:** All fighters (except the Ritual Leader) gains Insanity. | | 7-9 | **Screams from Beyond:** All fighters suffer a -2 modifier to Willpower and Cool tests. Group Activations can't be made. | | 10-12 | **Dancers on the Threshold:** A random fighter on the battlefield becomes possessed by a Daemon. | | 13+ | **The Warp Vomits Forth:** All attackers must pass a Willpower or suffer an Injury roll. The battle ends. | :::note After the Ritual Leader has remained Active until the End phase, a roll for Daemonic Ritual effect is always made. However, the counter doesn’t increase when the Ritual Leader is not Active in the End phase (Engaged, Seriously Injured or Out of Action). ::: :::danger House Rule (Necrodamus) This scenario is broken. The counter can never increase if the Ritual Leader is pinned, because the requirement of being Active (standing) and having no actions. Solution: The Ritual Leader can never be Pinned. When nominating a new Ritual Leader, that fighter immediately stands up (if Pinned). ::: ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the start of a round). - The Warp Vomits Forth (13+ on the Daemonic Ritual table). ## Victory - **Defender:** The Warp Vomits Forth. - **Any:** Last remaining gang. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 if on the battlefield at the end. - +D3 per Daemon destroyed. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::info Fighter Possessed By A Daemon (Dancers On The Threshold) - +3 Strength, Move, Attacks and Willpower. - Can't use ranged weapons. - Becomes an Unsanctioned Psyker. - Have Scouring (Basic) Wyrd Power: - Str 2, AP -2, D 1, Blaze, Template - Automatically passes any Cool tests. - Can't be Pinned. - If Seriously Injured or taken Out of Action, leap to another fighter. ### Leaping The Daemon leaps to another fighter on a 5+ each End phase. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity. ### Creature Of The Warp When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again. ### Underhive Exorcism The Daemon is exorcised on a 5+ if: - Seriously Injured or taken Out of Action by a Melee weapon. - Coup de Grace. Otherwise, it leaps to the next target. :::
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# Delaque Sub-plots House Delaque gangs excel at spying, sabotage and assassination and, as such, their services are often employed by the Noble Houses or the Imperial House. Whenever a Delaque gang enters battle, its true goal is seldom as simple as defeating their rivals, rather, there might be numerous other subtle plans in play, many unknown and unseen by the enemy. If players are using Sub-plots in their games (see the Necromunda Rulebook) then a Delaque player may choose to use the Delaque Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Delaque Sub-plots do not use suits (i.e., any Ace drawn will represent the Host of Shadows Sub-plot regardless of its suit). | Card | Sub-plot | | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace | **Host of Shadows**<br /> Reveal this Sub-plot at the beginning of a round if you have at least one fighter within 6" of each of the four corners of the battlefield and out of line of sight of any enemy fighters. If, at the end of the round, these fighters are still in place and not Seriously Injured, add D6x10 credits to your gang’s stash. | | 2 | **An Unkind Word**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang moves within 1" of an enemy Champion of Leader. Your Champion or Leader may then make the Clever Insult (Basic) action, forcing the enemy Champion or Leader to make an Intelligence check. If the test is failed, your Champion or Leader gains 1 XP. If the Intelligence test is passed, they earn D3 XP instead. | | 3 | **Five Small Secrets**<br /> Reveal this Sub-plot when activating a fighter in your crew. That fighter may immediately make the Hide Device (Basic) action, placing a marker next to their location to indicate a hidden device. Place a token next to the fighter’s card or otherwise indicate that it is active on the fighter. If by the end of the game the fighter did not go Out of Action and placed at least five hidden devices, each at least 6" apart, then add 2D6x10 credits to your gang’s stash. | | 4 | **Silent Footsteps**<br /> Reveal this Sub-plot if one of your fighters engages an enemy fighter outside of their line of sight, and outside of the line of sight of any enemy fighters. If your fighter has not gone Out of Action by the end of round, immediately add a random gang tactic to your gang for this battle. | | 5 | **Eyes in the Dark**<br /> Reveal this Sub-plot if the Pitch Black rules are in effect or come into effect during the course of the battle. If your gang wins the scenario without any of its fighters ever gaining a revealed token (i.e., from firing a weapon, getting set on fire, or otherwise illuminating themselves), all fighters in your gang who took part in the scenario gain D3 XP in addition to any other scenario rewards. | | 6 | **Whispers and Lies**<br /> Reveal this Sub-plot the first time one of your fighters takes the Coup de Grace action. Instead of sending the enemy fighter Out of Action they can instead make the Plant Lie (Simple) action. If, at the end of any round, there are three enemy fighters on the battlefield who have had this action made against them, your gang immediately gains a gang tactic for use later in this battle. | | 7 | **Craven is the Coward**<br /> Reveal this Sub-plot if there are three or more enemy fighters currently Broken, and no friendly fighters within 6" of one of your fighters. If this is the case, add D6x10 credits to your gang’s stash. If all enemy fighters on the battlefield are Broken, add 3D6x10 credits instead. | | 8 | **Follow the Leader**<br /> Secretly choose an enemy fighter at the start of the game – if the enemy Leader is on the battlefield you must choose them. Reveal this Sub-plot in the End phase if at least one of your fighters is within 6" and line of sight of the chosen fighter. If for three consecutive turns in each End phase you have a friendly fighter within 6" and line of sight of the chosen fighter, discard this card to add 2D6x10 credits to your gang’s stash. | | 9 | **A Dark Mirror**<br /> Reveal this Sub-plot after an enemy fighter completes their activation. One of your fighters within 18" and line of sight of the enemy fighter must then make exactly the same action(s) as the chosen fighter (i.e., move, shoot, charge, etc), though need not use the same weapons or select the same targets of their attacks. In each subsequent round, the fighter must activate after the enemy fighter and copy their actions. If they can do this for three consecutive rounds, they gain D3 XP. If they can keep it up until the end of the battle, they earn D6 XP instead. | | 10 | **Dead of Night**<br /> At the start of the game, secretly choose a number between 6 and 12. If, when the round number matches the number chosen, no enemy fighters have line of sight to any of your fighters, your gang immediately gains a gang tactic for use later in this battle. | | Jack | **No Witnesses**<br /> Reveal this Sub-plot if one of your fighters takes an enemy fighter Out of Action while neither fighter is within line of sight of any other fighters. Place a marker where the enemy fighter went Out of Action (this marker can be moved just like a Loot casket as detailed in the Necromunda Rulebook). If, by the end of the game, no enemy fighters have come within 1" of the marker, add D6x10 credits to your gang’s stash. | | Queen | **Hive Ghosts**<br /> Reveal this Sub-plot if one of your fighters recovers from being Seriously Injured and goes on to take an enemy fighter Out of Action. If they do so, they earn D3 XP. If they do this and remain out of line of sight of any enemy fighters for the remainder of the game, they earn D6 XP instead. | | King | **Memory Fades to Myth**<br /> Secretly choose one of your fighters at the beginning of the game. Each time an enemy or friendly fighter is Seriously Injured or taken Out of Action within line of sight of the fighter, make a note. If, at the end of the battle, the chosen fighter is still on the battlefield, reveal this Sub-plot. If they witnessed at least three fighters being Seriously Injured or taken Out of Action, add D6x10 credits to your gang’s stash. If they witnessed five or more fighters suffering these fates, add 3D6x10 credits to your gang’s stash instead. |
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# Delaque Sub-plots House Delaque gangs excel at spying, sabotage and assassination and, as such, their services are often employed by the Noble Houses or the Imperial House. Whenever a Delaque gang enters battle, its true goal is seldom as simple as defeating their rivals, rather, there might be numerous other subtle plans in play, many unknown and unseen by the enemy. If players are using Sub-plots in their games (see the Necromunda Rulebook) then a Delaque player may choose to use the Delaque Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Delaque Sub-plots do not use suits (i.e., any Ace drawn will represent the Host of Shadows Sub-plot regardless of its suit). | Card | Sub-plot | | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ace | **Host of Shadows**<br /> Reveal this Sub-plot at the beginning of a round if you have at least one fighter within 6" of each of the four corners of the battlefield and out of line of sight of any enemy fighters. If, at the end of the round, these fighters are still in place and not Seriously Injured, add D6x10 credits to your gang’s stash. | | 2 | **An Unkind Word**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang moves within 1" of an enemy Champion of Leader. Your Champion or Leader may then make the Clever Insult (Basic) action, forcing the enemy Champion or Leader to make an Intelligence check. If the test is failed, your Champion or Leader gains 1 XP. If the Intelligence test is passed, they earn D3 XP instead. | | 3 | **Five Small Secrets**<br /> Reveal this Sub-plot when activating a fighter in your crew. That fighter may immediately make the Hide Device (Basic) action, placing a marker next to their location to indicate a hidden device. Place a token next to the fighter’s card or otherwise indicate that it is active on the fighter. If by the end of the game the fighter did not go Out of Action and placed at least five hidden devices, each at least 6" apart, then add 2D6x10 credits to your gang’s stash. | | 4 | **Silent Footsteps**<br /> Reveal this Sub-plot if one of your fighters engages an enemy fighter outside of their line of sight, and outside of the line of sight of any enemy fighters. If your fighter has not gone Out of Action by the end of round, immediately add a random gang tactic to your gang for this battle. | | 5 | **Eyes in the Dark**<br /> Reveal this Sub-plot if the Pitch Black rules are in effect or come into effect during the course of the battle. If your gang wins the scenario without any of its fighters ever gaining a revealed token (i.e., from firing a weapon, getting set on fire, or otherwise illuminating themselves), all fighters in your gang who took part in the scenario gain D3 XP in addition to any other scenario rewards. | | 6 | **Whispers and Lies**<br /> Reveal this Sub-plot the first time one of your fighters takes the Coup de Grace action. Instead of sending the enemy fighter Out of Action they can instead make the Plant Lie (Simple) action. If, at the end of any round, there are three enemy fighters on the battlefield who have had this action made against them, your gang immediately gains a gang tactic for use later in this battle. | | 7 | **Craven is the Coward**<br /> Reveal this Sub-plot if there are three or more enemy fighters currently Broken, and no friendly fighters within 6" of one of your fighters. If this is the case, add D6x10 credits to your gang’s stash. If all enemy fighters on the battlefield are Broken, add 3D6x10 credits instead. | | 8 | **Follow the Leader**<br /> Secretly choose an enemy fighter at the start of the game – if the enemy Leader is on the battlefield you must choose them. Reveal this Sub-plot in the End phase if at least one of your fighters is within 6" and line of sight of the chosen fighter. If for three consecutive turns in each End phase you have a friendly fighter within 6" and line of sight of the chosen fighter, discard this card to add 2D6x10 credits to your gang’s stash. | | 9 | **A Dark Mirror**<br /> Reveal this Sub-plot after an enemy fighter completes their activation. One of your fighters within 18" and line of sight of the enemy fighter must then make exactly the same action(s) as the chosen fighter (i.e., move, shoot, charge, etc), though need not use the same weapons or select the same targets of their attacks. In each subsequent round, the fighter must activate after the enemy fighter and copy their actions. If they can do this for three consecutive rounds, they gain D3 XP. If they can keep it up until the end of the battle, they earn D6 XP instead. | | 10 | **Dead of Night**<br /> At the start of the game, secretly choose a number between 6 and 12. If, when the round number matches the number chosen, no enemy fighters have line of sight to any of your fighters, your gang immediately gains a gang tactic for use later in this battle. | | Jack | **No Witnesses**<br /> Reveal this Sub-plot if one of your fighters takes an enemy fighter Out of Action while neither fighter is within line of sight of any other fighters. Place a marker where the enemy fighter went Out of Action (this marker can be moved just like a Loot casket as detailed in the Necromunda Rulebook). If, by the end of the game, no enemy fighters have come within 1" of the marker, add D6x10 credits to your gang’s stash. | | Queen | **Hive Ghosts**<br /> Reveal this Sub-plot if one of your fighters recovers from being Seriously Injured and goes on to take an enemy fighter Out of Action. If they do so, they earn D3 XP. If they do this and remain out of line of sight of any enemy fighters for the remainder of the game, they earn D6 XP instead. | | King | **Memory Fades to Myth**<br /> Secretly choose one of your fighters at the beginning of the game. Each time an enemy or friendly fighter is Seriously Injured or taken Out of Action within line of sight of the fighter, make a note. If, at the end of the battle, the chosen fighter is still on the battlefield, reveal this Sub-plot. If they witnessed at least three fighters being Seriously Injured or taken Out of Action, add D6x10 credits to your gang’s stash. If they witnessed five or more fighters suffering these fates, add 3D6x10 credits to your gang’s stash instead. |
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# 69. Gateway to Hell _A gang tries to escape from the authorities into the wastes - though the hive will not let them go so easily._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. ## Battlefield Standard. After set up, the defender chooses one battlefield edge to be the Ash Gate. ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment 1. **Defender:** Within 6” of the centre of the battlefield. 2. **Attacker:** Anywhere outside 9” of any defenders (and out of LOS if possible). ## The Ash Gates _A gang tries to escape from the authorities into the wastes - though the hive will not let them go so easily. The gangs are fighting in the shadow of one of the great ash gates that ring the base of the hive. The defender must hold out until this mighty seal opens enough for them to escape - though this wait, and the approach to the gate itself, are not without peril as the gates are well-defended and the mechanisms that work them are potentially deadly. As the gate opens, clouds of choking blinding dust roll into the hive, driving some fighters to the ground and reducing visibility._ Starting with the End phase of round 3 (and the End phase of each subsequent round), apply the rules for Ash Clouds and Ash Storm. #### Ash Clouds All fighters within 12” of the Ash Gate (battlefield edge) and with LOS to that edge must pass a Strength test or apply the following: - Move D6” directly away from the Ash Gate (stop if contacting impassable terrain, can fall off ledges). - Pass an Initiative test or become Pinned (this test is only applied if the Strength test failed). #### Ash Storm Reduce the visibility at the end of round 3 and each subsequent round: | Round | Visibility | | --------- | ----------------- | | Round 3 | 36”. | | Round 3 | 24”. | | Round 5 | 18”. | | Round 6 | 12”. | | Round 7 | 9”. | | Round 8-9 | Pitch Black (3”). | ## Escaping Any fighter can attempt to escape (but only defenders will win from it) if moving into B2B with the Ash Gate (battlefield edge). Roll 2D6-Str and compare the result to the current round: - Equal or less (than the current round): Escape (removed from the battlefield). - Higher (than the current round): Suffer a S4 D1 hit, then move D6” directly away from the Ash Gate. ## Ending the Battle The battle ends when at least one of the following is true: - End of round 9. - Defender has less than ⅓ (rounding down) of the crew remaining on the battlefield. - Only one gang remains. ## Victory Defender wins if at least ⅓ (rounding down) of the defending fighters escape via the Ash Gate (battlefield edge). Otherwise the attacker wins. ## Outcome _Win or lose, the most powerful gang’s days are numbered. If the defender wins, head out into the wastes (perhaps starting a new settlement or rising to rule an ash wastes tribe). Otherwise, the gears of the great gate aren’t greased by oil alone..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::danger House Rule (Necrodamus) This scenario is broken. The attacker should probably not win if voluntarily failing a Bottle test or fleeing the battlefield before the defender has escaped with ⅓ of the fighters. If the defender has lost more than ⅓ of the gang, it can be difficult to escape while having ⅓ of the gang remaining, or all fighters must escape at the same in the same round (to avoid ending the game before escaping with sufficient fighters). ::: :::note ALTERNATIVES The battle can be rebalanced. Attackers: - Modify crew sizes. Alternatively, a bunch of enemies can enter the battlefield edge opposite of the Ash Gate each round (Enforcers, Guild watchmen, Bounty Hunters, plague zombies, Redemptionists, hive critters, Murder Cyborgs etc.). These adversaries continue to enter the battlefield until the gangs escape or the battlefield ends. Or run it in reverse, having all gangs fight amongst themselves while enemies pour in from the wastes, and must hold out as the gate slowly begins to close (reduce the enemies arriving each round) as the hive’s air scrubbers clear away the dust and restore visibility. :::
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2024-06-13 20:34:24.508078
['scenario', 'endgame', 'sector-mechanicus', 'zone-mortalis', 'Multi-player']
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# 69. Gateway to Hell _A gang tries to escape from the authorities into the wastes - though the hive will not let them go so easily._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. ## Battlefield Standard. After set up, the defender chooses one battlefield edge to be the Ash Gate. ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment 1. **Defender:** Within 6” of the centre of the battlefield. 2. **Attacker:** Anywhere outside 9” of any defenders (and out of LOS if possible). ## The Ash Gates _A gang tries to escape from the authorities into the wastes - though the hive will not let them go so easily. The gangs are fighting in the shadow of one of the great ash gates that ring the base of the hive. The defender must hold out until this mighty seal opens enough for them to escape - though this wait, and the approach to the gate itself, are not without peril as the gates are well-defended and the mechanisms that work them are potentially deadly. As the gate opens, clouds of choking blinding dust roll into the hive, driving some fighters to the ground and reducing visibility._ Starting with the End phase of round 3 (and the End phase of each subsequent round), apply the rules for Ash Clouds and Ash Storm. #### Ash Clouds All fighters within 12” of the Ash Gate (battlefield edge) and with LOS to that edge must pass a Strength test or apply the following: - Move D6” directly away from the Ash Gate (stop if contacting impassable terrain, can fall off ledges). - Pass an Initiative test or become Pinned (this test is only applied if the Strength test failed). #### Ash Storm Reduce the visibility at the end of round 3 and each subsequent round: | Round | Visibility | | --------- | ----------------- | | Round 3 | 36”. | | Round 3 | 24”. | | Round 5 | 18”. | | Round 6 | 12”. | | Round 7 | 9”. | | Round 8-9 | Pitch Black (3”). | ## Escaping Any fighter can attempt to escape (but only defenders will win from it) if moving into B2B with the Ash Gate (battlefield edge). Roll 2D6-Str and compare the result to the current round: - Equal or less (than the current round): Escape (removed from the battlefield). - Higher (than the current round): Suffer a S4 D1 hit, then move D6” directly away from the Ash Gate. ## Ending the Battle The battle ends when at least one of the following is true: - End of round 9. - Defender has less than ⅓ (rounding down) of the crew remaining on the battlefield. - Only one gang remains. ## Victory Defender wins if at least ⅓ (rounding down) of the defending fighters escape via the Ash Gate (battlefield edge). Otherwise the attacker wins. ## Outcome _Win or lose, the most powerful gang’s days are numbered. If the defender wins, head out into the wastes (perhaps starting a new settlement or rising to rule an ash wastes tribe). Otherwise, the gears of the great gate aren’t greased by oil alone..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::danger House Rule (Necrodamus) This scenario is broken. The attacker should probably not win if voluntarily failing a Bottle test or fleeing the battlefield before the defender has escaped with ⅓ of the fighters. If the defender has lost more than ⅓ of the gang, it can be difficult to escape while having ⅓ of the gang remaining, or all fighters must escape at the same in the same round (to avoid ending the game before escaping with sufficient fighters). ::: :::note ALTERNATIVES The battle can be rebalanced. Attackers: - Modify crew sizes. Alternatively, a bunch of enemies can enter the battlefield edge opposite of the Ash Gate each round (Enforcers, Guild watchmen, Bounty Hunters, plague zombies, Redemptionists, hive critters, Murder Cyborgs etc.). These adversaries continue to enter the battlefield until the gangs escape or the battlefield ends. Or run it in reverse, having all gangs fight amongst themselves while enemies pour in from the wastes, and must hold out as the gate slowly begins to close (reduce the enemies arriving each round) as the hive’s air scrubbers clear away the dust and restore visibility. :::
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# Leader - [[xavier]] # Leader - [[xavier]] ## Gangers - [[zuka]] - [[kerras]] - [[marduk]] - [[crazy_thom]] - [[sniffles]] - [[chunk]] - [[larry]] - [[ol_chomp]] - [[kuma]] - [[narco_scum_1]] - [[narco_scum_2]] - [[mr_gib]] # Summary The Blood Brothers are a notorious Genestealer Cult gang operating in the Underhive. Led by Xavier, a formidable Cult Adept, the gang has built a reputation for their ruthless tactics and unyielding loyalty to their Xenos allegiance. With a mix of adept fighters, resilient aberrants, and a variety of specialized equipment, they have become a formidable force in the Power Play campaign. ### Recent Activities: - **04/20/2024**: Gained 500 underdog points and chose 5 random extra tactics cards. - **04/17/2024**: Earned multiple rewards and credits through settlement rolls and underdog cards. Increased reputation by 3 for killing a Murder Cyborg. - **Ghast Harvest**: Significant activities including ransoming captured members and earning XP in battles. - - - ## Additional Information - - **Territory**: The gang operates primarily out of a Gang Enclave, with influence extending into the Psi–Syndica Sector. - **Rackets**: No campaign rackets currently held. - **Stash**: Currently holding Shard Grenades. - **Alignment and Allegiance**: As Outlaws with an allegiance to Xenos, the Blood Brothers are often at odds with many of the lawful factions in the Underhive. With a strategic approach and a diverse set of skills and equipment, the Blood Brothers are poised to continue their dominance in the Underhive, leveraging their outcast status to navigate the treacherous political landscape and gain power. # Blood Brothers ## <em>00. Gang Enclave</em> ## Special Rules Quick Reference ### Gang Skills |Skill Name|Skill Set|Skill Description| |---|---|---| |Evade|Cunning​|If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range.| |Fearsome|Ferocity​|If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately.| |Nerves Of Steel|Ferocity​|When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned.| |Unstoppable|Ferocity​|Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard.| ### Wyrd Powers |Power Name|Discipline|Action Type|Power Description| |---|---|---|---| |Unbreakable Will|Telepathy|Basic, Continuous|Whenever a friendly fighter takes a Nerve test or makes a Willpower check whilst within 9" of this fighter, they may use this fighter’s Cool or Willpower characteristic instead of their own.| |Zealot|Telepathy|Double, Continuous|Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight (Basic) or Charge (Double) action, any dice that roll a 1 to hit may be re-rolled.| ### Special Rules |Special Rule|Description| |---|---| |Machine Madness|All attacks have Reckless. After a target is Seriously Injured or taken Out of Action, roll 2+ or immediately gain Insanity.| |Valuable|(Ambot): If Captured and not rescued, it can be sold as normal or added to the gang for free (if having sufficient Reputation to take an extra Hanger-on). (Scrapcode-Corrupted Ambot): If Captured and not rescued, the capturing gang has the following options depending on alignment: Law Abiding: Sold as normal. Outlaw: Sold for full cost (Black Market). Added to the gang for free (if having sufficient Reputation to take an extra Hanger-on).| ### Weapon Traits |Trait Name|Trait Description| |---|---| |Blast (x)|The weapon utilises a Blast marker.| |Blaze|After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action or Wrecked. On a 4+, they become subject to the Blaze condition. Inorganic targets are not affected.| |Concussion|Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round.| |Disarm|If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks for the remainder of that round – they make unarmed attacks instead.| |Graviton Pulse|Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase.| |Grenade|Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.| |Knockback|When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform.| |Melee|This weapon can be used during close combat attacks.| |Melta|If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.| |Parry|After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.| |Plentiful|Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.| |Power|The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1.| |Pulverise|After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, they can change one Injury dice froma Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice.| |Rapid Fire (x)|When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.| |Rending|If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle.| |Scarce|Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.| |Scattershot|When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.| |Sidearm|Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.| |Silent|In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Visibility (X") rules, a model using this weapon that is Hidden does not become Revealed.| |Single Shot|This weapon can only be used once per battle. After use, it counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (X) trait.| |Template|Template weapons use the Flame template to determine how many targets they hit.| |Unwieldy|A Shoot action made with this weapon counts as a Double action as opposed to a Basic action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.| |Web|If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed.| ### Wargear |Wargear Name|Wargear Description|Additional Rules| |---|---|---| |Mono-sight|If a model attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.|| |Ablative Overlay|The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the battle, but is retained by the fighter and may be used again in future battles.|| |Carapace Armor - Light|Light carapace armour grants a 4+ save roll.|| |Carapace Armor - Heavy|Heavy carapace armour grants a 4+ save roll. This is increased to 3+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 3+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 4+ save roll. However, due to the extra weight of this armour, the fighter’s Initiative is reduced by -1 and their movement by 1" when making a Charge action.|| |Flak Armor|Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 5+ save roll.|| |Mesh Armor|Mesh armour grants a 5+ save roll.|| |Armor Spikes|Inflict a S1 hit when becoming B2B with any other fighter (applied before any other attacks after this fighter or another fighter moves).|| |Bio-booster|The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the biobooster can discard one of them.|| |Cult Icon|When a fighter that is carrying a Cult Icon uses the Group Activation (X) special rule, they may activate one additional Ready friendly fighter, meaning that a fighter with the Group Activation (2) special rule may activate three additional fighters, whilst a fighter with the Group Activation (1) special rule may activate two additional fighters.|| |Grapnel Launcher|An Active fighter with a grapnel launcher can make the Grapnel (Double) action:<br><br>\|Grapnel\|Double\|<br>\|---\|---\|<br>\|The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.\| \||| |Medicae Kit|When a fighter with a medicae kit assists a friendly fighter’s Recovery test, roll an extra Injury dice then choose one to discard.|| |Photo-goggles|A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition.|| |Respirator|When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.|| ### Conditions |Condition Name|Condition Description|Additional Rules| |---|---|---| |Blaze|Models with the Blaze condition can never become Hidden and cannot make Reaction attacks. There are additional effects depending on whether the model is a fighter or a vehicle.|| |Concussed (Fighter)|Initiative reduced by 2, to a minimum of 6+, until the end of the round.|| |Concussed (Vehicle)|Suffer a -2 penalty to all Handling tests until the end of the round.|| |Insane|When activating an Insane model, roll a D6. 1-2: The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield. The opposing player can control the Insane model for the duration of this activation, treating them as part of their gang in all respects until their activation ends. As soon as their activation ends, the Insane model no longer counts as being a part of the opposing gang. 5-6: The model can act as normal for the duration of this activation. Once their activation is over, make a Willpower test for them. If it is passed, they lose their Insanity marker.|| |Webbed|While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase. If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury result is rolled, the fighter remains Webbed, but they do not gain a Flesh Wound. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play. Instead of rolling on the Lasting Injury table, roll a D6 to determine what happens to them – on a result of 1-4 suffer the 15-26 (Out Cold) result, on a 5-6 they suffer the 55-56 (Captured) result.|| The following rules were found in the gang list, but not recognised: {'third arm', 'poisonous bite', 'multiple legs', 'you get what you paid for', 'underhive monster', 'many-shaped horror', 'scaly hide'}
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2024-06-13 20:34:24.508078
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['00. Gang Enclave']
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485,755
Blood Brothers
Genestealer Cult
3,150
Power Play
https://yaktribe.games/underhive/gang/blood_brothers.485755/
0
6
3,280
Outlaw
Xenos
['17. Psi–Syndica Sector']
[]
[]
['Shard Grenades']
0
04/20/2024 - Due to difference in rating I get 500 underdog points to spend, decided to take 5 random extra tactics card (universal) - 04/17/2024 Used underdog points for +4 xp for everyone + 70 credits for settlement roll +40 credits - 200 credits for learner ransom +160 for Paid In Full underdog card - 150 credits earned - +3 reputation for killing Murder Cyborg - +1 xp for Larry - +1 XP for Marduk - +1 XP for Kerras Ghast harvest - Marduk and Xavier were captured and then ransomed back for 75 credits. - 1 extra xp for Marduk for taking out a guy - Larry got 1 XP for taking out someone - paid out 30 credits to Narco lords for using hired guns - total 40 credits earned on the fight House favor evolution - Kerras turns into champion, gains arm
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# Leader - [[xavier]] # Leader - [[xavier]] ## Gangers - [[zuka]] - [[kerras]] - [[marduk]] - [[crazy_thom]] - [[sniffles]] - [[chunk]] - [[larry]] - [[ol_chomp]] - [[kuma]] - [[narco_scum_1]] - [[narco_scum_2]] - [[mr_gib]] # Summary The Blood Brothers are a notorious Genestealer Cult gang operating in the Underhive. Led by Xavier, a formidable Cult Adept, the gang has built a reputation for their ruthless tactics and unyielding loyalty to their Xenos allegiance. With a mix of adept fighters, resilient aberrants, and a variety of specialized equipment, they have become a formidable force in the Power Play campaign. ### Recent Activities: - **04/20/2024**: Gained 500 underdog points and chose 5 random extra tactics cards. - **04/17/2024**: Earned multiple rewards and credits through settlement rolls and underdog cards. Increased reputation by 3 for killing a Murder Cyborg. - **Ghast Harvest**: Significant activities including ransoming captured members and earning XP in battles. - - - ## Additional Information - - **Territory**: The gang operates primarily out of a Gang Enclave, with influence extending into the Psi–Syndica Sector. - **Rackets**: No campaign rackets currently held. - **Stash**: Currently holding Shard Grenades. - **Alignment and Allegiance**: As Outlaws with an allegiance to Xenos, the Blood Brothers are often at odds with many of the lawful factions in the Underhive. With a strategic approach and a diverse set of skills and equipment, the Blood Brothers are poised to continue their dominance in the Underhive, leveraging their outcast status to navigate the treacherous political landscape and gain power. # Blood Brothers ## <em>00. Gang Enclave</em> ## Special Rules Quick Reference ### Gang Skills |Skill Name|Skill Set|Skill Description| |---|---|---| |Evade|Cunning​|If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range.| |Fearsome|Ferocity​|If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately.| |Nerves Of Steel|Ferocity​|When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned.| |Unstoppable|Ferocity​|Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard.| ### Wyrd Powers |Power Name|Discipline|Action Type|Power Description| |---|---|---|---| |Unbreakable Will|Telepathy|Basic, Continuous|Whenever a friendly fighter takes a Nerve test or makes a Willpower check whilst within 9" of this fighter, they may use this fighter’s Cool or Willpower characteristic instead of their own.| |Zealot|Telepathy|Double, Continuous|Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight (Basic) or Charge (Double) action, any dice that roll a 1 to hit may be re-rolled.| ### Special Rules |Special Rule|Description| |---|---| |Machine Madness|All attacks have Reckless. After a target is Seriously Injured or taken Out of Action, roll 2+ or immediately gain Insanity.| |Valuable|(Ambot): If Captured and not rescued, it can be sold as normal or added to the gang for free (if having sufficient Reputation to take an extra Hanger-on). (Scrapcode-Corrupted Ambot): If Captured and not rescued, the capturing gang has the following options depending on alignment: Law Abiding: Sold as normal. Outlaw: Sold for full cost (Black Market). Added to the gang for free (if having sufficient Reputation to take an extra Hanger-on).| ### Weapon Traits |Trait Name|Trait Description| |---|---| |Blast (x)|The weapon utilises a Blast marker.| |Blaze|After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action or Wrecked. On a 4+, they become subject to the Blaze condition. Inorganic targets are not affected.| |Concussion|Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round.| |Disarm|If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks for the remainder of that round – they make unarmed attacks instead.| |Graviton Pulse|Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase.| |Grenade|Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.| |Knockback|When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter’s base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform.| |Melee|This weapon can be used during close combat attacks.| |Melta|If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.| |Parry|After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.| |Plentiful|Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.| |Power|The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1.| |Pulverise|After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, they can change one Injury dice froma Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice.| |Rapid Fire (x)|When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.| |Rending|If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle.| |Scarce|Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.| |Scattershot|When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.| |Sidearm|Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.| |Silent|In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Visibility (X") rules, a model using this weapon that is Hidden does not become Revealed.| |Single Shot|This weapon can only be used once per battle. After use, it counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (X) trait.| |Template|Template weapons use the Flame template to determine how many targets they hit.| |Unwieldy|A Shoot action made with this weapon counts as a Double action as opposed to a Basic action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.| |Web|If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed.| ### Wargear |Wargear Name|Wargear Description|Additional Rules| |---|---|---| |Mono-sight|If a model attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.|| |Ablative Overlay|The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the battle, but is retained by the fighter and may be used again in future battles.|| |Carapace Armor - Light|Light carapace armour grants a 4+ save roll.|| |Carapace Armor - Heavy|Heavy carapace armour grants a 4+ save roll. This is increased to 3+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 3+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 4+ save roll. However, due to the extra weight of this armour, the fighter’s Initiative is reduced by -1 and their movement by 1" when making a Charge action.|| |Flak Armor|Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 5+ save roll.|| |Mesh Armor|Mesh armour grants a 5+ save roll.|| |Armor Spikes|Inflict a S1 hit when becoming B2B with any other fighter (applied before any other attacks after this fighter or another fighter moves).|| |Bio-booster|The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the biobooster can discard one of them.|| |Cult Icon|When a fighter that is carrying a Cult Icon uses the Group Activation (X) special rule, they may activate one additional Ready friendly fighter, meaning that a fighter with the Group Activation (2) special rule may activate three additional fighters, whilst a fighter with the Group Activation (1) special rule may activate two additional fighters.|| |Grapnel Launcher|An Active fighter with a grapnel launcher can make the Grapnel (Double) action:<br><br>\|Grapnel\|Double\|<br>\|---\|---\|<br>\|The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.\| \||| |Medicae Kit|When a fighter with a medicae kit assists a friendly fighter’s Recovery test, roll an extra Injury dice then choose one to discard.|| |Photo-goggles|A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition.|| |Respirator|When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.|| ### Conditions |Condition Name|Condition Description|Additional Rules| |---|---|---| |Blaze|Models with the Blaze condition can never become Hidden and cannot make Reaction attacks. There are additional effects depending on whether the model is a fighter or a vehicle.|| |Concussed (Fighter)|Initiative reduced by 2, to a minimum of 6+, until the end of the round.|| |Concussed (Vehicle)|Suffer a -2 penalty to all Handling tests until the end of the round.|| |Insane|When activating an Insane model, roll a D6. 1-2: The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield. The opposing player can control the Insane model for the duration of this activation, treating them as part of their gang in all respects until their activation ends. As soon as their activation ends, the Insane model no longer counts as being a part of the opposing gang. 5-6: The model can act as normal for the duration of this activation. Once their activation is over, make a Willpower test for them. If it is passed, they lose their Insanity marker.|| |Webbed|While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase. If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury result is rolled, the fighter remains Webbed, but they do not gain a Flesh Wound. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play. Instead of rolling on the Lasting Injury table, roll a D6 to determine what happens to them – on a result of 1-4 suffer the 15-26 (Out Cold) result, on a 5-6 they suffer the 55-56 (Captured) result.|| The following rules were found in the gang list, but not recognised: {'third arm', 'poisonous bite', 'multiple legs', 'you get what you paid for', 'underhive monster', 'many-shaped horror', 'scaly hide'}
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2024-06-13 20:34:24.508078
thinking, writing
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select a content and it will be simplified.
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simplify
Noureddine
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content: {{context}} prompt: make the content very clear and easy to understand
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# Apocrypha Necromundus: Sump City _There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus._ Source: [Warhammer Community, 09 Apr 2019](https://www.warhammer-community.com/2019/04/09/apocrypha-necromundus-sump-city/) ## Bottom of the Hive Down the Abyss from Dust Falls, past the tunnels to Rust Town, Spoilheap and Port Mad Dog, the underhive grows dark. Deeper still, beneath the Delta-7 Badzones and the old ratskin trail to the White Wastes, the Abyss lives up to its name and the light of Dust Falls is hidden by miles of twisting tunnel. Finally, beyond the road to Two Tunnels and the Tangle, the Abyss reaches its end, opening up over the vastness of the hive bottom, and the frontier settlement of Sump City. Rising up from the toxic sea around it, Sump City is the last port of call for gangs and guilders, who come here looking to seek wealth out in the midnight expanse of the hive bottom, or to sail out onto the sump sea in search of the sump spiders and their priceless diamond eyes.\* Sump City’s only connection to the underhive is a series of ancient cable cars, the battered gondolas ferrying hivers up into the lowest levels of the Abyss, from where they can make the long journey back up to Dust Falls. ![](NecroSumpCity-Apr9-Image1rcvd.jpg) Despite thin, poisonous air, chem-clouds that would make a Goliath’s eyes water, and regular mutie raids, Sump City is almost as prosperous as Dust Falls. The wealth brought in by spider hunters, archeotech scavengers and sump prospectors ensures its scrap markets are filled with rare and valuable items. Traders from Two Tunnels, Port Mad Dog and Dust Falls ferry the best of these goods up the Abyss, and sell it on to the guilds – at a substantial mark-up of course. This is largely possible because there is no formal Merchant Guild presence in Sump City. Despite agents of the Guild of Coin and Slave Guild frequenting its streets, the settlement has always been run by one gang or another. Up until recently, Sadie ‘Original’ Sinn and the Sump City Sirens did the job, though nobody has seen the Sirens for a while,\*\* and recently the Carrion Queens and the Iron Lords have been duelling over the settlement. ## Great Spider Hunters One of the principal industries of Sump City is the trade in giant spider eyes. Spire Nobles will pay a small fortune for these precious gems, with the largest worth enough for a slimedrifter captain to move uphive and live out their days in luxury. Harvesting the spider eyes, however, is no easy feat, and the larger the spider, the greater the challenge. Even an immature sump spider is usually the size of a slave-Ogryn, with the largest as big as an Orlock battle-rig – gun turrets and all. With this in mind, serious hunters sail out in massive armoured scrap-ships, often with flotillas of smaller craft to act as lookouts and bait-men, to herd the spider toward the big ship’s gas-harpoons. Of course, this is not always enough, and on the docks of Sump City, where hundreds of battered ships, barges and boats of all kinds hang out over the inky blackness of the sump, half-cut sump-sailors like to spin yarns of the ones that got away. The tale of the Hydra, and its captain Haagan Valgotha, is perhaps the most persistent of these. ![](NecroSumpCity-Apr9-Image2uvce.jpg) So the story goes, Valgotha and his ship the Hydra were the greatest spider hunters to ever sail out of Sump City. Each cycle his crew brought in the largest hauls of spider eyes, and the grizzled old veteran could have retired many times over. But Valgotha was hunting a legend – the Great Albino Spider. Time and again the Hydra went out hunting the beast, and time and again its captain returned empty-handed – until one day, when the Hydra was overdue by many cycles, and a member of Valgotha’s crew was found drifting on the sump, all alone and mad with fear. Valgotha had at last found his nemesis, and the man claimed he had seen both gigantic spider and sump captain sink beneath the slime, Valgotha still hacking at the beast’s massive diamond eyes even as the black claimed him. ## Forgotten Riches While some hivers come to Sump City to crew slimedrifters and trade in spider eyes, many come to hunt for archeotech. It is a widely accepted truth of the underhive that the lower you go, the better your chances of finding great wealth become.\*\*\* Guilders, nobles and crime bosses regularly hire gangs to head out into the wilds of the hive bottom in search of lost treasures. These can be anything from tech left over from centuries past to veins of valuable scrap or pools of concentrated chemicals, rare underhive fungi, or even sump monsters for the fighting pits. ![](NecroSumpCity-Apr9-Image3rjucs.jpg) Gangs like the Covenant of Shadows offer protection for archeo-hunters, and claim to know the best places to explore. To no one’s surprise, the Delaque gang seems to use each expedition to somehow advance their own standing in Sump City. Then there are enterprising individuals like ‘Gruesome’ Gale, who professes to be the best Dome Runner in all hive bottom, and guarantees that with her, you’ll come back richer than you went out – or you won’t come back at all. \* The trick, as any spider hunter will tell you, is getting the spider to part with its eyes. \*\* Sadie’s gold-plated bolter was seen recently for sale in the Haggle at Dust Falls, so this probably doesn’t bode well for her continued existence. \*\*\* While it is true that going lower means better loot, it is also means the tentacles don’t have to reach so far…
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# Apocrypha Necromundus: Sump City _There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus._ Source: [Warhammer Community, 09 Apr 2019](https://www.warhammer-community.com/2019/04/09/apocrypha-necromundus-sump-city/) ## Bottom of the Hive Down the Abyss from Dust Falls, past the tunnels to Rust Town, Spoilheap and Port Mad Dog, the underhive grows dark. Deeper still, beneath the Delta-7 Badzones and the old ratskin trail to the White Wastes, the Abyss lives up to its name and the light of Dust Falls is hidden by miles of twisting tunnel. Finally, beyond the road to Two Tunnels and the Tangle, the Abyss reaches its end, opening up over the vastness of the hive bottom, and the frontier settlement of Sump City. Rising up from the toxic sea around it, Sump City is the last port of call for gangs and guilders, who come here looking to seek wealth out in the midnight expanse of the hive bottom, or to sail out onto the sump sea in search of the sump spiders and their priceless diamond eyes.\* Sump City’s only connection to the underhive is a series of ancient cable cars, the battered gondolas ferrying hivers up into the lowest levels of the Abyss, from where they can make the long journey back up to Dust Falls. ![](NecroSumpCity-Apr9-Image1rcvd.jpg) Despite thin, poisonous air, chem-clouds that would make a Goliath’s eyes water, and regular mutie raids, Sump City is almost as prosperous as Dust Falls. The wealth brought in by spider hunters, archeotech scavengers and sump prospectors ensures its scrap markets are filled with rare and valuable items. Traders from Two Tunnels, Port Mad Dog and Dust Falls ferry the best of these goods up the Abyss, and sell it on to the guilds – at a substantial mark-up of course. This is largely possible because there is no formal Merchant Guild presence in Sump City. Despite agents of the Guild of Coin and Slave Guild frequenting its streets, the settlement has always been run by one gang or another. Up until recently, Sadie ‘Original’ Sinn and the Sump City Sirens did the job, though nobody has seen the Sirens for a while,\*\* and recently the Carrion Queens and the Iron Lords have been duelling over the settlement. ## Great Spider Hunters One of the principal industries of Sump City is the trade in giant spider eyes. Spire Nobles will pay a small fortune for these precious gems, with the largest worth enough for a slimedrifter captain to move uphive and live out their days in luxury. Harvesting the spider eyes, however, is no easy feat, and the larger the spider, the greater the challenge. Even an immature sump spider is usually the size of a slave-Ogryn, with the largest as big as an Orlock battle-rig – gun turrets and all. With this in mind, serious hunters sail out in massive armoured scrap-ships, often with flotillas of smaller craft to act as lookouts and bait-men, to herd the spider toward the big ship’s gas-harpoons. Of course, this is not always enough, and on the docks of Sump City, where hundreds of battered ships, barges and boats of all kinds hang out over the inky blackness of the sump, half-cut sump-sailors like to spin yarns of the ones that got away. The tale of the Hydra, and its captain Haagan Valgotha, is perhaps the most persistent of these. ![](NecroSumpCity-Apr9-Image2uvce.jpg) So the story goes, Valgotha and his ship the Hydra were the greatest spider hunters to ever sail out of Sump City. Each cycle his crew brought in the largest hauls of spider eyes, and the grizzled old veteran could have retired many times over. But Valgotha was hunting a legend – the Great Albino Spider. Time and again the Hydra went out hunting the beast, and time and again its captain returned empty-handed – until one day, when the Hydra was overdue by many cycles, and a member of Valgotha’s crew was found drifting on the sump, all alone and mad with fear. Valgotha had at last found his nemesis, and the man claimed he had seen both gigantic spider and sump captain sink beneath the slime, Valgotha still hacking at the beast’s massive diamond eyes even as the black claimed him. ## Forgotten Riches While some hivers come to Sump City to crew slimedrifters and trade in spider eyes, many come to hunt for archeotech. It is a widely accepted truth of the underhive that the lower you go, the better your chances of finding great wealth become.\*\*\* Guilders, nobles and crime bosses regularly hire gangs to head out into the wilds of the hive bottom in search of lost treasures. These can be anything from tech left over from centuries past to veins of valuable scrap or pools of concentrated chemicals, rare underhive fungi, or even sump monsters for the fighting pits. ![](NecroSumpCity-Apr9-Image3rjucs.jpg) Gangs like the Covenant of Shadows offer protection for archeo-hunters, and claim to know the best places to explore. To no one’s surprise, the Delaque gang seems to use each expedition to somehow advance their own standing in Sump City. Then there are enterprising individuals like ‘Gruesome’ Gale, who professes to be the best Dome Runner in all hive bottom, and guarantees that with her, you’ll come back richer than you went out – or you won’t come back at all. \* The trick, as any spider hunter will tell you, is getting the spider to part with its eyes. \*\* Sadie’s gold-plated bolter was seen recently for sale in the Haggle at Dust Falls, so this probably doesn’t bode well for her continued existence. \*\*\* While it is true that going lower means better loot, it is also means the tentacles don’t have to reach so far…
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756
362
### Graviton Pulse Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase.
Unknown
Graviton Pulse
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equalto or under their Strength on a D6 (a roll of 6 alwayscounts as a fail), or suffer Damage with no armoursave allowed; any vehicle caught in the Blast mustinstead roll equal or over the Toughness value of thefacing hit on a D6 (a roll of a 6 always counts as asuccess), or suffer a hit to the Body with no armoursave allowed. After the weapon has been fired, leavethe Blast marker in place. For the remainder of theround, any model moving through this area will use2" of their Movement for every 1" they move (notethis affects all vehicles regardless of their Locomotivespecial rule). Remove the Blast marker during theEnd phase.
necrovox
0
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0
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0
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0
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Unknown
0
0
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0
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0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Graviton Pulse Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase.
Unknown
Unknown
Unknown
Unknown
0
0
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362
237
Unknown
equipment
Frag Grenade
Unknown
grenade
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['equipment', 'grenade']
Unknown
Unknown
Unknown
Unknown
Unknown
Causes explosive damage in a radius, ideal for clearing out clusters of enemies or disrupting formations. Effective against light and medium armor.
Unknown
0
0
0
0
0
Unknown
0
35
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Frag grenades are basic explosive devices designed to deliver a wide blast radius upon detonation. They scatter shrapnel over a broad area, making them effective against groups of lightly armored targets.
Limited range compared to firearms and requires careful handling to avoid self-inflicted injuries. Not effective against heavily armored targets due to the spread of the shrapnel.
0
0
Unknown
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237
549
[[the_changed_gang_info]]
Demagogue
Corvus
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['Overseer']
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2024-06-13 20:34:24.508078
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220
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3,008,928
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[]
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2023-10-04 2:53:44
2023-10-04 14:56:30
0
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[[the_changed_gang_info]]
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2
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2024-06-13 20:34:24.508078
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6
992
# 85. Cauldron of Lies _Victory is forever moving just out of reach._ **Source: House of Shadow** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios presented here have been designed specifically for House Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Cauldron of Lies lends itself well to multi-player games – where multiple gangs must fight in a chaotic free-for-all as the very win conditions they are fighting for changes from round to round. Intelligence Gathering is the perfect opportunity for a gang to test its skill, not just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info it needs ::: ## Battlefield Standard. In addition, each gang places 5 Loot caskets each, anywhere at least 8" from any battlefield edge. :::danger House Rule (Necrodamus) Loot caskets have limited deployment restrictions, allowing both gangs to retrieve 5 loot caskets in round 1. Solution: Each gang must place 5 loot caskets in the opponent's half of the battlefield. ::: ## Crews Custom (6). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## Hidden Truths _Victory is forever moving just out of reach. The true motives of the gangs are hidden and simple confrontation might not be an end unto itself._ At the start of the battle (after deployment), each gang secretly choose one of the following agendas (win condition): - **Kill Them All!** Take 5 enemies Out of Action. - **Escape the Underhive** 5 friendly fighters B2B with the battlefield edge of the enemy deployment zone. - **Hidden Treasures** Get 5 Loot caskets back to the deployment area. #### Unseen Influence At the start of each round, each gang choose an agenda to nullify for the enemy. The enemy cannot win by completing the nullified agenda this round. The same agenda cannot be nullified two rounds in a row. **If Multi-player:** - Secretly vote on one agenda to be nullified (in case of a tie, randomize an agenda). ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - An agenda is completed. ## Victory The gang that completed it's agenda is the winner. If no agendas were completed, all gangs lose. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The enemy can always prevent victory (forcing everyone to lose) by voluntarily failing the Bottle test, then fleeing the battlefield. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Delaque Scenario']
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# 85. Cauldron of Lies _Victory is forever moving just out of reach._ **Source: House of Shadow** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios presented here have been designed specifically for House Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Cauldron of Lies lends itself well to multi-player games – where multiple gangs must fight in a chaotic free-for-all as the very win conditions they are fighting for changes from round to round. Intelligence Gathering is the perfect opportunity for a gang to test its skill, not just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info it needs ::: ## Battlefield Standard. In addition, each gang places 5 Loot caskets each, anywhere at least 8" from any battlefield edge. :::danger House Rule (Necrodamus) Loot caskets have limited deployment restrictions, allowing both gangs to retrieve 5 loot caskets in round 1. Solution: Each gang must place 5 loot caskets in the opponent's half of the battlefield. ::: ## Crews Custom (6). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment Standard. ## Hidden Truths _Victory is forever moving just out of reach. The true motives of the gangs are hidden and simple confrontation might not be an end unto itself._ At the start of the battle (after deployment), each gang secretly choose one of the following agendas (win condition): - **Kill Them All!** Take 5 enemies Out of Action. - **Escape the Underhive** 5 friendly fighters B2B with the battlefield edge of the enemy deployment zone. - **Hidden Treasures** Get 5 Loot caskets back to the deployment area. #### Unseen Influence At the start of each round, each gang choose an agenda to nullify for the enemy. The enemy cannot win by completing the nullified agenda this round. The same agenda cannot be nullified two rounds in a row. **If Multi-player:** - Secretly vote on one agenda to be nullified (in case of a tie, randomize an agenda). ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - An agenda is completed. ## Victory The gang that completed it's agenda is the winner. If no agendas were completed, all gangs lose. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The enemy can always prevent victory (forcing everyone to lose) by voluntarily failing the Bottle test, then fleeing the battlefield. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. :::
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992
311
`dice: 1d6 > weapon-skill`
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2024-06-13 20:34:24.508078
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`dice: 1d6 > weapon-skill`
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# 112. They Come From Below! _“The Lord of Skin and Sinew demands all shall feast today! Go forth and drown the world in their own bloated organs!”_ \- Felkormog, Harvest Lord of the Lodge of Tearing Hands In this scenario, wave after wave of attackers swarm up from the depths while the defenders fight them back. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes or Sector Mechanicus) with the following exception: Place a Blast (5") in the centre of the battlefield to act as a pit which waves of attackers pour out of. ## Crews - **Attacker:** 3 waves of Random (D3+1). - **Defender:** Random (6). If the attacker has insufficient models to fill each wave, ensure the first waves are filled first. If playing an Ash Wastes battlefield, vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6" of the Gunk Tank. 2. **Attacker:** Anywhere at least 6" from the defender's deployment zone. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## From The Pit _Wave after wave of attackers swarm up from the depths while the defenders fight them back._ New waves arrive in the End phase of the following rounds: - 2nd wave: Round 3. - 3rd wave: Round 6. The next wave can also arrive in an earlier End phase if the current attacking wave has no models left on the battlefield. All models in a wave are deployed B2B with the pit as normal. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when only one gang remains at the start of a round. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Defence Of Dust Falls If players wish they may use this scenario to represent the defence of Dust Falls, as a tide of Chaos worshippers and corrupted gangs attack from the Abyss. An alliance of criminals, guilders and gangs must hold the Abyss without turning on each other. In order to do this, make the following changes: - The defender must include at least one delegation with the Criminal Allies rule and at least one with the Law-abiding Allies rule (see [Alliances](/docs/gangs/gang-additions/alliances)). - The attacker takes three gangs, each roughly the same Gang Rating as the defender’s force; these are the three waves of assailants that emerge from the Abyss. - The Strange Bedfellows rule is in effect (see below). #### Strange Bedfellows Each time a model from a delegation makes a ranged attack, if there is a model from a different delegation within 9" they must make a Leadership check. If the check is passed, they may attack normally; if the check is failed then they must target a model from the other delegation. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Vehicles', 'Narrative Scenario']
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# 112. They Come From Below! _“The Lord of Skin and Sinew demands all shall feast today! Go forth and drown the world in their own bloated organs!”_ \- Felkormog, Harvest Lord of the Lodge of Tearing Hands In this scenario, wave after wave of attackers swarm up from the depths while the defenders fight them back. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Ash Wastes or Sector Mechanicus) with the following exception: Place a Blast (5") in the centre of the battlefield to act as a pit which waves of attackers pour out of. ## Crews - **Attacker:** 3 waves of Random (D3+1). - **Defender:** Random (6). If the attacker has insufficient models to fill each wave, ensure the first waves are filled first. If playing an Ash Wastes battlefield, vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6" of the Gunk Tank. 2. **Attacker:** Anywhere at least 6" from the defender's deployment zone. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## From The Pit _Wave after wave of attackers swarm up from the depths while the defenders fight them back._ New waves arrive in the End phase of the following rounds: - 2nd wave: Round 3. - 3rd wave: Round 6. The next wave can also arrive in an earlier End phase if the current attacking wave has no models left on the battlefield. All models in a wave are deployed B2B with the pit as normal. ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when only one gang remains at the start of a round. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - Winner: 2D6x10. - Loser: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Defence Of Dust Falls If players wish they may use this scenario to represent the defence of Dust Falls, as a tide of Chaos worshippers and corrupted gangs attack from the Abyss. An alliance of criminals, guilders and gangs must hold the Abyss without turning on each other. In order to do this, make the following changes: - The defender must include at least one delegation with the Criminal Allies rule and at least one with the Law-abiding Allies rule (see [Alliances](/docs/gangs/gang-additions/alliances)). - The attacker takes three gangs, each roughly the same Gang Rating as the defender’s force; these are the three waves of assailants that emerge from the Abyss. - The Strange Bedfellows rule is in effect (see below). #### Strange Bedfellows Each time a model from a delegation makes a ranged attack, if there is a model from a different delegation within 9" they must make a Leadership check. If the check is passed, they may attack normally; if the check is failed then they must target a model from the other delegation. :::
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# Chaos Special Rules ## Dark Rituals: Lead Ritual The following gangs can seek the favour of certain Chaos Gods. - **Corpse Grinder Cult:** Khorne. - **Chaos Cult:** Any Chaos God (can change between battles). - **Corrupted gang:** Any Chaos God (can't change after the first). :::danger House Rule (Necrodamus) Corpse Grinder Cult is given access to Dark Rituals here for fluff reasons. ::: 1. The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). 2. Decide which of the Chaos Gods the ritual is invoking: Khorne, Nurgle, Slaanesh or Tzeentch. 3. A random fighter (not Leader or Witch) can be the focus of the ritual, offering them up to be a vessel of the gods’ power. Alternatively, a Captive (that could normally be sold if held by a non-Chaos gang) can be sacrificed to fuel the ritual. 4. Then roll 2D6 and apply the following modifiers: - +2 if praising a Chaos gods the cult already has the favour of. - +2 if sacrificing a Captive. - +1 if winning this battle. - +1 if gaining Reputation this battle. - -1 if losing Reputation this battle. - -1 if losing this battle. - -2 if praising a different Chaos god than the cult has the favour of. **Success (+9 after modifiers):** The gang is heeded by the cult’s patron. Any existing favour is replaced. If a fighter was the focus of the ritual, that fighter gains D6 XP. **Failure (2 or less before or after modifiers):** The cult is deemed unworthy. Lose any existing favour. If a fighter was picked to be the focus of the ritual, that fighter is turned into a [Chaos Spawn](/docs/gangs/gang-lists/helot-chaos-cult#chaos-spawn) (effectively slain and any equipment is lost). The Spawn is added for free, but the cost affects Gang Rating. #### The Gods’ Favour If the gang has performed a Dark Ritual, gain the following bonuses: | | Khorne | Nurgle | Slaanesh | Tzeentch | | :------------- | :--------------------------- | :-------------------------------------------- | :----------------------------------------------------- | :------------------------------------------------------------------ | | Once per round | Re-roll a failed Wound roll. | Re-roll a friendly Recovery roll (End phase). | Activate 2 fighters instead of 1(one after the other). | Ignore all negative hit modifiers for a Shoot (Basic/Double) action | | Chaos Spawns | +1S. | +1T. | Roll 2D6 and choose the highest when moving | 4+ save. | | Leader | +1A. | +1W. | +2”M. | Gain 1 random Wyrd Power (Possessed Hiver / Ghast table). |
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2024-06-13 20:34:24.508078
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# Chaos Special Rules ## Dark Rituals: Lead Ritual The following gangs can seek the favour of certain Chaos Gods. - **Corpse Grinder Cult:** Khorne. - **Chaos Cult:** Any Chaos God (can change between battles). - **Corrupted gang:** Any Chaos God (can't change after the first). :::danger House Rule (Necrodamus) Corpse Grinder Cult is given access to Dark Rituals here for fluff reasons. ::: 1. The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). 2. Decide which of the Chaos Gods the ritual is invoking: Khorne, Nurgle, Slaanesh or Tzeentch. 3. A random fighter (not Leader or Witch) can be the focus of the ritual, offering them up to be a vessel of the gods’ power. Alternatively, a Captive (that could normally be sold if held by a non-Chaos gang) can be sacrificed to fuel the ritual. 4. Then roll 2D6 and apply the following modifiers: - +2 if praising a Chaos gods the cult already has the favour of. - +2 if sacrificing a Captive. - +1 if winning this battle. - +1 if gaining Reputation this battle. - -1 if losing Reputation this battle. - -1 if losing this battle. - -2 if praising a different Chaos god than the cult has the favour of. **Success (+9 after modifiers):** The gang is heeded by the cult’s patron. Any existing favour is replaced. If a fighter was the focus of the ritual, that fighter gains D6 XP. **Failure (2 or less before or after modifiers):** The cult is deemed unworthy. Lose any existing favour. If a fighter was picked to be the focus of the ritual, that fighter is turned into a [Chaos Spawn](/docs/gangs/gang-lists/helot-chaos-cult#chaos-spawn) (effectively slain and any equipment is lost). The Spawn is added for free, but the cost affects Gang Rating. #### The Gods’ Favour If the gang has performed a Dark Ritual, gain the following bonuses: | | Khorne | Nurgle | Slaanesh | Tzeentch | | :------------- | :--------------------------- | :-------------------------------------------- | :----------------------------------------------------- | :------------------------------------------------------------------ | | Once per round | Re-roll a failed Wound roll. | Re-roll a friendly Recovery roll (End phase). | Activate 2 fighters instead of 1(one after the other). | Ignore all negative hit modifiers for a Shoot (Basic/Double) action | | Chaos Spawns | +1S. | +1T. | Roll 2D6 and choose the highest when moving | 4+ save. | | Leader | +1A. | +1W. | +2”M. | Gain 1 random Wyrd Power (Possessed Hiver / Ghast table). |
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# 106. Assassinate **Source: White Dwarf, May 2022** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The underdog is the attacker, the other gang is the defender. ## Battlefield Standard. ## Crews Custom. ## Deployment Standard. ## Tactics Cards None. ## Targeted For Death _A large bounty is placed on a rival leader and the underdogs are willing to risk everything in order to collect the reward._ After deployment, the attacker secretly notes down a defending fighter to be the target using the following tie-breaker: 1. Leader or Champion. 2. Any fighter. The identity of the target is revealed at the end of the battle. :::note The target should be selected from the enemy starting crew that are deployed at the start of the battle to avoid awkward/unbalanced situations. ::: ## Ending the Battle The battle ends if any of the following are true: - The target is removed from the battlefield. - Max 1 gang has models remaining. ## Victory The attacker wins if the target is taken Out of Action or the defender voluntarily bottled out. Otherwise the defender wins. ## Rewards ### Credits Attacker gains one of the following depending on the status of the target: - 6D6x10 (Out of Action). - 4D6x10 (Flee). - 2D6x10 (Seriously Injured). #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the target Out of Action. - +D3 to target for surviving the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Sector Mechanicus', 'Underdog']
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# 106. Assassinate **Source: White Dwarf, May 2022** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The underdog is the attacker, the other gang is the defender. ## Battlefield Standard. ## Crews Custom. ## Deployment Standard. ## Tactics Cards None. ## Targeted For Death _A large bounty is placed on a rival leader and the underdogs are willing to risk everything in order to collect the reward._ After deployment, the attacker secretly notes down a defending fighter to be the target using the following tie-breaker: 1. Leader or Champion. 2. Any fighter. The identity of the target is revealed at the end of the battle. :::note The target should be selected from the enemy starting crew that are deployed at the start of the battle to avoid awkward/unbalanced situations. ::: ## Ending the Battle The battle ends if any of the following are true: - The target is removed from the battlefield. - Max 1 gang has models remaining. ## Victory The attacker wins if the target is taken Out of Action or the defender voluntarily bottled out. Otherwise the defender wins. ## Rewards ### Credits Attacker gains one of the following depending on the status of the target: - 6D6x10 (Out of Action). - 4D6x10 (Flee). - 2D6x10 (Seriously Injured). #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the target Out of Action. - +D3 to target for surviving the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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# Bionics _Source: Necromunda Core Rulebook (2023)_ Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced. ## Mundane Bionics Should a fighter suffer any Lasting Injury as a result of going Out of Action which permanently reduces one or more of their characteristics, the injured body part may be replaced with a bionic prosthesis, thus restoring some degree of lost function. The price of getting a Doc to install the bionic is included in its cost. All Mundane bionics will increase one of the characteristics listed in their description by +1, thus negating part or all of the effect of the Lasting Injury. **Multiple Characteristics:** Players should note that some Lasting Injuries only cause one characteristic to be decreased whilst other Lasting Injuries cause two characteristics to be decreased. Where a Lasting Injury causes two characteristics to be decreased, the bionic will give a choice of which characteristic is improved. If a fighter wishes to rectify two characteristic decreases caused by a Lasting Injury, they should look at purchasing an Improved bionic (as follows). They cannot purchase two Mundane bionics in order to rectify the effects of a single Lasting Injury. ## Improved Bionics As with Mundane bionics, any fighter that has suffered a Lasting Injury as a result of going Out of Action which permanently reduces two of their characteristics may replace the injured body part with Improved bionics. Improved bionics may be bought from the Trading Post in the same way as other items, provided that their Availability level has been met. The price of getting a Doc to install the bionic is included in its cost. All Improved bionics exist to allow a fighter that has suffered a Lasting Injury that decreases two characteristics to increase both at the same time, for a higher cost. Consequently, Lasting Injuries that only cause one characteristic to be decreased do not have the Improved bionics option. **Characteristic Increases & Bionics:** If a characteristic has been increased since the injury was sustained as a result of any Advancements, any bionics purchased (Mundane and Improved) may still increase the characteristic by 1 but may not take any characteristics beyond the maximum characteristics. **Bionics & Recovery:** If a fighter is In Recovery when bionics are purchased, they will remain In Recovery as described in the campaign rules. Purchasing bionics does not negate the need to recover from an injury, even if the bionics mitigate the long-term effects. ## Damaged Bionics When a fighter takes a fresh Lasting Injury to a location previously injured and subsequently replaced with bionics, there is a chance that their bionics will save them from further harm, taking only minor damage that can easily be repaired. Roll a D6. On a 1-3, the Lasting Injury is applied as normal (perhaps a fighter with a bionic left leg has sustained a similar injury to their right leg, for example). On a 4+, the bionics are hit and the effects of the Lasting Injury are ignored. However, if hit, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics are scratched and dented but suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and the previous benefits of the bionics are lost, meaning that any characteristic increases granted by the bionics are also lost. ## List of Bionics ### Lobo Chip **(Humiliated Lasting Injury Table Result)** _The underhive is dangerous and more than enough to break the mind of a ganger. Some fighters choose to get a lobo chip hammered into their cranium, diminishing their emotions to a dull murmur._ **Mundane:** _20 credits – Rare (11)_ Increase either the fighter’s Leadership or Cool by +1. **Improved:** _45 credits – Rare (12)_ Increase both the fighter’s Leadership and Cool by +1. ### Cortex-Cogitator **(Head Injuries Lasting Injury Table Result)** _A spinal thought-shunt, the cortex-cogitator enhances or repairs a fighter’s reasoning processes and mental fortitude._ **Mundane:** _15 credits – Rare (11)_ Increase either the fighter’s Intelligence or Willpower by +1. **Improved:** _30 credits – Rare (12)_ Increase both the fighter’s Intelligence and Willpower by +1. ### Bionic Eye **(Eye Injuries Lasting Injury Table Result)** _From bespoke models crafted to match a user’s own natural organs, to crude hatchet jobs prised from the ocular sockets of smashed servo-skulls, bionic eyes restore sight._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Ballistic Skill is increased by +1. ### Bionic Arm **(Hand Injuries Lasting Injury Table Result)** _A good bionic arm is another weapon in its user’s arsenal, able to both replace the function of an arm but also act as a handy club._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Weapon Skill is increased by +1. ### Bionic Leg **(Hobbled Lasting Injury Table Result)** _At its most basic, a bionic leg replaces the function of a flesh and blood limb, whether cobbled together from old servitor bits or crafted from advanced materials._ **Mundane:** _25 credits – Rare (12)_ The fighter’s Movement is increased by +1". ### Skeletal Enhancers **(Spinal Injury Lasting Injury Table Result)** _Skeletal enhancers repair damage and function to a fighter’s strength, hardening bone and muscle with servo-assisted overlays or hydraulic body-rigs._ **Mundane:** _70 credits – Rare (13)_ The fighter’s Strength is increased by +1. ### Aortic Supercharger **(Enfeebled Lasting Injury Table Result)** _An aortic supercharger increases heart and organ function, granting a fighter exceptional stamina and the ability to shrug off injury._ **Mundane:** _65 credits – Rare (13)_ The fighter’s Toughness is increased by +1.
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2024-06-13 20:34:24.508078
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# Bionics _Source: Necromunda Core Rulebook (2023)_ Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced. ## Mundane Bionics Should a fighter suffer any Lasting Injury as a result of going Out of Action which permanently reduces one or more of their characteristics, the injured body part may be replaced with a bionic prosthesis, thus restoring some degree of lost function. The price of getting a Doc to install the bionic is included in its cost. All Mundane bionics will increase one of the characteristics listed in their description by +1, thus negating part or all of the effect of the Lasting Injury. **Multiple Characteristics:** Players should note that some Lasting Injuries only cause one characteristic to be decreased whilst other Lasting Injuries cause two characteristics to be decreased. Where a Lasting Injury causes two characteristics to be decreased, the bionic will give a choice of which characteristic is improved. If a fighter wishes to rectify two characteristic decreases caused by a Lasting Injury, they should look at purchasing an Improved bionic (as follows). They cannot purchase two Mundane bionics in order to rectify the effects of a single Lasting Injury. ## Improved Bionics As with Mundane bionics, any fighter that has suffered a Lasting Injury as a result of going Out of Action which permanently reduces two of their characteristics may replace the injured body part with Improved bionics. Improved bionics may be bought from the Trading Post in the same way as other items, provided that their Availability level has been met. The price of getting a Doc to install the bionic is included in its cost. All Improved bionics exist to allow a fighter that has suffered a Lasting Injury that decreases two characteristics to increase both at the same time, for a higher cost. Consequently, Lasting Injuries that only cause one characteristic to be decreased do not have the Improved bionics option. **Characteristic Increases & Bionics:** If a characteristic has been increased since the injury was sustained as a result of any Advancements, any bionics purchased (Mundane and Improved) may still increase the characteristic by 1 but may not take any characteristics beyond the maximum characteristics. **Bionics & Recovery:** If a fighter is In Recovery when bionics are purchased, they will remain In Recovery as described in the campaign rules. Purchasing bionics does not negate the need to recover from an injury, even if the bionics mitigate the long-term effects. ## Damaged Bionics When a fighter takes a fresh Lasting Injury to a location previously injured and subsequently replaced with bionics, there is a chance that their bionics will save them from further harm, taking only minor damage that can easily be repaired. Roll a D6. On a 1-3, the Lasting Injury is applied as normal (perhaps a fighter with a bionic left leg has sustained a similar injury to their right leg, for example). On a 4+, the bionics are hit and the effects of the Lasting Injury are ignored. However, if hit, there is a chance that the bionics will be irreparably damaged. Roll a D6. On a 2+, the bionics are scratched and dented but suffer no long-term effects. On a 1, however, the bionics are damaged beyond repair, the effects of the Lasting Injury are applied and the previous benefits of the bionics are lost, meaning that any characteristic increases granted by the bionics are also lost. ## List of Bionics ### Lobo Chip **(Humiliated Lasting Injury Table Result)** _The underhive is dangerous and more than enough to break the mind of a ganger. Some fighters choose to get a lobo chip hammered into their cranium, diminishing their emotions to a dull murmur._ **Mundane:** _20 credits – Rare (11)_ Increase either the fighter’s Leadership or Cool by +1. **Improved:** _45 credits – Rare (12)_ Increase both the fighter’s Leadership and Cool by +1. ### Cortex-Cogitator **(Head Injuries Lasting Injury Table Result)** _A spinal thought-shunt, the cortex-cogitator enhances or repairs a fighter’s reasoning processes and mental fortitude._ **Mundane:** _15 credits – Rare (11)_ Increase either the fighter’s Intelligence or Willpower by +1. **Improved:** _30 credits – Rare (12)_ Increase both the fighter’s Intelligence and Willpower by +1. ### Bionic Eye **(Eye Injuries Lasting Injury Table Result)** _From bespoke models crafted to match a user’s own natural organs, to crude hatchet jobs prised from the ocular sockets of smashed servo-skulls, bionic eyes restore sight._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Ballistic Skill is increased by +1. ### Bionic Arm **(Hand Injuries Lasting Injury Table Result)** _A good bionic arm is another weapon in its user’s arsenal, able to both replace the function of an arm but also act as a handy club._ **Mundane:** _45 credits – Rare (13)_ The fighter’s Weapon Skill is increased by +1. ### Bionic Leg **(Hobbled Lasting Injury Table Result)** _At its most basic, a bionic leg replaces the function of a flesh and blood limb, whether cobbled together from old servitor bits or crafted from advanced materials._ **Mundane:** _25 credits – Rare (12)_ The fighter’s Movement is increased by +1". ### Skeletal Enhancers **(Spinal Injury Lasting Injury Table Result)** _Skeletal enhancers repair damage and function to a fighter’s strength, hardening bone and muscle with servo-assisted overlays or hydraulic body-rigs._ **Mundane:** _70 credits – Rare (13)_ The fighter’s Strength is increased by +1. ### Aortic Supercharger **(Enfeebled Lasting Injury Table Result)** _An aortic supercharger increases heart and organ function, granting a fighter exceptional stamina and the ability to shrug off injury._ **Mundane:** _65 credits – Rare (13)_ The fighter’s Toughness is increased by +1.
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# Hired Guns _Source: Necromunda Core Rulebook (2023)_ _The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or desperate souls take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block._ _The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their services to keep the mechanism turning._ ## Bounty Hunters, House Agents and Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, better known as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. :::info ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs (the rules for Outlaw gangs can be found in _Necromunda: The Book of Judgement_). This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw. :::
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# Hired Guns _Source: Necromunda Core Rulebook (2023)_ _The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or desperate souls take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block._ _The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their services to keep the mechanism turning._ ## Bounty Hunters, House Agents and Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, better known as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. :::info ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs (the rules for Outlaw gangs can be found in _Necromunda: The Book of Judgement_). This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw. :::
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# The Priority Phase _Source: Necromunda Core Rulebook (2023)_ The Priority phase is split into the following steps: 1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a Ready marker. ## 1. Roll For Priority This step determines which player wins the Priority marker for this round. The Priority marker is a coin or token, such as that contained in the Necromunda: Hive War boxed set, that is held by the player with Priority for the round, acting as a reminder. Holding the Priority marker gives a player a huge advantage, as they are able to activate first and can dictate the flow of the action during the round, often putting their opponent onto the back foot and making their gang behave reactively rather than proactively in response to their foes moving and attacking first. To determine who has Priority, each player rolls a D6, and the player who rolls the highest takes Priority for this round. In the case of a tie, the player who had Priority in the previous round passes it to their opponent. If the first Priority roll of the battle is tied, neither player will have held Priority previously, therefore both players roll again. :::info ## Priority In Multi-Player Games Sometimes, more than two gangs find themselves fighting on the same battlefield – either allying together to take out hated foes, or in a bloody free-for-all. Players roll for Priority as normal, but ties are handled differently. Players determine play order based on their dice score when rolling for Priority. Any ties are re-rolled (for example, if four players roll for Priority and score a 5, 4, 4 and 2, the player that rolled 5 has Priority, the player that rolled 2 goes last and the players that each rolled a 4 roll off again to determine who is going second and third). ::: ## 2. Ready Gang During this step of the Priority phase, both players place a Ready marker on each model (both fighters and vehicles) in their gang that is currently on the battlefield, note that some Conditions and Statuses may prevent a model gaining a Ready marker. The Necromunda: Hive War boxed set contains a number of Ready markers that can be used for this. Ready markers should be placed either on the model’s Fighter card or Vehicle card or next to the model itself on the battlefield. Once a model has been activated, its Ready marker is removed. Under normal circumstances, a model that is no longer Ready may not activate again, but players should take note that there are some instances in which a model may activate again, notably in the case of some skills and gang tactics.
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# The Priority Phase _Source: Necromunda Core Rulebook (2023)_ The Priority phase is split into the following steps: 1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a Ready marker. ## 1. Roll For Priority This step determines which player wins the Priority marker for this round. The Priority marker is a coin or token, such as that contained in the Necromunda: Hive War boxed set, that is held by the player with Priority for the round, acting as a reminder. Holding the Priority marker gives a player a huge advantage, as they are able to activate first and can dictate the flow of the action during the round, often putting their opponent onto the back foot and making their gang behave reactively rather than proactively in response to their foes moving and attacking first. To determine who has Priority, each player rolls a D6, and the player who rolls the highest takes Priority for this round. In the case of a tie, the player who had Priority in the previous round passes it to their opponent. If the first Priority roll of the battle is tied, neither player will have held Priority previously, therefore both players roll again. :::info ## Priority In Multi-Player Games Sometimes, more than two gangs find themselves fighting on the same battlefield – either allying together to take out hated foes, or in a bloody free-for-all. Players roll for Priority as normal, but ties are handled differently. Players determine play order based on their dice score when rolling for Priority. Any ties are re-rolled (for example, if four players roll for Priority and score a 5, 4, 4 and 2, the player that rolled 5 has Priority, the player that rolled 2 goes last and the players that each rolled a 4 roll off again to determine who is going second and third). ::: ## 2. Ready Gang During this step of the Priority phase, both players place a Ready marker on each model (both fighters and vehicles) in their gang that is currently on the battlefield, note that some Conditions and Statuses may prevent a model gaining a Ready marker. The Necromunda: Hive War boxed set contains a number of Ready markers that can be used for this. Ready markers should be placed either on the model’s Fighter card or Vehicle card or next to the model itself on the battlefield. Once a model has been activated, its Ready marker is removed. Under normal circumstances, a model that is no longer Ready may not activate again, but players should take note that there are some instances in which a model may activate again, notably in the case of some skills and gang tactics.
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### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a weapon with the Chem Delivery trait is used, the fighter declares whatkind of chem they are firing at the target. This can be any chem the fighter isequipped with (note that firing the weapon does not cost a dose of the chem andthat friendly fighters cannot be targeted), or if the weapon also has the Toxin orGas trait, the fighter can use these Traits instead. Instead of making a Wound rollfor a Chem Delivery attack, roll a D6. If the result is equal to or higher than thetarget’s Toughness, or is a natural 6, the target is affected by the chosen chem justas if they had taken a dose. If the roll is lower than the target’s Toughness, theyshrug off the chem’s effects.
necrovox
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### Chem Delivery When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target’s Toughness, they shrug off the chem’s effects.
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# Movement :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Fighters move by making actions, usually the Move (Simple) action. To run, make 2 Move (Simple) actions. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A fighter can move up to (but not further) than the full movement allowance. The movement can bend and curve in any fashion (need not be in a straight line). Note that a Charge (Double) action should take the shortest route possible. After moving, a fighter can turn to face any direction. All Move actions must be declared before any measuring is carried out. If a measurement makes it obvious that a fighter does not have as much movement as hoped, the movement will end short of where it was planned. In this case, move the fighter as far as possible in the desired direction, and try to make good use of any available cover! In the case of a Charge (Double) action, if a fighter has insufficient movement to make it into B2B with an enemy fighter, they must still move the full distance (stopping 1” away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ### Directly Towards and Directly Away From Trace an imaginary straight line that crosses the centre of each fighter’s base - the moving fighter then moves towards the other fighter along this line the required distance. Similarly, to move directly away from another fighter, follow the same method in the opposite direction. As always, this can't make a fighter move through a wall, impassable terrain or a closed door. Should they contact one of these features, they stop and do not move further. ## The 1" Rule Move within 1" of any enemy fighter during an activation: - Fighters: Can't move. - Vehicles: Can move (any enemy model). Fighters have some exceptions to this rule: - Enemy fighter is Seriously Injured. - An Active fighter makes a Charge (Double) action. - Involuntary move. ### Charge During a Charge, a fighter can move within 1” of one or more enemy fighters, provided the move ends B2B with one or more enemies. If the move is sufficient to get within 1" but insufficient to get in B2B and Engage the enemy fighter, stop moving 1” away. Note that with Versatile, the move can stop within Long range. :::danger House Rule Fighters can move (voluntarily) to Engage enemies (B2B) ::: ### Involuntary Move The 1” rule does not apply when moving involuntarily within 1” of an enemy. For example when thrown into contact with other fighters. The normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of coming B2B with one another). Once they have been and if neither fighter is Prone and Seriously Injured, move the fighter that was involuntarily moved by the shortest route possible until they are 1” away from the enemy fighter. ## Terrain The following section covers how terrain affects movement. ### Difficult Terrain Every 1” movement count as 2”. ### Dangerous Terrain Dangerous Terrain is Difficult Terrain. In addition, an Initiative test must be passed to avoid immediately going Out of Action and suffering a Lasting Injury roll. ### Obstacles Obstacles are free standing terrain no more than 2” high and 2” across (such as pipelines, barricades and barrels). Fighters may cross obstacles as they move, but doing so reduced their movement by a number of inches equal to the height of the obstacle. A fighter may not end their movement on top of an obstacle. ### Structures Structures are terrain features more than 2” high and more than 2” across. A fighter may climb up and onto structures and between various levels and platforms as they move and may end their movement on any level if there is sufficient space for their base. ### Impassable and Solid Terrain Fighters may not move across impassable terrain. ### Ductways Ductways can be up to 2” in length and can be placed across any 2” wide wall or any other impassable terrain. Spend a Double action (Crawl Through) within 1": - Placed within 1" of the other end (provided there is room outside 1" of enemies and the base doesn't overlap other fighters or obstacles). ### Climbing Climbing is equal to moving through Difficult Terrain. Any vertical surface can be climbed. A fighter can't end the activation mid-climb; they must have sufficient movement to reach a flat surface. If they can't, they will stay where they were when the action was declared. Note that a fighter may end a Move (Simple) action mid-climb, provided that they are able to immediately use another action to complete the climb. ### Stepping Up A fighter may freely ‘step up’ onto another level or platform of a structure, provided it is no more than ½” higher than the level they are currently on. If the difference in height is more than ½”, they must climb instead. ### Overhangs Overhangs can be traversed as long as it protrudes no more than 1” from the vertical surface. Overhangs that protrude more than 1” are considered impassable when climbing. ### Ladders and Stairs Normal movement. ### Lift If moving onto a lift, the lift can go 4" up or down. The fighter can then use any remaining movement. The lift can only move once per round. Any models standing on it moves with it. If a fighter moves a lift while another fighter obstructs the path of the lift, the other fighter must pass an Initiative test to move up to 2" away from the lift. If failed, or having insufficient move to escape the lift, suffer an automatic hit with automatic wound with a D3 attack. If the attack was survived, move the fighter the shortest distance possible to no longer obstruct the lift. ### Leaping Gaps A fighter may attempt to leap across a gap that is bigger than their base, provided there is enough Movement to do so. Stop at the edge and pass an Initiative test to leap the gap and continue moving. If failed, fall straight down by the shortest possible route to the next level down and suffer a hit as follows. ### Jumping Down Pass an Initiative test to jump down to a lower level. No modifier for the first 2”, but a cumulative -1 modifier for each additional 2” jumped (rounded up). If failed, suffer falling damage. :::info N17 The vertical distance does not cost any movement. ::: ## Falling Hazards A fighter is at risk of falling if they go from Standing to Prone whilst within ½” of the an edge. Pass an Initiative test to avoid falling. ### Railings If the nearest edge of a level or platform is bounded by a railing or similar barrier at least ½“ tall, the chance of falling is reduced: - +1 to Initiative tests. (when going Prone to see if the fighter falls). ### Falling Damage If a model falls 3” or more, suffer an automatic hit (round up to the nearest inch). <table> <thead> <tr> <td></td> <td colspan="2">Modifiers</td> <td></td> <td></td> <td></td> </tr> <tr> <td>Distance</td> <td>Jumping Down</td> <td>Falling Vehicle</td> <td>Strength</td> <td>Falling AP</td> <td>Damage</td> </tr> </thead> <tbody> <tr> <td>1"-2"</td> <td>-</td> <td>-1</td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td>3"</td> <td>-1</td> <td>-1</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>4"</td> <td>-1</td> <td>-2</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>5"</td> <td>-2</td> <td>-2</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>6"</td> <td>-2</td> <td>-2</td> <td>5</td> <td>-1</td> <td>1</td> </tr> <tr> <td>7"</td> <td>-3</td> <td>-3</td> <td>5</td> <td>-1</td> <td>1</td> </tr> <tr> <td>8"</td> <td>-3</td> <td>-3</td> <td>7</td> <td>-2</td> <td>2</td> </tr> <tr> <td>9"</td> <td>-4</td> <td>-3</td> <td>7</td> <td>-2</td> <td>2</td> </tr> <tr> <td>10"+</td> <td>-4</td> <td>-4</td> <td>9</td> <td>-3</td> <td>3</td> </tr> </tbody> </table> A falling fighter is immediately Pinned and their activation ends. If falling and landing within ½” of a platform edge, pass another Initiative test or fall again. Vehicles: - Automatically suffer fall damage (no test to avoid it). - Pass a Handling test (with falling modifiers) or Lose Control. ### Falling on Other Models If a model lands on top of another model, both suffer the same damage. - Fighters: All involved are Pinned. Move the falling model the shortest possible distance so it is not overlapping (if neither went Out of Action). If falling on an enemy fighter (and no involved fighter is Seriously Injured), move the falling model 1" away from the enemy fighter (shortest possible route) ## Vehicle Movement ### Fighter Movement Fighters can move and climb on and leap onto vehicles. ### Fighters & Loot on Moving Vehicles Fighters that are on a vehicle when it moves must pass an Initiative test (only test once per activation in which the vehicle moves) or fall 1" away from the vehicle in a random direction. If landing within ½" of an edge of a platform, pass another Initiative test to avoid falling again. If the landing location is in impassable terrain, move the shortest distance to a legal location. Loot on top of a vehicle will fall off a moving vehicle unless any of the following are true: - B2B with a fighter (that passed the Initiative test). - Placed in a designated transport area. ## Vehicle Collisions Vehicles can crash into other models (fighters & vehicles) or terrain. Collisions occur when a moving vehicle contacts another model or terrain. When calculating the Toughness of a vehicle involved in a collision, use the facing that suffers the hit. ### Collision Damage Use the moving vehicle's Move stat to determine the damage: <table> <tr> <td><b>3-5:</b></td><td>S3.</td> </tr> <tr> <td><b>6-7:</b></td><td>S5, AP-1.</td> </tr> <tr> <td><b>8-9:</b></td><td>S7, AP-2, D2.</td> </tr> <tr> <td><b>10+:</b></td><td>S9, AP-3, D3.</td> </tr> <tr> <td><b>●</b></td><td>+1S, AP & D to a vehicle with lower Toughness (than another vehicle in the collision).</td> </tr> </table> A vehicle that makes a Ram (Double) action causing a head-on collision with another vehicle or terrain halves the movement when determining the damage it suffers (but not for other affected vehicles). Stationary vehicles count as having M3" if having moved as part of the following: - Jump Start. - Turn-over. - Free Wheel. - Suffering a vehicle collision. ### Running Over Fighters If a moving vehicle contacts a fighter: 1. The fighter is moved the shortest distance possible to allow the vehicle to pass (1" away from the vehicle). 2. The fighter must pass an Initiative test: - Standing: +1 modifier. - Pinned: Normal. - Seriously Injured: 6+ (regardless of Initiative). If failed, suffer a hit using Vehicle Collision Damage. ### Move and Push During Collisions If a moving vehicle contacts other vehicles, all involved vehicles suffer a hit after the move is finished. When calculating Toughness, use the facing that suffers the hit. How vehicles move during collisions depends on which arc of the moving vehicle contacted the other vehicle: - **Head-on (front):** The moving vehicle's front contacts another vehicle. - The impacted vehicle is pushed until the moving vehicle stops moving (unless the moving vehicle has a lower Toughness, in which case it stops immediately). - **Side-on (side):** The moving vehicle's side contacts another vehicle. - Make a Handling test (+1 modifier if the moving vehicle as a higher Toughness). The result affects which vehicle is moved the shortest distance possible to continue moving. - Pass: The other vehicle. - Fail: The moving vehicle. ### Chain Collisions - If multiple vehicles collide, fully resolve the damage from each collision in the order they occur. - If subsequent collisions occur due to a vehicle being pushed, use the initial vehicle's Movement stat to determine the power of the impact. - If a vehicle stops due to impacting impassable terrain or a vehicle with higher Toughness, then all the vehicles involved in the collision stop. ### Colliding with Terrain When a vehicle contacts terrain, it counts as colliding with another vehicle. The collision damage depends on the type of terrain. The relative Toughness of the terrain is determined as follows: - Solid terrain (wall, impassable terrain, sturdy structure):Terrain has highest Toughness (but takes no damage). This causes the vehicle to stop. - Obstacle (flimsy structure):Terrain has lower Toughness. It is removed from the battlefield. Any fighters on top of it immediately fall
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# Movement :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Fighters move by making actions, usually the Move (Simple) action. To run, make 2 Move (Simple) actions. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A fighter can move up to (but not further) than the full movement allowance. The movement can bend and curve in any fashion (need not be in a straight line). Note that a Charge (Double) action should take the shortest route possible. After moving, a fighter can turn to face any direction. All Move actions must be declared before any measuring is carried out. If a measurement makes it obvious that a fighter does not have as much movement as hoped, the movement will end short of where it was planned. In this case, move the fighter as far as possible in the desired direction, and try to make good use of any available cover! In the case of a Charge (Double) action, if a fighter has insufficient movement to make it into B2B with an enemy fighter, they must still move the full distance (stopping 1” away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ### Directly Towards and Directly Away From Trace an imaginary straight line that crosses the centre of each fighter’s base - the moving fighter then moves towards the other fighter along this line the required distance. Similarly, to move directly away from another fighter, follow the same method in the opposite direction. As always, this can't make a fighter move through a wall, impassable terrain or a closed door. Should they contact one of these features, they stop and do not move further. ## The 1" Rule Move within 1" of any enemy fighter during an activation: - Fighters: Can't move. - Vehicles: Can move (any enemy model). Fighters have some exceptions to this rule: - Enemy fighter is Seriously Injured. - An Active fighter makes a Charge (Double) action. - Involuntary move. ### Charge During a Charge, a fighter can move within 1” of one or more enemy fighters, provided the move ends B2B with one or more enemies. If the move is sufficient to get within 1" but insufficient to get in B2B and Engage the enemy fighter, stop moving 1” away. Note that with Versatile, the move can stop within Long range. :::danger House Rule Fighters can move (voluntarily) to Engage enemies (B2B) ::: ### Involuntary Move The 1” rule does not apply when moving involuntarily within 1” of an enemy. For example when thrown into contact with other fighters. The normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of coming B2B with one another). Once they have been and if neither fighter is Prone and Seriously Injured, move the fighter that was involuntarily moved by the shortest route possible until they are 1” away from the enemy fighter. ## Terrain The following section covers how terrain affects movement. ### Difficult Terrain Every 1” movement count as 2”. ### Dangerous Terrain Dangerous Terrain is Difficult Terrain. In addition, an Initiative test must be passed to avoid immediately going Out of Action and suffering a Lasting Injury roll. ### Obstacles Obstacles are free standing terrain no more than 2” high and 2” across (such as pipelines, barricades and barrels). Fighters may cross obstacles as they move, but doing so reduced their movement by a number of inches equal to the height of the obstacle. A fighter may not end their movement on top of an obstacle. ### Structures Structures are terrain features more than 2” high and more than 2” across. A fighter may climb up and onto structures and between various levels and platforms as they move and may end their movement on any level if there is sufficient space for their base. ### Impassable and Solid Terrain Fighters may not move across impassable terrain. ### Ductways Ductways can be up to 2” in length and can be placed across any 2” wide wall or any other impassable terrain. Spend a Double action (Crawl Through) within 1": - Placed within 1" of the other end (provided there is room outside 1" of enemies and the base doesn't overlap other fighters or obstacles). ### Climbing Climbing is equal to moving through Difficult Terrain. Any vertical surface can be climbed. A fighter can't end the activation mid-climb; they must have sufficient movement to reach a flat surface. If they can't, they will stay where they were when the action was declared. Note that a fighter may end a Move (Simple) action mid-climb, provided that they are able to immediately use another action to complete the climb. ### Stepping Up A fighter may freely ‘step up’ onto another level or platform of a structure, provided it is no more than ½” higher than the level they are currently on. If the difference in height is more than ½”, they must climb instead. ### Overhangs Overhangs can be traversed as long as it protrudes no more than 1” from the vertical surface. Overhangs that protrude more than 1” are considered impassable when climbing. ### Ladders and Stairs Normal movement. ### Lift If moving onto a lift, the lift can go 4" up or down. The fighter can then use any remaining movement. The lift can only move once per round. Any models standing on it moves with it. If a fighter moves a lift while another fighter obstructs the path of the lift, the other fighter must pass an Initiative test to move up to 2" away from the lift. If failed, or having insufficient move to escape the lift, suffer an automatic hit with automatic wound with a D3 attack. If the attack was survived, move the fighter the shortest distance possible to no longer obstruct the lift. ### Leaping Gaps A fighter may attempt to leap across a gap that is bigger than their base, provided there is enough Movement to do so. Stop at the edge and pass an Initiative test to leap the gap and continue moving. If failed, fall straight down by the shortest possible route to the next level down and suffer a hit as follows. ### Jumping Down Pass an Initiative test to jump down to a lower level. No modifier for the first 2”, but a cumulative -1 modifier for each additional 2” jumped (rounded up). If failed, suffer falling damage. :::info N17 The vertical distance does not cost any movement. ::: ## Falling Hazards A fighter is at risk of falling if they go from Standing to Prone whilst within ½” of the an edge. Pass an Initiative test to avoid falling. ### Railings If the nearest edge of a level or platform is bounded by a railing or similar barrier at least ½“ tall, the chance of falling is reduced: - +1 to Initiative tests. (when going Prone to see if the fighter falls). ### Falling Damage If a model falls 3” or more, suffer an automatic hit (round up to the nearest inch). <table> <thead> <tr> <td></td> <td colspan="2">Modifiers</td> <td></td> <td></td> <td></td> </tr> <tr> <td>Distance</td> <td>Jumping Down</td> <td>Falling Vehicle</td> <td>Strength</td> <td>Falling AP</td> <td>Damage</td> </tr> </thead> <tbody> <tr> <td>1"-2"</td> <td>-</td> <td>-1</td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td>3"</td> <td>-1</td> <td>-1</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>4"</td> <td>-1</td> <td>-2</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>5"</td> <td>-2</td> <td>-2</td> <td>3</td> <td>-</td> <td>1</td> </tr> <tr> <td>6"</td> <td>-2</td> <td>-2</td> <td>5</td> <td>-1</td> <td>1</td> </tr> <tr> <td>7"</td> <td>-3</td> <td>-3</td> <td>5</td> <td>-1</td> <td>1</td> </tr> <tr> <td>8"</td> <td>-3</td> <td>-3</td> <td>7</td> <td>-2</td> <td>2</td> </tr> <tr> <td>9"</td> <td>-4</td> <td>-3</td> <td>7</td> <td>-2</td> <td>2</td> </tr> <tr> <td>10"+</td> <td>-4</td> <td>-4</td> <td>9</td> <td>-3</td> <td>3</td> </tr> </tbody> </table> A falling fighter is immediately Pinned and their activation ends. If falling and landing within ½” of a platform edge, pass another Initiative test or fall again. Vehicles: - Automatically suffer fall damage (no test to avoid it). - Pass a Handling test (with falling modifiers) or Lose Control. ### Falling on Other Models If a model lands on top of another model, both suffer the same damage. - Fighters: All involved are Pinned. Move the falling model the shortest possible distance so it is not overlapping (if neither went Out of Action). If falling on an enemy fighter (and no involved fighter is Seriously Injured), move the falling model 1" away from the enemy fighter (shortest possible route) ## Vehicle Movement ### Fighter Movement Fighters can move and climb on and leap onto vehicles. ### Fighters & Loot on Moving Vehicles Fighters that are on a vehicle when it moves must pass an Initiative test (only test once per activation in which the vehicle moves) or fall 1" away from the vehicle in a random direction. If landing within ½" of an edge of a platform, pass another Initiative test to avoid falling again. If the landing location is in impassable terrain, move the shortest distance to a legal location. Loot on top of a vehicle will fall off a moving vehicle unless any of the following are true: - B2B with a fighter (that passed the Initiative test). - Placed in a designated transport area. ## Vehicle Collisions Vehicles can crash into other models (fighters & vehicles) or terrain. Collisions occur when a moving vehicle contacts another model or terrain. When calculating the Toughness of a vehicle involved in a collision, use the facing that suffers the hit. ### Collision Damage Use the moving vehicle's Move stat to determine the damage: <table> <tr> <td><b>3-5:</b></td><td>S3.</td> </tr> <tr> <td><b>6-7:</b></td><td>S5, AP-1.</td> </tr> <tr> <td><b>8-9:</b></td><td>S7, AP-2, D2.</td> </tr> <tr> <td><b>10+:</b></td><td>S9, AP-3, D3.</td> </tr> <tr> <td><b>●</b></td><td>+1S, AP & D to a vehicle with lower Toughness (than another vehicle in the collision).</td> </tr> </table> A vehicle that makes a Ram (Double) action causing a head-on collision with another vehicle or terrain halves the movement when determining the damage it suffers (but not for other affected vehicles). Stationary vehicles count as having M3" if having moved as part of the following: - Jump Start. - Turn-over. - Free Wheel. - Suffering a vehicle collision. ### Running Over Fighters If a moving vehicle contacts a fighter: 1. The fighter is moved the shortest distance possible to allow the vehicle to pass (1" away from the vehicle). 2. The fighter must pass an Initiative test: - Standing: +1 modifier. - Pinned: Normal. - Seriously Injured: 6+ (regardless of Initiative). If failed, suffer a hit using Vehicle Collision Damage. ### Move and Push During Collisions If a moving vehicle contacts other vehicles, all involved vehicles suffer a hit after the move is finished. When calculating Toughness, use the facing that suffers the hit. How vehicles move during collisions depends on which arc of the moving vehicle contacted the other vehicle: - **Head-on (front):** The moving vehicle's front contacts another vehicle. - The impacted vehicle is pushed until the moving vehicle stops moving (unless the moving vehicle has a lower Toughness, in which case it stops immediately). - **Side-on (side):** The moving vehicle's side contacts another vehicle. - Make a Handling test (+1 modifier if the moving vehicle as a higher Toughness). The result affects which vehicle is moved the shortest distance possible to continue moving. - Pass: The other vehicle. - Fail: The moving vehicle. ### Chain Collisions - If multiple vehicles collide, fully resolve the damage from each collision in the order they occur. - If subsequent collisions occur due to a vehicle being pushed, use the initial vehicle's Movement stat to determine the power of the impact. - If a vehicle stops due to impacting impassable terrain or a vehicle with higher Toughness, then all the vehicles involved in the collision stop. ### Colliding with Terrain When a vehicle contacts terrain, it counts as colliding with another vehicle. The collision damage depends on the type of terrain. The relative Toughness of the terrain is determined as follows: - Solid terrain (wall, impassable terrain, sturdy structure):Terrain has highest Toughness (but takes no damage). This causes the vehicle to stop. - Obstacle (flimsy structure):Terrain has lower Toughness. It is removed from the battlefield. Any fighters on top of it immediately fall
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### Blast Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 25 Credits
ranged-weapon
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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*
['[[rapid_fire]]', '[[shock]]']
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['Lasgun - Focusing Crystal']
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### Blast Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 25 Credits
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[{'name': 'Lasgun', 'qty': '1'}, {'name': 'Armored Bodyglove', 'qty': '1'}, {'name': 'Hotshot Lasgun Pack', 'qty': '1'}]
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2024-06-13 20:34:24.508078
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2024-03-20 01:36:28
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# Skills :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Skill Tables ### Universal Skills | D6 | [Agility](#agility) | [Brawn](#brawn) | [Combat](#combat) | [Cunning](#cunning) | [Ferocity](#ferocity) | | :-: | :------------------ | :-------------- | :---------------- | :------------------ | :-------------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Escape Artist | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | Headbutt | Parry | Infiltrate | Nerves of Steel | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | Hurl | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | True Grit | | 6 | Sprint | Iron Jaw | Rain of Blows | Overwatch | Unstoppable | | D6 | [Leadership](#leadership) | [Savant](#savant) | [Shooting](#shooting) | [Driving](#driving) | Unknown <br />(N21 Hive War) | | :-: | :------------------------ | :---------------- | :-------------------- | :------------------ | :--------------------------- | | 1 | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | Fast Shot | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | Dive | | 2 | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Connected | Gunfighter | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | Medicae | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | Munitioneer | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | ### Gang-specific Skills | D6 | [Muscle](#muscle-goliath) (Goliath) | [Finesse](#finesse-escher) (Escher) | [Bravado](#bravado-orlock) (Orlock) | [Tech](#tech-van-saar) (Van Saar) | [Piety](#piety-cawdor) (Cawdor) | | :-: | :---------------------------------- | :---------------------------------- | :---------------------------------- | :-------------------------------- | :------------------------------ | | 1 | Fists of Steel | Acrobatic | Big Brother | Cold & Calculating | Lord of Rats | | 2 | Iron Man | Combat Focus | Bring It On! | Gadgeteer | Scavenger's Eye | | 3 | Immovable Stance | Combat Virtuoso | Guilder Contacts | Mental Mastery | Blazing Faith | | 4 | Naargah! | Hit & RunKing Hit | Photonic Engineer | Unshakable Conviction | | 5 | Unleash the Beast | Lightning Reflexes | Shotgun Savant | Rad-Phaged | Devotional Frenzy | | 6 | Walk It Off | Somersault | Steady Hands | Weaponsmith | Restless Faith | | D6 | [Obfuscation](#obduscation-delaque) (Delaque) | [Palanite Drill](#palanite-drill-enforcer) (Enforcer) | [Savagery](#savagery-corpse-grinder-cult) (Corpse Grinder Cult) | [Wastelands](#wastelands-ash-waste-nomads) (Nomad) | | :-: | :-------------------------------------------- | :---------------------------------------------------- | :-------------------------------------------------------------- | :------------------------------------------------- | | 1 | Faceless | [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six) | Avatar of Blood | Born to the Wastes | | 2 | Psi-touched | Helmawr’s Justice | Bloodlust | Stormwalker | | 3 | Take Down | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | | 4 | Rumour-Monger | Restrain | Frenzy | Beast Handler | | 5 | Fake Out | Team Work | Killing Blow | Ever Vigilant | | 6 | Doppelganger | Threat Response | Slaughterborn | Bring It Down | | D6 | [Wisdom of the Ancients](#wisdom-of-the-ancients-squats) (Squat) | | :-: | :--------------------------------------------------------------- | | 1 | Where There's Scrap, There's Creds! | | 2 | Nobody Pushes Kin Around | | 3 | Chemical Bonds Never Break | | 4 | Dependable Like Kin | | 5 | Stubborn to the Last | | 6 | There's Always Another Secret | ### Pet Skills | D3 | Agility | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | | :-: | :------ | :------------ | :------------- | :------- | :-------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Sprint | Iron Jaw | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | Nerves of Steel | ### Vehicle Crew Skills | D6 | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :-: | :-------------- | :------------ | :------------- | :---------------- | | 1 | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | - | Fast Shot | Ballistics Expert | | 2 | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Gunfighter | Connected | | 3 | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | | 4 | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | - | | 5 | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | Munitioneer | | 6 | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | ## Agility ### 1. Catfall Halve the vertical distance (rounding up) when falling or jumping. If not Seriously Injured or taken Out of Action, pass an Initiative test to remain standing instead of being Pinned. :::danger House Rule (Necrodamus, A&A) When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When climbing vertical distances, the move is not halved :::danger House Rule (Necrodamus, A&A) Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge 6+ save (invulnerable, unmodifiable, bonus) against ranged and close combat attacks. If hit by a Blast/Template, a successful save does not automatically cancel the attack, instead, it allows to move up to 2” before determining if the fighter is hit. ### 4. Mighty Leap The fighter can ignore the first 2” of the distance when leaping. Leaping over gaps of 2” or less does not require an Initiative test. All other rules for leaping over gaps still apply. ### 5. Spring Up If Pinned when activated, pass an Initiative test to make a free Stand Up (Basic) action. ### 6. Sprint When making 2 (or more) Move actions in an activation, double the Move characteristic for the last Move. ## Brawn ### 1. Bull Charge Melee weapons gain Knockback and +1 Strength when Charging. ### 2. Bulging Biceps Using Unwieldy weapon only requires 1 hand rather than the usual 2 (only applies to close combat). Unwieldy weapons still takes up two weapon slots as normal. ### 3. Crushing Blow Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add +1S and +1D. ### 4. Headbutt Can spend a Basic action (Headbutt):Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit: - S+2 and D2 (use the attacker's Strength). Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness): - S and D1 (use the attacker's Strength). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 5. Hurl Can spend a Basic action (Hurl) to target an enemy fighter: - Engaged: B2B. - Seriously Injured: Within 1”. The enemy fighter must pass an Initiative or be hurled: 1.Choose a direction. 2.Move the fighter D3” in that direction. 3.Stop moving if contacting any Standing fighter, vehicle or terrain. The hurled fighter (and any model contacted) suffer the following: - S3 hit. - Pinned (fighters only). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 6. Iron Jaw +2T against unarmed attacks in close combat. ## Combat ### 1. Combat Master Ignore interference and always grant assist. ### 2. Counter-Attack +1 Attack when making Reaction attacks for each of the attacker’s attacks that failed to hit (whatever reason, parry, missed, etc). ### 3. Disarm Melee weapons gain Disarm (if hitting on a 6+, the target can't use any weapons when making Reaction attacks for the rest of the round - use unarmed attacks instead). If a weapon already has Disarm, the target is disarmed on a 5+ (instead of 6+). ### 4. Parry Apply one additional Parry as though carrying a weapon with that trait (parry one additional attack). ### 5. Rain of Blows Fight (Basic) action becomes Fight (Simple) action instead. :::danger House Rule (Necrodamus, A&A) Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If hit in close combat, pass an Initiative test to avoid the hit. Can only be used once per enemy in each round of close combat (if an enemy makes more than 1 attack, only 1 attempt can be made to step aside). ## Cunning ### 1. Backstab Close combat weapons gain Backstab. If a weapon already has Backstab, add +2 Strength instead instead of +1. :::danger House Rule (Necrodamus, A&A) If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist Add +2 to the Initiative test when making a Retreat action (a result of 1 before modifiers always fails). If Captured and equipped with a skin blade, add +1 to the result of the dice roll to see if they can escape. ### 3. Evade If Active and not in partial or full cover, add a -1 modifier to incoming Short range attacks and -2 modifier to Long range attacks. ### 4. Infiltrate This fighter may be placed aside instead of being set up at the start of a battle. Immediately before the start of the first round, set up this fighter anywhere on the battlefield outside 6” and LOS of any enemy fighters. If both gangs have fighters with this skill, take turns, starting with the winner of a roll-off. :::danger House Rule (Necrodamus, A&A) In some scenarios, this is problematic. Make 2 move actions before the 1st round instead. ::: ### 5. Lie Low Can't be targeted by ranged attacks while Prone, unless within the Short range. Weapons without Short range are unaffected by this rule. ### 6. Overwatch If Ready and Active, a visible enemy model’s action can be interrupted as soon as it is declared (before being carried out). Lose the Ready condition, then immediately make a Shoot (Basic) action against that enemy. If the target is Pinned or Seriously Injured, their activation ends immediately - their action is not made. Note: Cannot be used with template weapons. ## Ferocity ### 1. Berserker +1 Attack when Charging. ### 2. Fearsome When charged, the enemy must first pass a Willpower test before moving, or their action ends immediately. ### 3. Impetuous Consolidate up to 4” instead of 2”. :::danger House Rule (Necrodamus, A&A) If eligible, can both Coup de Grace and Consolidate after a Fight action. ::: ### 4. Nerves of Steel Pass a Cool test when hit by a ranged attack to avoid Pinning. ### 5. True Grit When Injured, roll one less Injury dice. If an attack only has Damage 1, roll two Injury dice and discard one before resolving the effects. ### 6. Unstoppable Before making Recovery test, roll a D6. On a 4+, either remove one Flesh Wound, or if there is no Flesh Wound, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence Group Activation (+1). ### 2. Inspirational If a friendly model within 6” fails a Cool test, pass a Leadership test to treat the original Cool test as passed. ### 3. Iron Will -1 modifier to any Bottle rolls while on the battlefield and not Seriously Injured or Wrecked. ### 4. Mentor Each time another friendly model within 6" gains 1XP, this model can pass a Leadership test to have the other model gain 2XP instead. ### 5. Overseer (Any/Faction Only) Can spend a Double action (Order) if Active or Mobile to target a friendly fighter within 6" to immediately activate and make 2 actions (as if it was the target's own turn). - Any (default): Can target any friendly fighter. - Faction only: Can only target friendly Faction fighters. This is regardless of whether the target is Ready or not and does not affect the target's Ready status. :::danger House Rule (Necrodamus) Can only make Move (Simple) and Stand Up (Basic) actions. ::: :::danger House Rule (A&A) Take a leadership test before applying. ::: ### 6. Regroup If Active or Mobile at the end of the activation, pass a Leadership test to recover all friendly models within 6” from Broken. ## Savant ### 1. Ballistic Expert When making an Aim (Basic) action, pass an Intelligence test to gain an additional +1 to hit. :::danger house rule (Necrodamus, A&A) Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected Can make a Trade action in the post-battle sequence in addition to any other actions made (could even make 2 Trade actions). They can't do this if they are not able to make any actions. :::info Scavenger’s Instinct (Uprising) In the Uprising campaign, use this instead: Can make a free Scavenge post-battle action in addition to the normal action (can for example make 2 Scavenge actions). The fighter must still be available in the post-battle sequence as normal. ::: :::danger house rule (Necrodamus, A&A) Any fighter can have this skill (not just Leader and Champions). Add +1 to the Rarity/Legality roll. Fighters must decide between this or working Resources. Leaders and Champions can make a post-battle action as normal, if the Trade action is chosen, this would effectively add +2 to the Rarity/Legality roll. ::: ### 3. Fixer Earn D3x10 credits after a battle as long as this model is not Captured or In Recovery. This model doesn't need to have taken part in the battle. ### 4. Medicae Re-roll any Out of Action results when assisting a Recovery test (a second Out of Action result stands). ### 5. Munitioneer Re-roll any friendly failed Ammo test within 6” (including this model). ### 6. Savvy Trader When making a Trade post-battle action, add 1 to the result and reduce the cost of 1 item by 20 credits. **The cost can't be reduced to less than 10 credits.** :::Info Savvy Scavenger (Uprising) In the Uprising campaign, use this instead: Add 1 or 2 to the result when this fighter makes a Scavenge action. Applies during phase 3 (Damnation). ::: :::danger house rule (Necrodamus, A&A) Replace the entire skill with this: Any fighter can have this skill. Instead of working a Resource or making a post-battle action, reduce the cost of 1 item by 20 credits. The cost can't be reduced to less than 10 credits. In addition, one Rarity/Legality roll may be re-rolled (second result must be used even if lower than the first). ::: ## Shooting ### 1. Fast Shot Unwieldy weapons can never be used with this skill.The following actions become Simple (instead of Basic): - Fighter: Shoot (Basic). - Vehicle: Fire All (Basic). :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter Ignore the -1 modifier when shooting with 2 Sidearms (Twin Guns Blazing). Each Sidearm can target a separate enemy. ### 3. Hip Shooting (Shooting) Unwieldy weapons can **never** be used with this skill. - Fighter: If active, spend a Double action (Run & Gun): 1. Move up to double of the Movement stat. 2. Then, make a range attack with a -1 hit modifier. - Vehicle: Move & Shoot (Basic) becomes Simple instead. :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 4. Marksman Ignore Target Priority. If the hit is a 6 (before modifiers), double the Damage. - **Blasts:** No double Damage. - **Rapid Fire:** Only for the first hit. ### 5. Precision Shot Ignore armour save if the hit was a 6 (before modifiers). Does not apply to Blast weapons. ### 6. Trick Shot Ignore the -1 ranged attack modifier from partial cover and being Engaged. Also reduce full cover to -1. :::danger house rule (Necrodamus) Apply +1 modifier to any ammo tests. ::: ## Driving ### 1. Jinka 6+ save (unmodifiable by AP). Usable once per round when hit by an attack. ### 2. Expert Driver +1 modifier to Handling tests against Losing Control. ### 3. Heavy Foot Once per round, at the start of a Move (Simple) or Ram (Double) action, roll a D6 to gain extra movement: **1:** Stationary.<br/> **2:** +1". <br/> **3-4:** +2". <br/> **5-6:** +3". ### 4. Slalom Once per round, during a Move (Simple) action, pivot an additional time up to 45°. ### 5. T-Bone Once per round, during a Head-on Collision, gain +D3 Front Toughness (against vehicles or terrain). ### 6. Running Repairs When passing a Handling test to Restart the Stationary vehicle in the End phase, if any dice resulted in a 6 (before modifiers), regain one Wound (the driver repaired some minor damage). ## Unknown (N21 Hive War) ### 1. Dive Can go Pinned (Take Cover Basic action) at the end of any action (for free). # Gang-specific Skills ## Muscle (Goliath) ### 1. Fists of Steel Unarmed attacks gain +2 Strength and Damage 2. ### 2. Iron Man Does not reduce Toughness when suffering Flesh Wounds. When suffering a number of Flesh Wounds equal to or higher than the Toughness, go Out of Action as normal. ### 3. Immovable Stance Can spend a Double action (Tank). Until the start of this fighter’s next activation, gain the following bonuses: - +2 save modifier (max 2+). - Can't be moved by any skill (Hurl, Overseer etc.) or weapon (Knockback, Drag etc.). - Can't be Pinned. ### 4. Naaargah! Can attempt to perform a 3rd action by passing a Toughness test after completing the first 2 actions. If the test is made (regardless of outcome), automatically become Pinned when the activation ends (can't be negated by skills such as Nerves of Steel). ### 5. Unleash the Beast Can spend a Simple action (Flex) while Engaged. All fighters (friend & foe) in B2B must pass a Strength test or be pushed D3” directly away (stopping if coming into contact with another fighter or impassable terrain). Choose the order if multiple fighters are pushed. ### 6. Walk It Off If making 2+ Move (Simple) actions in a single activation, pass a Toughness test at the end of the activation to recover a lost Wound or discard a Flesh Wound. ## Finesse (Escher) ### 1. Acrobatic Ignore enemies when during a Move (Simple) or Charge (Double) action (while Active). In effect, move over other fighters. 1” rule still applies once the movement is complete.Cross any barricade or linear terrain feature up to 2” high without reduction in movement. ### 2. Combat Focus +1 Willpower & Cool per enemy fighter OoA or Seriously Injured (note that a result of 2 always fails). ### 3. Combat Virtuoso The following weapons gain Versatile with range equal to the fighter’s Strength: - Knife - Stiletto: knife & sword - Power: knife & sword - Chainsword ### 4. Hit & Run Can make a free Retreat (Basic) after a Charge (Double) action, before the opponent makes any reaction attacks. If unsuccessful, the opponent can only make reaction attacks once. ### 5. Lightning Reflexes Can make a free Retreat (Basic) action when Engaged, before an enemy makes any attack action or additional actions.Can only be used once per round, regardless of whether it was successful or not. The fighter can still activate as normal later if Ready. ### 6. Somersault Spend a Basic action (Somersault) to be placed anywhere within: - 6” of the current position. - LOS. - Outside 1” of any enemy. This does not count as moving for effects triggered by movement. Can use Shoot (Basic) with a Unwieldy ranged weapon during an activation where this action is made. ## Bravado (Orlock) ### 1. Big Brother While Active, friendly Juves (including Specialists) & Gangers (including Specialists) within this fighter’s LOS and 9” can use this fighter’s Cool characteristic when making Nerve tests. ### 2. Bring it on! Can spend a Basic action (Issue Challenge) to target an enemy fighter within 12”. The enemy fighter must pass a Willpower test to target any fighter other than this fighter with a ranged or close combat attack (ignores normal target priority rules). This effect lasts until the end of this round, or the enemy fighter is attacked by a friendly fighter. ### 3. Guilder Contacts After hiring any Hired guns, reduce the cost by D6x10 credits (minimum 20). Roll separately for each Bounty Hunter and Hive Scum hired. :::note This ability should probably not stack" ::: ### 4. King Hit Can roll a single Attack dice in close combat (regardless of the Attacks characteristic or other bonuses) to make a special unarmed attack: - Str S, D1, Knockback, Shock, Pulverise, Concussion ### 5. Shotgun Savant Applies to any equipped shotgun (standard, sawn-off & combat): - Can use the Short range Accuracy modifier at Long range. - Can roll 2D6 and choose the highest for Scattershot. ### 6. Steady Hands Can make a free Reload (Simple) action when activating (before making any other actions). ## Tech (Van Saar) ### 1. Cold & Calculating Can use Intelligence stat for a Cool or Willpower once per round. ### 2. Gadgeteer Usable if part of the starting crew (before the first turn). Any weapon with Plentiful can replace Plentiful with one of the following: - Knockback. - Pulverise. - Rending. - Shock. - Rapid Fire (+1) if having Rapid Fire (X). ### 3. Mental Mastery - Immune to Insanity. - Can attempt to Disrupt a Wyrd Power (as if being a Psyker) if targeted by an enemy Psyker. ### 4. Photonic Engineer Can apply one of the following to any las weapons used by this fighter: - +1S & Unstable. - Re-roll failed Ammo tests. ### 5. Rad-phaged - If hit by a Gas or Toxin attack, roll 2D6 and discard the highest roll (when rolling to see if the fighter is affected). - When hit by a Rad-phage attack, roll 4+ to discard 1 existing Flesh Wound (the additional Flesh Wound from rad-phage is ignored). - Always Revealed (Pitch Black). ### 6. Weaponsmith Apply the following to any equipped weapons: - Weapons without Scarce gains Plentiful. - Weapons with Scarce lose Scarce. ## Piety (Cawdor) ### 1. Lord of the Rats - +2 to Cool & Willpower tests made by friendly Juves or Juve (Specialists) within 12" and LoS. - Bomb rats that end the movement within 3" must move the shortest amount possible to be at least 3" away. ### 2. Scavenger's Eye After any battle, the gang can add +1 to all scenario reward rolls related to loot, scrap and harvested goods of any kind. ### 3. Blazing Faith - Ignore Blaze (can activate normally, but still suffer the damage). - Immune to Insanity. ### 4. Unshakable Conviction While Seriously Injured: - Can make reaction attacks. - Can't be targeted by Coup de Grace. - Spend a Double action (Flock Together) to move M+D3" towards a friendly Faction fighter. ### 5. Devotional Frenzy Once per round, can gain the following at the start of any activation (roll individually): - +D3 WS. - +D3 Cl. - +D3 Ld. - +D3 Will.If used, suffer 1D (can't be saved) at the end of the activation. ### 6. Restless Faith While in Recovery: - Can be part of the crew. - Start the battle with a Flesh Wound. ## Obfuscation (Delaque) ### 1. Faceless From the start of each round until after this fighter's activation: - Enemies must pass a Willpower test to target this fighter with a ranged attack (or placing a Blast touching this fighter's base). - If failed, another target may be chosen. ### 2. Psi-touched - Can re-roll Willpower tests for performing or resisting Wyrd Powers. - Treat Ghast as common (when visiting Black Market). ### 3. Take Down Can be used instead of the normal method for determining if enemy fighters are captured (if this fighter's gang won the battle): - Roll a 4+ to automatically choose one enemy to capture that was taken Out of Action by this fighter (as normal, cannot capture more than a single fighter). ### 4. Rumour-monger Can pass an Intelligence test to perform a post-battle action (Despicable Rumours): - +D3 Reputation. Reduce the enemy gang's reputation by the same amount. ### 5. Fake Out When rolling to determine scenario, roll 3D6 (instead of 2D6) and choose one dice to discard. ### 6. Doppelganger At the start of each battle (before determining crew), the enemy must pass an Intelligence test, or you gain the following: - +1 fighter can be added to the Crew (this can take the Crew beyond the size specified by the scenario). ## Palanite Drill (Enforcer) ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Savagery (Corpse Grinder Cult) ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Wastelands (Ash Waste Nomads) ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Wisdom of the Ancients (Squats) ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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# Skills :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Skill Tables ### Universal Skills | D6 | [Agility](#agility) | [Brawn](#brawn) | [Combat](#combat) | [Cunning](#cunning) | [Ferocity](#ferocity) | | :-: | :------------------ | :-------------- | :---------------- | :------------------ | :-------------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Escape Artist | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | Headbutt | Parry | Infiltrate | Nerves of Steel | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | Hurl | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | True Grit | | 6 | Sprint | Iron Jaw | Rain of Blows | Overwatch | Unstoppable | | D6 | [Leadership](#leadership) | [Savant](#savant) | [Shooting](#shooting) | [Driving](#driving) | Unknown <br />(N21 Hive War) | | :-: | :------------------------ | :---------------- | :-------------------- | :------------------ | :--------------------------- | | 1 | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | Fast Shot | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | Dive | | 2 | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Connected | Gunfighter | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | Medicae | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | Munitioneer | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | ### Gang-specific Skills | D6 | [Muscle](#muscle-goliath) (Goliath) | [Finesse](#finesse-escher) (Escher) | [Bravado](#bravado-orlock) (Orlock) | [Tech](#tech-van-saar) (Van Saar) | [Piety](#piety-cawdor) (Cawdor) | | :-: | :---------------------------------- | :---------------------------------- | :---------------------------------- | :-------------------------------- | :------------------------------ | | 1 | Fists of Steel | Acrobatic | Big Brother | Cold & Calculating | Lord of Rats | | 2 | Iron Man | Combat Focus | Bring It On! | Gadgeteer | Scavenger's Eye | | 3 | Immovable Stance | Combat Virtuoso | Guilder Contacts | Mental Mastery | Blazing Faith | | 4 | Naargah! | Hit & RunKing Hit | Photonic Engineer | Unshakable Conviction | | 5 | Unleash the Beast | Lightning Reflexes | Shotgun Savant | Rad-Phaged | Devotional Frenzy | | 6 | Walk It Off | Somersault | Steady Hands | Weaponsmith | Restless Faith | | D6 | [Obfuscation](#obduscation-delaque) (Delaque) | [Palanite Drill](#palanite-drill-enforcer) (Enforcer) | [Savagery](#savagery-corpse-grinder-cult) (Corpse Grinder Cult) | [Wastelands](#wastelands-ash-waste-nomads) (Nomad) | | :-: | :-------------------------------------------- | :---------------------------------------------------- | :-------------------------------------------------------------- | :------------------------------------------------- | | 1 | Faceless | [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six) | Avatar of Blood | Born to the Wastes | | 2 | Psi-touched | Helmawr’s Justice | Bloodlust | Stormwalker | | 3 | Take Down | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | | 4 | Rumour-Monger | Restrain | Frenzy | Beast Handler | | 5 | Fake Out | Team Work | Killing Blow | Ever Vigilant | | 6 | Doppelganger | Threat Response | Slaughterborn | Bring It Down | | D6 | [Wisdom of the Ancients](#wisdom-of-the-ancients-squats) (Squat) | | :-: | :--------------------------------------------------------------- | | 1 | Where There's Scrap, There's Creds! | | 2 | Nobody Pushes Kin Around | | 3 | Chemical Bonds Never Break | | 4 | Dependable Like Kin | | 5 | Stubborn to the Last | | 6 | There's Always Another Secret | ### Pet Skills | D3 | Agility | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | | :-: | :------ | :------------ | :------------- | :------- | :-------------- | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | Bull Charge | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | Backstab | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | | 2 | Dodge | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | Disarm | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | | 3 | Sprint | Iron Jaw | Step Aside | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | Nerves of Steel | ### Vehicle Crew Skills | D6 | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | | :-: | :-------------- | :------------ | :------------- | :---------------- | | 1 | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | - | Fast Shot | Ballistics Expert | | 2 | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | Gunfighter | Connected | | 3 | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | | 4 | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | - | | 5 | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | Munitioneer | | 6 | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | ## Agility ### 1. Catfall Halve the vertical distance (rounding up) when falling or jumping. If not Seriously Injured or taken Out of Action, pass an Initiative test to remain standing instead of being Pinned. :::danger House Rule (Necrodamus, A&A) When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When climbing vertical distances, the move is not halved :::danger House Rule (Necrodamus, A&A) Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge 6+ save (invulnerable, unmodifiable, bonus) against ranged and close combat attacks. If hit by a Blast/Template, a successful save does not automatically cancel the attack, instead, it allows to move up to 2” before determining if the fighter is hit. ### 4. Mighty Leap The fighter can ignore the first 2” of the distance when leaping. Leaping over gaps of 2” or less does not require an Initiative test. All other rules for leaping over gaps still apply. ### 5. Spring Up If Pinned when activated, pass an Initiative test to make a free Stand Up (Basic) action. ### 6. Sprint When making 2 (or more) Move actions in an activation, double the Move characteristic for the last Move. ## Brawn ### 1. Bull Charge Melee weapons gain Knockback and +1 Strength when Charging. ### 2. Bulging Biceps Using Unwieldy weapon only requires 1 hand rather than the usual 2 (only applies to close combat). Unwieldy weapons still takes up two weapon slots as normal. ### 3. Crushing Blow Nominate 1 attack (not Sidearm) before rolling to hit. If it hits, add +1S and +1D. ### 4. Headbutt Can spend a Basic action (Headbutt):Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit: - S+2 and D2 (use the attacker's Strength). Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness): - S and D1 (use the attacker's Strength). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 5. Hurl Can spend a Basic action (Hurl) to target an enemy fighter: - Engaged: B2B. - Seriously Injured: Within 1”. The enemy fighter must pass an Initiative or be hurled: 1.Choose a direction. 2.Move the fighter D3” in that direction. 3.Stop moving if contacting any Standing fighter, vehicle or terrain. The hurled fighter (and any model contacted) suffer the following: - S3 hit. - Pinned (fighters only). :::danger House Rule (Necrodamus, A&A) Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### 6. Iron Jaw +2T against unarmed attacks in close combat. ## Combat ### 1. Combat Master Ignore interference and always grant assist. ### 2. Counter-Attack +1 Attack when making Reaction attacks for each of the attacker’s attacks that failed to hit (whatever reason, parry, missed, etc). ### 3. Disarm Melee weapons gain Disarm (if hitting on a 6+, the target can't use any weapons when making Reaction attacks for the rest of the round - use unarmed attacks instead). If a weapon already has Disarm, the target is disarmed on a 5+ (instead of 6+). ### 4. Parry Apply one additional Parry as though carrying a weapon with that trait (parry one additional attack). ### 5. Rain of Blows Fight (Basic) action becomes Fight (Simple) action instead. :::danger House Rule (Necrodamus, A&A) Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If hit in close combat, pass an Initiative test to avoid the hit. Can only be used once per enemy in each round of close combat (if an enemy makes more than 1 attack, only 1 attempt can be made to step aside). ## Cunning ### 1. Backstab Close combat weapons gain Backstab. If a weapon already has Backstab, add +2 Strength instead instead of +1. :::danger House Rule (Necrodamus, A&A) If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist Add +2 to the Initiative test when making a Retreat action (a result of 1 before modifiers always fails). If Captured and equipped with a skin blade, add +1 to the result of the dice roll to see if they can escape. ### 3. Evade If Active and not in partial or full cover, add a -1 modifier to incoming Short range attacks and -2 modifier to Long range attacks. ### 4. Infiltrate This fighter may be placed aside instead of being set up at the start of a battle. Immediately before the start of the first round, set up this fighter anywhere on the battlefield outside 6” and LOS of any enemy fighters. If both gangs have fighters with this skill, take turns, starting with the winner of a roll-off. :::danger House Rule (Necrodamus, A&A) In some scenarios, this is problematic. Make 2 move actions before the 1st round instead. ::: ### 5. Lie Low Can't be targeted by ranged attacks while Prone, unless within the Short range. Weapons without Short range are unaffected by this rule. ### 6. Overwatch If Ready and Active, a visible enemy model’s action can be interrupted as soon as it is declared (before being carried out). Lose the Ready condition, then immediately make a Shoot (Basic) action against that enemy. If the target is Pinned or Seriously Injured, their activation ends immediately - their action is not made. Note: Cannot be used with template weapons. ## Ferocity ### 1. Berserker +1 Attack when Charging. ### 2. Fearsome When charged, the enemy must first pass a Willpower test before moving, or their action ends immediately. ### 3. Impetuous Consolidate up to 4” instead of 2”. :::danger House Rule (Necrodamus, A&A) If eligible, can both Coup de Grace and Consolidate after a Fight action. ::: ### 4. Nerves of Steel Pass a Cool test when hit by a ranged attack to avoid Pinning. ### 5. True Grit When Injured, roll one less Injury dice. If an attack only has Damage 1, roll two Injury dice and discard one before resolving the effects. ### 6. Unstoppable Before making Recovery test, roll a D6. On a 4+, either remove one Flesh Wound, or if there is no Flesh Wound, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence Group Activation (+1). ### 2. Inspirational If a friendly model within 6” fails a Cool test, pass a Leadership test to treat the original Cool test as passed. ### 3. Iron Will -1 modifier to any Bottle rolls while on the battlefield and not Seriously Injured or Wrecked. ### 4. Mentor Each time another friendly model within 6" gains 1XP, this model can pass a Leadership test to have the other model gain 2XP instead. ### 5. Overseer (Any/Faction Only) Can spend a Double action (Order) if Active or Mobile to target a friendly fighter within 6" to immediately activate and make 2 actions (as if it was the target's own turn). - Any (default): Can target any friendly fighter. - Faction only: Can only target friendly Faction fighters. This is regardless of whether the target is Ready or not and does not affect the target's Ready status. :::danger House Rule (Necrodamus) Can only make Move (Simple) and Stand Up (Basic) actions. ::: :::danger House Rule (A&A) Take a leadership test before applying. ::: ### 6. Regroup If Active or Mobile at the end of the activation, pass a Leadership test to recover all friendly models within 6” from Broken. ## Savant ### 1. Ballistic Expert When making an Aim (Basic) action, pass an Intelligence test to gain an additional +1 to hit. :::danger house rule (Necrodamus, A&A) Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected Can make a Trade action in the post-battle sequence in addition to any other actions made (could even make 2 Trade actions). They can't do this if they are not able to make any actions. :::info Scavenger’s Instinct (Uprising) In the Uprising campaign, use this instead: Can make a free Scavenge post-battle action in addition to the normal action (can for example make 2 Scavenge actions). The fighter must still be available in the post-battle sequence as normal. ::: :::danger house rule (Necrodamus, A&A) Any fighter can have this skill (not just Leader and Champions). Add +1 to the Rarity/Legality roll. Fighters must decide between this or working Resources. Leaders and Champions can make a post-battle action as normal, if the Trade action is chosen, this would effectively add +2 to the Rarity/Legality roll. ::: ### 3. Fixer Earn D3x10 credits after a battle as long as this model is not Captured or In Recovery. This model doesn't need to have taken part in the battle. ### 4. Medicae Re-roll any Out of Action results when assisting a Recovery test (a second Out of Action result stands). ### 5. Munitioneer Re-roll any friendly failed Ammo test within 6” (including this model). ### 6. Savvy Trader When making a Trade post-battle action, add 1 to the result and reduce the cost of 1 item by 20 credits. **The cost can't be reduced to less than 10 credits.** :::Info Savvy Scavenger (Uprising) In the Uprising campaign, use this instead: Add 1 or 2 to the result when this fighter makes a Scavenge action. Applies during phase 3 (Damnation). ::: :::danger house rule (Necrodamus, A&A) Replace the entire skill with this: Any fighter can have this skill. Instead of working a Resource or making a post-battle action, reduce the cost of 1 item by 20 credits. The cost can't be reduced to less than 10 credits. In addition, one Rarity/Legality roll may be re-rolled (second result must be used even if lower than the first). ::: ## Shooting ### 1. Fast Shot Unwieldy weapons can never be used with this skill.The following actions become Simple (instead of Basic): - Fighter: Shoot (Basic). - Vehicle: Fire All (Basic). :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter Ignore the -1 modifier when shooting with 2 Sidearms (Twin Guns Blazing). Each Sidearm can target a separate enemy. ### 3. Hip Shooting (Shooting) Unwieldy weapons can **never** be used with this skill. - Fighter: If active, spend a Double action (Run & Gun): 1. Move up to double of the Movement stat. 2. Then, make a range attack with a -1 hit modifier. - Vehicle: Move & Shoot (Basic) becomes Simple instead. :::danger house rule (Necrodamus, A&A) Apply -1 hit modifier when using this skill. ::: ### 4. Marksman Ignore Target Priority. If the hit is a 6 (before modifiers), double the Damage. - **Blasts:** No double Damage. - **Rapid Fire:** Only for the first hit. ### 5. Precision Shot Ignore armour save if the hit was a 6 (before modifiers). Does not apply to Blast weapons. ### 6. Trick Shot Ignore the -1 ranged attack modifier from partial cover and being Engaged. Also reduce full cover to -1. :::danger house rule (Necrodamus) Apply +1 modifier to any ammo tests. ::: ## Driving ### 1. Jinka 6+ save (unmodifiable by AP). Usable once per round when hit by an attack. ### 2. Expert Driver +1 modifier to Handling tests against Losing Control. ### 3. Heavy Foot Once per round, at the start of a Move (Simple) or Ram (Double) action, roll a D6 to gain extra movement: **1:** Stationary.<br/> **2:** +1". <br/> **3-4:** +2". <br/> **5-6:** +3". ### 4. Slalom Once per round, during a Move (Simple) action, pivot an additional time up to 45°. ### 5. T-Bone Once per round, during a Head-on Collision, gain +D3 Front Toughness (against vehicles or terrain). ### 6. Running Repairs When passing a Handling test to Restart the Stationary vehicle in the End phase, if any dice resulted in a 6 (before modifiers), regain one Wound (the driver repaired some minor damage). ## Unknown (N21 Hive War) ### 1. Dive Can go Pinned (Take Cover Basic action) at the end of any action (for free). # Gang-specific Skills ## Muscle (Goliath) ### 1. Fists of Steel Unarmed attacks gain +2 Strength and Damage 2. ### 2. Iron Man Does not reduce Toughness when suffering Flesh Wounds. When suffering a number of Flesh Wounds equal to or higher than the Toughness, go Out of Action as normal. ### 3. Immovable Stance Can spend a Double action (Tank). Until the start of this fighter’s next activation, gain the following bonuses: - +2 save modifier (max 2+). - Can't be moved by any skill (Hurl, Overseer etc.) or weapon (Knockback, Drag etc.). - Can't be Pinned. ### 4. Naaargah! Can attempt to perform a 3rd action by passing a Toughness test after completing the first 2 actions. If the test is made (regardless of outcome), automatically become Pinned when the activation ends (can't be negated by skills such as Nerves of Steel). ### 5. Unleash the Beast Can spend a Simple action (Flex) while Engaged. All fighters (friend & foe) in B2B must pass a Strength test or be pushed D3” directly away (stopping if coming into contact with another fighter or impassable terrain). Choose the order if multiple fighters are pushed. ### 6. Walk It Off If making 2+ Move (Simple) actions in a single activation, pass a Toughness test at the end of the activation to recover a lost Wound or discard a Flesh Wound. ## Finesse (Escher) ### 1. Acrobatic Ignore enemies when during a Move (Simple) or Charge (Double) action (while Active). In effect, move over other fighters. 1” rule still applies once the movement is complete.Cross any barricade or linear terrain feature up to 2” high without reduction in movement. ### 2. Combat Focus +1 Willpower & Cool per enemy fighter OoA or Seriously Injured (note that a result of 2 always fails). ### 3. Combat Virtuoso The following weapons gain Versatile with range equal to the fighter’s Strength: - Knife - Stiletto: knife & sword - Power: knife & sword - Chainsword ### 4. Hit & Run Can make a free Retreat (Basic) after a Charge (Double) action, before the opponent makes any reaction attacks. If unsuccessful, the opponent can only make reaction attacks once. ### 5. Lightning Reflexes Can make a free Retreat (Basic) action when Engaged, before an enemy makes any attack action or additional actions.Can only be used once per round, regardless of whether it was successful or not. The fighter can still activate as normal later if Ready. ### 6. Somersault Spend a Basic action (Somersault) to be placed anywhere within: - 6” of the current position. - LOS. - Outside 1” of any enemy. This does not count as moving for effects triggered by movement. Can use Shoot (Basic) with a Unwieldy ranged weapon during an activation where this action is made. ## Bravado (Orlock) ### 1. Big Brother While Active, friendly Juves (including Specialists) & Gangers (including Specialists) within this fighter’s LOS and 9” can use this fighter’s Cool characteristic when making Nerve tests. ### 2. Bring it on! Can spend a Basic action (Issue Challenge) to target an enemy fighter within 12”. The enemy fighter must pass a Willpower test to target any fighter other than this fighter with a ranged or close combat attack (ignores normal target priority rules). This effect lasts until the end of this round, or the enemy fighter is attacked by a friendly fighter. ### 3. Guilder Contacts After hiring any Hired guns, reduce the cost by D6x10 credits (minimum 20). Roll separately for each Bounty Hunter and Hive Scum hired. :::note This ability should probably not stack" ::: ### 4. King Hit Can roll a single Attack dice in close combat (regardless of the Attacks characteristic or other bonuses) to make a special unarmed attack: - Str S, D1, Knockback, Shock, Pulverise, Concussion ### 5. Shotgun Savant Applies to any equipped shotgun (standard, sawn-off & combat): - Can use the Short range Accuracy modifier at Long range. - Can roll 2D6 and choose the highest for Scattershot. ### 6. Steady Hands Can make a free Reload (Simple) action when activating (before making any other actions). ## Tech (Van Saar) ### 1. Cold & Calculating Can use Intelligence stat for a Cool or Willpower once per round. ### 2. Gadgeteer Usable if part of the starting crew (before the first turn). Any weapon with Plentiful can replace Plentiful with one of the following: - Knockback. - Pulverise. - Rending. - Shock. - Rapid Fire (+1) if having Rapid Fire (X). ### 3. Mental Mastery - Immune to Insanity. - Can attempt to Disrupt a Wyrd Power (as if being a Psyker) if targeted by an enemy Psyker. ### 4. Photonic Engineer Can apply one of the following to any las weapons used by this fighter: - +1S & Unstable. - Re-roll failed Ammo tests. ### 5. Rad-phaged - If hit by a Gas or Toxin attack, roll 2D6 and discard the highest roll (when rolling to see if the fighter is affected). - When hit by a Rad-phage attack, roll 4+ to discard 1 existing Flesh Wound (the additional Flesh Wound from rad-phage is ignored). - Always Revealed (Pitch Black). ### 6. Weaponsmith Apply the following to any equipped weapons: - Weapons without Scarce gains Plentiful. - Weapons with Scarce lose Scarce. ## Piety (Cawdor) ### 1. Lord of the Rats - +2 to Cool & Willpower tests made by friendly Juves or Juve (Specialists) within 12" and LoS. - Bomb rats that end the movement within 3" must move the shortest amount possible to be at least 3" away. ### 2. Scavenger's Eye After any battle, the gang can add +1 to all scenario reward rolls related to loot, scrap and harvested goods of any kind. ### 3. Blazing Faith - Ignore Blaze (can activate normally, but still suffer the damage). - Immune to Insanity. ### 4. Unshakable Conviction While Seriously Injured: - Can make reaction attacks. - Can't be targeted by Coup de Grace. - Spend a Double action (Flock Together) to move M+D3" towards a friendly Faction fighter. ### 5. Devotional Frenzy Once per round, can gain the following at the start of any activation (roll individually): - +D3 WS. - +D3 Cl. - +D3 Ld. - +D3 Will.If used, suffer 1D (can't be saved) at the end of the activation. ### 6. Restless Faith While in Recovery: - Can be part of the crew. - Start the battle with a Flesh Wound. ## Obfuscation (Delaque) ### 1. Faceless From the start of each round until after this fighter's activation: - Enemies must pass a Willpower test to target this fighter with a ranged attack (or placing a Blast touching this fighter's base). - If failed, another target may be chosen. ### 2. Psi-touched - Can re-roll Willpower tests for performing or resisting Wyrd Powers. - Treat Ghast as common (when visiting Black Market). ### 3. Take Down Can be used instead of the normal method for determining if enemy fighters are captured (if this fighter's gang won the battle): - Roll a 4+ to automatically choose one enemy to capture that was taken Out of Action by this fighter (as normal, cannot capture more than a single fighter). ### 4. Rumour-monger Can pass an Intelligence test to perform a post-battle action (Despicable Rumours): - +D3 Reputation. Reduce the enemy gang's reputation by the same amount. ### 5. Fake Out When rolling to determine scenario, roll 3D6 (instead of 2D6) and choose one dice to discard. ### 6. Doppelganger At the start of each battle (before determining crew), the enemy must pass an Intelligence test, or you gain the following: - +1 fighter can be added to the Crew (this can take the Crew beyond the size specified by the scenario). ## Palanite Drill (Enforcer) ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Savagery (Corpse Grinder Cult) ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Wastelands (Ash Waste Nomads) ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Wisdom of the Ancients (Squats) ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. <details className=""> <summary>Special Rules</summary> **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Subtek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. #### Van Saar Subtek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Laspistol | 5 | | Las sub-carbine | 15 | | **CLOSE COMBAT WEAPONS** | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | </details> </details> <details className="lore"> <summary>Lore</summary> _Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away._ </details> _Source: House of Artifice_
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. <details className=""> <summary>Special Rules</summary> **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Subtek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. #### Van Saar Subtek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Laspistol | 5 | | Las sub-carbine | 15 | | **CLOSE COMBAT WEAPONS** | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | </details> </details> <details className="lore"> <summary>Lore</summary> _Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away._ </details> _Source: House of Artifice_
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# Orlock Legendary Names _Source: House of Iron_ An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what. Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name ‘Iron Hard’, thus becoming Rothgo ‘Iron Hard’ Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name’s special rules. ## Using Legendary Names Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited: - Any fighter can have up to two Legendary Names. - Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names. Legendary Names may be taken by fighters as follows: - Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter’s value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again. - Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile). ## Unbelievable Escapes Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside. ### 1. Iron Hard This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make. ### 2. Bullet Dodger Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter’s next activation after this ability has been used, they can only make Move (Simple) actions. ### 3. Badzone Legend This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter’s next activation after this ability has been used, they cannot initiate or take part in Group Activations. ### 4. Promethium-proof Killer This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule. ### 5. Slippery Scummer If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter. ### 6. Blade Breaker When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait). ## Impressive Leadership In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you’re on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up. ### 1. Bigman When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2). ### 2. Lucky Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter’s Fighter card must be placed in the Reinforcement deck. ### 3. Impressive Scars As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1. ### 4. Too Pretty for Primus If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead. ### 5. Iron Stare Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority. ### 6. Rock Steady As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield. ## Improbable Beat-Downs Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy’s eyes from the other side of a dome! ### 1. One Punch When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour). ### 2. Bullet Lord Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter’s weapon counts as having failed an Ammo check. ### 3. Two-guns When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation. ### 4. Chancer Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead. ### 5. Headshot If this fighter takes an enemy fighter Out of Action with their first Shoot (Basic) action of the battle, they gain D3 XP. However, all missed ranged attacks made by the fighter count as Stray Shots. ### 6. One Shot Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice.
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# Orlock Legendary Names _Source: House of Iron_ An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what. Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name ‘Iron Hard’, thus becoming Rothgo ‘Iron Hard’ Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name’s special rules. ## Using Legendary Names Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited: - Any fighter can have up to two Legendary Names. - Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names. Legendary Names may be taken by fighters as follows: - Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter’s value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again. - Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile). ## Unbelievable Escapes Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside. ### 1. Iron Hard This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make. ### 2. Bullet Dodger Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter’s next activation after this ability has been used, they can only make Move (Simple) actions. ### 3. Badzone Legend This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter’s next activation after this ability has been used, they cannot initiate or take part in Group Activations. ### 4. Promethium-proof Killer This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule. ### 5. Slippery Scummer If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter. ### 6. Blade Breaker When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait). ## Impressive Leadership In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you’re on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up. ### 1. Bigman When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2). ### 2. Lucky Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter’s Fighter card must be placed in the Reinforcement deck. ### 3. Impressive Scars As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1. ### 4. Too Pretty for Primus If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead. ### 5. Iron Stare Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority. ### 6. Rock Steady As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield. ## Improbable Beat-Downs Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy’s eyes from the other side of a dome! ### 1. One Punch When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour). ### 2. Bullet Lord Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter’s weapon counts as having failed an Ammo check. ### 3. Two-guns When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation. ### 4. Chancer Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead. ### 5. Headshot If this fighter takes an enemy fighter Out of Action with their first Shoot (Basic) action of the battle, they gain D3 XP. However, all missed ranged attacks made by the fighter count as Stray Shots. ### 6. One Shot Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice.
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# Resolving Hits Against Vehicles _Source: Necromunda Core Rulebook (2023)_ When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted in [Vehicle Characteristics](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-characteristics--characteristic-tests), all vehicles have three Toughness characteristics: Front, Side and Rear – each of which corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-facing.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a [Blast marker](/docs/the-rules/shooting#blast-markers)) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info ### Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | :-------------------------------------------------- | :--------------: | | Is the Strength **TWICE** the Toughness or greater? | 2+ | | Is the Strength **GREATER** than the Toughness? | 3+ | | Is the Strength **EQUAL** to the Toughness? | 4+ | | Is the Strength **LOWER** than the Toughness? | 5+ | | Is the Strength **HALF** the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the [same way as for fighters](/docs/the-rules/resolve-hits#2-make-a-save-roll). ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice until a location that can be hit is rolled. #### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered – the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Dice Damage dice are special dice used to determine the severity of the damage caused to a vehicle. Each face is marked with one of three different symbols. These are: ![](glancing-hit.jpg) ![](penetrating-hit.jpg) ![](catastrophic-hit.jpg) ## Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | :--------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Catastrophic Hit | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no undamaged weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | Penetrating Hit | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | | Catastrophic Hit | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier. | ### Crew Damage Table | Type of Hit | Effect | | :--------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during the Recover & Restart step: • On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.<br /> • On a 2 or 3, the driver grits their teeth and carries on driving through the pain.<br /> • On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | Catastrophic Hit | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during the Recover & Restart step:<br /> • On a 1-3, the driver remains unconscious.<br /> • On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round. | ### Drive Damage Table | Type of Hit | Effect | | :--------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | | Penetrating Hit | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | Catastrophic Hit | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative test. If this test is passed, the fighter remains Standing. If, however, this test is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Falling](/docs/the-rules/resolve-hits#falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::info #### Vehicles With Multiple Crew Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | &nbsp;&nbsp;D66&nbsp;&nbsp; | Crew Injury | | :-------------------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned:** The crew goes into Convalescence but gains D3 Experience. | | 12-26 | **Out Cold:** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Convalescence:** The crew goes into Convalescence. | | 51-52 | **Humiliated:** The crew goes into Convalescence. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury:** The crew goes into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury:** The crew goes into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury:** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see [Medical Escort](/docs/the-rules/the-post-battle-sequence#medical-escort)) in the post-battle sequence, they will die. | | 66 | **Memorable Death:** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired (see [Negotiate Repairs](/docs/the-rules/the-post-battle-sequence#negotiate-repairs)). The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle:** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made for this vehicle. | | 2 | **Handling Glitch:** The vehicle suffers a -1 modifier to its Handling tests. | | 3 | **Unreliable:** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power:** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork:** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame:** Reduce the vehicle’s Hull Points characteristic by 1. | | 7+ | **Write-off:** The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired (see [Negotiate Repairs](/docs/the-rules/the-post-battle-sequence#negotiate-repairs). | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling test for the vehicle, applying any modifiers as required: - If the test is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the test is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. :::info ### Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must [test to avoid falling](/docs/the-rules/terrain#falling). ::: ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. ![](swerve.jpg) ![](jackknife.jpg) ![](roll.jpg) In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. :::info ![](vehicle-45.jpg) ![](vehicle-90.jpg) _Here we see a vehicle pivoted 45° and 90° to the left around its central point._ ::: ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will pivot and then move a number of inches equal to half its Movement characteristic. ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3. The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an active model, does not change facing and all vehicle impacts are resolved as [Head-on Collisions](/docs/the-rules/vehicle-impacts#head-on-collisions). Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ![](rolling-diagram.jpg)
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# Resolving Hits Against Vehicles _Source: Necromunda Core Rulebook (2023)_ When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted in [Vehicle Characteristics](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-characteristics--characteristic-tests), all vehicles have three Toughness characteristics: Front, Side and Rear – each of which corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-facing.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a [Blast marker](/docs/the-rules/shooting#blast-markers)) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info ### Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | :-------------------------------------------------- | :--------------: | | Is the Strength **TWICE** the Toughness or greater? | 2+ | | Is the Strength **GREATER** than the Toughness? | 3+ | | Is the Strength **EQUAL** to the Toughness? | 4+ | | Is the Strength **LOWER** than the Toughness? | 5+ | | Is the Strength **HALF** the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the [same way as for fighters](/docs/the-rules/resolve-hits#2-make-a-save-roll). ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice until a location that can be hit is rolled. #### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered – the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Dice Damage dice are special dice used to determine the severity of the damage caused to a vehicle. Each face is marked with one of three different symbols. These are: ![](glancing-hit.jpg) ![](penetrating-hit.jpg) ![](catastrophic-hit.jpg) ## Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | :--------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Catastrophic Hit | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no undamaged weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | :--------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | Penetrating Hit | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | | Catastrophic Hit | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier. | ### Crew Damage Table | Type of Hit | Effect | | :--------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during the Recover & Restart step: • On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.<br /> • On a 2 or 3, the driver grits their teeth and carries on driving through the pain.<br /> • On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | Catastrophic Hit | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during the Recover & Restart step:<br /> • On a 1-3, the driver remains unconscious.<br /> • On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round. | ### Drive Damage Table | Type of Hit | Effect | | :--------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Glancing Hit | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). | | Penetrating Hit | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | Catastrophic Hit | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative test. If this test is passed, the fighter remains Standing. If, however, this test is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Falling](/docs/the-rules/resolve-hits#falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::info #### Vehicles With Multiple Crew Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | &nbsp;&nbsp;D66&nbsp;&nbsp; | Crew Injury | | :-------------------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned:** The crew goes into Convalescence but gains D3 Experience. | | 12-26 | **Out Cold:** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Convalescence:** The crew goes into Convalescence. | | 51-52 | **Humiliated:** The crew goes into Convalescence. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury:** The crew goes into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury:** The crew goes into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury:** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see [Medical Escort](/docs/the-rules/the-post-battle-sequence#medical-escort)) in the post-battle sequence, they will die. | | 66 | **Memorable Death:** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired (see [Negotiate Repairs](/docs/the-rules/the-post-battle-sequence#negotiate-repairs)). The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle:** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made for this vehicle. | | 2 | **Handling Glitch:** The vehicle suffers a -1 modifier to its Handling tests. | | 3 | **Unreliable:** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power:** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork:** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame:** Reduce the vehicle’s Hull Points characteristic by 1. | | 7+ | **Write-off:** The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired (see [Negotiate Repairs](/docs/the-rules/the-post-battle-sequence#negotiate-repairs). | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling test for the vehicle, applying any modifiers as required: - If the test is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the test is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. :::info ### Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must [test to avoid falling](/docs/the-rules/terrain#falling). ::: ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. ![](swerve.jpg) ![](jackknife.jpg) ![](roll.jpg) In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. :::info ![](vehicle-45.jpg) ![](vehicle-90.jpg) _Here we see a vehicle pivoted 45° and 90° to the left around its central point._ ::: ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will pivot and then move a number of inches equal to half its Movement characteristic. ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3. The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an active model, does not change facing and all vehicle impacts are resolved as [Head-on Collisions](/docs/the-rules/vehicle-impacts#head-on-collisions). Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ![](rolling-diagram.jpg)
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1,137
567
Unknown
Hybrid Acolyte Early Gen
Larry
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
['Evade']
Unknown
[{'name': 'Power Sword', 'qty': '1'}, {'name': 'Heavy Stubber*', 'qty': '1'}, {'name': 'Photo-goggles', 'qty': '1'}, {'name': 'Bio-booster', 'qty': '1'}, {'name': 'Mesh Armor', 'qty': '1'}, {'name': 'Third Arm', 'qty': '1'}, {'name': 'Stun Grenades', 'qty': '1'}]
1
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
0
450
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Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
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0
0
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0
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0
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Unknown
Unknown
Unknown
Unknown
0
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0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
3,271,459
5
3
2
3
3
1
3
2
4
5
7
6
0
2
[]
Alive
Unknown
2024-01-21 1:54:35
2024-06-07 02:41:24
0
Unknown
Unknown
0
Unknown
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0
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0
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0
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567
354
### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
Unknown
Entangle
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Hits scored by weapons with the Entangle trait cannotbe negated by the Parry trait. In addition, if the hit rollfor an Entangle weapon is a natural 6, any Reactionattacks made by the target have an additional -2hit modifier.
necrovox
0
0
0
0
0
Unknown
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0
Unknown
Unknown
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Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
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0
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Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
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0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
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Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Entangle Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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# Apocrypha Optional Rules _The wilds, wastes and badzones of Necromunda are filled with legends and myths of every colour and kind imaginable. Some of them are even true. Wander into any drinking hole in Hive Primus and crack open a bottle of Wild Snake (or Second Best if you’re a little light on creds) and within moments some crusty-faced local will be bending your ear with a tale or two. Maybe their little corner of the underhive was once the site of a showdown between the notorious Carrion Queens and the equally nefarious Irontree Reavers, or perhaps the legendary bounty hunter Kal Jericho drank at the very bar you’re sitting at now and they got close enough to touch the hem of his duster. Whatever the yarn, you’d do well to listen carefully, for hidden in every story is at least a grain of truth, and maybe even a lesson or two that might keep you alive when you’re next out wandering the badzones looking for trouble…_ Apocrypha Necromunda is a series of small releases that have been published in Warhammer Community (not to be confused with the book publication of the same name). These each contain a short story, some form of additional rules, and a new scenario - each with a narrative variant to emulate the story. While these are 'stand-alone' stories, the rules should be seen in context of the larger Necromunda timeline. For example, rules being released here expand on Ash Wastes content, as do the Aranthian Succession books published at the same time. Their rules have been incorporated into Necro-vox where applicable, otherwise they are published below. ### List of Apocrypha Necromunda with their rules focus | Date | Release | Rules | Scenario | | :-----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------- | | 11/2023 | [Apocrypha: Nexus of Violence](https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/) | [Path of the Prophet](/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) | Container Canyon Run | | 09/2023 | [Apocrypha: Hive of Blood](https://www.warhammer-community.com/2023/09/26/apocrypha-necromunda-fight-massive-battles-in-the-hive-of-blood/) | [Age of the Gang Kings](#age-of-the-gang-kings) | War in the Wastes | | 09/2023 | [Apocrypha: Devils of Gunk Deep](https://www.warhammer-community.com/2023/08/22/necromunda-apocrypha-fight-off-or-command-a-tide-of-mutants-boiling-from-beneath-the-underhive/) | [Outcast Mutations](/docs/gangs/gang-lists/outcasts/outcast-mutations) | Out of the Pit | | 07/2023 | [Apocrypha: Spiders of the Sump](https://www.warhammer-community.com/2023/07/25/apocrypha-necromunda-set-sail-on-sump-sea/) | [Sump Sea Vehicles and Environments](#spiders-of-the-sump) | Midnight Sea | | 06/2023 | [Apocrypha: Escape from Zalktraa](https://www.warhammer-community.com/2023/06/06/apocrypha-necromunda-execute-a-daring-prison-break-with-lady-credo/) | [Enforcer Automata Programming](#programming-automata) | Escape the Deep | | 05/2023 | [Apocrypha: Halfway Dead](https://www.warhammer-community.com/2023/05/04/necromunda-apocrypha-beseech-the-world-spirits-with-your-ash-wastes-nomads/) | [Ash Wastes Nomads Warrior Spirits](/docs/gangs/gang-lists/ash-wastes-nomads/#tsunghar-warrior-spirits) | Hunter in the Storm | | 03/2023 | [Apocrypha: Blood in the Spire](https://www.warhammer-community.com/2023/03/21/apocrypha-necromunda-exotic-archeotech-comes-to-the-black-market-in-this-free-scenario/) | [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#spire-black-market) | Necromundan Double-Cross | | 02/2023 | [Apocrypha: Bullet Road Run](https://www.warhammer-community.com/2023/02/28/apocrypha-necromunda-take-on-the-biggest-reddest-rig-in-this-free-rolling-road-scenario/) | [Delaque vehicle equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) & [crew](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | The Big Score | | 01/2023 | [Apocrypha: Daemons of Meridian](https://www.warhammer-community.com/2023/01/24/apocrypha-necromunda-a-heretek-mind-in-an-ambot-body-spells-trouble-in-this-months-free-scenario/) | [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader) | Cut Off the Head | | 11/2022 | [Apocrypha: Queen of Ash Town](https://www.warhammer-community.com/2022/11/25/apocrypha-necromunda-ambush-goliaths-in-a-hazy-chem-den-with-a-free-scenario-and-escher-rules/) | [Escher Chem-alchemy additions](/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) | Defend the House | | 11/2022 | [Apocrypha: Twins of Two Tunnels](https://www.warhammer-community.com/2022/11/03/apocrypha-necromunda-battle-it-out-for-gunk-and-glory-in-a-free-scenario/) | [Gorvos Twins as Outcast leaders](/docs/gangs/gang-lists/outcasts/#gorvos-twins),<br />[Propagandist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-propagandist)/[Agitator](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-agitator) new rules, <br />[additional Goliath Gene-smithing](/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) | Two Tunnels Showdown | | 09/2022 | [Apocrypha: Sump City Sinking](https://www.warhammer-community.com/2022/09/20/unleash-the-psychic-might-of-the-delaque-and-bless-your-corpse-grinder-cults-with-free-necromunda-rules/) | [Delaque Spyker wyrd powers](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-2-spyker), <br />[Corpse Grinder Cult Invoke the Dark Gods](/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) | Star Chamber Attack | | 08/2022 | [Apocrypha: The Lost Charter](https://www.warhammer-community.com/2022/08/05/this-free-necromunda-scenario-takes-the-squats-into-the-underhive-alongside-a-psychic-ogryn/) | [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) | Tech Raid | ### Designer’s Commentary: New Black Market Items Presented below are the rules for additional items available on the Black Market that will allow you to recreate the events described in [Apocrypha Necromunda: Blood in the Spire](https://www.warhammer-community.com/wp-content/uploads/2023/03/ZltbMhp3ZtbNoJlQ.pdf). If the Arbitrator wishes, these items may be available from the Black Market during a campaign. _Source: Apocrypha Necromunda: Blood in the Spire_ ::: The staggering wealth of the spire means its noble residents can afford almost anything their hearts desire. On a world as cruel and dangerous as Necromunda this often means custom crafted blades, esoteric off-world weaponry and cunning defensive wargear – all intended to protect the wearer from assassination. These artefacts were never intended to leave the spire, though sometimes the impossible happens, and a genuine article falls into the hands of an underhive gang leader. | Item | Type | Price | AL | | :-------------------------------------------------------------------------------- | :----------: | :---: | :-: | | [Archeo duelling pistol](/docs/armoury/pistols#archeo-duelling-pistol) | Pistol | 120 | R13 | | [Barbed flabellum](/docs/armoury/close-combat#barbed-flabellum) | Close Combat | 80 | I12 | | [Camoelean elixir](/docs/armoury/personal-equipment#camoelean-elixir) | Equipment | 75 | I10 | | [Digi-multi lasers](/docs/armoury/pistols#digi-multi-lasers) | Pistol | 100 | R11 | | [Draconic scales](/docs/armoury/personal-equipment#draconic-scales) | Equipment | 250 | I14 | | [Haemophagic blade](/docs/armoury/close-combat#haemophagic-blade) | Close Combat | 150 | I13 | | [Mirror Aegis](/docs/armoury/personal-equipment#mirror-aegis) | Equipment | 125 | I12 | | [Psychofamile pheromone](/docs/armoury/personal-equipment#psychofamile-pheromone) | Equipment | 150 | I12 | | [Vortex grenade](/docs/armoury/grenades#vortex-grenade) | Grenade | 500 | I16 | ## Programming Automata :::note DESIGNER’S COMMENTARY resented below are the rules for programming Enforcer Sanctioner Automata and Hardcase Cyber-mastiffs (see Necromunda: The Vaults of Temenos), allowing you to represent the guard automata of Zalktraa. If the Arbitrator wishes, Enforcer gangs can use these new rules in their campaign. ::: Most Sanctioner Automata and Hardcase Cyber-mastiffs follow standard Enforcer protocols, allowing them to respond to a variety of combat situations. Sometimes, Enforcers will alter the programming of the automata to focus their abilities to a specific task, such as guarding or hunting. This focus makes the robots more deadly in their chosen task, though at the expense of versatility. At the start of a scenario, an Enforcer player may choose to enact Enforcement Programs on any or all of the Sanctioners or Cyber-mastiffs in their crew. The player then selects a program for each Sanctioner or CyberMastiff in their crew and notes it down. When activated, these fighters will now act according to their chosen programming, only able to select a limited range of actions, as detailed on the Enforcement Programs table below. The exception to this is they may always take the Reboot action. **Reboot (Double):** This fighter’s activation ends. The next time they activate, before performing any actions they may choose a new Enforcement Program. ### Enforcement Programs | Program Available | Actions | Benefits | | :---------------- | :-------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Hunt** | Move (Simple), Shoot (Basic), Aim (Basic) | At the start of each End phase, move this fighter D6" closer to the nearest enemy fighter. Cyber-mastiffs with this program have to end their activation within 6" of their owner rather than the normal 3". | | **Intimidate** | Move (Simple), Charge (Double), Fight (Basic) | At the end of this fighter’s activation, all enemy fighters within 2" of them must make a Nerve test. | | **Guard** | Shoot (Basic), Fight (Basic), Aim (Basic) | When making attacks outside of their activation (i.e., Reaction or Got Your Six attacks), add a +1 modifier to both this fighter’s hit and wound rolls. | | **Capture** | Charge (Double), Fight (Basic) | If this fighter takes an enemy fighter Out of Action with a Fight (Basic) Action, roll a D6. On a 4+, that fighter is Captured. If any fighters are Captured in this way, do not roll to Capture fighters in the post-battle sequence. | | **Kill** | Charge (Double), Shoot (Basic), Fight (Basic) | This fighter counts both the Shoot (Basic) and Fight (Basic) actions as Simple actions. | | **Rescue** | Move (Simple), Fight (Basic) | If this fighter is within 3" of a friendly Prone and Seriously Injured fighter in the Recovery phase, that fighter is considered to have automatically rolled a Flesh Wound when rolling to recover – there is no need to roll the Injury dice. | ## Spiders of the Sump ### Sump Sea Vehicles :::note ### Designer’s Commentary: Battles On The Sump Seas Presented below are the rules for Sludge Barges, Scrap Skiffs and Sump Sea Environments, allowing you to recreate the events described in [Apocrypha Necromunda: Spiders of the Sump](https://www.warhammer-community.com/wp-content/uploads/2023/07/ECei4crIwv6QKgzt.pdf). If the Arbitrator wishes, these new rules may be included in their campaign. ::: There are almost as many vehicles that ply the sump seas and run-off rivers of Necromunda as there are on its dusty plains and wind-blasted ridgeways. The following vehicle construction rules can be used alongside the Wasteland Workshop rules found in Necromunda: Book of the Outlands allowing players to create vehicles capable of traversing the black seas of Necromunda. **Note:** Some of the upgrades available to vehicles presented in the Wasteland Workshop might not be appropriate for Sludge Barges and Scrap Skiffs (such as wheel scythes or tyre claws, for instance), though as always the Arbitrator can decide which ones they wish to include in their campaign. #### Locomotion Special Rules **Waterborne:** Waterborne vehicles can only be used in Sump Sea environments (see below). These vehicles also build up momentum as they move, and can be difficult to turn or slow down quickly. When a Waterborne vehicle is activated, but before it takes any actions, it must roll for its Drift Movement. Scrap Skiffs Drift D3" directly forward, in the direction they are facing, while Sludge Barges Drift D6" directly forward, in the direction they are facing. Drift Movement does not use any of the vehicle’s actions, though it may still cause collisions, etc. ### Sump Sea Environments The sump seas, whether they are in the midnight realm beneath a hive or the storm-lashed expanses of the surface, are deadly and unforgiving environments. If a battle takes place on the sump seas then the entirety of the Battlefield Surface (see Necromunda: Book of the Outlands) is considered to be Sump. The Sump has the following rules: - Only Waterborne or Skimmer vehicles can traverse the Sump. Tracked, Walker or Wheeled vehicles cannot be fielded in a sump seas environment. - Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump creatures, etc, that can operate in a sump seas environment. - If, for any reason, a fighter not subject to the Mounted condition starts their activation not on either a piece of terrain or a vehicle with the Waterborne or Skimmer rule (and they themselves do not have a special rule such as flight that allows them to ignore terrain), then they must test to see if they drown (see below). - As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their activation ends. - Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this means that fighters subject to the Mounted condition are not affected by the “I Get Knocked Down…” rule). If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action. - Fighters that fall onto the Sump do not take falling damage. ### Drowning If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends. ## Age of the Gang Kings :::note DESIGNER’S COMMENTARY Presented below are the rules for running battles set in the Age of the Gang Kings, before the rise of the Clan Houses and the line of Helmawr. These rules allow you to recreate the events described in Hive of Blood. They are not designed to be used alongside a Necromunda campaign. If the Arbitrator wishes they may run an Age of the Gang Kings campaign, though significant changes will need to be made in order to make it work. ::: In the aftermath of the Imperium’s conquest of Necromunda, a period of lawlessness endured for many centuries. This time was known as the Age of the Gang Kings and saw a greater number of large scale conflicts than later millennia. Before Martek Helm’ayr and his descendants ratified the Clan and Noble Houses and restricted such open war, the hives and the wastes between them were the site of bloody battles the equal of any Imperial war zone. Due to the scale of the fighting in Age of the Gang Kings battles, the forces involved are much larger than typical games of Necromunda, with many fighters operating in close-knit units rather than as individuals. Games set in the Age of the Gang Kings use the Outland Armies and Wasteland Warfare rules presented here. ### Lost Houses and Ancient Empires During the Age of the Gang Kings the Clan Houses and Noble Houses, as they are known at the end of the 41st Millennium, did not yet exist. While this means Goliaths, Escher, Cawdor and similar gangs are not suitable, their gang lists could be used to represent a progenitor to their House – such as the followers of the Blades who would, in time, become the foundation of House Escher. The Outcast Gang list, from Book of the Outcast is also very appropriate to this setting, as it allows players to field diverse collections of fighters to suit a variety of themes. #### Outland Armies When creating an Age of the Gang Kings force, the normal rules for founding a gang are not used. Instead, players construct their forces using the following guidelines: - Increase the starting gang credit limit to 5,000 credits. As always, the Arbitrator may increase or decrease this amount if they wish. - The force must include one model with the Leader special rule. - Up to 25% of the total credits may be spent on models from a different gang list to your Leader. - One model without the Gang Fighter (X) rule may be included for every three models with the Gang Fighter (X) rule. #### Wasteland Warfare Games set in the Age of the Gang Kings use a limited version of the core Necromunda rules to speed up play, as well as the addition of a new rule: Coordinated Attacks: - The following rules are NOT used when playing Age of the Gang Kings scenarios: - “I Get Knocked Down…”, Pinned and Seriously Injured, the Broken, Out of Ammo, Blaze, Blind, Concussion, Intoxicated, Insane and Webbed Conditions, Bottle Checks, Recovery Tests and Rally Tests, Stray Shots and Injury Dice. - The following Weapon Traits are NOT used; count weapons with these Traits as not having them: - Backstab, Blaze, Concussion, Knockback, Limited, Plentiful, Rad-phage, Scarce, Seismic, Single Shot, and Web. - All fighters are considered to have a 360° vision arc. - When resolving damage against vehicles, they lose a number of Hull Points equal to the weapon’s damage. If a vehicle is reduced to 0 Hull Points, it is removed from play. - Fighters reduced to 0 wounds are removed from play. #### Coordinated Attacks In Age of the Gang Kings, players may activate fighters (not vehicles) with the Gang Fighter (X) special rule in groups, provided they are close to each other. When a player activates a fighter with the Gang Fighter (X) special rule, they may also activate any other friendly fighters with the Gang Fighter (X) special rule within 6" of that fighter (treat this as if the fighters had been activated using a Group Activation). This does not affect Group Activations made by Champions and Leaders.
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# Apocrypha Optional Rules _The wilds, wastes and badzones of Necromunda are filled with legends and myths of every colour and kind imaginable. Some of them are even true. Wander into any drinking hole in Hive Primus and crack open a bottle of Wild Snake (or Second Best if you’re a little light on creds) and within moments some crusty-faced local will be bending your ear with a tale or two. Maybe their little corner of the underhive was once the site of a showdown between the notorious Carrion Queens and the equally nefarious Irontree Reavers, or perhaps the legendary bounty hunter Kal Jericho drank at the very bar you’re sitting at now and they got close enough to touch the hem of his duster. Whatever the yarn, you’d do well to listen carefully, for hidden in every story is at least a grain of truth, and maybe even a lesson or two that might keep you alive when you’re next out wandering the badzones looking for trouble…_ Apocrypha Necromunda is a series of small releases that have been published in Warhammer Community (not to be confused with the book publication of the same name). These each contain a short story, some form of additional rules, and a new scenario - each with a narrative variant to emulate the story. While these are 'stand-alone' stories, the rules should be seen in context of the larger Necromunda timeline. For example, rules being released here expand on Ash Wastes content, as do the Aranthian Succession books published at the same time. Their rules have been incorporated into Necro-vox where applicable, otherwise they are published below. ### List of Apocrypha Necromunda with their rules focus | Date | Release | Rules | Scenario | | :-----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------- | | 11/2023 | [Apocrypha: Nexus of Violence](https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/) | [Path of the Prophet](/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) | Container Canyon Run | | 09/2023 | [Apocrypha: Hive of Blood](https://www.warhammer-community.com/2023/09/26/apocrypha-necromunda-fight-massive-battles-in-the-hive-of-blood/) | [Age of the Gang Kings](#age-of-the-gang-kings) | War in the Wastes | | 09/2023 | [Apocrypha: Devils of Gunk Deep](https://www.warhammer-community.com/2023/08/22/necromunda-apocrypha-fight-off-or-command-a-tide-of-mutants-boiling-from-beneath-the-underhive/) | [Outcast Mutations](/docs/gangs/gang-lists/outcasts/outcast-mutations) | Out of the Pit | | 07/2023 | [Apocrypha: Spiders of the Sump](https://www.warhammer-community.com/2023/07/25/apocrypha-necromunda-set-sail-on-sump-sea/) | [Sump Sea Vehicles and Environments](#spiders-of-the-sump) | Midnight Sea | | 06/2023 | [Apocrypha: Escape from Zalktraa](https://www.warhammer-community.com/2023/06/06/apocrypha-necromunda-execute-a-daring-prison-break-with-lady-credo/) | [Enforcer Automata Programming](#programming-automata) | Escape the Deep | | 05/2023 | [Apocrypha: Halfway Dead](https://www.warhammer-community.com/2023/05/04/necromunda-apocrypha-beseech-the-world-spirits-with-your-ash-wastes-nomads/) | [Ash Wastes Nomads Warrior Spirits](/docs/gangs/gang-lists/ash-wastes-nomads/#tsunghar-warrior-spirits) | Hunter in the Storm | | 03/2023 | [Apocrypha: Blood in the Spire](https://www.warhammer-community.com/2023/03/21/apocrypha-necromunda-exotic-archeotech-comes-to-the-black-market-in-this-free-scenario/) | [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#spire-black-market) | Necromundan Double-Cross | | 02/2023 | [Apocrypha: Bullet Road Run](https://www.warhammer-community.com/2023/02/28/apocrypha-necromunda-take-on-the-biggest-reddest-rig-in-this-free-rolling-road-scenario/) | [Delaque vehicle equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) & [crew](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | The Big Score | | 01/2023 | [Apocrypha: Daemons of Meridian](https://www.warhammer-community.com/2023/01/24/apocrypha-necromunda-a-heretek-mind-in-an-ambot-body-spells-trouble-in-this-months-free-scenario/) | [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader) | Cut Off the Head | | 11/2022 | [Apocrypha: Queen of Ash Town](https://www.warhammer-community.com/2022/11/25/apocrypha-necromunda-ambush-goliaths-in-a-hazy-chem-den-with-a-free-scenario-and-escher-rules/) | [Escher Chem-alchemy additions](/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) | Defend the House | | 11/2022 | [Apocrypha: Twins of Two Tunnels](https://www.warhammer-community.com/2022/11/03/apocrypha-necromunda-battle-it-out-for-gunk-and-glory-in-a-free-scenario/) | [Gorvos Twins as Outcast leaders](/docs/gangs/gang-lists/outcasts/#gorvos-twins),<br />[Propagandist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-propagandist)/[Agitator](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-agitator) new rules, <br />[additional Goliath Gene-smithing](/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) | Two Tunnels Showdown | | 09/2022 | [Apocrypha: Sump City Sinking](https://www.warhammer-community.com/2022/09/20/unleash-the-psychic-might-of-the-delaque-and-bless-your-corpse-grinder-cults-with-free-necromunda-rules/) | [Delaque Spyker wyrd powers](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-2-spyker), <br />[Corpse Grinder Cult Invoke the Dark Gods](/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) | Star Chamber Attack | | 08/2022 | [Apocrypha: The Lost Charter](https://www.warhammer-community.com/2022/08/05/this-free-necromunda-scenario-takes-the-squats-into-the-underhive-alongside-a-psychic-ogryn/) | [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) | Tech Raid | ### Designer’s Commentary: New Black Market Items Presented below are the rules for additional items available on the Black Market that will allow you to recreate the events described in [Apocrypha Necromunda: Blood in the Spire](https://www.warhammer-community.com/wp-content/uploads/2023/03/ZltbMhp3ZtbNoJlQ.pdf). If the Arbitrator wishes, these items may be available from the Black Market during a campaign. _Source: Apocrypha Necromunda: Blood in the Spire_ ::: The staggering wealth of the spire means its noble residents can afford almost anything their hearts desire. On a world as cruel and dangerous as Necromunda this often means custom crafted blades, esoteric off-world weaponry and cunning defensive wargear – all intended to protect the wearer from assassination. These artefacts were never intended to leave the spire, though sometimes the impossible happens, and a genuine article falls into the hands of an underhive gang leader. | Item | Type | Price | AL | | :-------------------------------------------------------------------------------- | :----------: | :---: | :-: | | [Archeo duelling pistol](/docs/armoury/pistols#archeo-duelling-pistol) | Pistol | 120 | R13 | | [Barbed flabellum](/docs/armoury/close-combat#barbed-flabellum) | Close Combat | 80 | I12 | | [Camoelean elixir](/docs/armoury/personal-equipment#camoelean-elixir) | Equipment | 75 | I10 | | [Digi-multi lasers](/docs/armoury/pistols#digi-multi-lasers) | Pistol | 100 | R11 | | [Draconic scales](/docs/armoury/personal-equipment#draconic-scales) | Equipment | 250 | I14 | | [Haemophagic blade](/docs/armoury/close-combat#haemophagic-blade) | Close Combat | 150 | I13 | | [Mirror Aegis](/docs/armoury/personal-equipment#mirror-aegis) | Equipment | 125 | I12 | | [Psychofamile pheromone](/docs/armoury/personal-equipment#psychofamile-pheromone) | Equipment | 150 | I12 | | [Vortex grenade](/docs/armoury/grenades#vortex-grenade) | Grenade | 500 | I16 | ## Programming Automata :::note DESIGNER’S COMMENTARY resented below are the rules for programming Enforcer Sanctioner Automata and Hardcase Cyber-mastiffs (see Necromunda: The Vaults of Temenos), allowing you to represent the guard automata of Zalktraa. If the Arbitrator wishes, Enforcer gangs can use these new rules in their campaign. ::: Most Sanctioner Automata and Hardcase Cyber-mastiffs follow standard Enforcer protocols, allowing them to respond to a variety of combat situations. Sometimes, Enforcers will alter the programming of the automata to focus their abilities to a specific task, such as guarding or hunting. This focus makes the robots more deadly in their chosen task, though at the expense of versatility. At the start of a scenario, an Enforcer player may choose to enact Enforcement Programs on any or all of the Sanctioners or Cyber-mastiffs in their crew. The player then selects a program for each Sanctioner or CyberMastiff in their crew and notes it down. When activated, these fighters will now act according to their chosen programming, only able to select a limited range of actions, as detailed on the Enforcement Programs table below. The exception to this is they may always take the Reboot action. **Reboot (Double):** This fighter’s activation ends. The next time they activate, before performing any actions they may choose a new Enforcement Program. ### Enforcement Programs | Program Available | Actions | Benefits | | :---------------- | :-------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Hunt** | Move (Simple), Shoot (Basic), Aim (Basic) | At the start of each End phase, move this fighter D6" closer to the nearest enemy fighter. Cyber-mastiffs with this program have to end their activation within 6" of their owner rather than the normal 3". | | **Intimidate** | Move (Simple), Charge (Double), Fight (Basic) | At the end of this fighter’s activation, all enemy fighters within 2" of them must make a Nerve test. | | **Guard** | Shoot (Basic), Fight (Basic), Aim (Basic) | When making attacks outside of their activation (i.e., Reaction or Got Your Six attacks), add a +1 modifier to both this fighter’s hit and wound rolls. | | **Capture** | Charge (Double), Fight (Basic) | If this fighter takes an enemy fighter Out of Action with a Fight (Basic) Action, roll a D6. On a 4+, that fighter is Captured. If any fighters are Captured in this way, do not roll to Capture fighters in the post-battle sequence. | | **Kill** | Charge (Double), Shoot (Basic), Fight (Basic) | This fighter counts both the Shoot (Basic) and Fight (Basic) actions as Simple actions. | | **Rescue** | Move (Simple), Fight (Basic) | If this fighter is within 3" of a friendly Prone and Seriously Injured fighter in the Recovery phase, that fighter is considered to have automatically rolled a Flesh Wound when rolling to recover – there is no need to roll the Injury dice. | ## Spiders of the Sump ### Sump Sea Vehicles :::note ### Designer’s Commentary: Battles On The Sump Seas Presented below are the rules for Sludge Barges, Scrap Skiffs and Sump Sea Environments, allowing you to recreate the events described in [Apocrypha Necromunda: Spiders of the Sump](https://www.warhammer-community.com/wp-content/uploads/2023/07/ECei4crIwv6QKgzt.pdf). If the Arbitrator wishes, these new rules may be included in their campaign. ::: There are almost as many vehicles that ply the sump seas and run-off rivers of Necromunda as there are on its dusty plains and wind-blasted ridgeways. The following vehicle construction rules can be used alongside the Wasteland Workshop rules found in Necromunda: Book of the Outlands allowing players to create vehicles capable of traversing the black seas of Necromunda. **Note:** Some of the upgrades available to vehicles presented in the Wasteland Workshop might not be appropriate for Sludge Barges and Scrap Skiffs (such as wheel scythes or tyre claws, for instance), though as always the Arbitrator can decide which ones they wish to include in their campaign. #### Locomotion Special Rules **Waterborne:** Waterborne vehicles can only be used in Sump Sea environments (see below). These vehicles also build up momentum as they move, and can be difficult to turn or slow down quickly. When a Waterborne vehicle is activated, but before it takes any actions, it must roll for its Drift Movement. Scrap Skiffs Drift D3" directly forward, in the direction they are facing, while Sludge Barges Drift D6" directly forward, in the direction they are facing. Drift Movement does not use any of the vehicle’s actions, though it may still cause collisions, etc. ### Sump Sea Environments The sump seas, whether they are in the midnight realm beneath a hive or the storm-lashed expanses of the surface, are deadly and unforgiving environments. If a battle takes place on the sump seas then the entirety of the Battlefield Surface (see Necromunda: Book of the Outlands) is considered to be Sump. The Sump has the following rules: - Only Waterborne or Skimmer vehicles can traverse the Sump. Tracked, Walker or Wheeled vehicles cannot be fielded in a sump seas environment. - Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump creatures, etc, that can operate in a sump seas environment. - If, for any reason, a fighter not subject to the Mounted condition starts their activation not on either a piece of terrain or a vehicle with the Waterborne or Skimmer rule (and they themselves do not have a special rule such as flight that allows them to ignore terrain), then they must test to see if they drown (see below). - As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their activation ends. - Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this means that fighters subject to the Mounted condition are not affected by the “I Get Knocked Down…” rule). If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action. - Fighters that fall onto the Sump do not take falling damage. ### Drowning If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends. ## Age of the Gang Kings :::note DESIGNER’S COMMENTARY Presented below are the rules for running battles set in the Age of the Gang Kings, before the rise of the Clan Houses and the line of Helmawr. These rules allow you to recreate the events described in Hive of Blood. They are not designed to be used alongside a Necromunda campaign. If the Arbitrator wishes they may run an Age of the Gang Kings campaign, though significant changes will need to be made in order to make it work. ::: In the aftermath of the Imperium’s conquest of Necromunda, a period of lawlessness endured for many centuries. This time was known as the Age of the Gang Kings and saw a greater number of large scale conflicts than later millennia. Before Martek Helm’ayr and his descendants ratified the Clan and Noble Houses and restricted such open war, the hives and the wastes between them were the site of bloody battles the equal of any Imperial war zone. Due to the scale of the fighting in Age of the Gang Kings battles, the forces involved are much larger than typical games of Necromunda, with many fighters operating in close-knit units rather than as individuals. Games set in the Age of the Gang Kings use the Outland Armies and Wasteland Warfare rules presented here. ### Lost Houses and Ancient Empires During the Age of the Gang Kings the Clan Houses and Noble Houses, as they are known at the end of the 41st Millennium, did not yet exist. While this means Goliaths, Escher, Cawdor and similar gangs are not suitable, their gang lists could be used to represent a progenitor to their House – such as the followers of the Blades who would, in time, become the foundation of House Escher. The Outcast Gang list, from Book of the Outcast is also very appropriate to this setting, as it allows players to field diverse collections of fighters to suit a variety of themes. #### Outland Armies When creating an Age of the Gang Kings force, the normal rules for founding a gang are not used. Instead, players construct their forces using the following guidelines: - Increase the starting gang credit limit to 5,000 credits. As always, the Arbitrator may increase or decrease this amount if they wish. - The force must include one model with the Leader special rule. - Up to 25% of the total credits may be spent on models from a different gang list to your Leader. - One model without the Gang Fighter (X) rule may be included for every three models with the Gang Fighter (X) rule. #### Wasteland Warfare Games set in the Age of the Gang Kings use a limited version of the core Necromunda rules to speed up play, as well as the addition of a new rule: Coordinated Attacks: - The following rules are NOT used when playing Age of the Gang Kings scenarios: - “I Get Knocked Down…”, Pinned and Seriously Injured, the Broken, Out of Ammo, Blaze, Blind, Concussion, Intoxicated, Insane and Webbed Conditions, Bottle Checks, Recovery Tests and Rally Tests, Stray Shots and Injury Dice. - The following Weapon Traits are NOT used; count weapons with these Traits as not having them: - Backstab, Blaze, Concussion, Knockback, Limited, Plentiful, Rad-phage, Scarce, Seismic, Single Shot, and Web. - All fighters are considered to have a 360° vision arc. - When resolving damage against vehicles, they lose a number of Hull Points equal to the weapon’s damage. If a vehicle is reduced to 0 Hull Points, it is removed from play. - Fighters reduced to 0 wounds are removed from play. #### Coordinated Attacks In Age of the Gang Kings, players may activate fighters (not vehicles) with the Gang Fighter (X) special rule in groups, provided they are close to each other. When a player activates a fighter with the Gang Fighter (X) special rule, they may also activate any other friendly fighters with the Gang Fighter (X) special rule within 6" of that fighter (treat this as if the fighters had been activated using a Group Activation). This does not affect Group Activations made by Champions and Leaders.
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# Vehicle Profiles _Source: Necromunda Core Rulebook (2023)_ ## Vehicle Characteristic Profiles Similar to fighters, each vehicle has a ‘characteristics profile’, which details its strengths and weaknesses. For example, here is the profile for a Goliath Road Thug driving a Goliath Mauler: <table> <thead> <tr> <td colSpan="7">Vehicle Characteristics</td> <td colSpan="5">Crew Characteristics</td> </tr> <tr> <td></td> <td colSpan="3">Toughness</td> <td colSpan="3"></td> <td colSpan="5"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>HP</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>7"</td> <td>5 </td> <td>4 </td> <td>4 </td> <td>3 </td> <td>5+</td> <td>5+</td> <td>4+</td> <td>8+</td> <td>5+</td> <td>9+</td> <td>8+</td> </tr> </tbody> </table> ### Vehicle Characteristics |M|Front|Side|Rear|HP|Hnd|Sv| |---|---|---|---|---|---|---| |7"|5|4|4|3|5+|5+| ### Crew Characteristics |BS|Ld|Cl|Wil|Int| |---|---|---|---|---| |4+|8+|5+|9+|8+| Vehicle Profiles appear slightly differently on Necrodamus, for sake of brevity. <VehicleCard> <div className="stats"> ## Example Vehicle | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | </div> </VehicleCard> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each of these characteristics represents a different trait or attribute of either the vehicle itself or of its crew, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Toughness (Front, Side and Rear) and Hull Points (HP) are all shown as simple numbers, in which case a higher number is better. - Save (Sv), Ballistic Skill (BS) and Handling (Hnd) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Rolling Dice](/docs/general-principles/rolling-dice). In which case, a lower number is better. In addition, a vehicle card will have all four psychology characteristics assigned to it, just like a fighter; Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int). In the case of a vehicle, these represent the psychological traits of the crew rather than the vehicle itself. These are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as vehicles are upgraded and as the crew gains experience or suffers injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below: #### Vehicle Characteristics | | M | Front | Side | Rear | HP | Hnd | Sv | | :-----: | :-: | :---: | :--: | :--: | :-: | --- | --- | | **Max** | 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | **Min** | 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | #### Crew Characteristics | | BS | Ld | Cl | Wil | Int | | :-----: | :-: | :-: | :-: | :-: | :-: | | **Max** | 2+ | 3+ | 3+ | 3+ | 3+ | | **Min** | 6+ | 10+ | 10+ | 10+ | 10+ | ## Vehicle Characteristics & Characteristic Tests A vehicle’s characteristics are defined as follows: Here is the formatted table: ### Movement (M) This is the distance, in inches, the vehicle can move when making a standard Move action. ### Toughness (Front, Side, Rear) All vehicles have three Toughness characteristics: Front, Side and Rear, corresponding to their vision arcs (see [Vehicle Vision Arcs](/docs/general-principles/line-of-sight-and-cover#vehicle-vision-arcs)). This shows how sturdily built a vehicle is; the higher a vehicle’s Toughness characteristic, the less likely it is to be damaged by an attack. ### Hull Points (Hp) A vehicle’s Hull Points characteristic is a measure of how much punishment it can sustain before it is Wrecked. ### Handling (Hnd) This represents how manoeuvrable a vehicle is and how responsive it is to the crew’s commands. Handling is used to avoid damage from dangerous terrain, maintain control after suffering damage, and when attempting to Restart a Stalled vehicle. ### Save (Sv) This indicates how heavily armoured a vehicle is. ### Ballistic Skill (Bs) This characteristic represents the proficiency of the vehicle’s crew with ranged weapons fitted to the vehicle. ### Leadership (Ld) A vehicle’s Leadership characteristic represents the ability of its crew to issue or follow commands in the heat of battle. ### Cool (Cl) A vehicle’s Cool characteristic represents the capacity of its crew for keeping calm under fire. ### Willpower (Wil) Willpower is a measure of the crew’s mental fortitude and resilience against the horrors of Necromunda. ### Intelligence (Int) This represents the mental acuity and ability of the crew to apply knowledge. | **Characteristic** | **Description** | | --- | --- | | Movement (M) | Distance, in inches, a vehicle can move when making a standard Move action. | | Toughness (Front, Side, Rear) | Measures how sturdily built a vehicle is; higher values mean less likely to be damaged by an attack. | | Hull Points (HP) | A measure of how much punishment a vehicle can sustain before being Wrecked. | | Handling (Hnd) | Represents how manoeuvrable and responsive a vehicle is, used for avoiding damage, maintaining control, and Restarting a Stalled vehicle. | | Save (Sv) | Indicates how heavily armoured a vehicle is. | | Ballistic Skill (Bs) | Represents the proficiency of a vehicle's crew with ranged weapons fitted to the vehicle. | | Leadership (Ld) | A measure of a vehicle's crew ability to issue or follow commands in battle. | | Cool (Cl) | Represents the capacity of a vehicle's crew to keep calm under fire. | | Willpower (Wil) | Measures a vehicle's crew mental fortitude and resilience against the horrors of Necromunda. | | Intelligence (Int) | Represents the mental acuity and ability of a vehicle's crew to apply knowledge. | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given as a simple number, the modifier is applied as written – for example, if a vehicle with a Front Toughness of 6 is given a +1 modifier to its Toughness, its Front Toughness counts as 7. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success), the modifier is applied to the dice roll rather than the characteristic. ### Characteristic Tests Players will often be called on to make a characteristic test for a vehicle – for example, a Ballistic Skill test is made when a vehicle attacks with a ranged weapon. Characteristics tests are made as follows: - Ballistic Skill tests are made by making a target number roll on a single D6 (as described in [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Handling, Leadership, Cool, Willpower and Intelligence tests are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. - To check against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing, the check is passed. A natural roll of a 6 is always a fail. ## Vehicle Cards As with fighters, each vehicle within a player’s gang is represented by a model on the battlefield and a Vehicle card filled in with their characteristics, upgrades, special rules and other useful reference information. Blank Vehicle cards with the logo of each House can be found in the various Gang Tactics card packs. Each Vehicle card is split into several areas: 1. The vehicle’s name. 2. The vehicle’s type. 3. The vehicle’s cost, in credits. 4. The vehicle’s characteristics. The last five (BS, Ld, Cl, Wil, Int) are shaded as a reminder that they are the characteristics of the crew rather than the physical characteristics of the vehicle (see [Vehicle Profiles](/docs/gang-fighters-and-their-weaponry/vehicle-profiles)). 5. The weapons the vehicle is equipped with. 6. Any special rules the vehicle has, as described in its entry in the gang list. 7. Any upgrades the vehicle has been equipped with. 8. Any Wargear the vehicle has been equipped with. ![](vehicle-card-numbered.jpg)
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# Vehicle Profiles _Source: Necromunda Core Rulebook (2023)_ ## Vehicle Characteristic Profiles Similar to fighters, each vehicle has a ‘characteristics profile’, which details its strengths and weaknesses. For example, here is the profile for a Goliath Road Thug driving a Goliath Mauler: <table> <thead> <tr> <td colSpan="7">Vehicle Characteristics</td> <td colSpan="5">Crew Characteristics</td> </tr> <tr> <td></td> <td colSpan="3">Toughness</td> <td colSpan="3"></td> <td colSpan="5"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>HP</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>7"</td> <td>5 </td> <td>4 </td> <td>4 </td> <td>3 </td> <td>5+</td> <td>5+</td> <td>4+</td> <td>8+</td> <td>5+</td> <td>9+</td> <td>8+</td> </tr> </tbody> </table> ### Vehicle Characteristics |M|Front|Side|Rear|HP|Hnd|Sv| |---|---|---|---|---|---|---| |7"|5|4|4|3|5+|5+| ### Crew Characteristics |BS|Ld|Cl|Wil|Int| |---|---|---|---|---| |4+|8+|5+|9+|8+| Vehicle Profiles appear slightly differently on Necrodamus, for sake of brevity. <VehicleCard> <div className="stats"> ## Example Vehicle | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | </div> </VehicleCard> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each of these characteristics represents a different trait or attribute of either the vehicle itself or of its crew, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Toughness (Front, Side and Rear) and Hull Points (HP) are all shown as simple numbers, in which case a higher number is better. - Save (Sv), Ballistic Skill (BS) and Handling (Hnd) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Rolling Dice](/docs/general-principles/rolling-dice). In which case, a lower number is better. In addition, a vehicle card will have all four psychology characteristics assigned to it, just like a fighter; Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int). In the case of a vehicle, these represent the psychological traits of the crew rather than the vehicle itself. These are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as vehicles are upgraded and as the crew gains experience or suffers injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below: #### Vehicle Characteristics | | M | Front | Side | Rear | HP | Hnd | Sv | | :-----: | :-: | :---: | :--: | :--: | :-: | --- | --- | | **Max** | 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | **Min** | 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | #### Crew Characteristics | | BS | Ld | Cl | Wil | Int | | :-----: | :-: | :-: | :-: | :-: | :-: | | **Max** | 2+ | 3+ | 3+ | 3+ | 3+ | | **Min** | 6+ | 10+ | 10+ | 10+ | 10+ | ## Vehicle Characteristics & Characteristic Tests A vehicle’s characteristics are defined as follows: Here is the formatted table: ### Movement (M) This is the distance, in inches, the vehicle can move when making a standard Move action. ### Toughness (Front, Side, Rear) All vehicles have three Toughness characteristics: Front, Side and Rear, corresponding to their vision arcs (see [Vehicle Vision Arcs](/docs/general-principles/line-of-sight-and-cover#vehicle-vision-arcs)). This shows how sturdily built a vehicle is; the higher a vehicle’s Toughness characteristic, the less likely it is to be damaged by an attack. ### Hull Points (Hp) A vehicle’s Hull Points characteristic is a measure of how much punishment it can sustain before it is Wrecked. ### Handling (Hnd) This represents how manoeuvrable a vehicle is and how responsive it is to the crew’s commands. Handling is used to avoid damage from dangerous terrain, maintain control after suffering damage, and when attempting to Restart a Stalled vehicle. ### Save (Sv) This indicates how heavily armoured a vehicle is. ### Ballistic Skill (Bs) This characteristic represents the proficiency of the vehicle’s crew with ranged weapons fitted to the vehicle. ### Leadership (Ld) A vehicle’s Leadership characteristic represents the ability of its crew to issue or follow commands in the heat of battle. ### Cool (Cl) A vehicle’s Cool characteristic represents the capacity of its crew for keeping calm under fire. ### Willpower (Wil) Willpower is a measure of the crew’s mental fortitude and resilience against the horrors of Necromunda. ### Intelligence (Int) This represents the mental acuity and ability of the crew to apply knowledge. | **Characteristic** | **Description** | | --- | --- | | Movement (M) | Distance, in inches, a vehicle can move when making a standard Move action. | | Toughness (Front, Side, Rear) | Measures how sturdily built a vehicle is; higher values mean less likely to be damaged by an attack. | | Hull Points (HP) | A measure of how much punishment a vehicle can sustain before being Wrecked. | | Handling (Hnd) | Represents how manoeuvrable and responsive a vehicle is, used for avoiding damage, maintaining control, and Restarting a Stalled vehicle. | | Save (Sv) | Indicates how heavily armoured a vehicle is. | | Ballistic Skill (Bs) | Represents the proficiency of a vehicle's crew with ranged weapons fitted to the vehicle. | | Leadership (Ld) | A measure of a vehicle's crew ability to issue or follow commands in battle. | | Cool (Cl) | Represents the capacity of a vehicle's crew to keep calm under fire. | | Willpower (Wil) | Measures a vehicle's crew mental fortitude and resilience against the horrors of Necromunda. | | Intelligence (Int) | Represents the mental acuity and ability of a vehicle's crew to apply knowledge. | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given as a simple number, the modifier is applied as written – for example, if a vehicle with a Front Toughness of 6 is given a +1 modifier to its Toughness, its Front Toughness counts as 7. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success), the modifier is applied to the dice roll rather than the characteristic. ### Characteristic Tests Players will often be called on to make a characteristic test for a vehicle – for example, a Ballistic Skill test is made when a vehicle attacks with a ranged weapon. Characteristics tests are made as follows: - Ballistic Skill tests are made by making a target number roll on a single D6 (as described in [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Handling, Leadership, Cool, Willpower and Intelligence tests are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. - To check against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing, the check is passed. A natural roll of a 6 is always a fail. ## Vehicle Cards As with fighters, each vehicle within a player’s gang is represented by a model on the battlefield and a Vehicle card filled in with their characteristics, upgrades, special rules and other useful reference information. Blank Vehicle cards with the logo of each House can be found in the various Gang Tactics card packs. Each Vehicle card is split into several areas: 1. The vehicle’s name. 2. The vehicle’s type. 3. The vehicle’s cost, in credits. 4. The vehicle’s characteristics. The last five (BS, Ld, Cl, Wil, Int) are shaded as a reminder that they are the characteristics of the crew rather than the physical characteristics of the vehicle (see [Vehicle Profiles](/docs/gang-fighters-and-their-weaponry/vehicle-profiles)). 5. The weapons the vehicle is equipped with. 6. Any special rules the vehicle has, as described in its entry in the gang list. 7. Any upgrades the vehicle has been equipped with. 8. Any Wargear the vehicle has been equipped with. ![](vehicle-card-numbered.jpg)
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# Location Details #location ## Description **Location: The Rusting Hives** You find yourself in the midst of the Rusting Hives, a sprawling network of abandoned factories, crumbling tenements, and rusting machinery. The air is thick with the acrid smell of smoke, sweat, and desperation. The once-thriving industrial complex has been reduced to a mere shadow of its former self, a testament to the ravages of time and neglect. The Rusting Hives are a maze of narrow alleys, crumbling walls, and precarious catwalks, where rival gangs and opportunistic scavengers vie for control. The underhive's most ruthless and cunning factions have carved out their own territories within this labyrinthine complex, often using the rusting hulks of abandoned machinery as makeshift strongholds. As you navigate the Rusting Hives, you'll encounter: * **Gutter Runners**: A gang of scrappy thieves and scavengers who've made the Rusting Hives their playground. They're notorious for their cunning and adaptability, often exploiting the complex's labyrinthine layout to evade detection. * **Marauder's Revenge**: A brutal gang of ex-military types who've turned their skills to a life of crime. They're seeking to expand their influence throughout the underhive, using the Rusting Hives as a launching pad for their raids and conquests. * **Black Market Traders**: A network of shady dealers and smugglers who operate in the shadows, trading in rare and valuable goods. They're always looking for new opportunities to make a profit, often at the expense of rival gangs or unsuspecting travelers. **Special Rules:** * **Rusting Hives Hazards:** When navigating the Rusting Hives, you'll need to roll `dice: 1d6` to avoid hazards like collapsing catwalks, toxic gas leaks, or treacherous terrain. On a roll of 1-2, you'll encounter a hazard that might slow your progress or even injure your fighters. * **Gang Warfare:** The Rusting Hives are a hotbed of gang activity. When encountering rival gangs, you'll need to engage in combat using the standard Necromunda rules. However, due to the complex's labyrinthine layout, you may need to roll `dice: 1d6` to navigate the terrain and avoid getting trapped or ambushed. * **Black Market Boon:** As a member of the Red Vipers, you have access to the Black Market contacts in the Rusting Hives. You can use this boon to acquire rare equipment or supplies at a discounted rate, but be wary of the risks involved in dealing with shady characters. Now that you've settled into the Rusting Hives, what would you like to do next? Do you want to: A) Scout out the local area for potential allies or enemies B) Establish a base of operations in the underhive C) Look for opportunities to acquire new equipment or supplies D) Plan a raid on a rival gang's territory Let me know your choice, and we'll proceed accordingly! ## Special Rules I apologize for the oversight earlier! As you settle into the Red Vipers' new location, you notice that it's a heavily fortified and well-defended area known as "The Rusty Spire." This location has the following Special Rules: **Rusty Spire Special Rules:** * **Fortified Defenses:** The Rusty Spire is heavily fortified with layers of reinforced steel plating, making it difficult for enemies to breach. When defending against an enemy gang, you gain a +1 modifier to your combat rolls. * **Tunnels and Trenches:** The underhive tunnels surrounding the Rusty Spire are treacherous and narrow, limiting the mobility of enemy gangs. Enemies must make a Difficult (-2) Agility test to move through these tunnels without taking damage. * **Rusty Spire Stronghold:** The location itself is a formidable stronghold, with multiple layers of defenses and traps set up to deter intruders. When defending against an enemy gang, you can choose to activate the stronghold's defenses once per battle, gaining a +2 modifier to your combat rolls for one turn. As you settle into this new location, you'll need to manage your gang's income. Roll `dice: 1d6` to determine how much credits you earn from various sources like extortion, smuggling, and odd jobs: * Roll 1-2: You earn 10-20 credits. * Roll 3-4: You earn 30-40 credits. * Roll 5-6: You earn 50-60 credits. With this income, you can choose to spend it on equipment upgrades, recruiting new fighters, or expanding your operations in the underhive. What would you like to do next? A) Scout out the local area for potential allies or enemies B) Establish a base of operations in the underhive C) Look for opportunities to acquire new equipment or supplies D) Plan a raid on a rival gang's territory Let me know your choice, and we'll proceed accordingly! ## Income As the Red Vipers control this location, you can generate income through various means such as extortion, smuggling, and odd jobs. The amount of income you earn depends on the location's rating. This location has a rating of 3 (out of 6). To determine your income, roll `dice: 1d6 + 2` (the location's rating). * Roll 1-2: You earn 30-40 credits. * Roll 3-4: You earn 50-60 credits. * Roll 5-6: You earn 70-80 credits. Since you're controlling this location, you can use the rolled amount as your gang's income. Let me know if you'd like to roll for income or if you have a different plan in mind!
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# Location Details #location ## Description **Location: The Rusting Hives** You find yourself in the midst of the Rusting Hives, a sprawling network of abandoned factories, crumbling tenements, and rusting machinery. The air is thick with the acrid smell of smoke, sweat, and desperation. The once-thriving industrial complex has been reduced to a mere shadow of its former self, a testament to the ravages of time and neglect. The Rusting Hives are a maze of narrow alleys, crumbling walls, and precarious catwalks, where rival gangs and opportunistic scavengers vie for control. The underhive's most ruthless and cunning factions have carved out their own territories within this labyrinthine complex, often using the rusting hulks of abandoned machinery as makeshift strongholds. As you navigate the Rusting Hives, you'll encounter: * **Gutter Runners**: A gang of scrappy thieves and scavengers who've made the Rusting Hives their playground. They're notorious for their cunning and adaptability, often exploiting the complex's labyrinthine layout to evade detection. * **Marauder's Revenge**: A brutal gang of ex-military types who've turned their skills to a life of crime. They're seeking to expand their influence throughout the underhive, using the Rusting Hives as a launching pad for their raids and conquests. * **Black Market Traders**: A network of shady dealers and smugglers who operate in the shadows, trading in rare and valuable goods. They're always looking for new opportunities to make a profit, often at the expense of rival gangs or unsuspecting travelers. **Special Rules:** * **Rusting Hives Hazards:** When navigating the Rusting Hives, you'll need to roll `dice: 1d6` to avoid hazards like collapsing catwalks, toxic gas leaks, or treacherous terrain. On a roll of 1-2, you'll encounter a hazard that might slow your progress or even injure your fighters. * **Gang Warfare:** The Rusting Hives are a hotbed of gang activity. When encountering rival gangs, you'll need to engage in combat using the standard Necromunda rules. However, due to the complex's labyrinthine layout, you may need to roll `dice: 1d6` to navigate the terrain and avoid getting trapped or ambushed. * **Black Market Boon:** As a member of the Red Vipers, you have access to the Black Market contacts in the Rusting Hives. You can use this boon to acquire rare equipment or supplies at a discounted rate, but be wary of the risks involved in dealing with shady characters. Now that you've settled into the Rusting Hives, what would you like to do next? Do you want to: A) Scout out the local area for potential allies or enemies B) Establish a base of operations in the underhive C) Look for opportunities to acquire new equipment or supplies D) Plan a raid on a rival gang's territory Let me know your choice, and we'll proceed accordingly! ## Special Rules I apologize for the oversight earlier! As you settle into the Red Vipers' new location, you notice that it's a heavily fortified and well-defended area known as "The Rusty Spire." This location has the following Special Rules: **Rusty Spire Special Rules:** * **Fortified Defenses:** The Rusty Spire is heavily fortified with layers of reinforced steel plating, making it difficult for enemies to breach. When defending against an enemy gang, you gain a +1 modifier to your combat rolls. * **Tunnels and Trenches:** The underhive tunnels surrounding the Rusty Spire are treacherous and narrow, limiting the mobility of enemy gangs. Enemies must make a Difficult (-2) Agility test to move through these tunnels without taking damage. * **Rusty Spire Stronghold:** The location itself is a formidable stronghold, with multiple layers of defenses and traps set up to deter intruders. When defending against an enemy gang, you can choose to activate the stronghold's defenses once per battle, gaining a +2 modifier to your combat rolls for one turn. As you settle into this new location, you'll need to manage your gang's income. Roll `dice: 1d6` to determine how much credits you earn from various sources like extortion, smuggling, and odd jobs: * Roll 1-2: You earn 10-20 credits. * Roll 3-4: You earn 30-40 credits. * Roll 5-6: You earn 50-60 credits. With this income, you can choose to spend it on equipment upgrades, recruiting new fighters, or expanding your operations in the underhive. What would you like to do next? A) Scout out the local area for potential allies or enemies B) Establish a base of operations in the underhive C) Look for opportunities to acquire new equipment or supplies D) Plan a raid on a rival gang's territory Let me know your choice, and we'll proceed accordingly! ## Income As the Red Vipers control this location, you can generate income through various means such as extortion, smuggling, and odd jobs. The amount of income you earn depends on the location's rating. This location has a rating of 3 (out of 6). To determine your income, roll `dice: 1d6 + 2` (the location's rating). * Roll 1-2: You earn 30-40 credits. * Roll 3-4: You earn 50-60 credits. * Roll 5-6: You earn 70-80 credits. Since you're controlling this location, you can use the rolled amount as your gang's income. Let me know if you'd like to roll for income or if you have a different plan in mind!
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This is running the text generation with `gitmaxd/onboard-email` template, the json you see in there, is from their example. ```handlebars {{#run "simpleGen"}} {{#runLang "rlm/text-to-sql"}} { "input": "{{escp2 tg_selection}}" } {{/runLang}} {{/run}} ``` *** *** # Output: This is the output of {{name}} template. ## testing run lang: this is the result of the generate template, from the previews shown json. {{get "simpleGen"}}
wrapper
Test Langchain Pull
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2024-06-13 20:34:24.508078
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test Langchain Pull
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testLangchainPull
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['generate']
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This is running the text generation with `gitmaxd/onboard-email` template, the json you see in there, is from their example. ```handlebars {{#run "simpleGen"}} {{#runLang "rlm/text-to-sql"}} { "input": "{{escp2 tg_selection}}" } {{/runLang}} {{/run}} ``` *** *** # Output: This is the output of {{name}} template. ## testing run lang: this is the result of the generate template, from the previews shown json. {{get "simpleGen"}}
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291
25
### Blast(3"/5"/\*) The weapon utilizes a [[Blast marker]]
Unknown
Blast
Unknown
Unknown
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
The weapon utilizes a Blast marker
necrovox
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Unknown
0
0
### Blast(3"/5"/\*) The weapon utilizes a [[Blast marker]]
Unknown
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25
336
[[docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect|wyrd-powers#1-mind-control-basic-continuous-effect]]
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2024-06-13 20:34:24.508078
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[[docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect|wyrd-powers#1-mind-control-basic-continuous-effect]]
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336
522
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 2 | 4+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika. <details className=""> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Master of Cyberteknika:** The cost of any Cyberteknika purchased for a Van Saar Archeotek is reduced by half, before rounding up to the nearest 5 credits. In addition, a Van Saar Archeotek may choose any one Alpha level item of Cyberteknika to be equipped with when they are added to the gang. This does not cost any credits and does not increase the fighter’s credits value. **Skills:** When recruited, a Van Saar Archeotek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Archeotek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | - | - | - | Secondary | - | - | Primary | Secondary | Primary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Archeotek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Archeotek equipment list: - During the course of a campaign, a Van Saar Archeotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Archeotek has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Archeotek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **PISTOLS** | | Laspistol | 5 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **SPECIAL WEAPONS** | | Rad beamer\* | 70 | | **CLOSE COMBAT WEAPONS** | | 0-3 Digi laser | 25 | | Power knife | 25 | | Servo claw | 30 | | Spider-rig\* | 80 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | Smoke grenades | 15 | | Stun grenades | 25 | | **ARMOUR** | | Carapace armour - Light | 80 | | Flak armour | 10 | | Mesh armour | 15 | | **FIELD ARMOUR** | | Conversion field | 60 | | Displacer field | 70 | | Refractor field | 50 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Photo-goggles | 35 | | Respirator | 15 | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-3 Cyberachnid | 75 | </details> </details> <details className="lore"> <summary>Lore</summary> _Archeoteks can be found at all levels of Van Saar society. Some, such as those of the inner circle, focus on understanding the STC, though there are many more who hold a valued position in the clan’s gangs._ </details> _Source: House of Artifice_
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2024-06-13 20:34:24.508078
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 2 | 4+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika. <details className=""> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Master of Cyberteknika:** The cost of any Cyberteknika purchased for a Van Saar Archeotek is reduced by half, before rounding up to the nearest 5 credits. In addition, a Van Saar Archeotek may choose any one Alpha level item of Cyberteknika to be equipped with when they are added to the gang. This does not cost any credits and does not increase the fighter’s credits value. **Skills:** When recruited, a Van Saar Archeotek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Archeotek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | - | - | - | Secondary | - | - | Primary | Secondary | Primary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Archeotek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Archeotek equipment list: - During the course of a campaign, a Van Saar Archeotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Archeotek has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Archeotek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **PISTOLS** | | Laspistol | 5 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **SPECIAL WEAPONS** | | Rad beamer\* | 70 | | **CLOSE COMBAT WEAPONS** | | 0-3 Digi laser | 25 | | Power knife | 25 | | Servo claw | 30 | | Spider-rig\* | 80 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | Smoke grenades | 15 | | Stun grenades | 25 | | **ARMOUR** | | Carapace armour - Light | 80 | | Flak armour | 10 | | Mesh armour | 15 | | **FIELD ARMOUR** | | Conversion field | 60 | | Displacer field | 70 | | Refractor field | 50 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Photo-goggles | 35 | | Respirator | 15 | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-3 Cyberachnid | 75 | </details> </details> <details className="lore"> <summary>Lore</summary> _Archeoteks can be found at all levels of Van Saar society. Some, such as those of the inner circle, focus on understanding the STC, though there are many more who hold a valued position in the clan’s gangs._ </details> _Source: House of Artifice_
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### Impale If an attack made by this weapon hits a fighter and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another model! Trace a straight line from the target, directly away from the attacker. If there are any models within 1" of this line, and within the weapon’s Long range, the one that is closest to the target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon’s attack against that model, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more models.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If an attack made by this weapon hits a fighter andwounds the target, and the save roll is unsuccessful(or no save roll is made), the projectile continuesthrough them and might hit another model! Trace astraight line from the target, directly away from theattacker. If there are any models within 1" of this line, and within the weapon’s Long range, the one that isclosest to the target is at risk of being hit. Roll a D6. Ona 3 or more, resolve the weapon’s attack against thatmodel, subtracting 1 from the Strength. The projectilecan continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit anymore models.
necrovox
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### Impale If an attack made by this weapon hits a fighter and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another model! Trace a straight line from the target, directly away from the attacker. If there are any models within 1" of this line, and within the weapon’s Long range, the one that is closest to the target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon’s attack against that model, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more models.
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47
318
Unknown
ganger
Unknown
corpse-grinder-cult
ganger-skinner
5
3
5
3
3
1
4
1
7
7
8
9
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
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318
106
[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
ranged-weapon
Unknown
Unknown
projectile
0
0
0
3
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
8
24
1
0
3
1
0
R13
['[[rapid_fire]]']
0
Unknown
4+
4
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
[[1-basic-weapons]] [[Autogun - Static Rounds]] [[Autogun - Warp Rounds]] [[Autogun - Reclaimed]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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# 91. Stealth Attack _Walk softly and carry a primed frag grenade._ In the Stealth Attack scenario, one gang has snuck into the heart of another gang’s settlement in order to complete a covert mission. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (5 Sentries) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender (Sentries): Anywhere. 2. Attacker: - Within 2" of a single battlefield edge. - At least 6" from any defenders. - Within 12" of all other friendly fighters. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Raiders _The attacker is looking to cause some damage or make off with some loot._ The attacker secretly chooses one of the following objectives at the start of the battle: - **Asssassination:** Secretly choose one defender (part of Reinforcements, not Sentry and not in Recovery). Take that fighter Out of Action. - **Sabotage:** Secretly choose 3 terrain features completely within 12" of the centre of the battlefield. An attacker B2B with one any of these terrain features can spend a Double action (Sabotage). Sabotage at least 2 terrain features 3 times each. - **Ransack:** Attackers that move B2B with the opposite battlefield edge can be removed from the battlefield edge. At the start of the following round (after determining Priority), place removed fighters B2B with the edge they moved off from with a loot casket each. Get at least 1 of these loot caskets back to the attacker's deployment zone. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - The attacker completed the chosen objective. ## Victory The attacker wins by completing the chosen objective, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the attacker completing the assassination objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for completing the sabotage objective. - +1 to the attacker for completing any other objective. - -1 for bottling out. :::info Outlander Campaign #### Resources The attacker gains one of the following rewards depending on which objective was completed: Assassination (all of the following): - D3 Power. - D3 Sustenance. Ransack (choose one): - D6 Power. - D6 Salvage. - D6 Sustenance. Sabotage: - D6 Salvage. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 91. Stealth Attack _Walk softly and carry a primed frag grenade._ In the Stealth Attack scenario, one gang has snuck into the heart of another gang’s settlement in order to complete a covert mission. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (5 Sentries) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender (Sentries): Anywhere. 2. Attacker: - Within 2" of a single battlefield edge. - At least 6" from any defenders. - Within 12" of all other friendly fighters. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Raiders _The attacker is looking to cause some damage or make off with some loot._ The attacker secretly chooses one of the following objectives at the start of the battle: - **Asssassination:** Secretly choose one defender (part of Reinforcements, not Sentry and not in Recovery). Take that fighter Out of Action. - **Sabotage:** Secretly choose 3 terrain features completely within 12" of the centre of the battlefield. An attacker B2B with one any of these terrain features can spend a Double action (Sabotage). Sabotage at least 2 terrain features 3 times each. - **Ransack:** Attackers that move B2B with the opposite battlefield edge can be removed from the battlefield edge. At the start of the following round (after determining Priority), place removed fighters B2B with the edge they moved off from with a loot casket each. Get at least 1 of these loot caskets back to the attacker's deployment zone. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - The attacker completed the chosen objective. ## Victory The attacker wins by completing the chosen objective, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the attacker completing the assassination objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for completing the sabotage objective. - +1 to the attacker for completing any other objective. - -1 for bottling out. :::info Outlander Campaign #### Resources The attacker gains one of the following rewards depending on which objective was completed: Assassination (all of the following): - D3 Power. - D3 Sustenance. Ransack (choose one): - D6 Power. - D6 Salvage. - D6 Sustenance. Sabotage: - D6 Salvage. :::
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1,040
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### Phase _^Missing from the 2023 Core Rules_ Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, that saves granted by a special rule may still be made–this Trait only ignores armour and field armour. Vehicles cannot make armour saves against a weaponwith this Trait.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, thatsaves granted by a special rule may still be made–this Trait only ignores armour and field armour.Vehicles cannot make armour saves against a weaponwith this Trait.
necrovox
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### Phase _^Missing from the 2023 Core Rules_ Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, that saves granted by a special rule may still be made–this Trait only ignores armour and field armour. Vehicles cannot make armour saves against a weaponwith this Trait.
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55
554
[[the_changed_gang_info]]
Helot Cultist
Crazy Marduk
Unknown
Unknown
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0
Unknown
Unknown
[{'name': 'Axe', 'qty': '1'}, {'name': 'Autopistol', 'qty': '1'}, {'name': 'Lasgun', 'qty': '1'}, {'name': 'Mesh Armor', 'qty': '1'}]
0
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2024-06-13 20:34:24.508078
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85
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3,008,964
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3
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1
9
7
7
8
0
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Alive
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2023-10-04 03:06:45
2023-10-04 15:11:36
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0
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[[the_changed_gang_info]]
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554
213
# Hired Fighters A gang can hire any number of Hired Fighters. A “Hired Fighter” is hired in the same way as any Hired Guns. Note that these are not subject to any of the special rules associated with Bounty Hunters or Hive Scum. <FighterCard cost="175"> ## Old Three-Eyes **_Goliath only_** ![](old-three-eyes.jpg) _There is a story, told most often by itinerant fungus farmers deep in their cups, or by hucksters keen for a mark, that describes what some call the ‘Mother of the Sumps’ – the first and greatest of all the Sumpkrocs. They claim that the beast that eventually came to be known as Old Three-eyes started out as a cute, if somewhat snappy, pet, purchased by an uphive noble from an off-world trader for a sum that would make a Guilder wince. The pet was gifted to the noble’s favourite daughter in celebration of her majority, but within the year the creature had grown to such a size that she threatened her mistress’ life and limb. After the pet ate the governess and three of the House Yeomen, she was forced down a sluice-tube, never to bother the House again._ _A hardy beast of muscle and tooth, the creature survived the ordeal and was later discovered in the underhive by members of House Goliath, having grown huge (not to mention sprouting two additional heads). Goliath gangers captured the beast, though not without loss, and turned her over to the House masters, who cloned her and brought into existence the line from which all underhive Sumpkrocs are bred. The original creature, so the stories say, grew so large she escaped the breeding chambers and fled into the depths of the Sump. There, the drunken fungus farmers claim, she resides to this day, a monster capable of slaughtering entire gangs._ _It is said that bold Goliath gangs can even lure Old Three-eyes out of her lair with the right kind of bait (a trussed-up Delaque does the job nicely!). Of course, once the lumbering three-headed beast enters the fray, the gang is advised to keep their distance._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | - | 4 | 4 | 3 | 5+ | 3 | 8+ | 4+ | 6+ | 10+ | **Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl). **Weapons:** Ferocious Jaws (same as Flensing knife). **Wargear:** Scaly hide 1 (same as [Light carapace armour](/docs/armoury/armour#carapace)). #### Unpredictable - Can't be included in Group Activations. - Can't benefit from Leading By Example. - All attacks have reckless. #### Mother of Sumpkrocs Any Sumpkroc within 6” can use this fighter’s Cool & Willpower. _Source: House of Chains_ </FighterCard>
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
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0
Unknown
Unknown
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Unknown
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0
Unknown
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Unknown
27
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0
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0
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Unknown
0
Unknown
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0
Unknown
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0
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0
# Hired Fighters A gang can hire any number of Hired Fighters. A “Hired Fighter” is hired in the same way as any Hired Guns. Note that these are not subject to any of the special rules associated with Bounty Hunters or Hive Scum. <FighterCard cost="175"> ## Old Three-Eyes **_Goliath only_** ![](old-three-eyes.jpg) _There is a story, told most often by itinerant fungus farmers deep in their cups, or by hucksters keen for a mark, that describes what some call the ‘Mother of the Sumps’ – the first and greatest of all the Sumpkrocs. They claim that the beast that eventually came to be known as Old Three-eyes started out as a cute, if somewhat snappy, pet, purchased by an uphive noble from an off-world trader for a sum that would make a Guilder wince. The pet was gifted to the noble’s favourite daughter in celebration of her majority, but within the year the creature had grown to such a size that she threatened her mistress’ life and limb. After the pet ate the governess and three of the House Yeomen, she was forced down a sluice-tube, never to bother the House again._ _A hardy beast of muscle and tooth, the creature survived the ordeal and was later discovered in the underhive by members of House Goliath, having grown huge (not to mention sprouting two additional heads). Goliath gangers captured the beast, though not without loss, and turned her over to the House masters, who cloned her and brought into existence the line from which all underhive Sumpkrocs are bred. The original creature, so the stories say, grew so large she escaped the breeding chambers and fled into the depths of the Sump. There, the drunken fungus farmers claim, she resides to this day, a monster capable of slaughtering entire gangs._ _It is said that bold Goliath gangs can even lure Old Three-eyes out of her lair with the right kind of bait (a trussed-up Delaque does the job nicely!). Of course, once the lumbering three-headed beast enters the fray, the gang is advised to keep their distance._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | - | 4 | 4 | 3 | 5+ | 3 | 8+ | 4+ | 6+ | 10+ | **Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl). **Weapons:** Ferocious Jaws (same as Flensing knife). **Wargear:** Scaly hide 1 (same as [Light carapace armour](/docs/armoury/armour#carapace)). #### Unpredictable - Can't be included in Group Activations. - Can't benefit from Leading By Example. - All attacks have reckless. #### Mother of Sumpkrocs Any Sumpkroc within 6” can use this fighter’s Cool & Willpower. _Source: House of Chains_ </FighterCard>
Unknown
Unknown
Unknown
Unknown
0
0
0
0
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### Neurotoxin Grenades (30 credits) - *Description*: Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively. - **Effects**: Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun. - **Use Limitation**: Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them. This new grenade type focuses on disrupting an enemy's ability to fight effectively by affecting their nervous system. The cumulative effect of repeated exposure adds a layer of strategy and unpredictability to its use in combat.
equipment
Neurotoxin Grenade
Unknown
grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun.
Unknown
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30
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Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively.
Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them.
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### Neurotoxin Grenades (30 credits) - *Description*: Neurotoxin grenades release a potent neurotoxin that can disrupt an enemy's nervous system, causing them to become disoriented and lose their ability to fight effectively. - **Effects**: Causes enemies within the blast radius to become stunned, slowing their movements and impairing their reaction time. The effects are cumulative, with repeated exposure increasing the duration of the stun. - **Use Limitation**: Neurotoxin grenades have a limited range due to the dispersion of the toxin in air. They are most effective when used in enclosed spaces or against enemies that are already disoriented. Heavy armor or protective suits can provide some resistance to the neurotoxin's effects, but not completely eliminate them. This new grenade type focuses on disrupting an enemy's ability to fight effectively by affecting their nervous system. The cumulative effect of repeated exposure adds a layer of strategy and unpredictability to its use in combat.
Unknown
Unknown
Unknown
Unknown
0
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# Location Details #location ## Description **Promethium Cache*** A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. The cache is located deep within an abandoned factory complex, its walls lined with rusty pipes and flickering luminescent tubes. The air is thick with the acrid smell of burning promethium, and the sound of hissing pipes fills the air. Crates and containers stacked haphazardly around the perimeter hold precious supplies of fuel, waiting to be claimed by the gangs that control this territory. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* * **Raiders' Delight:** Any gang that controls this territory can reroll any dice roll to raid another gang's territory once per game. * **Smugglers' Paradise:** The Promethium Cache is a hotspot for smugglers and black marketeers. Any gang that controls this territory gains +1 to their Negotiation skill when trying to acquire rare or illicit goods. *Boons:* * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. * **Secure Storage:** The cache offers secure storage for valuable goods and supplies, protected by layers of reinforced steel and razor wire. As your assistant Game Master, I'll help you navigate the opportunities and challenges presented by this territory. Let me know what kind of scenario or encounter you'd like to play out in this location! ## Special Rules Here's an updated version of the Promethium Cache territory with special rules that affect combat scenarios: **Promethium Cache** (Card 1) A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* **Raiders' Fury:** When another gang attempts to take control of this territory through combat, the defending gang gains +1 to their combat strength for each model in the attacking gang's force that is not equipped with a heavy weapon (e.g., shootas, choppas). This bonus applies only once per game. **Fuel Frenzy:** If the defending gang wins a combat scenario in this territory, they can choose to reroll one dice roll for each model in their force that was involved in the battle. This reroll can be used to re-roll any dice roll made during the combat sequence (e.g., shooting, close combat). *Boons:* The same as before: * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. Let me know if you have any questions or need further clarification! ## Income According to the table, Card ♠ 4 corresponds to the Promethium Cache territory. According to the table, the income for this territory is: * ♠ 4 - Promethium Cache: 15 credits To determine the gang's income from controlling this location, you would roll `dice: 1d6`. On a 4-5, they earn 15 credits. So, if your gang controls the Promethium Cache, you would need to roll a 4 or 5 on a d6 to generate 15 credits as their income.
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description **Promethium Cache*** A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. The cache is located deep within an abandoned factory complex, its walls lined with rusty pipes and flickering luminescent tubes. The air is thick with the acrid smell of burning promethium, and the sound of hissing pipes fills the air. Crates and containers stacked haphazardly around the perimeter hold precious supplies of fuel, waiting to be claimed by the gangs that control this territory. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* * **Raiders' Delight:** Any gang that controls this territory can reroll any dice roll to raid another gang's territory once per game. * **Smugglers' Paradise:** The Promethium Cache is a hotspot for smugglers and black marketeers. Any gang that controls this territory gains +1 to their Negotiation skill when trying to acquire rare or illicit goods. *Boons:* * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. * **Secure Storage:** The cache offers secure storage for valuable goods and supplies, protected by layers of reinforced steel and razor wire. As your assistant Game Master, I'll help you navigate the opportunities and challenges presented by this territory. Let me know what kind of scenario or encounter you'd like to play out in this location! ## Special Rules Here's an updated version of the Promethium Cache territory with special rules that affect combat scenarios: **Promethium Cache** (Card 1) A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* **Raiders' Fury:** When another gang attempts to take control of this territory through combat, the defending gang gains +1 to their combat strength for each model in the attacking gang's force that is not equipped with a heavy weapon (e.g., shootas, choppas). This bonus applies only once per game. **Fuel Frenzy:** If the defending gang wins a combat scenario in this territory, they can choose to reroll one dice roll for each model in their force that was involved in the battle. This reroll can be used to re-roll any dice roll made during the combat sequence (e.g., shooting, close combat). *Boons:* The same as before: * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. Let me know if you have any questions or need further clarification! ## Income According to the table, Card ♠ 4 corresponds to the Promethium Cache territory. According to the table, the income for this territory is: * ♠ 4 - Promethium Cache: 15 credits To determine the gang's income from controlling this location, you would roll `dice: 1d6`. On a 4-5, they earn 15 credits. So, if your gang controls the Promethium Cache, you would need to roll a 4 or 5 on a d6 to generate 15 credits as their income.
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597
575
Unknown
Hive Scum
Narco Scum 1
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
[]
Unknown
[{'name': 'Maul', 'qty': '1'}, {'name': 'Shotgun - Solid/Scatter', 'qty': '1'}, {'name': 'Mesh Armor', 'qty': '1'}]
0
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
0
85
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
3,527,498
5
4
4
3
3
1
4
1
8
8
8
8
0
0
[]
Alive
Unknown
2024-05-07 12:56:35
2024-05-07 01:18:13
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
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0
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0
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0
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0
0
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0
0
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575
552
[[the_changed_gang_info]]
Helot Cultist Specialist
Ferrik
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
[]
Unknown
[{'name': 'Maul', 'qty': '1'}, {'name': 'Mesh Armor', 'qty': '1'}, {'name': 'Reclaimed Autopistol', 'qty': '1'}, {'name': 'Long Rifle', 'qty': '1'}]
0
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
0
95
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
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Unknown
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0
0
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0
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0
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0
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0
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Unknown
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Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
3,008,951
5
4
4
3
3
1
3
1
9
7
7
8
0
0
[]
Alive
Unknown
2023-10-04 3:02:41
2023-10-04 15:04:26
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
[[the_changed_gang_info]]
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255 ] ] }
552
72
### Smoke Smoke weapons do not cause hits on models – they do not cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. They generate an area of dense smoke, which extends 2.5" out from the centre of the marker, vertically as well as horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the marker is removed.
Unknown
Smoke
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Smoke weapons do not cause hits on models – they donot cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. Theygenerate an area of dense smoke, which extends 2.5"out from the centre of the marker, vertically as wellas horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be madeinto, out of or through it. In the End phase, roll a D6.On a 4 or less, the cloud dissipates and the markeris removed.
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Smoke Smoke weapons do not cause hits on models – they do not cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. They generate an area of dense smoke, which extends 2.5" out from the centre of the marker, vertically as well as horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the marker is removed.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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72
410
### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits
ranged-weapon
Blast Rifle
Unknown
long-rifle
0
0
0
3
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
10
24
1
0
3
1
15
*
['[[shock]]']
0
-
4+
4
['Lasgun - Focusing Crystal']
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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410
1,009
# 66. Road Block _A bloody road to victory._ **Source: House of Iron** :::info Designer's Note: Challenge Accepted! While the scenarios presented here have been designed specifically for House Orlock gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios – such as the Big Bar Brawl where multiple gangs punch it out in a drunken free-for-all in the middle of some underhive drinking hole. Alternatively, Road Block can make for an interesting Arbitrated battle, with the Arbitrator taking control of the road blocks and one or more gangs trying to break through to the other side of the battlefield, or even with a gang in charge of each road block as part of an uneasy alliance, their fighters under attack by the forces of the Arbitrator. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield The defender sets up the battlefield to represent a road going from one side to the opposite side. This road can twist and turn, can include doors and other obstacles, but must be traversable from one battlefield edge to the other. The rest of the battlefield is considered impassable. The defender delegates one end of the road as the entrance and the other as the exit. The defender sets up 3 road blocks along the length of the road (barricades or anything else that provides cover). Each road block should completely fill a section of the road. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6” of any road block. Each road block must have at least 1 fighter deployed within 6”. 2. **Attacker:** Within 6” of the road entrance. ## Road Blocks _The attacker is trying to break through the defender’s trade route._ Fighters behind a road block gain full cover. Can be targeted and destroyed by ranged or melee attacks: - T5 and W5. - Can be torn down by a B2B fighter in a similar way as forcing open a door: - D6+Str > 8 When destroyed or torn down, it is removed from the battlefield. ## Home Run Any attacker that finishes a Move action B2B with the road exit can escape (removed from the battlefield). This does not count as having gone Out of Action, but is also not counted for the purposes of Bottle tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The attacker wins if 3+ fighters escaped. Otherwise the defender wins. ## Rewards #### Credits - D6x10 to the attacker for each escaped fighter. - D6x10 credits to the defender for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker that escaped. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 for bottling out. :::danger House Rule (Necrodamus) The defender should probably not win if voluntarily failing a Bottle test or fleeing the battlefield before the attacker has reached the exit with 3+ fighters. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Orlock Scenario']
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# 66. Road Block _A bloody road to victory._ **Source: House of Iron** :::info Designer's Note: Challenge Accepted! While the scenarios presented here have been designed specifically for House Orlock gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios – such as the Big Bar Brawl where multiple gangs punch it out in a drunken free-for-all in the middle of some underhive drinking hole. Alternatively, Road Block can make for an interesting Arbitrated battle, with the Arbitrator taking control of the road blocks and one or more gangs trying to break through to the other side of the battlefield, or even with a gang in charge of each road block as part of an uneasy alliance, their fighters under attack by the forces of the Arbitrator. ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield The defender sets up the battlefield to represent a road going from one side to the opposite side. This road can twist and turn, can include doors and other obstacles, but must be traversable from one battlefield edge to the other. The rest of the battlefield is considered impassable. The defender delegates one end of the road as the entrance and the other as the exit. The defender sets up 3 road blocks along the length of the road (barricades or anything else that provides cover). Each road block should completely fill a section of the road. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6” of any road block. Each road block must have at least 1 fighter deployed within 6”. 2. **Attacker:** Within 6” of the road entrance. ## Road Blocks _The attacker is trying to break through the defender’s trade route._ Fighters behind a road block gain full cover. Can be targeted and destroyed by ranged or melee attacks: - T5 and W5. - Can be torn down by a B2B fighter in a similar way as forcing open a door: - D6+Str > 8 When destroyed or torn down, it is removed from the battlefield. ## Home Run Any attacker that finishes a Move action B2B with the road exit can escape (removed from the battlefield). This does not count as having gone Out of Action, but is also not counted for the purposes of Bottle tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The attacker wins if 3+ fighters escaped. Otherwise the defender wins. ## Rewards #### Credits - D6x10 to the attacker for each escaped fighter. - D6x10 credits to the defender for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker that escaped. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 for bottling out. :::danger House Rule (Necrodamus) The defender should probably not win if voluntarily failing a Bottle test or fleeing the battlefield before the attacker has reached the exit with 3+ fighters. :::
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Horrors of the Underhive _Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._ 2 types, roll a D6: - **1-3:** Possessed Hiver - **4+:** Xenos Abomination 3 levels (depending of the lowest Gang Rating): - Level 1 (Peril Minoris): 1000-1300 - Level 2 (Peril Secundus): 1301-1600 - Level 3 (Peril Extremis): 1601+ Deployment rules: - Deployed by the player with Priority. - Not within 6” of any fighter. Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+: - 4: In the deployment zone of the gang with Priority. - 5: Within 6” of the centre. - 6: Anywhere. #### Activation - Activates at the start of the End phase (before Bottle tests). - Roll-off to determine which gang controls the Horror. - Treats all fighters from all gangs as enemies. #### Rewards For Defeating a Horror - Inflict wound: +1 XP. - Out of Action: +2 XP and +1 Reputation. ## Horrors ### Possessed Hiver (Unsanctioned) | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ | | 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ | | 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ | #### Skills Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). #### Weapon & Wargear - Daemonic Talons: - Str S, AP -2, D 2, Cursed, Melee, Rending - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and [respirator](/docs/armoury/personal-equipment#respirator). #### Daemonic Invulnerability - Level 1: 6+ save (unmodifiable by AP). - Level 2: 5+ save (unmodifiable by AP). - Level 3: 4+ save (unmodifiable by AP). #### Daemonic Speed Can make D3 Actions instead of the normal 2 (controlling gang chooses) #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. :::danger House Rule - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ::: #### Wyrd Powers **Telekinesis:** Levitation (Basic), Continuous Effect **Pyromancy:** Scouring (Basic) Add additional Wyrd Powers depending of level: - **Level 1:** +1 Wyrd Power. - **Level 2:** +2 Wyrd Powers. - **Level 3:** +3 Wyrd Powers. Roll a D6 for each additional Wyrd Power: 1. **Biomancy:** Quickening (Basic), Continuous 1. **Chronomancy:** Freeze Time (Double), Continuous 1. **Pyromancy:** Flame Blast (Double), Continuous 1. **Technomancy:** Weapon Jinx (Simple) 1. **Telekinesis:** Assail (Basic) 1. **Telepathy:** Terrify (Double) ### Xenos Abomination | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ | | 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ | | 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ | | 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ | | 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ | | 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ | | 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ | | 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ | | 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ | Agree on which profile to use, skills and weapons (depending of level). | Level | Wargear | Skills | | ----- | ------- | ------ | | 1 | 1 | 2 | | 2 | 2 | 3 | | 3 | 3 | 4 | #### Skills Choose from: - Agility - Brawn - Combat - Ferocity #### Wargear - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). | WEAPON | S | L | Str | AP | D | Am | Traits | | :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- | | Custom venomous bite | E | - | - | -2 | - | - | Toxin | | Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending | | Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle | | Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - | | Web shooter | T | - | 2 | - | - | 2+ | Silent, Web |
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2024-06-13 20:34:24.508078
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Horrors of the Underhive _Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._ 2 types, roll a D6: - **1-3:** Possessed Hiver - **4+:** Xenos Abomination 3 levels (depending of the lowest Gang Rating): - Level 1 (Peril Minoris): 1000-1300 - Level 2 (Peril Secundus): 1301-1600 - Level 3 (Peril Extremis): 1601+ Deployment rules: - Deployed by the player with Priority. - Not within 6” of any fighter. Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+: - 4: In the deployment zone of the gang with Priority. - 5: Within 6” of the centre. - 6: Anywhere. #### Activation - Activates at the start of the End phase (before Bottle tests). - Roll-off to determine which gang controls the Horror. - Treats all fighters from all gangs as enemies. #### Rewards For Defeating a Horror - Inflict wound: +1 XP. - Out of Action: +2 XP and +1 Reputation. ## Horrors ### Possessed Hiver (Unsanctioned) | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ | | 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ | | 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ | #### Skills Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). #### Weapon & Wargear - Daemonic Talons: - Str S, AP -2, D 2, Cursed, Melee, Rending - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and [respirator](/docs/armoury/personal-equipment#respirator). #### Daemonic Invulnerability - Level 1: 6+ save (unmodifiable by AP). - Level 2: 5+ save (unmodifiable by AP). - Level 3: 4+ save (unmodifiable by AP). #### Daemonic Speed Can make D3 Actions instead of the normal 2 (controlling gang chooses) #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. :::danger House Rule - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ::: #### Wyrd Powers **Telekinesis:** Levitation (Basic), Continuous Effect **Pyromancy:** Scouring (Basic) Add additional Wyrd Powers depending of level: - **Level 1:** +1 Wyrd Power. - **Level 2:** +2 Wyrd Powers. - **Level 3:** +3 Wyrd Powers. Roll a D6 for each additional Wyrd Power: 1. **Biomancy:** Quickening (Basic), Continuous 1. **Chronomancy:** Freeze Time (Double), Continuous 1. **Pyromancy:** Flame Blast (Double), Continuous 1. **Technomancy:** Weapon Jinx (Simple) 1. **Telekinesis:** Assail (Basic) 1. **Telepathy:** Terrify (Double) ### Xenos Abomination | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ | | 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ | | 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ | | 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ | | 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ | | 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ | | 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ | | 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ | | 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ | Agree on which profile to use, skills and weapons (depending of level). | Level | Wargear | Skills | | ----- | ------- | ------ | | 1 | 1 | 2 | | 2 | 2 | 3 | | 3 | 3 | 4 | #### Skills Choose from: - Agility - Brawn - Combat - Ferocity #### Wargear - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). | WEAPON | S | L | Str | AP | D | Am | Traits | | :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- | | Custom venomous bite | E | - | - | -2 | - | - | Toxin | | Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending | | Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle | | Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - | | Web shooter | T | - | 2 | - | - | 2+ | Silent, Web |
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# Palanite Enforcers _Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers._ _More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke._ ## Gang Composition Enforcers follow [normal rules](core-gang-creation.md) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## Special Rules Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](#palanite-enforcers-in-dominion-campaigns). :::danger House Rule (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ::: ## Fighters <FighterCard cost="140"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="100"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="70"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="0*"> ### Rookie (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. #### \*Fresh From the Academy When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. </FighterCard> <FighterCard cost="30"> ### Palanite Ranger (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | #### Palanite Specialist The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. #### Vehicle Crew A Palanite Ranger must always be equipped with a vehicle. #### Equipment A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <VehicleCard cost="130"> ### Enforcer Tauros Venator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | </div> **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). #### Dedicated Gunner When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. #### Equipment An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> <FighterCard cost="130"> ### 0-2 Hardcase Cyber-Mastiff (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Hardcase Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](/docs/armoury/armour#carapace) and a [respirator](/docs/armoury/personal-equipment#respirator). #### Faithful Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. _For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving._ _As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf._ </FighterCard> <FighterCard cost="205"> ### 0-2 Enforcer ‘Sanctioner’ Pattern Automata (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Grenade launcher array<br />- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | </WeaponStats> **Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. #### Automated Repair Systems During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. #### Mobile Bulwark If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. #### Options An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | ---------------------------------------- | ---- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | ------------------ | ---- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --------------------- | ---- | | Heavy carapace armour | +20 | _To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner._ _A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going._ _The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way._ _A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers._ _Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold._ </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Palanite Drill](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :---------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## Palanite Enforcers In Dominion Campaigns An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### Territories And Campaign Phases Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### Territory Actions If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### Triumphs Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### Unique Territory – Palanite Precinct Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### Homeground If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### Territory Boon **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation.
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# Palanite Enforcers _Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers._ _More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke._ ## Gang Composition Enforcers follow [normal rules](core-gang-creation.md) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## Special Rules Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](#palanite-enforcers-in-dominion-campaigns). :::danger House Rule (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ::: ## Fighters <FighterCard cost="140"> ### Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="100"> ### Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="70"> ### Patrolman (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. #### Subjugator Upgrade **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). </FighterCard> <FighterCard cost="0*"> ### Rookie (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. #### \*Fresh From the Academy When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. </FighterCard> <FighterCard cost="30"> ### Palanite Ranger (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | #### Palanite Specialist The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. #### Vehicle Crew A Palanite Ranger must always be equipped with a vehicle. #### Equipment A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <VehicleCard cost="130"> ### Enforcer Tauros Venator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | </div> **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). #### Dedicated Gunner When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. #### Equipment An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> <FighterCard cost="130"> ### 0-2 Hardcase Cyber-Mastiff (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Hardcase Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](/docs/armoury/armour#carapace) and a [respirator](/docs/armoury/personal-equipment#respirator). #### Faithful Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. _For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving._ _As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf._ </FighterCard> <FighterCard cost="205"> ### 0-2 Enforcer ‘Sanctioner’ Pattern Automata (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Grenade launcher array<br />- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | </WeaponStats> **Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. #### Automated Repair Systems During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. #### Mobile Bulwark If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. #### Options An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | ---------------------------------------- | ---- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | ------------------ | ---- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --------------------- | ---- | | Heavy carapace armour | +20 | _To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner._ _A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going._ _The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way._ _A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers._ _Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold._ </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Palanite Drill](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :---------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## Palanite Enforcers In Dominion Campaigns An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### Territories And Campaign Phases Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### Territory Actions If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### Triumphs Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### Unique Territory – Palanite Precinct Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### Homeground If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### Territory Boon **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation.
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# 70. The Long Night _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. Even though one side is the attacker, these gangs are not allies. All gangs fight as individual gangs and treat all other gangs as enemies. ## Battlefield Standard. ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment Standard. ## Deepest Darkness, Freezing Cold _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes. In an act of desperation, or perhaps local sabotage, power to this entire section has been shut down. Darkness descends as lumens fail, cold sets in as thermal vents close, and critters gather as automated settlement defenses power down. The plummeting temperatures force fighters to constantly move for warmth._ - Apply the Pitch Black rules. All fighters must have one of the following effects or actions during each activation to avoid suffering a Flesh Wound (from freezing): - Move (Simple) action. - Charge (Double) action. - Ablaze (burning fighters won’t freeze). - Pass a Toughness test (to prevent freezing). ## Monsters Everywhere _With the darkness comes the monsters, and in the darkness of the underhive, there are many monsters._ In each activation, roll 2D6, then choose the highest roll as the result and apply the following to that fighter: | Highest D6 | Result | | :--------: | ------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a S6 AP-1 D2 hit. If Seriously Injured as a result, go Out of Action (dragged away into the darkness). | | 2-3 | Can't make any actions this activation (busy fighting to survive a nightmarish creature emerging from the shadows). | | 4-5 | Can only make 1 action this turn (hesitates when hearing a noise in the darkness). | | 6 | Activate normally (the fighter goes unnoticed). | ## Ending the Battle ENDING THE BATTLE The battle ends when at least one of the following is true: - End of round 9. - Only one gang remains. ## Victory The gang with the most remaining fighters wins. ## Outcome _Win or lose, this long night will mark the passing of a gang into legend. If the most powerful gang wins, they have survived and will wander off into the dark of the underhive, never to be seen again (though tales will be told about them for some time). Otherwise, well, the bones of the great look much like everyone else’s!_ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note Alternatives Actual monsters can be added to the darkness. These can be anything from swarms of hive rats, plage zombies, crawling xenos horrors or even warped Daemons. Or use scenario complications like Horrors of the Underhive. These monsters can even appear and disappear from one round to the next, never knowing exactly where or when they will show up. These fighters should move and attack in the End phase and controlled by someone not participating with a gang. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario', 'End Game']
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# 70. The Long Night _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. Even though one side is the attacker, these gangs are not allies. All gangs fight as individual gangs and treat all other gangs as enemies. ## Battlefield Standard. ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment Standard. ## Deepest Darkness, Freezing Cold _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes. In an act of desperation, or perhaps local sabotage, power to this entire section has been shut down. Darkness descends as lumens fail, cold sets in as thermal vents close, and critters gather as automated settlement defenses power down. The plummeting temperatures force fighters to constantly move for warmth._ - Apply the Pitch Black rules. All fighters must have one of the following effects or actions during each activation to avoid suffering a Flesh Wound (from freezing): - Move (Simple) action. - Charge (Double) action. - Ablaze (burning fighters won’t freeze). - Pass a Toughness test (to prevent freezing). ## Monsters Everywhere _With the darkness comes the monsters, and in the darkness of the underhive, there are many monsters._ In each activation, roll 2D6, then choose the highest roll as the result and apply the following to that fighter: | Highest D6 | Result | | :--------: | ------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a S6 AP-1 D2 hit. If Seriously Injured as a result, go Out of Action (dragged away into the darkness). | | 2-3 | Can't make any actions this activation (busy fighting to survive a nightmarish creature emerging from the shadows). | | 4-5 | Can only make 1 action this turn (hesitates when hearing a noise in the darkness). | | 6 | Activate normally (the fighter goes unnoticed). | ## Ending the Battle ENDING THE BATTLE The battle ends when at least one of the following is true: - End of round 9. - Only one gang remains. ## Victory The gang with the most remaining fighters wins. ## Outcome _Win or lose, this long night will mark the passing of a gang into legend. If the most powerful gang wins, they have survived and will wander off into the dark of the underhive, never to be seen again (though tales will be told about them for some time). Otherwise, well, the bones of the great look much like everyone else’s!_ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note Alternatives Actual monsters can be added to the darkness. These can be anything from swarms of hive rats, plage zombies, crawling xenos horrors or even warped Daemons. Or use scenario complications like Horrors of the Underhive. These monsters can even appear and disappear from one round to the next, never knowing exactly where or when they will show up. These fighters should move and attack in the End phase and controlled by someone not participating with a gang. :::
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# 52. Meat for the Grinder _The weak become meat._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - The 3 lowest rated fighters in each gang. ## Tactics Cards - Random (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment 1. Standard. 2. Take turns placing 2 loot caskets each (starting with the gang with Priority): - At least 10” from any fighter. - At least 4” from another loot casket. ## Desperation _The weak become meat._ All fighters are considered to have: - [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) - [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) - [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) ## Scavenged Weaponry _Fighters must scavenge weapons from the battlefield._ - No weapon restrictions apply during the battle. - Fighters begin without any weapons or wargear (considered to be safely back in the gang’s Stash). - If a fighter is taken Out of Action after acquiring any weapons, leave the weapons on the fighter’s last position on the battlefield (can be scavenged by remaining fighters). Fighters can spend a Basic action (Loot) if B2B with a loot casket or a dropped weapon. For loot caskets, roll 2D6, then remove the loot casket: | D6 | Result | | :-: | ------------------------: | | 2 | Heavy Stubber | | 3 | Flamer | | 4 | Autogun | | 5 | Shotgun (Solid & Scatter) | | 6 | Auto Pistol | | 7 | Stub gun | | 7 | Axe | | 9 | Stiletto knife | | 10 | Sword | | 11 | Power axe | | 12 | Heavy rock cutter | :::note Automatically fails any Ammo tests (scavenged weapons are of the poorest quality). ::: All scavenged weapons are discarded after the battle. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The last remaining gang is the winner. If there are multiple gangs remaining: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - 2D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 if on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::danger House Rule (Necrodamus) For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile. :::
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['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 52. Meat for the Grinder _The weak become meat._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - The 3 lowest rated fighters in each gang. ## Tactics Cards - Random (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment 1. Standard. 2. Take turns placing 2 loot caskets each (starting with the gang with Priority): - At least 10” from any fighter. - At least 4” from another loot casket. ## Desperation _The weak become meat._ All fighters are considered to have: - [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) - [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) - [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) ## Scavenged Weaponry _Fighters must scavenge weapons from the battlefield._ - No weapon restrictions apply during the battle. - Fighters begin without any weapons or wargear (considered to be safely back in the gang’s Stash). - If a fighter is taken Out of Action after acquiring any weapons, leave the weapons on the fighter’s last position on the battlefield (can be scavenged by remaining fighters). Fighters can spend a Basic action (Loot) if B2B with a loot casket or a dropped weapon. For loot caskets, roll 2D6, then remove the loot casket: | D6 | Result | | :-: | ------------------------: | | 2 | Heavy Stubber | | 3 | Flamer | | 4 | Autogun | | 5 | Shotgun (Solid & Scatter) | | 6 | Auto Pistol | | 7 | Stub gun | | 7 | Axe | | 9 | Stiletto knife | | 10 | Sword | | 11 | Power axe | | 12 | Heavy rock cutter | :::note Automatically fails any Ammo tests (scavenged weapons are of the poorest quality). ::: All scavenged weapons are discarded after the battle. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The last remaining gang is the winner. If there are multiple gangs remaining: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - 2D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 if on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::danger House Rule (Necrodamus) For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile. :::
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# Law & Misrule Campaign _What is right and what is wrong? On Necromunda, these questions have a simple answer and a complicated reality. Every hive is balanced on the edge of a blade. In the hive cities, gang war is just a fact of life, and a great part of the wealth of Lord Helmawr and those that rule is built on the trade in Ghast; a trade that is a crime in the eyes of the wider Imperium. In such a place, what is a crime? Not murder, unless it is of someone too important to die. Not bribery, because the Merchant Guilds are little more than a mechanism for bribery given the weight of ancient institutions. Every vile and vicious act of greed and violence happens many times a second across Necromunda, and yet it has laws, and enforcers of laws, and criminals. What makes something criminal in such a place? The answer, of course, is who is committing the crime, and whether they are breaking the greatest unwritten law of all: do they stand inside the order of things, or do they stand outside the balance of blood and coin that has lasted for millennia. Are they keepers of the peace or minions of misrule?_ ## How The Campaign Works The Law and Misrule Campaign is based around gangs fighting battles for the control of Rackets in their area of the hive. Each game in the campaign is fought for the control of a Racket, with the winner either gaining a new Racket, or holding on to one that they already have. The Racket being fought over is the stake of a game, and every game has a Racket at stake on the outcome. Rackets are enterprises in the hive that give a gang power, wealth and prestige. These may vary from a smuggling operation bringing in out-hive goods, a rogue psyker cabal, or the enforcement of Helmawr’s laws in that part of the hive – after all, the law is just another racket. There are a fixed number of Rackets in a Law and Misrule Campaign, based on the number of players. Possession of a Racket grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special Tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Rackets by winning battles. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how many Rackets they have, how wealthy they are, their Reputation, and how many enemies from the other side they have taken down. ## Alignments All gangs must start with an alignment when founded, however some gangs can choose which one. All gangs must have an alignment when founded.There are 2 types: - Law Abiding. - Outlaw. Some gangs must always start with a specific alignment, others can choose one. Some gangs can switch during the campaign, others cannot. | Gang Type | Starting Alignment | Switched Alignment | | ---------------------------- | ----------------------- | ------------------------ | | House Gangs | Law Abiding<br />Outlaw | Outlaw<br />Law Abiding | | Tainted House Gangs | Outlaw | N/A | | Genestealer Cult | Law Abiding<br />Outlaw | Outlaw <br />Law Abiding | | Chaos Cult | Outlaw | N/A | | Corpse Grinder Cult | Outlaw | N/A | | Venator Bounty Hunters | Law Abiding | Outlaw | | Enforcers (Palanite/Badzone) | Law Abiding | N/A | | Slave Ogryns | Outlaw | N/A | | Ash Waste Nomad | Outlaw | N/A | ### The Rule of Law and the Path of the Outlaw Gangs have different effects depending on the alignment. | Ability | Law Abiding | Outlaw | | :-------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------- | | Claim Bounties, <br />Sell Captives to Guilders (after having a chance to be rescued) | Per Dead Outlaw (Memorable Death): <ul><li>2D6x10.</li></ul>Per Captured Outlaw:<ul><li>Full value.</li></ul>Per Captured Law Abiding:<ul><li>Half value (rounding up to the nearest 5 credits).</li></ul> | No. Dispose Captives instead. | | Trade Captives back to | Law Abiding gangs only. | Any gangs. | | Fighters have Bounties | No. | Yes. | | Buy Hangers-on, Brutes & Pets | House Specific, generic (not Outlaw). | Outlaw only. | | Hire generic Hired Guns (Hive Scum & Bounty Hunters) | Any (not Outlaw). | Any. The hired fighter counts as Outlaw. | | Hire Special Characters | House Specific, generic (not Outlaw). | Outlaw only. | | Trading Post:<br />Rarity modifier<br />Trade action requirement | &nbsp;<br />-<br />- | &nbsp;<br />-2<br />Cool test | | Black Market:<br />Legality modifier<br />Rarity modifier<br />Trade action requirement | &nbsp;<br />-2<br />-1<br />Intelligence test | &nbsp;<br />-<br />-<br />- | | Start new Alliance | Guilds and Nobles only. | ### Changing Alignments The alignment can change in 2 ways during the campaign: - **Forced:** - When caught while claiming an Intrigue with a different alignment. - Alliances can force a gang to switch alignment. - **Declared:** Once during the campaign, a gang can declare it is changing alignment (between battles). ### Consequences of Changing Alignment - -3 Reputation. - Lose any Hangers-on (not Brutes). - Test the Alliance, adding 3 to the result. ### The Rewards of Infamy and Duty Each alignment gives different bonuses as Reputation increases. If Reputation decreases, these bonuses are lost accordingly. The more Reputation a gang has, the more bonuses are gained. When changing alignment, the old bonuses are lost and new bonuses are gained (according to Reputation). | Rep | Law | Outlaw | | ----- | :------------------------------------------------------------------------------------------ | :----------------------------------------------------------------------------- | | 1-4 | **Claiming Bounties:** Gain the ability to Claim Bounties for member of Outlaw gangs. | **Black Market Trade:** Unrestricted access to the Black Market. | | 5-9 | **Recruit:** Hire one Propagandist Hanger-on for free. | **Recruit:** Hire one Scabber for free. | | 10-14 | **Claiming Enhanced Bounties:** +50% for all bounties claimed for members of Outlaw gangs. | **Black Market Trade Discount:** 10% discount on all Black Market items. | | 15-19 | **Recruit:** Hire one Bounty Hunter Hired Gun for free (every battle). | **Recruit:** Hire up to 2 Outlaw Hive Scum Hired Guns for free (every battle). | | 20-24 | **Claiming Enhanced Bounties:** +100% for all bounties claimed for members of Outlaw gangs. | **Black Market Trade Discount:** 25% discount on all Black Market items. | | 25+ | **Recruit:** Hire one Fixer Hanger-on for free. | **Recruit:** Hire one Proxy Hanger-on for free. | ### Alignment Checks Make an Alignment test for each Intrigue claimed that does not match the gang’s alignment: Roll a number of D6s specified by the claimed Intrigue(s). In addition, add a D6 per Law Abiding fighter in the gang that: - Took part in the battle. - Equipped with Illegal item(s). If any D6 rolls a 1, the gang’s actions have caused their alignment to change. Gangs that can't change alignment lose 5 Reputation instead when failing an alignment test. ### Outlaw House Gangs The connection to the House is lost: - Can't use Favours. - Can't recruit House specific Brutes, Pets and Special Characters (keep those already recruited, but they can't be replaced). | Recidivists and Nobles only. | ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In additon, each gangs starts with 2 Rackets randomly assigned by the Arbitrator. ## Phases ### Phase 1: Expansion If there are no more uncontrolled Resources, the phase ends and Downtime begins. This does not change the length of the Downtime, but Phase 3 can be extended if Phase 1 ends early. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 3. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) ### Phase 3: Justice Any number of battles may be fought in this phase. The challengers can continue to nominate unclaimed Resources as the stake of a battle. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. **Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule). | Triumphs | Criteria | | ------------------- | ----------------------------------------------- | | Lord of Law/Misrule | Highest Reputation | | Racketeer | Most Resources | | Financier | Largest Wealth | | Muscle | Most battles fought | | Hit Man | Most Leaders of a different alignment taken OoA | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Rackets chooses which scenario to play. If both players have the same number of Rackets, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | | 4-5 | Play the [Looters](/docs/scenarios/scenario-list/looters) or [The Trap](/docs/scenarios/scenario-list/trap) scenario. | | 6-7 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) or the [Marauders](/docs/scenarios/scenario-list/marauders) scenario. | | 8-9 | Play the [Border Dispute](/docs/scenarios/scenario-list/border-dispute) or the [Smash and Grab](http://localhost:3000/docs/scenarios/scenario-list/smash-and-grab) scenario. | | 10-12 | The player with fewer Rackets chooses which scenario to play. If both players have the same number of Rackets, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | :::info Goonhammer Scenario Table Goonhammer has suggested a better way of selecting scenarios for this campaign. See below. | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) :::
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# Law & Misrule Campaign _What is right and what is wrong? On Necromunda, these questions have a simple answer and a complicated reality. Every hive is balanced on the edge of a blade. In the hive cities, gang war is just a fact of life, and a great part of the wealth of Lord Helmawr and those that rule is built on the trade in Ghast; a trade that is a crime in the eyes of the wider Imperium. In such a place, what is a crime? Not murder, unless it is of someone too important to die. Not bribery, because the Merchant Guilds are little more than a mechanism for bribery given the weight of ancient institutions. Every vile and vicious act of greed and violence happens many times a second across Necromunda, and yet it has laws, and enforcers of laws, and criminals. What makes something criminal in such a place? The answer, of course, is who is committing the crime, and whether they are breaking the greatest unwritten law of all: do they stand inside the order of things, or do they stand outside the balance of blood and coin that has lasted for millennia. Are they keepers of the peace or minions of misrule?_ ## How The Campaign Works The Law and Misrule Campaign is based around gangs fighting battles for the control of Rackets in their area of the hive. Each game in the campaign is fought for the control of a Racket, with the winner either gaining a new Racket, or holding on to one that they already have. The Racket being fought over is the stake of a game, and every game has a Racket at stake on the outcome. Rackets are enterprises in the hive that give a gang power, wealth and prestige. These may vary from a smuggling operation bringing in out-hive goods, a rogue psyker cabal, or the enforcement of Helmawr’s laws in that part of the hive – after all, the law is just another racket. There are a fixed number of Rackets in a Law and Misrule Campaign, based on the number of players. Possession of a Racket grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special Tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Rackets by winning battles. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how many Rackets they have, how wealthy they are, their Reputation, and how many enemies from the other side they have taken down. ## Alignments All gangs must start with an alignment when founded, however some gangs can choose which one. All gangs must have an alignment when founded.There are 2 types: - Law Abiding. - Outlaw. Some gangs must always start with a specific alignment, others can choose one. Some gangs can switch during the campaign, others cannot. | Gang Type | Starting Alignment | Switched Alignment | | ---------------------------- | ----------------------- | ------------------------ | | House Gangs | Law Abiding<br />Outlaw | Outlaw<br />Law Abiding | | Tainted House Gangs | Outlaw | N/A | | Genestealer Cult | Law Abiding<br />Outlaw | Outlaw <br />Law Abiding | | Chaos Cult | Outlaw | N/A | | Corpse Grinder Cult | Outlaw | N/A | | Venator Bounty Hunters | Law Abiding | Outlaw | | Enforcers (Palanite/Badzone) | Law Abiding | N/A | | Slave Ogryns | Outlaw | N/A | | Ash Waste Nomad | Outlaw | N/A | ### The Rule of Law and the Path of the Outlaw Gangs have different effects depending on the alignment. | Ability | Law Abiding | Outlaw | | :-------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------- | | Claim Bounties, <br />Sell Captives to Guilders (after having a chance to be rescued) | Per Dead Outlaw (Memorable Death): <ul><li>2D6x10.</li></ul>Per Captured Outlaw:<ul><li>Full value.</li></ul>Per Captured Law Abiding:<ul><li>Half value (rounding up to the nearest 5 credits).</li></ul> | No. Dispose Captives instead. | | Trade Captives back to | Law Abiding gangs only. | Any gangs. | | Fighters have Bounties | No. | Yes. | | Buy Hangers-on, Brutes & Pets | House Specific, generic (not Outlaw). | Outlaw only. | | Hire generic Hired Guns (Hive Scum & Bounty Hunters) | Any (not Outlaw). | Any. The hired fighter counts as Outlaw. | | Hire Special Characters | House Specific, generic (not Outlaw). | Outlaw only. | | Trading Post:<br />Rarity modifier<br />Trade action requirement | &nbsp;<br />-<br />- | &nbsp;<br />-2<br />Cool test | | Black Market:<br />Legality modifier<br />Rarity modifier<br />Trade action requirement | &nbsp;<br />-2<br />-1<br />Intelligence test | &nbsp;<br />-<br />-<br />- | | Start new Alliance | Guilds and Nobles only. | ### Changing Alignments The alignment can change in 2 ways during the campaign: - **Forced:** - When caught while claiming an Intrigue with a different alignment. - Alliances can force a gang to switch alignment. - **Declared:** Once during the campaign, a gang can declare it is changing alignment (between battles). ### Consequences of Changing Alignment - -3 Reputation. - Lose any Hangers-on (not Brutes). - Test the Alliance, adding 3 to the result. ### The Rewards of Infamy and Duty Each alignment gives different bonuses as Reputation increases. If Reputation decreases, these bonuses are lost accordingly. The more Reputation a gang has, the more bonuses are gained. When changing alignment, the old bonuses are lost and new bonuses are gained (according to Reputation). | Rep | Law | Outlaw | | ----- | :------------------------------------------------------------------------------------------ | :----------------------------------------------------------------------------- | | 1-4 | **Claiming Bounties:** Gain the ability to Claim Bounties for member of Outlaw gangs. | **Black Market Trade:** Unrestricted access to the Black Market. | | 5-9 | **Recruit:** Hire one Propagandist Hanger-on for free. | **Recruit:** Hire one Scabber for free. | | 10-14 | **Claiming Enhanced Bounties:** +50% for all bounties claimed for members of Outlaw gangs. | **Black Market Trade Discount:** 10% discount on all Black Market items. | | 15-19 | **Recruit:** Hire one Bounty Hunter Hired Gun for free (every battle). | **Recruit:** Hire up to 2 Outlaw Hive Scum Hired Guns for free (every battle). | | 20-24 | **Claiming Enhanced Bounties:** +100% for all bounties claimed for members of Outlaw gangs. | **Black Market Trade Discount:** 25% discount on all Black Market items. | | 25+ | **Recruit:** Hire one Fixer Hanger-on for free. | **Recruit:** Hire one Proxy Hanger-on for free. | ### Alignment Checks Make an Alignment test for each Intrigue claimed that does not match the gang’s alignment: Roll a number of D6s specified by the claimed Intrigue(s). In addition, add a D6 per Law Abiding fighter in the gang that: - Took part in the battle. - Equipped with Illegal item(s). If any D6 rolls a 1, the gang’s actions have caused their alignment to change. Gangs that can't change alignment lose 5 Reputation instead when failing an alignment test. ### Outlaw House Gangs The connection to the House is lost: - Can't use Favours. - Can't recruit House specific Brutes, Pets and Special Characters (keep those already recruited, but they can't be replaced). | Recidivists and Nobles only. | ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In additon, each gangs starts with 2 Rackets randomly assigned by the Arbitrator. ## Phases ### Phase 1: Expansion If there are no more uncontrolled Resources, the phase ends and Downtime begins. This does not change the length of the Downtime, but Phase 3 can be extended if Phase 1 ends early. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 3. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) ### Phase 3: Justice Any number of battles may be fought in this phase. The challengers can continue to nominate unclaimed Resources as the stake of a battle. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. **Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule). | Triumphs | Criteria | | ------------------- | ----------------------------------------------- | | Lord of Law/Misrule | Highest Reputation | | Racketeer | Most Resources | | Financier | Largest Wealth | | Muscle | Most battles fought | | Hit Man | Most Leaders of a different alignment taken OoA | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Rackets chooses which scenario to play. If both players have the same number of Rackets, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | | 4-5 | Play the [Looters](/docs/scenarios/scenario-list/looters) or [The Trap](/docs/scenarios/scenario-list/trap) scenario. | | 6-7 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) or the [Marauders](/docs/scenarios/scenario-list/marauders) scenario. | | 8-9 | Play the [Border Dispute](/docs/scenarios/scenario-list/border-dispute) or the [Smash and Grab](http://localhost:3000/docs/scenarios/scenario-list/smash-and-grab) scenario. | | 10-12 | The player with fewer Rackets chooses which scenario to play. If both players have the same number of Rackets, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | :::info Goonhammer Scenario Table Goonhammer has suggested a better way of selecting scenarios for this campaign. See below. | 2D6 | Result | Scenario Options | | :---: | :---------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Crimes | [Looters](/docs/scenarios/scenario-list/looters) / [Propaganda](/docs/scenarios/scenario-list/propaganda) / [Escort Mission](/docs/scenarios/scenario-list/escort-mission) | | 6-7 | Treasure | [Scavenge](/docs/scenarios/scenario-list/scavenge) / [Archaeo-hunters](/docs/scenarios/scenario-list/archaeo-hunters) / [Forgotten Riches](/docs/scenarios/scenario-list/forgotten-riches) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) :::
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# 61. Something to Prove _A newly-minted gang must learn fast or die!_ **Source: House of Chains** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Giant Killers _The underdog got something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process._ The attacker receives bonuses depending on the difference in gang rating (all are cumulative): 0-100: - Does not need to make Bottle tests. 101-250: - The Leader can ignore the effects of Flesh Wounds. - From the second round and onwards, at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during the activation. 251-500: - Fighters can re-roll one Injury dice when injuring enemy fighters. - When making Recovery tests, the an extra Injury dice must be rolled, apply Out of Action if any dice rolled this result. 500+: - Automatically pass any Cool tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Credits - +D6x10 to the attacker per defender taken Out of Action. - +D3x10 to the defender (if winning) per fighter still on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each defending (winning) fighter still on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Goliath']
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# 61. Something to Prove _A newly-minted gang must learn fast or die!_ **Source: House of Chains** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Giant Killers _The underdog got something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process._ The attacker receives bonuses depending on the difference in gang rating (all are cumulative): 0-100: - Does not need to make Bottle tests. 101-250: - The Leader can ignore the effects of Flesh Wounds. - From the second round and onwards, at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during the activation. 251-500: - Fighters can re-roll one Injury dice when injuring enemy fighters. - When making Recovery tests, the an extra Injury dice must be rolled, apply Out of Action if any dice rolled this result. 500+: - Automatically pass any Cool tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Credits - +D6x10 to the attacker per defender taken Out of Action. - +D3x10 to the defender (if winning) per fighter still on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each defending (winning) fighter still on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. :::
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# Location Details #location ## Description **Rogue Doc Shop** Location Type: Settlement Description: The Rogue Doc Shop is a makeshift clinic and scavenging hub, attracting desperate individuals seeking medical attention or looking to trade in valuable goods. The air is thick with disinfectant and desperation as the sounds of sizzling flesh and groaning patients fill the air. The walls are lined with rusty medical equipment, old textbooks, and shelves stacked with crates of dubious medicinal supplies. In the center of the shop, a makeshift operating table stands, surrounded by scattered tools and half-finished surgeries. A haphazard assortment of beds and cots line the perimeter, where patients lie in various states of recovery or decline. The smell of antiseptic and decay hangs heavy over everything, mingling with the acrid scent of burning flesh. Despite its unsavory appearance, the Rogue Doc Shop is a vital hub for those seeking medical attention in the harsh underhive environment. Desperate individuals will stop at nothing to get treated, even if it means risking their lives or sanity. Income: `dice: (1d6) * 10` Special Rules: * **Scavenger's Delight**: The Rogue Doc Shop has a 20% chance to yield an additional 1-2 credits when scavenging for supplies. * **Medical Marvels**: Your gang has access to makeshift medical facilities, allowing you to heal wounded gang members at a rate of 1-2 wounds per turn. Boons: * **Healing Hands**: Roll a 4+ on a `dice: 1d6` to heal 1 wound on a gang member. * **Scavenging Success**: Roll a 5+ on a `dice: 1d6` to find an additional valuable supply or resource. Challenges: * **Rival Gangs**: A rival gang, the "Black Market Medics," has taken notice of your operations and may attempt to sabotage your efforts. Roll a 3+ on a `dice: 1d6` to fend off their attacks. * **Supply Shortages**: The Rogue Doc Shop is prone to supply shortages due to its reliance on scavenged goods. Roll a 2+ on a `dice: 1d6` to avoid these shortages. What would you like to do first? Do you want to establish a stronghold, recruit new members, or start a trade with another territory? ## Special Rules I apologize for the mistake earlier! Here's an revised version of the Rogue Doc Shop location with the Special Rules defined: * *Rogue Doc Shop** (Settlement) Description: The Rogue Doc Shop is a makeshift clinic and scavenging hub, attracting desperate individuals seeking medical attention or looking to trade in valuable goods. The air is thick with disinfectant and desperation. Income: `dice: 1d6` Rolling for income... *rolls* The result is... 4 You earn 4 credits as the leader of this territory. Special Rules: * **Medical Shield**: When defending against an invading gang, roll a 5+ on a `dice: 1d6` to gain a +1 bonus to your gang's combat strength. * **Scavenged Supplies**: The Rogue Doc Shop has a stash of scavenged medical supplies. When defending, you can use one "Supply" token (representing the medical supplies) once per turn to heal 1 wound on a gang member or add 1 to your gang's combat strength. Boons: * *Healing Hands*: Roll a 4+ on a `dice: 1d6` to heal 1 wound on a gang member. * **Scavenging Success**: Roll a 5+ on a `dice: 1d6` to find an additional valuable supply or resource. Challenges: * *Rival Gangs*: A rival gang, the "Black Market Medics," has taken notice of your operations and may attempt to sabotage your efforts. Roll a 3+ on a `dice: 1d6` to fend off their attacks. * **Supply Shortages**: The Rogue Doc Shop is prone to supply shortages due to its reliance on scavenged goods. Roll a 2+ on a `dice: 1d6` to avoid these shortages. What would you like to do first? Do you want to establish a stronghold, recruit new members, or start a trade with another territory? ## Income As the leader of the Rogue Doc Shop, your gang earns a base income of 2 credits per turn. However, you can increase your income by rolling a dice: `dice: 1d6 + 1` If the result equals or exceeds 4, you earn an additional credit. If the result is 3 or lower, your income remains at 2 credits. So, the maximum income for this location would be 3 credits per turn (2 base credits + 1 additional credit). Keep in mind that this income is subject to change based on the challenges and special rules associated with this location.
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# Location Details #location ## Description **Rogue Doc Shop** Location Type: Settlement Description: The Rogue Doc Shop is a makeshift clinic and scavenging hub, attracting desperate individuals seeking medical attention or looking to trade in valuable goods. The air is thick with disinfectant and desperation as the sounds of sizzling flesh and groaning patients fill the air. The walls are lined with rusty medical equipment, old textbooks, and shelves stacked with crates of dubious medicinal supplies. In the center of the shop, a makeshift operating table stands, surrounded by scattered tools and half-finished surgeries. A haphazard assortment of beds and cots line the perimeter, where patients lie in various states of recovery or decline. The smell of antiseptic and decay hangs heavy over everything, mingling with the acrid scent of burning flesh. Despite its unsavory appearance, the Rogue Doc Shop is a vital hub for those seeking medical attention in the harsh underhive environment. Desperate individuals will stop at nothing to get treated, even if it means risking their lives or sanity. Income: `dice: (1d6) * 10` Special Rules: * **Scavenger's Delight**: The Rogue Doc Shop has a 20% chance to yield an additional 1-2 credits when scavenging for supplies. * **Medical Marvels**: Your gang has access to makeshift medical facilities, allowing you to heal wounded gang members at a rate of 1-2 wounds per turn. Boons: * **Healing Hands**: Roll a 4+ on a `dice: 1d6` to heal 1 wound on a gang member. * **Scavenging Success**: Roll a 5+ on a `dice: 1d6` to find an additional valuable supply or resource. Challenges: * **Rival Gangs**: A rival gang, the "Black Market Medics," has taken notice of your operations and may attempt to sabotage your efforts. Roll a 3+ on a `dice: 1d6` to fend off their attacks. * **Supply Shortages**: The Rogue Doc Shop is prone to supply shortages due to its reliance on scavenged goods. Roll a 2+ on a `dice: 1d6` to avoid these shortages. What would you like to do first? Do you want to establish a stronghold, recruit new members, or start a trade with another territory? ## Special Rules I apologize for the mistake earlier! Here's an revised version of the Rogue Doc Shop location with the Special Rules defined: * *Rogue Doc Shop** (Settlement) Description: The Rogue Doc Shop is a makeshift clinic and scavenging hub, attracting desperate individuals seeking medical attention or looking to trade in valuable goods. The air is thick with disinfectant and desperation. Income: `dice: 1d6` Rolling for income... *rolls* The result is... 4 You earn 4 credits as the leader of this territory. Special Rules: * **Medical Shield**: When defending against an invading gang, roll a 5+ on a `dice: 1d6` to gain a +1 bonus to your gang's combat strength. * **Scavenged Supplies**: The Rogue Doc Shop has a stash of scavenged medical supplies. When defending, you can use one "Supply" token (representing the medical supplies) once per turn to heal 1 wound on a gang member or add 1 to your gang's combat strength. Boons: * *Healing Hands*: Roll a 4+ on a `dice: 1d6` to heal 1 wound on a gang member. * **Scavenging Success**: Roll a 5+ on a `dice: 1d6` to find an additional valuable supply or resource. Challenges: * *Rival Gangs*: A rival gang, the "Black Market Medics," has taken notice of your operations and may attempt to sabotage your efforts. Roll a 3+ on a `dice: 1d6` to fend off their attacks. * **Supply Shortages**: The Rogue Doc Shop is prone to supply shortages due to its reliance on scavenged goods. Roll a 2+ on a `dice: 1d6` to avoid these shortages. What would you like to do first? Do you want to establish a stronghold, recruit new members, or start a trade with another territory? ## Income As the leader of the Rogue Doc Shop, your gang earns a base income of 2 credits per turn. However, you can increase your income by rolling a dice: `dice: 1d6 + 1` If the result equals or exceeds 4, you earn an additional credit. If the result is 3 or lower, your income remains at 2 credits. So, the maximum income for this location would be 3 credits per turn (2 base credits + 1 additional credit). Keep in mind that this income is subject to change based on the challenges and special rules associated with this location.
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# 115. Escape From Hive Zalktraa _“We’ve gotta make a break for it, quick before they come back!”_ \- Prisoner 3874 In this scenario, a gang tries to rescue one of their own from Prison Hive Zalktraa. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis or Sector Mechanicus). #### Flood: Drowned Hive The area is gradually being flooded. After terrain has been placed, each gang places one permanent Blast (12") anywhere with the effect of difficult terrain. ## Crews - **Attacker:** Custom (8). - **Defender:** Custom (4) + Reinforcements. No vehicles or mounts. If a sentry has multiple equipment sets, randomize which one is used. ## Tactics Cards - **Attacker:** Custom (3). - **Defender:** Random (2) (only usable after the alarm is raised). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Deploy sentries and the captive anywhere. 2. **Attacker:** Within 2" of any battlefield edges (can use all edges). ## The Target _A gang tries to rescue one of their own from Prison Hive Zalktraa._ This scenario is intended to be used if one or more fighters from the attacker's gang are Captured by the defender's gang. These models are the Captives. Skirmish: The attacker chooses a fighter to be the Captive. ## Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. ## Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. ## Attempt To Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------- | | 2-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. If having multiple equipment sets, randomize one to use. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured). They count as being Out of Action for the purpose of Bottle tests. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). ## Fleeing The Battlefield If the defender voluntarily bottles out and subsequently flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang remains at the end of a round. ## Victory - The attacker wins if all Captives were freed and took flight. - The defender wins if no Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive (attacker). - +1 to a Captive taking flight. - +D3 to attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 per freed Captive (to the attacker). - -1 (bottle out). :::info Narrative Variant ## Daring Breakout If players wish, they may use this scenario to represent Lady Credo leading a group of rogue Van Saar to rescue an unknown prisoner. In order to do this, make the following changes: - The attackers should be a Van Saar gang including [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo). - The defenders should be a Palanite Enforcers gang. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Zone Mortalis', 'Narrative Scenario']
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# 115. Escape From Hive Zalktraa _“We’ve gotta make a break for it, quick before they come back!”_ \- Prisoner 3874 In this scenario, a gang tries to rescue one of their own from Prison Hive Zalktraa. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis or Sector Mechanicus). #### Flood: Drowned Hive The area is gradually being flooded. After terrain has been placed, each gang places one permanent Blast (12") anywhere with the effect of difficult terrain. ## Crews - **Attacker:** Custom (8). - **Defender:** Custom (4) + Reinforcements. No vehicles or mounts. If a sentry has multiple equipment sets, randomize which one is used. ## Tactics Cards - **Attacker:** Custom (3). - **Defender:** Random (2) (only usable after the alarm is raised). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. **Defender:** Deploy sentries and the captive anywhere. 2. **Attacker:** Within 2" of any battlefield edges (can use all edges). ## The Target _A gang tries to rescue one of their own from Prison Hive Zalktraa._ This scenario is intended to be used if one or more fighters from the attacker's gang are Captured by the defender's gang. These models are the Captives. Skirmish: The attacker chooses a fighter to be the Captive. ## Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. ## Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. ## Attempt To Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | --------------------- | | 2-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. If having multiple equipment sets, randomize one to use. ## Taking Flight Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured). They count as being Out of Action for the purpose of Bottle tests. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). ## Fleeing The Battlefield If the defender voluntarily bottles out and subsequently flees the battlefield, the attacker automatically wins and all Captives are freed. ## Ending the Battle The battle ends when only one gang remains at the end of a round. ## Victory - The attacker wins if all Captives were freed and took flight. - The defender wins if no Captives took flight. - Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive (attacker). - +1 to a Captive taking flight. - +D3 to attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 per freed Captive (to the attacker). - -1 (bottle out). :::info Narrative Variant ## Daring Breakout If players wish, they may use this scenario to represent Lady Credo leading a group of rogue Van Saar to rescue an unknown prisoner. In order to do this, make the following changes: - The attackers should be a Van Saar gang including [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo). - The defenders should be a Palanite Enforcers gang. :::
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# Outcasts Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Cost | | :------------------------- | :--: | | Autogun | 15 | | + Reclaimed | 10 | | Lasgun | 15 | | Sawn-off shotgun (scatter) | 15 | | Shotgun (solid & scatter) | 30 | | Throwing knives | 10 | ## Pistols | Item | Cost | | :---------- | :--: | | Autopistol | 10 | | + Reclaimed | 5 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum | 5 | ## Close Combat Weapons | Item | Cost | | :------------------- | :--: | | Axe | 10 | | Chainsword | 25 | | Flail | 20 | | Fighting Knife | 10 | | Maul (club) | 10 | | Two-handed axe \* | 25 | | Two-handed hammer \* | 35 | ## Grenades | Item | Cost | | :--------------- | :--: | | Blasting charges | 35 | | Frag | 30 | | Krak | 45 | | Smoke | 15 | ## Armour | Item | Cost | | :----------------- | :--: | | Armoured undersuit | 25 | | Flak | 10 | | Hazard suit | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | ## Equipment | Item | Cost | | :------------ | :--: | | Drop rig | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | ## Weapon Attachments | Item | Cost | | :------------------------- | :--: | | Telescopic sight (P, B, S) | 25 |
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2024-06-13 20:34:24.508078
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# Outcasts Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Cost | | :------------------------- | :--: | | Autogun | 15 | | + Reclaimed | 10 | | Lasgun | 15 | | Sawn-off shotgun (scatter) | 15 | | Shotgun (solid & scatter) | 30 | | Throwing knives | 10 | ## Pistols | Item | Cost | | :---------- | :--: | | Autopistol | 10 | | + Reclaimed | 5 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum | 5 | ## Close Combat Weapons | Item | Cost | | :------------------- | :--: | | Axe | 10 | | Chainsword | 25 | | Flail | 20 | | Fighting Knife | 10 | | Maul (club) | 10 | | Two-handed axe \* | 25 | | Two-handed hammer \* | 35 | ## Grenades | Item | Cost | | :--------------- | :--: | | Blasting charges | 35 | | Frag | 30 | | Krak | 45 | | Smoke | 15 | ## Armour | Item | Cost | | :----------------- | :--: | | Armoured undersuit | 25 | | Flak | 10 | | Hazard suit | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | ## Equipment | Item | Cost | | :------------ | :--: | | Drop rig | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | ## Weapon Attachments | Item | Cost | | :------------------------- | :--: | | Telescopic sight (P, B, S) | 25 |
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Cleaning your home with lemons is not only effective but also environmentally friendly. Lemons, with their natural disinfecting properties and high citric acid content, can tackle a wide range of cleaning tasks. Here are some detailed tips to maximize the cleaning power of lemons: 1. All-Purpose Cleaner: Create a potent all-purpose cleaner by mixing equal parts lemon juice and water. Lemons contain citric acid, which is effective in killing germs, bacteria, and odors. Squeeze the juice of fresh lemons into a spray bottle, adding an equal amount of water. Shake the bottle well to thoroughly blend the solution. This natural disinfectant is perfect for countertops, sinks, cutting boards, and food containers. To use, simply spray the solution onto the surface and let it sit for a few minutes to allow the citric acid to work its magic. Then, scrub with a sponge or cloth and rinse thoroughly with water. 2. Streak-Free Glass Cleaner: Make your glass surfaces shine with a lemon-based glass cleaner. In a spray bottle, mix equal parts lemon juice and water. The acidity of lemons helps break down dirt and grime, while the natural oils leave a streak-free finish. For tougher stains or spots, add a small amount of vinegar. Shake the bottle well to ensure the ingredients are evenly mixed. To use the cleaner, spray the solution onto the glass surface and use a lint-free cloth or newspaper to wipe it clean. Begin wiping from the top to prevent streaks. Allow the solution to sit on stubborn spots for a few minutes before wiping them away. 3. Eliminating Stains on Faucets and Fixtures: Bid farewell to stains on faucets and fixtures with the natural power of lemons. Cut a lemon in half and rub it directly onto the affected areas, focusing on the stains. The citric acid in lemons effectively breaks down stains while the natural oils give a polished look. After thoroughly rubbing the lemon onto the surface, rinse it with water to remove any residue. Finally, use a dry cloth to polish the faucets and fixtures for a gleaming finish. 4. Rust and Hard Water Stain Remover: Lemons excel at tackling rust and hard water stains. To remove these stubborn stains, dip a cloth or sponge into fresh lemon juice and scrub the affected areas such as faucets, showerheads, or stainless steel appliances. The acidic properties of lemons help dissolve the stains effortlessly. For tougher stains, sprinkle a little salt on the lemon before scrubbing. The salt acts as an abrasive agent. After scrubbing, rinse well with water and dry the surface to prevent further rusting. 5. Natural Air Freshener: Create an inviting and refreshing atmosphere in your home using lemon juice. In a spray bottle, mix lemon juice, water, and a few drops of your favorite essential oil. Lemons have a fresh, citrus scent that naturally eliminates unwanted odors, while the essential oil adds a pleasant fragrance of your choice. Shake the bottle well to ensure the ingredients are properly blended. Spritz this delightful blend around your living spaces to naturally freshen the air. The pleasant, lemony fragrance will replace unwanted odors and create a beautifully scented environment. 6. Polishing and Shining: Lemons can also act as a natural polish for various surfaces. To restore the shine to hardwood furniture, brass, or copper items, cut a lemon in half and dip it into a small amount of salt. Gently rub the lemon onto the surface, allowing the salt and lemon juice to lift dirt and tarnish. The abrasive action of the salt combined with the citric acid helps restore the natural beauty and shine of the items. Rinse the item with water and buff with a soft cloth to reveal the brilliant shine. By following these comprehensive tips, you can harness the full cleaning power of lemons to keep your home fresh, sparkling, and free from bacteria and stains. Say goodbye to harsh chemicals and embrace the natural brilliance of lemons. Happy cleaning!
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Cleaning your home with lemons is not only effective but also environmentally friendly. Lemons, with their natural disinfecting properties and high citric acid content, can tackle a wide range of cleaning tasks. Here are some detailed tips to maximize the cleaning power of lemons: 1. All-Purpose Cleaner: Create a potent all-purpose cleaner by mixing equal parts lemon juice and water. Lemons contain citric acid, which is effective in killing germs, bacteria, and odors. Squeeze the juice of fresh lemons into a spray bottle, adding an equal amount of water. Shake the bottle well to thoroughly blend the solution. This natural disinfectant is perfect for countertops, sinks, cutting boards, and food containers. To use, simply spray the solution onto the surface and let it sit for a few minutes to allow the citric acid to work its magic. Then, scrub with a sponge or cloth and rinse thoroughly with water. 2. Streak-Free Glass Cleaner: Make your glass surfaces shine with a lemon-based glass cleaner. In a spray bottle, mix equal parts lemon juice and water. The acidity of lemons helps break down dirt and grime, while the natural oils leave a streak-free finish. For tougher stains or spots, add a small amount of vinegar. Shake the bottle well to ensure the ingredients are evenly mixed. To use the cleaner, spray the solution onto the glass surface and use a lint-free cloth or newspaper to wipe it clean. Begin wiping from the top to prevent streaks. Allow the solution to sit on stubborn spots for a few minutes before wiping them away. 3. Eliminating Stains on Faucets and Fixtures: Bid farewell to stains on faucets and fixtures with the natural power of lemons. Cut a lemon in half and rub it directly onto the affected areas, focusing on the stains. The citric acid in lemons effectively breaks down stains while the natural oils give a polished look. After thoroughly rubbing the lemon onto the surface, rinse it with water to remove any residue. Finally, use a dry cloth to polish the faucets and fixtures for a gleaming finish. 4. Rust and Hard Water Stain Remover: Lemons excel at tackling rust and hard water stains. To remove these stubborn stains, dip a cloth or sponge into fresh lemon juice and scrub the affected areas such as faucets, showerheads, or stainless steel appliances. The acidic properties of lemons help dissolve the stains effortlessly. For tougher stains, sprinkle a little salt on the lemon before scrubbing. The salt acts as an abrasive agent. After scrubbing, rinse well with water and dry the surface to prevent further rusting. 5. Natural Air Freshener: Create an inviting and refreshing atmosphere in your home using lemon juice. In a spray bottle, mix lemon juice, water, and a few drops of your favorite essential oil. Lemons have a fresh, citrus scent that naturally eliminates unwanted odors, while the essential oil adds a pleasant fragrance of your choice. Shake the bottle well to ensure the ingredients are properly blended. Spritz this delightful blend around your living spaces to naturally freshen the air. The pleasant, lemony fragrance will replace unwanted odors and create a beautifully scented environment. 6. Polishing and Shining: Lemons can also act as a natural polish for various surfaces. To restore the shine to hardwood furniture, brass, or copper items, cut a lemon in half and dip it into a small amount of salt. Gently rub the lemon onto the surface, allowing the salt and lemon juice to lift dirt and tarnish. The abrasive action of the salt combined with the citric acid helps restore the natural beauty and shine of the items. Rinse the item with water and buff with a soft cloth to reveal the brilliant shine. By following these comprehensive tips, you can harness the full cleaning power of lemons to keep your home fresh, sparkling, and free from bacteria and stains. Say goodbye to harsh chemicals and embrace the natural brilliance of lemons. Happy cleaning!
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# Apocrypha Necromundus: Badzones _For every holestead and settlement carved out of the underhive, there are dozens of ruined domes, abandoned levels and derelict factorums. These are places of peril, where hivers try not to linger on their way to established settlements or, if they have any sense at all, never visit in the first place. In this Apocrypha Necromundus we venture into the deadly domes and tunnels of these Badzones._ Source: [Warhammer Community, 07 May 2019](https://www.warhammer-community.com/2019/05/07/apocrypha-necromundus-badzonesfw-homepage-post-3/) ## Enter the Badzones The underhive of Hive Primus is home to hundreds of settlements and holesteads. Some, like Irontree, Raffik’s Folly, and the Tangle are built into the fabric of the hive, their streets hanging over yawning pits or latched onto the side of the primary heat sink. Others, like Dust Falls, Brunner’s Dome or Port Mad Dog, guard gates, tunnels and bridges leading from one zone or another, their inhabitants growing rich off trade between clans and gangs. A few, most notably Misfortune and Rust Town, are held together by the singular will of a powerful individual, and survive in spite of their location or the industries of the underhive. Then there are the Badzones. These are the wastelands between established towns and holes, where old trails and tunnels link one place to another, but there is little in the way of human habitation. Outlaws, muties and outlanders often call the Badzones home, having been driven out of more civilised society to eke out an existence among the rats and ripper jacks. Raiders, be they human or otherwise, are the least of the horrors the Badzones have to offer, and faulty machinery, shambling horrors and carnivorous fungi can all kill a hiver as quickly as an outlaw’s bullet.\* ![](NecromundaBadzones-May7-Rats2ujce.jpg) ## Hive Perils Among the various Badzones there are regions with particularly dire reputations.\*\* Perhaps the worst of these is the Ruin, a Badzone that sprawls out across the underhive roughly midway between Dust Falls and the hive bottom. This no man’s land is a haunted waste, filled with every conceivable horror the underhive has to offer. It is also a known hideout of Chaos cults and xenos worshippers, there being some who say that in its depths whole alien armies are being mustered, awaiting the day when they might rise up and tear Hive Primus down. Only the boldest gangs dare to brave the Ruin, often on the promise of creds from the Guild or some crime boss. As a known bolthole for outlaws it also attracts its fair share of Bounty Hunters, lone killers scouring the Badzone for signs of their prey. Most of those who go into the Ruin don’t return, or if they do, they come back scarred, missing limbs or having been driven mad by the things they’ve seen. In addition to outlaws and murderers, not to mention rats the size of cyber-mastiffs, the Ruin is filled with the kinds of perils that are only possible when complex artificial environments are subjected to thousands of years of neglect and pollution. Machines and servitors that once faithfully served Mankind have become hazards, their mindless routines fatal to anyone who gets in their way. After all, a mono-task servitor whose only job is to screw lumens into the ceiling of a dome might seem harmless, unless it decides a ganger looks a lot like a lumen… The failure of these environments and their systems has also given birth to all manner of hostile flora, from carnivorous plants to sump jellies – leading to the popular hive saying ‘Just because it doesn’t have a mouth doesn’t mean it can’t eat you’. ![](NecromundaBadzones-May7-Ratskin3ujce.jpg) ## Enclave of the Dead The Ruin is a haven for those individuals deemed unsuitable to live among civilised society.\*\*\* Gangs of escaped slaves and pit fighters make homes among the ruins, fighting to survive on rat meat and wall-scrapings against corrupted-servitors and mutant monsters. From the edges of the Badzone they raid established settlements, dragging their loot and captives back into the shadows. As bad as Ratskin renegades and mutie warbands might be, perhaps the most feared residents of the Ruin are the living dead. One of the reasons travellers avoid the Ruin like the plague is because of the actual plague. Known as the neuron virus (believed to be the remnant of some ancient Dark Age bio-weapon, or perhaps the influence of some malign power) it can turn humans and critters alike into brain-dead zombies. The Ruin is a well-known nest of the infected, with the occasional herd of the undead shambling out into the sentry guns of Two Tunnels or trying to claw its way up the Abyss into Dust Falls. All this would be bad enough if there weren’t pyskers with the power to command those afflicted by the neuron virus, and turn them into their own personal army. In the Ruin, the dubious honour of being named lord of the dead belongs to Karloth Valois. An off-worlder, Karloth was drawn to Necromunda by the Mercator Pallidus, and once served the rulers of the Corpse Guild. When his dark psychic gifts were uncovered, he was forced to flee downhive, where some claim he contracted the neuron plague, becoming something altogether more and less than he once was. Able to command those touched by the plague, and spread it through the hive, it was only a matter of time before Karloth was declared underhive enemy number one. Despite the fact the Redemption claim to have killed the necromancer (more than once, depending on who you ask), rumours still say he ‘lives’ within the Ruin, biding his time and plotting his revenge. ![](NecromundaBadzones-May7-Karloth1yhcde.jpg) \* If you’re lucky… the alternative is ‘life’ as a plague zombie or an excruciatingly slow death in the vines of a venomgorse forest. \*\* This is quite a feat, when you consider the underhive also contains spiders literally the size of houses. \*\*\* Which really is saying something if you’ve ever visited the latrine pits of Dust Falls or seen a bar fight in Port Mad Dog end in automatic weapons fire.
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2024-06-13 20:34:24.508078
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# Apocrypha Necromundus: Badzones _For every holestead and settlement carved out of the underhive, there are dozens of ruined domes, abandoned levels and derelict factorums. These are places of peril, where hivers try not to linger on their way to established settlements or, if they have any sense at all, never visit in the first place. In this Apocrypha Necromundus we venture into the deadly domes and tunnels of these Badzones._ Source: [Warhammer Community, 07 May 2019](https://www.warhammer-community.com/2019/05/07/apocrypha-necromundus-badzonesfw-homepage-post-3/) ## Enter the Badzones The underhive of Hive Primus is home to hundreds of settlements and holesteads. Some, like Irontree, Raffik’s Folly, and the Tangle are built into the fabric of the hive, their streets hanging over yawning pits or latched onto the side of the primary heat sink. Others, like Dust Falls, Brunner’s Dome or Port Mad Dog, guard gates, tunnels and bridges leading from one zone or another, their inhabitants growing rich off trade between clans and gangs. A few, most notably Misfortune and Rust Town, are held together by the singular will of a powerful individual, and survive in spite of their location or the industries of the underhive. Then there are the Badzones. These are the wastelands between established towns and holes, where old trails and tunnels link one place to another, but there is little in the way of human habitation. Outlaws, muties and outlanders often call the Badzones home, having been driven out of more civilised society to eke out an existence among the rats and ripper jacks. Raiders, be they human or otherwise, are the least of the horrors the Badzones have to offer, and faulty machinery, shambling horrors and carnivorous fungi can all kill a hiver as quickly as an outlaw’s bullet.\* ![](NecromundaBadzones-May7-Rats2ujce.jpg) ## Hive Perils Among the various Badzones there are regions with particularly dire reputations.\*\* Perhaps the worst of these is the Ruin, a Badzone that sprawls out across the underhive roughly midway between Dust Falls and the hive bottom. This no man’s land is a haunted waste, filled with every conceivable horror the underhive has to offer. It is also a known hideout of Chaos cults and xenos worshippers, there being some who say that in its depths whole alien armies are being mustered, awaiting the day when they might rise up and tear Hive Primus down. Only the boldest gangs dare to brave the Ruin, often on the promise of creds from the Guild or some crime boss. As a known bolthole for outlaws it also attracts its fair share of Bounty Hunters, lone killers scouring the Badzone for signs of their prey. Most of those who go into the Ruin don’t return, or if they do, they come back scarred, missing limbs or having been driven mad by the things they’ve seen. In addition to outlaws and murderers, not to mention rats the size of cyber-mastiffs, the Ruin is filled with the kinds of perils that are only possible when complex artificial environments are subjected to thousands of years of neglect and pollution. Machines and servitors that once faithfully served Mankind have become hazards, their mindless routines fatal to anyone who gets in their way. After all, a mono-task servitor whose only job is to screw lumens into the ceiling of a dome might seem harmless, unless it decides a ganger looks a lot like a lumen… The failure of these environments and their systems has also given birth to all manner of hostile flora, from carnivorous plants to sump jellies – leading to the popular hive saying ‘Just because it doesn’t have a mouth doesn’t mean it can’t eat you’. ![](NecromundaBadzones-May7-Ratskin3ujce.jpg) ## Enclave of the Dead The Ruin is a haven for those individuals deemed unsuitable to live among civilised society.\*\*\* Gangs of escaped slaves and pit fighters make homes among the ruins, fighting to survive on rat meat and wall-scrapings against corrupted-servitors and mutant monsters. From the edges of the Badzone they raid established settlements, dragging their loot and captives back into the shadows. As bad as Ratskin renegades and mutie warbands might be, perhaps the most feared residents of the Ruin are the living dead. One of the reasons travellers avoid the Ruin like the plague is because of the actual plague. Known as the neuron virus (believed to be the remnant of some ancient Dark Age bio-weapon, or perhaps the influence of some malign power) it can turn humans and critters alike into brain-dead zombies. The Ruin is a well-known nest of the infected, with the occasional herd of the undead shambling out into the sentry guns of Two Tunnels or trying to claw its way up the Abyss into Dust Falls. All this would be bad enough if there weren’t pyskers with the power to command those afflicted by the neuron virus, and turn them into their own personal army. In the Ruin, the dubious honour of being named lord of the dead belongs to Karloth Valois. An off-worlder, Karloth was drawn to Necromunda by the Mercator Pallidus, and once served the rulers of the Corpse Guild. When his dark psychic gifts were uncovered, he was forced to flee downhive, where some claim he contracted the neuron plague, becoming something altogether more and less than he once was. Able to command those touched by the plague, and spread it through the hive, it was only a matter of time before Karloth was declared underhive enemy number one. Despite the fact the Redemption claim to have killed the necromancer (more than once, depending on who you ask), rumours still say he ‘lives’ within the Ruin, biding his time and plotting his revenge. ![](NecromundaBadzones-May7-Karloth1yhcde.jpg) \* If you’re lucky… the alternative is ‘life’ as a plague zombie or an excruciatingly slow death in the vines of a venomgorse forest. \*\* This is quite a feat, when you consider the underhive also contains spiders literally the size of houses. \*\*\* Which really is saying something if you’ve ever visited the latrine pits of Dust Falls or seen a bar fight in Port Mad Dog end in automatic weapons fire.
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# 77. Stronghold Assault _Seizing upon their advantage, a gang launches a deadly assault upon the territory of a rival gang._ **Source: Hive War Rulebook 2021** ## Attacker & Defender The winner of a roll-off chooses whether to be the attacker or defender. ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](stronghold-assault.jpg) ## Crews - Random (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment - **Defender:** Green. - **Attacker:** Red. ## Seize The Gatehouse The attackers are attempting to storm and seize the gatehouse to the enemy's stronghold. The defenders are trying to keep them out. The gatehouse is marked in blue (used for win condition). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory Win conditions: - The last remaining gang is the winner. - Attacker: At least 1 friendly fighter in the gatehouse at the end of the battle and no defending fighters in the gatehouse. Otherwise it is a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - +1 crew size in the next battle. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 77. Stronghold Assault _Seizing upon their advantage, a gang launches a deadly assault upon the territory of a rival gang._ **Source: Hive War Rulebook 2021** ## Attacker & Defender The winner of a roll-off chooses whether to be the attacker or defender. ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](stronghold-assault.jpg) ## Crews - Random (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment - **Defender:** Green. - **Attacker:** Red. ## Seize The Gatehouse The attackers are attempting to storm and seize the gatehouse to the enemy's stronghold. The defenders are trying to keep them out. The gatehouse is marked in blue (used for win condition). ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory Win conditions: - The last remaining gang is the winner. - Attacker: At least 1 friendly fighter in the gatehouse at the end of the battle and no defending fighters in the gatehouse. Otherwise it is a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - +1 crew size in the next battle. :::
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# Dominion Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. In a Dominion Campaign, benefits of Territories are gained after each battle (including immediately after taking control of it after a battle). Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of a Territory: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Total Territories To create the total pool of Territories for the campaign, generate 3 random Territories per gang: - Include 1 random gang specific Territory per House that takes part in the campaign (only one Territory per House regardless of how many gangs there are from an individual House). - The rest of the Territories are randomized from the full set of remaining Territories. :::note Perpetual Campaigns Refreshing Territories: If Territories have been refreshed between campaigns of a perpetual campaign, determine the next campaigns Territories in the same way. However, random gang specific Territory are only guaranteed to be included based on new gangs that join. The total number of Territories is determined as usual, counting all gangs - new and old. ::: ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. Additional House Rules are at the bottom of the table. ### Boon Conditions | Initial | Definition | | ------- | ---------------------------------------------- | | F | Free | | T | Temporary, applies when holding the territory. | | O | Only applies once. | ## List of Dominion Territories ### Old Ruins **Income:** D3x10 +10 per Dome Runner. ### Settlement **Income:** D6x10. **Reputation:** +1 (T,O). **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Rogue Doc Shop **Recruit:** Rogue Doc ### Promethium Cache **Equipment:** 3 fighters gain Incendiary charges (F). **_Special:_** Re-roll any Ammo tests for Blaze weapons (T). ### Wastes **Special:** If challenged in the Phase 1, choose which Territory is at stake (instead of the challenger as normal). If challenged in the Phase 3 for a Resource already controlled by the gang, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling. ### Sludge Sea **Equipment:** 3 fighters gain Choke gas grenades (F, T). ### Workshop **Recruit:** Ammo-jack (F). ### Collapsed Dome **Income:** Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead. ### Slag Furnace **Goliath specific boons:** - **Income:** D6x5. - **Reputation:** +2 (T, O). - **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Fighting Pit **Recruit:** 2x generic Hive Scum every battle (including equipment) (F). **Goliath specific boons:** - **Reputation:** +2 (T, O). ### Smelting Works **Income:** D6x5. **Goliath specific boons:** - **Income:** D6x5, or D6x10 if also controlling Slag Furnace. ### Synth Still **Special:** Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post. **Escher specific boons:** - **Special:** Same as above, but at half the cost (rounded up). - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Stinger Mould Sprawl **Special:** During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled. **Escher specific boons:** - **Special:** Remove a single existing Lasting Injury from a fighter or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result. - **Reputation:** +1 (T, O). ### Narco Den **Income:** D6x5. **Escher specific boons:** **Income:** D6x5, or D6x10 if also in control of a Synth Still. **Reputation:** +1 (T, O). ### Mine Workings **Income:** D6x10. Add D6x10 per Ambots and Captives working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders. If the Resource changes control, the Captives remain working the mine. A Captive working the mine may not subsequently be sold to the Guilders. While a Captive is working the mine, rescue may be attempted at any time. **Orlock specific boons:** - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Tunnels **Special:** Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. **Orlock specific boons:** - **Special:** Deploy up to 6 fighters in 2 groups as described above. - **Reputation:** +1 (T, O). ### Toll Crossing **Income:** D6x5. **Orlock specific boons:** - **Special:** Get Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang. :::note YAQ The payment can't be refused by the Orlock gang. If both gangs pay for this in the same battle, it has no effect (the credits are still spent). ::: ### Generatorium **Special:** The power may be cut any round before rolling for Priority, enabling the Pitch Black rules. At the start of each End phase, before making any Bottle tests, the generators restart on a 5+ and the Pitch Black rules immediately cease to be in effect. **Van Saar specific boons:** - **Reputation:** +1 (T, O). ### Archaeotech Device **Special:** Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these additional traits (T). **Van Saar specific boons:** - **Special:** Choose 2 Traits instead of 1 from the list above (T) - **Reputation:** +2 (T, O) ### Tech Bazaar **Income:** D6x10 credits. **Equipment:** One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the Trading Post or Black Market. Roll 2D6 (add +1 for Exotic Furs): | D6 | Result | | --- | ---------------------------------------------------------------- | | 2-3 | No item gained (the fighter proves to be very poor at haggling). | | 4-7 | Common item. | | 7+ | 1 item with Rarity equal to the result. | **Van Saar specific boons:** - **Income:** D6x10 (+1D6x10 if also controlling Archaeotech Device). - **Reputation:** +1 (T,O). ### Refuse Drift **Income:** 2D6x5. If a double is rolled, a random fighter must miss the next battle (Recovery). **Cawdor specific boons:** - **Income:** 2D6x5 without the risk of a fighter going into Recovery. - **Reputation:** +1 (T, O). ### Corpse Farm **Income:** D6x10 for every fighter from either side that was deleted from their roster during the post-battle of the preceding battle. **Cawdor specific boons:** **Income:** 2D6x10 instead of D6x10 as above. **Reputation:** +1 (T, O). :::note YAQ: Only receive credits from dead fighters! ::: ### Bone Shrine **Income:** 2D6x5. **Cawdor specific boons:** - **Income:** 4D6x5 - **Reputation:** +2 (T, O). ### Drinking Hole **Reputation:** +1 (T,O). **Special:** Re-roll any failed Cool tests. If this option is used, the fighter suffers a -1 hit modifier for the rest of the battle. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate 3 enemy fighters at the start of the battle, they suffer a -1 to all tests and tests for the battle. ### Gambling Den **Reputation:** +1 (T,O). **Income:** Choose a suit of cards, then draw a card (from a deck including 2 jokers): - Same suit: Card value x 10. - Same colour: Card value x 5. - Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate a single enemy fighter at the start of the battle. That fighter takes no part in this battle. | T, O ### Needle Ways **Special:** 3 crew fighters can be infiltrated ahead of any battle. At the end of the first round, nominate any spot on the ground surface of the battlefield and set up each infiltrating fighter within 2” of that spot. **Delaque specific boons:** - **Special:** Infiltrate 6 fighters instead of 3 as described above. The fighters are divided into 2 groups. The fighters in each group must be specified before the battle. :::danger House Rule (A&A) - **Archeotek Device:** Instead of upgrading every single weapon in your gang, it can only upgrade 3 weapons. - **Gambling Den:** A fighter's debt can be absolved by paying the Delaque player D6x10 credits. ::: ## Drawing Territories When drawing territories for a campaign, use a pack of cards and the table below. | Card | Territory | | ---- | -------------------- | | ♠ 1 | Old Ruins | | ♠ 2 | Settlement | | ♠ 3 | Rogue Doc Shop | | ♠ 4 | Promethium Cache | | ♠ 5 | Wastes | | ♠ 6 | Sludge Sea | | ♠ 7 | Workshop | | ♠ 8 | Collapsed Dome | | ♠ 9 | Slag Furnace | | ♠ 10 | Fighting Pit | | ♠ 11 | Smelting Works | | ♠ 12 | Synth Still | | ♠ 13 | Stinger Mould Sprawl | | ♥ 1 | Narco Den | | ♥ 2 | Mine Workings | | ♥ 3 | Tunnels | | ♥ 4 | Toll Crossing | | ♥ 5 | Generatorium | | ♥ 6 | Archaeotech Device | | ♥ 7 | Tech Bazaar | | ♥ 8 | Refuse Drift | | ♥ 9 | Corpse Farm | | ♥ 10 | Bone Shrine | | ♥ 11 | Drinking Hole | | ♥ 12 | Gambling Den | | ♥ 13 | Needle Ways | This table appears to be a summary of the equipment and skills for a gang in Necromunda. The columns represent different types of models (Leader, Champ/Specialist, Champ, Ganger/Juve/Specialist, Juve/Brute) and rows show specific weapons or abilities. The table lists various weapons such as Autogun, Boltgun, Lasgun, and Sawn-off shotgun (scatter), along with their respective skill levels for each model type. The "With Hotshot las pack" row indicates a bonus to the Lasgun's skill level when used by certain models.
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# Dominion Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. In a Dominion Campaign, benefits of Territories are gained after each battle (including immediately after taking control of it after a battle). Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of a Territory: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Total Territories To create the total pool of Territories for the campaign, generate 3 random Territories per gang: - Include 1 random gang specific Territory per House that takes part in the campaign (only one Territory per House regardless of how many gangs there are from an individual House). - The rest of the Territories are randomized from the full set of remaining Territories. :::note Perpetual Campaigns Refreshing Territories: If Territories have been refreshed between campaigns of a perpetual campaign, determine the next campaigns Territories in the same way. However, random gang specific Territory are only guaranteed to be included based on new gangs that join. The total number of Territories is determined as usual, counting all gangs - new and old. ::: ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. Additional House Rules are at the bottom of the table. ### Boon Conditions | Initial | Definition | | ------- | ---------------------------------------------- | | F | Free | | T | Temporary, applies when holding the territory. | | O | Only applies once. | ## List of Dominion Territories ### Old Ruins **Income:** D3x10 +10 per Dome Runner. ### Settlement **Income:** D6x10. **Reputation:** +1 (T,O). **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Rogue Doc Shop **Recruit:** Rogue Doc ### Promethium Cache **Equipment:** 3 fighters gain Incendiary charges (F). **_Special:_** Re-roll any Ammo tests for Blaze weapons (T). ### Wastes **Special:** If challenged in the Phase 1, choose which Territory is at stake (instead of the challenger as normal). If challenged in the Phase 3 for a Resource already controlled by the gang, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling. ### Sludge Sea **Equipment:** 3 fighters gain Choke gas grenades (F, T). ### Workshop **Recruit:** Ammo-jack (F). ### Collapsed Dome **Income:** Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead. ### Slag Furnace **Goliath specific boons:** - **Income:** D6x5. - **Reputation:** +2 (T, O). - **Recruit:** Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead) (F). ### Fighting Pit **Recruit:** 2x generic Hive Scum every battle (including equipment) (F). **Goliath specific boons:** - **Reputation:** +2 (T, O). ### Smelting Works **Income:** D6x5. **Goliath specific boons:** - **Income:** D6x5, or D6x10 if also controlling Slag Furnace. ### Synth Still **Special:** Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post. **Escher specific boons:** - **Special:** Same as above, but at half the cost (rounded up). - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Stinger Mould Sprawl **Special:** During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled. **Escher specific boons:** - **Special:** Remove a single existing Lasting Injury from a fighter or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result. - **Reputation:** +1 (T, O). ### Narco Den **Income:** D6x5. **Escher specific boons:** **Income:** D6x5, or D6x10 if also in control of a Synth Still. **Reputation:** +1 (T, O). ### Mine Workings **Income:** D6x10. Add D6x10 per Ambots and Captives working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders. If the Resource changes control, the Captives remain working the mine. A Captive working the mine may not subsequently be sold to the Guilders. While a Captive is working the mine, rescue may be attempted at any time. **Orlock specific boons:** - **Reputation:** +2 (T, O). **Squats specific boons:** - **Reputation:** +2 (T, O). ### Tunnels **Special:** Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. **Orlock specific boons:** - **Special:** Deploy up to 6 fighters in 2 groups as described above. - **Reputation:** +1 (T, O). ### Toll Crossing **Income:** D6x5. **Orlock specific boons:** - **Special:** Get Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang. :::note YAQ The payment can't be refused by the Orlock gang. If both gangs pay for this in the same battle, it has no effect (the credits are still spent). ::: ### Generatorium **Special:** The power may be cut any round before rolling for Priority, enabling the Pitch Black rules. At the start of each End phase, before making any Bottle tests, the generators restart on a 5+ and the Pitch Black rules immediately cease to be in effect. **Van Saar specific boons:** - **Reputation:** +1 (T, O). ### Archaeotech Device **Special:** Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these additional traits (T). **Van Saar specific boons:** - **Special:** Choose 2 Traits instead of 1 from the list above (T) - **Reputation:** +2 (T, O) ### Tech Bazaar **Income:** D6x10 credits. **Equipment:** One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the Trading Post or Black Market. Roll 2D6 (add +1 for Exotic Furs): | D6 | Result | | --- | ---------------------------------------------------------------- | | 2-3 | No item gained (the fighter proves to be very poor at haggling). | | 4-7 | Common item. | | 7+ | 1 item with Rarity equal to the result. | **Van Saar specific boons:** - **Income:** D6x10 (+1D6x10 if also controlling Archaeotech Device). - **Reputation:** +1 (T,O). ### Refuse Drift **Income:** 2D6x5. If a double is rolled, a random fighter must miss the next battle (Recovery). **Cawdor specific boons:** - **Income:** 2D6x5 without the risk of a fighter going into Recovery. - **Reputation:** +1 (T, O). ### Corpse Farm **Income:** D6x10 for every fighter from either side that was deleted from their roster during the post-battle of the preceding battle. **Cawdor specific boons:** **Income:** 2D6x10 instead of D6x10 as above. **Reputation:** +1 (T, O). :::note YAQ: Only receive credits from dead fighters! ::: ### Bone Shrine **Income:** 2D6x5. **Cawdor specific boons:** - **Income:** 4D6x5 - **Reputation:** +2 (T, O). ### Drinking Hole **Reputation:** +1 (T,O). **Special:** Re-roll any failed Cool tests. If this option is used, the fighter suffers a -1 hit modifier for the rest of the battle. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate 3 enemy fighters at the start of the battle, they suffer a -1 to all tests and tests for the battle. ### Gambling Den **Reputation:** +1 (T,O). **Income:** Choose a suit of cards, then draw a card (from a deck including 2 jokers): - Same suit: Card value x 10. - Same colour: Card value x 5. - Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign. **Delaque specific boons:** - **Reputation:** +2 (T,O). - **Special:** Nominate a single enemy fighter at the start of the battle. That fighter takes no part in this battle. | T, O ### Needle Ways **Special:** 3 crew fighters can be infiltrated ahead of any battle. At the end of the first round, nominate any spot on the ground surface of the battlefield and set up each infiltrating fighter within 2” of that spot. **Delaque specific boons:** - **Special:** Infiltrate 6 fighters instead of 3 as described above. The fighters are divided into 2 groups. The fighters in each group must be specified before the battle. :::danger House Rule (A&A) - **Archeotek Device:** Instead of upgrading every single weapon in your gang, it can only upgrade 3 weapons. - **Gambling Den:** A fighter's debt can be absolved by paying the Delaque player D6x10 credits. ::: ## Drawing Territories When drawing territories for a campaign, use a pack of cards and the table below. | Card | Territory | | ---- | -------------------- | | ♠ 1 | Old Ruins | | ♠ 2 | Settlement | | ♠ 3 | Rogue Doc Shop | | ♠ 4 | Promethium Cache | | ♠ 5 | Wastes | | ♠ 6 | Sludge Sea | | ♠ 7 | Workshop | | ♠ 8 | Collapsed Dome | | ♠ 9 | Slag Furnace | | ♠ 10 | Fighting Pit | | ♠ 11 | Smelting Works | | ♠ 12 | Synth Still | | ♠ 13 | Stinger Mould Sprawl | | ♥ 1 | Narco Den | | ♥ 2 | Mine Workings | | ♥ 3 | Tunnels | | ♥ 4 | Toll Crossing | | ♥ 5 | Generatorium | | ♥ 6 | Archaeotech Device | | ♥ 7 | Tech Bazaar | | ♥ 8 | Refuse Drift | | ♥ 9 | Corpse Farm | | ♥ 10 | Bone Shrine | | ♥ 11 | Drinking Hole | | ♥ 12 | Gambling Den | | ♥ 13 | Needle Ways | This table appears to be a summary of the equipment and skills for a gang in Necromunda. The columns represent different types of models (Leader, Champ/Specialist, Champ, Ganger/Juve/Specialist, Juve/Brute) and rows show specific weapons or abilities. The table lists various weapons such as Autogun, Boltgun, Lasgun, and Sawn-off shotgun (scatter), along with their respective skill levels for each model type. The "With Hotshot las pack" row indicates a bonus to the Lasgun's skill level when used by certain models.
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# Badzone Battlefields :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When using Badzone battlefields: 1. Select scenario 2. Roll for Environment 3. Roll for Event ## Badzone Environment Environments last the whole battle. Planning or special considerations may be required when used in certain scenarios. | D6 | Environment | | :-: | ------------------------------------------------- | | 1 | [Ancient Manufactorium](#1-ancient-manufactorium) | | 2 | [Stygian Depths](#2-stygian-depths-3d-only) | | 3 | [Sump Sea](#3-sump-sea-3d-only) | | 4 | [Dome Jungle](#4-dome-jungle) | | 5 | [Warp-tainted](#5-warp-tainted) | | 6 | [Unstable Dome](#6-unstable-dome) | ## Badzone Events Events last one or more rounds. At the start of the first round, randomize an Event and apply the effects for this round. In the End phase, roll a D6 to see if the Event is discarded. If it is discarded, generate a new Event, placing it immediately into play. If using dice to generate Events and the same Event is generated twice in a row, the Event will instead be either a Shutdown (if the first dice of the D66 roll was an odd number) or a Hive Quake (if the first dice roll was an even number). Events are automatically discarded after being in play for 3 full rounds. When discarded, remove all related effects from the board, such as markers, terrain or creatures. | &nbsp;&nbsp;D66&nbsp;&nbsp; | Event | Discard Value | | :-------------------------: | -------------------------------------------------------------------------------------------- | :-----------: | | Odd - Repeat Event | [Shutdown](#odd---repeat-event-shutdown-discard-on-4) | 4+ | | 11-12 | [Critter Swarm](#11-12-critter-swarm-discard-on-5) | 5+ | | 13-14 | [Howling Winds](#13-14-howling-winds-discard-on-5) | 5+ | | 15-16 | [Choking Clouds](#15-16-choking-clouds-discard-on-5) | 5+ | | 21-22 | [Toxic Downpour](#21-22-toxic-downpour-discard-on-3) | 3+ | | 23-24 | [Spore Clouds](#23-24-spore-clouds-discard-on-4) | 4+ | | 25-26 | [Brainleaf Outbreak](#25-26-brainleaf-outbreak-discard-on-4) | 4+ | | 31-32 | [Bad Air](#31-32-bad-air-discard-on-4) | 4+ | | 33-34 | [Sludge Jellies](#33-34-sludge-jellies-discard-on-4) | 4+ | | 35-36 | [Giant Rats](#35-36-giant-rats-discard-on-5) | 5+ | | 41-42 | [Lair of the Beast](#41-42-lair-of-the-beast-discard-on-5) | 5+ | | 43-44 | [Things in the Dark](#43-44-things-in-the-dark-discard-on-5) | 5+ | | 45-46 | [Gunk Tank](#45-46-gunk-tank-discard-on-3) | 3+ | | 51-52 | [Labyrinth](#51-52-labyrinth-discard-on-4) | 4+ | | 53-54 | [Old Cache](#53-54-old-cache-discard-on-3) | 3+ | | 55-56 | [Static Storm](#55-56-static-storm-discard-on-3) | 3+ | | 61-62 | [I’ve got a Bad Feeling about this...](#61-62-ive-got-a-bad-feeling-about-this-discard-on-5) | 5+ | | 63-64 | [Witch’s Lair](#63-64-witchs-lair-discard-on-4) | 4+ | | 65-66 | [Mutie Tribe](#65-66-mutie-tribe-discard-on-5) | 5+ | | Even - Repeat Event | [Dome Collapse](#even---repeat-event-dome-collapse-discard-automatically) | 1+ | ## List of Environments ### 1: Ancient Manufactorium _A forest of rusting smoke stacks rises above a maze of ancient abandoned machinery, the rumble of dormant forges audible from somewhere far below._ The battlefield should include at least 6 pieces of Industrial Terrain. For the duration of the battle, effects from Industrial Terrain will be triggered on a 4+ rather than a 6. Roll twice and apply the highest result when rolling for rewards. If the scenario has no credit rewards then the victor gains D6x10 credits instead. ### 2: Stygian Depths (3D only) _Cracks run through the very foundation of the hives creating vast yawning chasms between domes, the black criss-crossed with a web of rusting gantries._ The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other. The ground level is an abyss and fighters must remain on the upper levels or if at ground level (i.e., level with the abyss) must remain on pieces of terrain. When falling into the abyss, pass an Initiative test or go Out of Action. If passed, the fighter becomes a Reinforcement and may return to the battlefield in the following round. ### 3: Sump Sea (3D only) _A bubbling morass of toxic goo, the sump boils up from below, flooding entire levels with an ocean of waste and forcing fighters to take to boats or bridges to cross it._ The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other. The ground level is a Sump Sea and fighters must remain on the upper levels or, if at ground level (i.e., level with the sea), must remain on pieces of terrain. When falling into the Sump Sea: - Take no damage. - Placed where fallen. - Can’t take any actions. When activated, pass a Strength test or go Out of Action. If passed, swim up to the Movement. If reaching a ladder or terrain piece, the fighter may climb to safety. Place the fighter closest to where they swam. ### 4: Dome Jungle _Local flora and fungi has claimed the dome for their own, the crumbling remains of habitation completely overgrown by twisting creepers and deadly Carnivorous Plants._ The battlefield should include at least 6 large areas of Carnivorous Plants terrain. The Carnivorous Plants gain +1 S and +3” range. All wounded plants heal 1 Damage in the End phase. The thick foliage and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit modifier (in addition to any other modifiers). ### 5: Warp-tainted _Something terrible happened here once and the veil between reality and the Warp has worn thin, its malign energies still bleeding into the hive from the beyond._ When failing a Willpower or Cool test, gain Insanity in addition to any other effects for failing the test. When taken Out of Action in Close Combat (or Coup de Grace), make 2 Lasting Injury rolls and apply the highest result. Gain +1 XP when taking an enemy fighter Out of Action with a Melee weapon (or Coup de Grace). ### 6: Unstable Dome _An ancient war, forgotten quake or simply the march of centuries has rendered the dome unstable and ready to collapse given the slightest hint of violence._ When placing a Blast marker, before working out its effects, roll a D6. On a 5+, place another Blast marker of the same size in contact with the first at a point determined by the Scatter dice. Work out the attack’s effects under both Blast markers. When going Prone on a raised platform or other piece of raised terrain, pass an Initiative or fall, as if within ½" of the edge. Doors and other structures with Toughness and Wounds gain -2 T (minimum 1). ## List of Events ### Odd - Repeat Event: Shutdown (Discard On 4+) _Perhaps triggered by the battle, ancient failsafes kick in and the entire dome goes into shutdown – doors lock tight, lights go out and all machinery grinds to a halt._ Apply the Pitch Black rules. All terrain pieces become inert and generate no additional effects beyond those laid out in the core rules (i.e., counting as impassible, blocking line of sight, being climbable, etc). All doors seal and can't be opened normally, but may still be forced. ### 11-12: Critter Swarm (Discard On 5+) _A swarm of hive critters – rats, roaches, spiders or similar – burst from vents and grates, creating a crawling and biting carpet beneath the fighter’s feet._ In the End phase of each round, roll a D6 for all fighters. On the roll of a 1, pass a Strength test or become Prone. If already Prone while failing the Strength test, pass a save roll or suffer a Flesh Wound. If Seriously Injured while failing the save roll, go Out of Action. **Dome Jungle:** Fighters are attacked on the roll of a 1 or 2. **Warp-tainted:** Fighters attacked by a Critter Swarm must also pass a Willpower test or gain Insanity. **Ancient Manufactorum:** When a piece of Industrial terrain activates (or is activated), all fighters within 1" are attacked. ### 13-14: Howling Winds (Discard On 5+) _A huge ventilation fan hangs above the dome blasting its inhabitants with a storm gale, fighters battling the winds to keep their footing and find their targets._ Apply -1 hit modifier to Long range shots. Blasts always scatter. Gas and Smoke have no effect on 4+ (roll after firing but before working the effects). If failed, Smoke is simply removed. When going Prone within ½" of an edge, re-roll successful Initiative tests. **Stygian Depths:** Apply -2 hit modifier to Long range shots. Gas or Smoke weapons have no effect on a 3+. **Dome Jungle:** Plants can make attacks from an additional 6" away rather than 3". **Unstable Dome:** Place 2 additional Blast markers when placing a Blast marker, rather than just one. ### 15-16: Choking Clouds (Discard On 5+) _Ash from the wastes or toxic fog from hive bottom fill the battlefield, making visibility more difficult and covering fighters in a layer of grimy dust._ Apply -1 hit modifier to Short range shots and -2 to Long range. Blasts always scatter. Stray Shots potentially hit fighters within 2" of the fire line rather than just 1". **Stygian Depths:** Fighters on the highest level of terrain ignore the effects of the Choking Clouds unless they are making attacks at targets on a lower level. **Sump Sea:** Fighters in the sea or level with it ignore the effects of the Choking Clouds unless attacking targets on a higher level. **Ancient Manufactorum:** When Industrial Terrain activates, until the end of the round, the area on it and within 3" of it ceases to be subject to the Choking Clouds effects. ### 21-22: Toxic Downpour (Discard On 3+) _Foul liquid rains down from above, perhaps released from some waste facility or run-off from one of the water reclamation facilities filled with pollutants._ Toxic liquid rains down from overhead. Roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | ------------------------------------------------------------------------------------------------------- | | 1-2 | **Chem Rain:** -1 save modifier (Field Armours are not affected). | | 3-4 | **Irradiated Coolant:** -1T for Toughness tests or Wound rolls. Fighters become Revealed (Pitch Black). | | 5-6 | **Waste Run-off:** +2 modifier when attempting to put out the flames (Blaze). | **Warp-tainted:** +2 penalty to Willpower tests. **Sump Sea:** The sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on this terrain are now in the sea. **Dome Jungle:** In the End phase (before removing this Event), Carnivorous Plants heal all damage dealt to them. ### 23-24: Spore Clouds (Discard On 4+) _Virulent spores fill the dome, drifting on the hive winds and making the air dangerous to breathe as they seek out new hosts for their parent plant._ After each fighter activation, roll a D6. On a 1, the fighter has attracted a swarm of spores. Roll a D6 and center the following grenade blast on the fighter: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | -------------- | | 1-2 | Choke grenade. | | 3-4 | Scare grenade. | | 5-6 | Smoke grenade. | **Dome Jungle:** +2” radius for spore blasts. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, roll a D6. On a 1, all fighters on or within 1" of the terrain piece are affected by a random grenade effect. **Stygian Depths:** The grenade’s effects do not use blast (only affect the fighter who triggered the spores). Smoke use 3” blast, rather than 5". ### 25-26: Brainleaf Outbreak (Discard On 4+) _The dome is home to Brainleaf growths, their questing fronds seeking out victims to dominate into doing their bidding._ When Seriously Injured fighters roll a Seriously Injured or Out of Action result in the Recovery phase become a Brainleaf Zombie. At the end of the battle, fighters who became Brainleaf Zombies automatically go into Recovery, but suffer no other effects. #### Brainleaf Zombies Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) | Profile | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---------------- | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Brainleaf Zombie | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Special Rules:** - Can't be Pinned. - Automatically pass any Cool tests. - Ignore all Injury dice results except Out of Action. - Counts Out of Action as Seriously Injured. - Recovers and stands up in the Recovery phase. - Can activate normally with Blaze (still takes damage) and can't attempt to put out the fire. - Only has a single action each activation. - Move 2D6" when taking a Move action. - If the movement take them into B2B with an enemy, consider this as a Charge and immediately attack. - Enemies taken Out of Action are replaced with a Brainleaf Zombie in the End phase. A player can activate a Brainleaf Zombie instead of a fighter from a gang (still moves 2D6” towards the nearest fighter). **Dome Jungle:** Fighters taken Out of Action becomes a Brainleaf Zombie instead. **Unstable Dome:** Roll a D6 after using a blast weapon, but before removing the blast. On a 4+, the fighter who used the Blast weapon places D3 Brainleaf Zombies in contact with the Blast marker. **Ancient Manufactorum:** Hatches and vents might conceal Brainleaf Zombies. When emerging after using a hatch, vent or ductway, the fighter becomes a Brainleaf Zombie on a 5+. ### 31-32: Bad Air (Discard On 4+) _The huge machines that regulate the hive’s air have failed in this region and the atmosphere is stale and thin, like a tomb sealed away from the world for centuries._ Double Move actions can't be made in an activation without a respirator. -1 S to Blaze weapons (minimum 1). Fighters hit by weapons with the Blaze trait do not become subject to the Blaze condition. **Stygian Depths:** Ignore Bad Air on level with the abyss or within ½" of an edge. **Dome Jungle:** The plants are less aggressive and only make attacks from 1" away. **Ancient Manufactorum:** When Industrial Terrain activates, the area on it and within 3" of it ceases to be subject to the Bad Air effects until the end of the round. ### 33-34: Sludge Jellies (Discard On 4+) _Vile predatory sludges hide within the vents, drains and ducts of the battlefield, waiting to envelop and consume the unwary._ Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly. Vents, ductways and hatches might also hide these horrors. When ending a Move action within 1" of a piece of liquid terrain or using a ductway, vent or hatch, roll a D6. On a 1, the activation ends as the Sludge Jelly attacks (after using vent, ductways or hatch normally): Pass a Toughness test or become paralysed and consumed by the Sludge Jelly. If another fighter does not assist them before the following End phase, the paralysed fighter goes Out of Action. If assisted, become Seriously Injured instead. **Sump Sea:** There are Sludge Jellies in the sea and fighters who fall in it will be attacked automatically. **Dome Jungle:** Sludge Jellies may attack within 1” of Carnivorous Plants. **Warp-tainted:** If passing the Toughness test from a Sludge Jelly attack, pass a Willpower test or gain Insanity. ### 35-36: Giant Rats (Discard On 5+) _A nest of giant Necromunda rats has claimed the dome as its own, and will viciously defend it against interlopers._ Place D3+3 Giant Rats (starting with the gang with Priority). These rats may be placed at least 1" away from another fighter and not within any deployment areas. In the End phase (before testing to remove this Event), each Giant Rat will charge any fighter within 8", otherwise they will move 2D6" in a random direction, stopping if they come into contact with impassable terrain but otherwise moving up and down terrain without restriction. Once all the Giant Rats have been moved, add D3 Giant Rats (as above). Apply a -3 modifier to the Intelligence test when directing Bomb Delivery Rats within 12” of a Giant Rat. Exotic Beast must attempt to charge Giant Rats within 6" when the owner activates. | Profile | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --------- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Giant Rat | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 1 | 10+ | 8+ | 10+ | 9+ | **Weapon:** Jaws (S3, D1, Melee, Backstab). **Stealthy:** -1 hit modifier when targeted by Ranged attacks. **Small Target:** Never a potential target when working out Stray Shot. **Nimble:** 4+ save (unmodifiable by AP). **Unstable Dome:** Roll a D6 after using Blast weapons. On a 4+, place D3 Giant Rats in contact with the Blast. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, place D3 Giant Rats in contact with the terrain piece. **Sump Sea:** When falling into the sea, place D3 Giant Rats in the sea at least 6" away. Giant Rats can move without restriction in the sea. ### 41-42: Lair Of The Beast (Discard On 5+) _A massive hive beast lairs within this dome, slumbering beneath the battlefield, its tentacles questing in its sleep until it finds a prey worthy of its appetite._ After deployment, but before the first activation, add 3 Beast’s Lairs to the battlefield (starting with the gang with Priority). Must be placed at least 12" from each other or any model, and cannot be placed in any deployment area. If a gang destroys a Beast’s Lair, that gang can place a new one (as above). **Ancient Manufactorum:** When Industrial Terrain activates or is activated, any of its hatches count as Beast’s Lair markers until the end of the round. **Stygian Depths:** Beast’s Lair markers can be placed in the abyss and will attack fighters who pass above them, counting as within 6” regardless of the actual distance (unless closer). **Unstable Dome:** After using a Blast weapon, roll a D6. On a 5+, place a Beast’s Lair marker centred on one of the Blast markers generated by the attack. ### 43-44: Things In The Dark (Discard On 5+) _Darkness and shadows rule the underhive, though here they grow especially thick, and within their blackness foul creatures stalk, preying upon all who walk there._ Apply the [Horrors in the Dark](/docs/scenarios/horrors-of-the-underhive) rules. -1 modifier to Long range shooting attacks (unless equipped with photo-goggles or a thermal sight). **Dome Jungle:** Fighters will be attacked unless they are within 8" of 2 other fighters (rather than 1). **Warp-tainted:** When rolling on the Horrors in the Dark table, roll 2xD6 and choose the lower result. **Sump Sea:** Fighters in the sea must roll on the Horrors in the Dark table when they activate. ### 45-46: Gunk Tank (Discard On 3+) _Sludge and waste spurt periodically into the dome, pumped down from uphive and potentially showering fighters in disgusting goo._ Before rolling for Priority, all fighters must roll 2+ or gain the Gunked condition: - -1” M (minimum 1”). - don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, test against Gunked within 1”. **Sump Sea:** Automatically become Gunked when falling into the sea. **Unstable Dome:** Test against Gunked when hit by Blasts. ### 51-52: Labyrinth (Discard On 4+) _At the best of times the underhive is a maze, though here it is especially tangled, and fighters might find themselves easily separated from their allies and all alone._ When activating without line of sight to any other fighter, pass an Intelligence test or become lost and are placed anywhere on the battlefield within 12" of their current position by their opponent. May not be placed in impassable terrain or within 1" of another fighter. **Warp-tainted:** Fighters who become lost gain Insanity. **Dome Jungle:** Can be placed within 6” of a Carnivorous Plant if becoming lost within 6” of a Carnivorous plant. **Stygian Depths:** When falling into the abyss, become lost, rather than going Out of Action. ### 53-54: Old Cache (Discard On 3+) _Forgotten militia armouries, abandoned settler storehouses and lost gang caches are hidden throughout the underhive for those with the wit to find them._ Fighters can spend a Double action (Scavenge) to search for loot. Roll a D6, adding 1 to the result for each other friendly fighter within 6". On a 6+, place a loot casket in base contact with the fighter. For the duration of the battle, fighters may re-roll failed Ammo tests. Grenades do not automatically run Out of Ammo for the rest of the battle if they fail an Ammo test, and may be reloaded in the same way as other weapons. **Ancient Manufactorum:** Find loot caskets on a 4+ (rather than a 6+). **Warp-tainted:** If failing the Scavenge action, pass a Willpower test or gain Insanity. **Unstable Dome:** Grenades misfires if a Hit is rolled on the Scatter dice regardless of the result of the D6 roll. ### 55-56: Static Storm (Discard On 3+) _Vast superconductors power entire levels of the hive, their constant motion periodically unleashing static storms into the underhive amid crackling blue lightning._ Energy weapons (plasma, melta, las weapons, etc.) gain Unstable. If the weapon already is Unstable, it automatically overloads if the Ammo symbol is rolled on the Firepower dice. When moving into B2B with another fighter, both fighters suffer a Strength 1 Damage 1 hit (resolved before completing any other actions, such as Charging). If using Pitch Black rules, become Revealed when moving. **Ancient Manufactorum:** When Industrial Terrain activates, or is activated, all fighters within 1" suffer S 1 D1 hit. **Dome Jungle:** Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any other effects. **Stygian Depths:** Apply D3 hits (rather than 1) when moving into B2B. ### 61-62: I’Ve Got A Bad Feeling About This… (Discard On 5+) _The grind of machinery falls silent and even the local wildlife scuttle back into their holes, as if the underhive is holding its collective breath – waiting for something terrible to happen._ +2 penalty to any Nerve tests. Broken Hired Guns and Hangers-on are removed from the battlefield (count as Out of Action without Lasting Injury rolls). **Warp-tainted:** Gain Insanity when failing any Nerve test (in addition to any other effects). **Dome Jungle:** Make a Nerve test if starting or ending an activation within 3” of a Carnivorous Plant. **Stygian Depths:** Whenever a Nerve test is failed within ½" of an edge, pass a Willpower test or jump into the abyss. ### 63-64: Witch’S Lair (Discard On 4+) _A Wyrd has taken up residence in the area, and is none too pleased that fighters have disturbed their solitude, bringing both violence and the chance of discovery._ One random Standing fighter from each gang is attacked by the Wyrd in the End phase. Pass a Willpower test or immediately attack the nearest fighter. Randomize a Melee/ranged weapon to use. **Warp-tainted:** Randomize 2 fighters to be attacked by the Wyrd rather than 1. Work out their attacks in the order they were chosen. **Sump Sea:** When attacked by the Wyrd, jump into the sea rather than make attacks. If the fighter can't jump into the sea, move as close to the sea as possible. **Stygian Depths:** When attacked by the Wyrd, jump into the abyss rather than make attacks. If the fighter can't jump into the abyss, move as close to the abyss as possible. ### 65-66: Mutie Tribe (Discard On 5+) _A feral tribe of Muties has claimed this region as theirs and want to drive off the invaders, doubtless completely unaware of the vast world beyond their dome._ In each Priority phase, roll a 2+ for each fighter that is Active, or be attacked by Muties armed with mutie bows. The ranged attack hits on 6+ with S2 Ap +1 D1 (no cover benefits). When attacked by Muties, a fighter can sacrifice the Ready status for this round and roll the Firepower dice for one of their ranged weapons (possibly making an Ammo test) to repel this attack and any other for fighters within 6”. **Dome Jungle:** Fighters are attacked on the roll of a 1 or 2. **Warp-tainted:** The first fighter selected is attacked by a Wyrd rather than a normal Mutie. Pass a Willpower to gain Insanity, or if failed, take a S5 D2 hit. **Ancient Manufactorum:** Mutie attacks are made with reclaimed autoguns rather than mutie bows. ### Even - Repeat Event: Dome Collapse (Discard Automatically) _The mighty hive shifts on its foundations, domes crashing into each other, sludge seas draining, chasms closing or opening, and entire levels falling down into the regions below._ All fighters become Pinned (this may cause fighters within ½" of an edge to fall). Discard the current Environment and generate a new one. The effects of the new Environment come into play immediately. Discard this Event Immediately.
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# Badzone Battlefields :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When using Badzone battlefields: 1. Select scenario 2. Roll for Environment 3. Roll for Event ## Badzone Environment Environments last the whole battle. Planning or special considerations may be required when used in certain scenarios. | D6 | Environment | | :-: | ------------------------------------------------- | | 1 | [Ancient Manufactorium](#1-ancient-manufactorium) | | 2 | [Stygian Depths](#2-stygian-depths-3d-only) | | 3 | [Sump Sea](#3-sump-sea-3d-only) | | 4 | [Dome Jungle](#4-dome-jungle) | | 5 | [Warp-tainted](#5-warp-tainted) | | 6 | [Unstable Dome](#6-unstable-dome) | ## Badzone Events Events last one or more rounds. At the start of the first round, randomize an Event and apply the effects for this round. In the End phase, roll a D6 to see if the Event is discarded. If it is discarded, generate a new Event, placing it immediately into play. If using dice to generate Events and the same Event is generated twice in a row, the Event will instead be either a Shutdown (if the first dice of the D66 roll was an odd number) or a Hive Quake (if the first dice roll was an even number). Events are automatically discarded after being in play for 3 full rounds. When discarded, remove all related effects from the board, such as markers, terrain or creatures. | &nbsp;&nbsp;D66&nbsp;&nbsp; | Event | Discard Value | | :-------------------------: | -------------------------------------------------------------------------------------------- | :-----------: | | Odd - Repeat Event | [Shutdown](#odd---repeat-event-shutdown-discard-on-4) | 4+ | | 11-12 | [Critter Swarm](#11-12-critter-swarm-discard-on-5) | 5+ | | 13-14 | [Howling Winds](#13-14-howling-winds-discard-on-5) | 5+ | | 15-16 | [Choking Clouds](#15-16-choking-clouds-discard-on-5) | 5+ | | 21-22 | [Toxic Downpour](#21-22-toxic-downpour-discard-on-3) | 3+ | | 23-24 | [Spore Clouds](#23-24-spore-clouds-discard-on-4) | 4+ | | 25-26 | [Brainleaf Outbreak](#25-26-brainleaf-outbreak-discard-on-4) | 4+ | | 31-32 | [Bad Air](#31-32-bad-air-discard-on-4) | 4+ | | 33-34 | [Sludge Jellies](#33-34-sludge-jellies-discard-on-4) | 4+ | | 35-36 | [Giant Rats](#35-36-giant-rats-discard-on-5) | 5+ | | 41-42 | [Lair of the Beast](#41-42-lair-of-the-beast-discard-on-5) | 5+ | | 43-44 | [Things in the Dark](#43-44-things-in-the-dark-discard-on-5) | 5+ | | 45-46 | [Gunk Tank](#45-46-gunk-tank-discard-on-3) | 3+ | | 51-52 | [Labyrinth](#51-52-labyrinth-discard-on-4) | 4+ | | 53-54 | [Old Cache](#53-54-old-cache-discard-on-3) | 3+ | | 55-56 | [Static Storm](#55-56-static-storm-discard-on-3) | 3+ | | 61-62 | [I’ve got a Bad Feeling about this...](#61-62-ive-got-a-bad-feeling-about-this-discard-on-5) | 5+ | | 63-64 | [Witch’s Lair](#63-64-witchs-lair-discard-on-4) | 4+ | | 65-66 | [Mutie Tribe](#65-66-mutie-tribe-discard-on-5) | 5+ | | Even - Repeat Event | [Dome Collapse](#even---repeat-event-dome-collapse-discard-automatically) | 1+ | ## List of Environments ### 1: Ancient Manufactorium _A forest of rusting smoke stacks rises above a maze of ancient abandoned machinery, the rumble of dormant forges audible from somewhere far below._ The battlefield should include at least 6 pieces of Industrial Terrain. For the duration of the battle, effects from Industrial Terrain will be triggered on a 4+ rather than a 6. Roll twice and apply the highest result when rolling for rewards. If the scenario has no credit rewards then the victor gains D6x10 credits instead. ### 2: Stygian Depths (3D only) _Cracks run through the very foundation of the hives creating vast yawning chasms between domes, the black criss-crossed with a web of rusting gantries._ The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other. The ground level is an abyss and fighters must remain on the upper levels or if at ground level (i.e., level with the abyss) must remain on pieces of terrain. When falling into the abyss, pass an Initiative test or go Out of Action. If passed, the fighter becomes a Reinforcement and may return to the battlefield in the following round. ### 3: Sump Sea (3D only) _A bubbling morass of toxic goo, the sump boils up from below, flooding entire levels with an ocean of waste and forcing fighters to take to boats or bridges to cross it._ The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other. The ground level is a Sump Sea and fighters must remain on the upper levels or, if at ground level (i.e., level with the sea), must remain on pieces of terrain. When falling into the Sump Sea: - Take no damage. - Placed where fallen. - Can’t take any actions. When activated, pass a Strength test or go Out of Action. If passed, swim up to the Movement. If reaching a ladder or terrain piece, the fighter may climb to safety. Place the fighter closest to where they swam. ### 4: Dome Jungle _Local flora and fungi has claimed the dome for their own, the crumbling remains of habitation completely overgrown by twisting creepers and deadly Carnivorous Plants._ The battlefield should include at least 6 large areas of Carnivorous Plants terrain. The Carnivorous Plants gain +1 S and +3” range. All wounded plants heal 1 Damage in the End phase. The thick foliage and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit modifier (in addition to any other modifiers). ### 5: Warp-tainted _Something terrible happened here once and the veil between reality and the Warp has worn thin, its malign energies still bleeding into the hive from the beyond._ When failing a Willpower or Cool test, gain Insanity in addition to any other effects for failing the test. When taken Out of Action in Close Combat (or Coup de Grace), make 2 Lasting Injury rolls and apply the highest result. Gain +1 XP when taking an enemy fighter Out of Action with a Melee weapon (or Coup de Grace). ### 6: Unstable Dome _An ancient war, forgotten quake or simply the march of centuries has rendered the dome unstable and ready to collapse given the slightest hint of violence._ When placing a Blast marker, before working out its effects, roll a D6. On a 5+, place another Blast marker of the same size in contact with the first at a point determined by the Scatter dice. Work out the attack’s effects under both Blast markers. When going Prone on a raised platform or other piece of raised terrain, pass an Initiative or fall, as if within ½" of the edge. Doors and other structures with Toughness and Wounds gain -2 T (minimum 1). ## List of Events ### Odd - Repeat Event: Shutdown (Discard On 4+) _Perhaps triggered by the battle, ancient failsafes kick in and the entire dome goes into shutdown – doors lock tight, lights go out and all machinery grinds to a halt._ Apply the Pitch Black rules. All terrain pieces become inert and generate no additional effects beyond those laid out in the core rules (i.e., counting as impassible, blocking line of sight, being climbable, etc). All doors seal and can't be opened normally, but may still be forced. ### 11-12: Critter Swarm (Discard On 5+) _A swarm of hive critters – rats, roaches, spiders or similar – burst from vents and grates, creating a crawling and biting carpet beneath the fighter’s feet._ In the End phase of each round, roll a D6 for all fighters. On the roll of a 1, pass a Strength test or become Prone. If already Prone while failing the Strength test, pass a save roll or suffer a Flesh Wound. If Seriously Injured while failing the save roll, go Out of Action. **Dome Jungle:** Fighters are attacked on the roll of a 1 or 2. **Warp-tainted:** Fighters attacked by a Critter Swarm must also pass a Willpower test or gain Insanity. **Ancient Manufactorum:** When a piece of Industrial terrain activates (or is activated), all fighters within 1" are attacked. ### 13-14: Howling Winds (Discard On 5+) _A huge ventilation fan hangs above the dome blasting its inhabitants with a storm gale, fighters battling the winds to keep their footing and find their targets._ Apply -1 hit modifier to Long range shots. Blasts always scatter. Gas and Smoke have no effect on 4+ (roll after firing but before working the effects). If failed, Smoke is simply removed. When going Prone within ½" of an edge, re-roll successful Initiative tests. **Stygian Depths:** Apply -2 hit modifier to Long range shots. Gas or Smoke weapons have no effect on a 3+. **Dome Jungle:** Plants can make attacks from an additional 6" away rather than 3". **Unstable Dome:** Place 2 additional Blast markers when placing a Blast marker, rather than just one. ### 15-16: Choking Clouds (Discard On 5+) _Ash from the wastes or toxic fog from hive bottom fill the battlefield, making visibility more difficult and covering fighters in a layer of grimy dust._ Apply -1 hit modifier to Short range shots and -2 to Long range. Blasts always scatter. Stray Shots potentially hit fighters within 2" of the fire line rather than just 1". **Stygian Depths:** Fighters on the highest level of terrain ignore the effects of the Choking Clouds unless they are making attacks at targets on a lower level. **Sump Sea:** Fighters in the sea or level with it ignore the effects of the Choking Clouds unless attacking targets on a higher level. **Ancient Manufactorum:** When Industrial Terrain activates, until the end of the round, the area on it and within 3" of it ceases to be subject to the Choking Clouds effects. ### 21-22: Toxic Downpour (Discard On 3+) _Foul liquid rains down from above, perhaps released from some waste facility or run-off from one of the water reclamation facilities filled with pollutants._ Toxic liquid rains down from overhead. Roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | ------------------------------------------------------------------------------------------------------- | | 1-2 | **Chem Rain:** -1 save modifier (Field Armours are not affected). | | 3-4 | **Irradiated Coolant:** -1T for Toughness tests or Wound rolls. Fighters become Revealed (Pitch Black). | | 5-6 | **Waste Run-off:** +2 modifier when attempting to put out the flames (Blaze). | **Warp-tainted:** +2 penalty to Willpower tests. **Sump Sea:** The sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on this terrain are now in the sea. **Dome Jungle:** In the End phase (before removing this Event), Carnivorous Plants heal all damage dealt to them. ### 23-24: Spore Clouds (Discard On 4+) _Virulent spores fill the dome, drifting on the hive winds and making the air dangerous to breathe as they seek out new hosts for their parent plant._ After each fighter activation, roll a D6. On a 1, the fighter has attracted a swarm of spores. Roll a D6 and center the following grenade blast on the fighter: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | -------------- | | 1-2 | Choke grenade. | | 3-4 | Scare grenade. | | 5-6 | Smoke grenade. | **Dome Jungle:** +2” radius for spore blasts. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, roll a D6. On a 1, all fighters on or within 1" of the terrain piece are affected by a random grenade effect. **Stygian Depths:** The grenade’s effects do not use blast (only affect the fighter who triggered the spores). Smoke use 3” blast, rather than 5". ### 25-26: Brainleaf Outbreak (Discard On 4+) _The dome is home to Brainleaf growths, their questing fronds seeking out victims to dominate into doing their bidding._ When Seriously Injured fighters roll a Seriously Injured or Out of Action result in the Recovery phase become a Brainleaf Zombie. At the end of the battle, fighters who became Brainleaf Zombies automatically go into Recovery, but suffer no other effects. #### Brainleaf Zombies Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) | Profile | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---------------- | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Brainleaf Zombie | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Special Rules:** - Can't be Pinned. - Automatically pass any Cool tests. - Ignore all Injury dice results except Out of Action. - Counts Out of Action as Seriously Injured. - Recovers and stands up in the Recovery phase. - Can activate normally with Blaze (still takes damage) and can't attempt to put out the fire. - Only has a single action each activation. - Move 2D6" when taking a Move action. - If the movement take them into B2B with an enemy, consider this as a Charge and immediately attack. - Enemies taken Out of Action are replaced with a Brainleaf Zombie in the End phase. A player can activate a Brainleaf Zombie instead of a fighter from a gang (still moves 2D6” towards the nearest fighter). **Dome Jungle:** Fighters taken Out of Action becomes a Brainleaf Zombie instead. **Unstable Dome:** Roll a D6 after using a blast weapon, but before removing the blast. On a 4+, the fighter who used the Blast weapon places D3 Brainleaf Zombies in contact with the Blast marker. **Ancient Manufactorum:** Hatches and vents might conceal Brainleaf Zombies. When emerging after using a hatch, vent or ductway, the fighter becomes a Brainleaf Zombie on a 5+. ### 31-32: Bad Air (Discard On 4+) _The huge machines that regulate the hive’s air have failed in this region and the atmosphere is stale and thin, like a tomb sealed away from the world for centuries._ Double Move actions can't be made in an activation without a respirator. -1 S to Blaze weapons (minimum 1). Fighters hit by weapons with the Blaze trait do not become subject to the Blaze condition. **Stygian Depths:** Ignore Bad Air on level with the abyss or within ½" of an edge. **Dome Jungle:** The plants are less aggressive and only make attacks from 1" away. **Ancient Manufactorum:** When Industrial Terrain activates, the area on it and within 3" of it ceases to be subject to the Bad Air effects until the end of the round. ### 33-34: Sludge Jellies (Discard On 4+) _Vile predatory sludges hide within the vents, drains and ducts of the battlefield, waiting to envelop and consume the unwary._ Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly. Vents, ductways and hatches might also hide these horrors. When ending a Move action within 1" of a piece of liquid terrain or using a ductway, vent or hatch, roll a D6. On a 1, the activation ends as the Sludge Jelly attacks (after using vent, ductways or hatch normally): Pass a Toughness test or become paralysed and consumed by the Sludge Jelly. If another fighter does not assist them before the following End phase, the paralysed fighter goes Out of Action. If assisted, become Seriously Injured instead. **Sump Sea:** There are Sludge Jellies in the sea and fighters who fall in it will be attacked automatically. **Dome Jungle:** Sludge Jellies may attack within 1” of Carnivorous Plants. **Warp-tainted:** If passing the Toughness test from a Sludge Jelly attack, pass a Willpower test or gain Insanity. ### 35-36: Giant Rats (Discard On 5+) _A nest of giant Necromunda rats has claimed the dome as its own, and will viciously defend it against interlopers._ Place D3+3 Giant Rats (starting with the gang with Priority). These rats may be placed at least 1" away from another fighter and not within any deployment areas. In the End phase (before testing to remove this Event), each Giant Rat will charge any fighter within 8", otherwise they will move 2D6" in a random direction, stopping if they come into contact with impassable terrain but otherwise moving up and down terrain without restriction. Once all the Giant Rats have been moved, add D3 Giant Rats (as above). Apply a -3 modifier to the Intelligence test when directing Bomb Delivery Rats within 12” of a Giant Rat. Exotic Beast must attempt to charge Giant Rats within 6" when the owner activates. | Profile | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --------- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Giant Rat | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 1 | 10+ | 8+ | 10+ | 9+ | **Weapon:** Jaws (S3, D1, Melee, Backstab). **Stealthy:** -1 hit modifier when targeted by Ranged attacks. **Small Target:** Never a potential target when working out Stray Shot. **Nimble:** 4+ save (unmodifiable by AP). **Unstable Dome:** Roll a D6 after using Blast weapons. On a 4+, place D3 Giant Rats in contact with the Blast. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, place D3 Giant Rats in contact with the terrain piece. **Sump Sea:** When falling into the sea, place D3 Giant Rats in the sea at least 6" away. Giant Rats can move without restriction in the sea. ### 41-42: Lair Of The Beast (Discard On 5+) _A massive hive beast lairs within this dome, slumbering beneath the battlefield, its tentacles questing in its sleep until it finds a prey worthy of its appetite._ After deployment, but before the first activation, add 3 Beast’s Lairs to the battlefield (starting with the gang with Priority). Must be placed at least 12" from each other or any model, and cannot be placed in any deployment area. If a gang destroys a Beast’s Lair, that gang can place a new one (as above). **Ancient Manufactorum:** When Industrial Terrain activates or is activated, any of its hatches count as Beast’s Lair markers until the end of the round. **Stygian Depths:** Beast’s Lair markers can be placed in the abyss and will attack fighters who pass above them, counting as within 6” regardless of the actual distance (unless closer). **Unstable Dome:** After using a Blast weapon, roll a D6. On a 5+, place a Beast’s Lair marker centred on one of the Blast markers generated by the attack. ### 43-44: Things In The Dark (Discard On 5+) _Darkness and shadows rule the underhive, though here they grow especially thick, and within their blackness foul creatures stalk, preying upon all who walk there._ Apply the [Horrors in the Dark](/docs/scenarios/horrors-of-the-underhive) rules. -1 modifier to Long range shooting attacks (unless equipped with photo-goggles or a thermal sight). **Dome Jungle:** Fighters will be attacked unless they are within 8" of 2 other fighters (rather than 1). **Warp-tainted:** When rolling on the Horrors in the Dark table, roll 2xD6 and choose the lower result. **Sump Sea:** Fighters in the sea must roll on the Horrors in the Dark table when they activate. ### 45-46: Gunk Tank (Discard On 3+) _Sludge and waste spurt periodically into the dome, pumped down from uphive and potentially showering fighters in disgusting goo._ Before rolling for Priority, all fighters must roll 2+ or gain the Gunked condition: - -1” M (minimum 1”). - don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. **Ancient Manufactorum:** When Industrial Terrain activates or is activated, test against Gunked within 1”. **Sump Sea:** Automatically become Gunked when falling into the sea. **Unstable Dome:** Test against Gunked when hit by Blasts. ### 51-52: Labyrinth (Discard On 4+) _At the best of times the underhive is a maze, though here it is especially tangled, and fighters might find themselves easily separated from their allies and all alone._ When activating without line of sight to any other fighter, pass an Intelligence test or become lost and are placed anywhere on the battlefield within 12" of their current position by their opponent. May not be placed in impassable terrain or within 1" of another fighter. **Warp-tainted:** Fighters who become lost gain Insanity. **Dome Jungle:** Can be placed within 6” of a Carnivorous Plant if becoming lost within 6” of a Carnivorous plant. **Stygian Depths:** When falling into the abyss, become lost, rather than going Out of Action. ### 53-54: Old Cache (Discard On 3+) _Forgotten militia armouries, abandoned settler storehouses and lost gang caches are hidden throughout the underhive for those with the wit to find them._ Fighters can spend a Double action (Scavenge) to search for loot. Roll a D6, adding 1 to the result for each other friendly fighter within 6". On a 6+, place a loot casket in base contact with the fighter. For the duration of the battle, fighters may re-roll failed Ammo tests. Grenades do not automatically run Out of Ammo for the rest of the battle if they fail an Ammo test, and may be reloaded in the same way as other weapons. **Ancient Manufactorum:** Find loot caskets on a 4+ (rather than a 6+). **Warp-tainted:** If failing the Scavenge action, pass a Willpower test or gain Insanity. **Unstable Dome:** Grenades misfires if a Hit is rolled on the Scatter dice regardless of the result of the D6 roll. ### 55-56: Static Storm (Discard On 3+) _Vast superconductors power entire levels of the hive, their constant motion periodically unleashing static storms into the underhive amid crackling blue lightning._ Energy weapons (plasma, melta, las weapons, etc.) gain Unstable. If the weapon already is Unstable, it automatically overloads if the Ammo symbol is rolled on the Firepower dice. When moving into B2B with another fighter, both fighters suffer a Strength 1 Damage 1 hit (resolved before completing any other actions, such as Charging). If using Pitch Black rules, become Revealed when moving. **Ancient Manufactorum:** When Industrial Terrain activates, or is activated, all fighters within 1" suffer S 1 D1 hit. **Dome Jungle:** Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any other effects. **Stygian Depths:** Apply D3 hits (rather than 1) when moving into B2B. ### 61-62: I’Ve Got A Bad Feeling About This… (Discard On 5+) _The grind of machinery falls silent and even the local wildlife scuttle back into their holes, as if the underhive is holding its collective breath – waiting for something terrible to happen._ +2 penalty to any Nerve tests. Broken Hired Guns and Hangers-on are removed from the battlefield (count as Out of Action without Lasting Injury rolls). **Warp-tainted:** Gain Insanity when failing any Nerve test (in addition to any other effects). **Dome Jungle:** Make a Nerve test if starting or ending an activation within 3” of a Carnivorous Plant. **Stygian Depths:** Whenever a Nerve test is failed within ½" of an edge, pass a Willpower test or jump into the abyss. ### 63-64: Witch’S Lair (Discard On 4+) _A Wyrd has taken up residence in the area, and is none too pleased that fighters have disturbed their solitude, bringing both violence and the chance of discovery._ One random Standing fighter from each gang is attacked by the Wyrd in the End phase. Pass a Willpower test or immediately attack the nearest fighter. Randomize a Melee/ranged weapon to use. **Warp-tainted:** Randomize 2 fighters to be attacked by the Wyrd rather than 1. Work out their attacks in the order they were chosen. **Sump Sea:** When attacked by the Wyrd, jump into the sea rather than make attacks. If the fighter can't jump into the sea, move as close to the sea as possible. **Stygian Depths:** When attacked by the Wyrd, jump into the abyss rather than make attacks. If the fighter can't jump into the abyss, move as close to the abyss as possible. ### 65-66: Mutie Tribe (Discard On 5+) _A feral tribe of Muties has claimed this region as theirs and want to drive off the invaders, doubtless completely unaware of the vast world beyond their dome._ In each Priority phase, roll a 2+ for each fighter that is Active, or be attacked by Muties armed with mutie bows. The ranged attack hits on 6+ with S2 Ap +1 D1 (no cover benefits). When attacked by Muties, a fighter can sacrifice the Ready status for this round and roll the Firepower dice for one of their ranged weapons (possibly making an Ammo test) to repel this attack and any other for fighters within 6”. **Dome Jungle:** Fighters are attacked on the roll of a 1 or 2. **Warp-tainted:** The first fighter selected is attacked by a Wyrd rather than a normal Mutie. Pass a Willpower to gain Insanity, or if failed, take a S5 D2 hit. **Ancient Manufactorum:** Mutie attacks are made with reclaimed autoguns rather than mutie bows. ### Even - Repeat Event: Dome Collapse (Discard Automatically) _The mighty hive shifts on its foundations, domes crashing into each other, sludge seas draining, chasms closing or opening, and entire levels falling down into the regions below._ All fighters become Pinned (this may cause fighters within ½" of an edge to fall). Discard the current Environment and generate a new one. The effects of the new Environment come into play immediately. Discard this Event Immediately.
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# 32. Blaze of Glory: Escape The Hive _Having outgrown life in the Underhive, a powerful gang has decided to follow rumours of a more bountiful home amongst the stars. Their many long-time enemies decide that now is their last chance to settle some scores in this exclusive scenario - Escape the Hive._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang going out in a Blaze of Glory is the attacker. The other gang(s) are the defender(s). The attacker is attempting to board the ship and escape Necromunda for a new life somewhere in the stars. The defender is trying to stop them. ## Battlefield Standard. Add key points shown below. The spaceport walls should be impossible to cross except by the 2 doors. The doors begin locked and have access terminals on both sides. Ladders can be placed on the inside of the wall to allow defenders to scale onto the top of the walls. The defender then places a ship anywhere on the battlefield more than 6” from a board edge and more than 12” from the Spaceport Walls. Only barricades and crates can be placed on the access road. No large structures can be placed within 12” of the ship. ![](blaze-of-glory.jpg) ## Crews - **Attacker:** Entire gang (including In Recovery and Hangers-on). - **Defender:** Random (10) + Reinforcements. If this is a multi-player battle, each defending gang has Random (5) + Reinforcements instead. ## Tactics Cards - **Attacker:** Custom (2). ## Deployment Defending crew(s): - Outside 12” of the attacker’s edge (Access Road). - Outside 3” of an already-deployed fighter. Attacker: - Within 3” of the attacker’s edge (Access Road). ## Reinforcements - Defender D3. - Start of each End phase (starting on the 3rd round). - Deployed by the controlling gang. ## Stolen Access Codes The attackers have obtained the access codes for the starport doors, but there is always an outside chance these are out of date or simply false. When making Access Terminal (Basic) action, roll a D6. On a 2+, the door is opened without the need to make an Intelligence test. Otherwise the codes for that door are useless and it can only be opened by making a Force Door (Basic) action. ## Blasting Off Any attacking fighter within 1” of the ship at the start of any End Phase can board the ship (even if Seriously Injured). At the start of any round, one fighter that has boarded the ship can make an Intelligence test with a -5 modifier, and a +1 modifier for every 3 additional friendly fighters who have boarded the aircraft. If passed, the ship is powered up and blasts off during the End Phase of that turn. From the moment the ship is boarded, the defenders know the situation has slipped outside their control and order the Hangar Doors to close. The attackers only have 2 rounds with 2 attempts at starting the ship. Once closed, the ship can't take off. All boarding attackers are placed within 2” of the ship - they have nothing left to do but fight to the end. ## Guard It With Your Life The defender automatically passes any Bottle tests. ## Ending the Battle The battle ends when at least 1 condition is true: - Only attackers or defenders have fighters remaining. - The ship blasts off. ## Victory The attacker wins if the ship blasts off. Otherwise, the defender wins. ## Rewards There is only one reward - escape. If the attacking gang is victorious, they’ll blast off, hoping to evade the guns of the Eye of Selene above Necromunda. If not, the survivors will be hunted down and brought to justice, no matter how far they run. This is the end for the gang, for good or for ill. #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying.
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2024-06-13 20:34:24.508078
['scenario', 'sector-mechanicus', 'zone-mortalis', 'endgame', 'multi-player']
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# 32. Blaze of Glory: Escape The Hive _Having outgrown life in the Underhive, a powerful gang has decided to follow rumours of a more bountiful home amongst the stars. Their many long-time enemies decide that now is their last chance to settle some scores in this exclusive scenario - Escape the Hive._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang going out in a Blaze of Glory is the attacker. The other gang(s) are the defender(s). The attacker is attempting to board the ship and escape Necromunda for a new life somewhere in the stars. The defender is trying to stop them. ## Battlefield Standard. Add key points shown below. The spaceport walls should be impossible to cross except by the 2 doors. The doors begin locked and have access terminals on both sides. Ladders can be placed on the inside of the wall to allow defenders to scale onto the top of the walls. The defender then places a ship anywhere on the battlefield more than 6” from a board edge and more than 12” from the Spaceport Walls. Only barricades and crates can be placed on the access road. No large structures can be placed within 12” of the ship. ![](blaze-of-glory.jpg) ## Crews - **Attacker:** Entire gang (including In Recovery and Hangers-on). - **Defender:** Random (10) + Reinforcements. If this is a multi-player battle, each defending gang has Random (5) + Reinforcements instead. ## Tactics Cards - **Attacker:** Custom (2). ## Deployment Defending crew(s): - Outside 12” of the attacker’s edge (Access Road). - Outside 3” of an already-deployed fighter. Attacker: - Within 3” of the attacker’s edge (Access Road). ## Reinforcements - Defender D3. - Start of each End phase (starting on the 3rd round). - Deployed by the controlling gang. ## Stolen Access Codes The attackers have obtained the access codes for the starport doors, but there is always an outside chance these are out of date or simply false. When making Access Terminal (Basic) action, roll a D6. On a 2+, the door is opened without the need to make an Intelligence test. Otherwise the codes for that door are useless and it can only be opened by making a Force Door (Basic) action. ## Blasting Off Any attacking fighter within 1” of the ship at the start of any End Phase can board the ship (even if Seriously Injured). At the start of any round, one fighter that has boarded the ship can make an Intelligence test with a -5 modifier, and a +1 modifier for every 3 additional friendly fighters who have boarded the aircraft. If passed, the ship is powered up and blasts off during the End Phase of that turn. From the moment the ship is boarded, the defenders know the situation has slipped outside their control and order the Hangar Doors to close. The attackers only have 2 rounds with 2 attempts at starting the ship. Once closed, the ship can't take off. All boarding attackers are placed within 2” of the ship - they have nothing left to do but fight to the end. ## Guard It With Your Life The defender automatically passes any Bottle tests. ## Ending the Battle The battle ends when at least 1 condition is true: - Only attackers or defenders have fighters remaining. - The ship blasts off. ## Victory The attacker wins if the ship blasts off. Otherwise, the defender wins. ## Rewards There is only one reward - escape. If the attacking gang is victorious, they’ll blast off, hoping to evade the guns of the Eye of Selene above Necromunda. If not, the survivors will be hunted down and brought to justice, no matter how far they run. This is the end for the gang, for good or for ill. #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying.
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# Game Structure _Source: Necromunda Core Rulebook (2023)_ A game of Necromunda is split into several rounds. During a round, players will determine who has Priority, take turns activating one or more fighters or vehicles and perform actions with them. They will attempt to recover injured fighters, repair damaged vehicles, rally fleeing models and determine if their gang can hold its nerve in the face of the enemy. ## Round Sequence Each round is split into three phases, each in turn consisting of a number of steps resolved one at a time. These are as follows: ### [Priority Phase](/docs/the-rules/the-priority-phase) During the Priority phase: 1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a Ready marker. ### [Action Phase](/docs/the-rules/the-action-phase) During the Action phase: 1. Activate Gang: Starting with the player that holds Priority, players take turns to choose one of their Ready fighters or vehicles to activate. ### [End Phase](/docs/the-rules/the-end-phase) During the End phase: 1. Bottle Checks: If a player has at least one Prone and Seriously Injured or Out of Action fighter, or at least one Wrecked vehicle, they will have to make a Bottle check for their gang. Often, passing this check is a formality, but as the casualties increase, failing a Bottle check becomes ever more likely! 2. Fleeing the Battlefield: If either gang has failed a Bottle check, the controlling player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield. 3. Recover & Restart: Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters and/or Restart tests for any Stationary and Stalled vehicles belonging to their gang. 4. Rally Tests: Starting with the player that holds Priority, both players make Cool tests for Broken models belonging to their gang to see if they can Rally.
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# Game Structure _Source: Necromunda Core Rulebook (2023)_ A game of Necromunda is split into several rounds. During a round, players will determine who has Priority, take turns activating one or more fighters or vehicles and perform actions with them. They will attempt to recover injured fighters, repair damaged vehicles, rally fleeing models and determine if their gang can hold its nerve in the face of the enemy. ## Round Sequence Each round is split into three phases, each in turn consisting of a number of steps resolved one at a time. These are as follows: ### [Priority Phase](/docs/the-rules/the-priority-phase) During the Priority phase: 1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a Ready marker. ### [Action Phase](/docs/the-rules/the-action-phase) During the Action phase: 1. Activate Gang: Starting with the player that holds Priority, players take turns to choose one of their Ready fighters or vehicles to activate. ### [End Phase](/docs/the-rules/the-end-phase) During the End phase: 1. Bottle Checks: If a player has at least one Prone and Seriously Injured or Out of Action fighter, or at least one Wrecked vehicle, they will have to make a Bottle check for their gang. Often, passing this check is a formality, but as the casualties increase, failing a Bottle check becomes ever more likely! 2. Fleeing the Battlefield: If either gang has failed a Bottle check, the controlling player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield. 3. Recover & Restart: Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters and/or Restart tests for any Stationary and Stalled vehicles belonging to their gang. 4. Rally Tests: Starting with the player that holds Priority, both players make Cool tests for Broken models belonging to their gang to see if they can Rally.
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import GangTile from "@site/src/components/GangTile/GangTile"; # Gang Lists The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. <h2>House Gangs</h2> <div className="gang-tiles"> <GangTile link="house-cawdor" > ## House Cawdor </GangTile> <GangTile link="house-delaque" > ## House Delaque </GangTile> <GangTile link="house-escher" > ## House Escher </GangTile> <GangTile link="house-goliath" > ## House Goliath </GangTile> <GangTile link="house-orlock" > ## House Orlock </GangTile> <GangTile link="house-van-saar" > ## House Van Saar </GangTile> </div> <h2>Enforcers</h2> <div className="gang-tiles"> <GangTile link="palanite-enforcers" > ## Palanite Enforcers </GangTile> <GangTile link="badzone-enforcers" > ## Badzone Enforcers </GangTile> </div> <h2>Cults</h2> <div className="gang-tiles"> <GangTile link="genestealer-cult" > ## Genestealer Cult </GangTile> <GangTile link="helot-chaos-cult" > ## Helot Chaos Cult </GangTile> <GangTile link="corpse-grinder-cult" > ## Corpse Grinder Cult </GangTile> </div> <h2>Outlaws & Outsiders</h2> <div className="gang-tiles"> <GangTile link="ash-wastes-nomads" > ## Ash Wastes Nomads </GangTile> <GangTile link="squats" > ## Ironhead Squat Prospectors </GangTile> <GangTile link="outcasts" > ## Outcasts </GangTile> <GangTile link="slave-ogryns" > ## Slave Ogryns </GangTile> <GangTile link="venators" > ## Venators </GangTile> </div>
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2024-06-13 20:34:24.508078
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import GangTile from "@site/src/components/GangTile/GangTile"; # Gang Lists The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. <h2>House Gangs</h2> <div className="gang-tiles"> <GangTile link="house-cawdor" > ## House Cawdor </GangTile> <GangTile link="house-delaque" > ## House Delaque </GangTile> <GangTile link="house-escher" > ## House Escher </GangTile> <GangTile link="house-goliath" > ## House Goliath </GangTile> <GangTile link="house-orlock" > ## House Orlock </GangTile> <GangTile link="house-van-saar" > ## House Van Saar </GangTile> </div> <h2>Enforcers</h2> <div className="gang-tiles"> <GangTile link="palanite-enforcers" > ## Palanite Enforcers </GangTile> <GangTile link="badzone-enforcers" > ## Badzone Enforcers </GangTile> </div> <h2>Cults</h2> <div className="gang-tiles"> <GangTile link="genestealer-cult" > ## Genestealer Cult </GangTile> <GangTile link="helot-chaos-cult" > ## Helot Chaos Cult </GangTile> <GangTile link="corpse-grinder-cult" > ## Corpse Grinder Cult </GangTile> </div> <h2>Outlaws & Outsiders</h2> <div className="gang-tiles"> <GangTile link="ash-wastes-nomads" > ## Ash Wastes Nomads </GangTile> <GangTile link="squats" > ## Ironhead Squat Prospectors </GangTile> <GangTile link="outcasts" > ## Outcasts </GangTile> <GangTile link="slave-ogryns" > ## Slave Ogryns </GangTile> <GangTile link="venators" > ## Venators </GangTile> </div>
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# Gang Creation When founding a gang, players will have a maximum budget of credits to spend on fighters, weapons, Wargear and vehicles chosen from the entries within their gang list. How much this budget is will depend upon whether the gang is being founded for Skirmish play or Campaign play. In either case, this budget may not be exceeded. Any unspent credits will be added to the gang’s Stash if the gang has been founded for Campaign play. However, if a gang has been founded for Skirmish play, any unspent credits are simply lost. ## Campaign Play When founding a gang for Campaign play, the budget available is 1,000 credits. Note, however, that should they wish, the Arbitrator can increase or decrease this budget. Additionally, if using vehicles in your campaign each gang gains an extra 400 credits that can only be spent on wargear that grants the Mounted condition, Crew, vehicles or fighters that come by default with Wargear that grants the Mounted condition. Any unspent credits from this allowance are lost after the gang is founded. Note that players may also spend some of their initial 1,000 credits on Crew, vehicles, fighters that come by default with Wargear that grants the Mounted condition and Wargear that grants the Mounted condition. ## Skirmish Play When founding a gang for Skirmish play, the budget available should be agreed upon by the players. This can be as much or as little as they think appropriate, but as a general guideline, a budget of between 1,250 credits and 2,000 credits is recommended. :::note ### Campaign Play & Skirmish Play Necromunda is a game best played as part of a campaign – a series of linked battles where each player’s gang grows and develops as the campaign progresses. As such the rules presented in this rulebook assume you are playing a campaign. However, campaign play is not the only way to play Necromunda as stand alone games can also be played. These are called skirmish battles. ::: ## Model Names, Categories & Types Each model available to a gang is of a named type; this is the name given to that model’s rank within the gang hierarchy of their House. In addition, each has a category listed in brackets. For example, a lowly gang fighter in an Orlock gang is an Orlock Gunner (Ganger). This indicates that within House Orlock, such fighters are called ‘Gunners’, whereas within the rules of the game, this fighter is a ‘Ganger’. Very often the rules will refer to models by category (Leader, Champion, Prospect, Ganger, Juve or Crew, for example). In such cases, the rule is universal to all such models, regardless of their type. At other times, the rules will refer to a model by their specific type, ‘Orlock Gunner’ for example. In these cases, the rule is specific only to models of that type. ## Gang Composition The first step is to choose and purchase the models that make up the gang. Each of the different gang lists details all of the models available to that gang. These models are purchased by paying the credits cost shown in their entry from the budget available. Most gangs must always follow the rules presented below. In the case of any gangs that follow different rules, these will be presented as part of that gang’s gang list: - There must be one model with the Leader special rule. - The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Should it occur during the course of a campaign that the number of models without the Gang Fighter (X) special rule exceeds the total number of models with the Gang Fighter (X) special rule, the controlling player must either: - Retire a number of models without the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. Or: - Recruit fresh models with the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. ### Hiring Existing Fighters And Vehicles When creating a gang, players may wish to use fighters, Crew and vehicles from a gang they previously ran in a campaign so that they can continue to follow their story. In order to do this, players deduct their credits value from their budget and then add the fighter, Crew or vehicle to their new gang. When the model is added to your gang, they retain all weapons, Wargear, skills, Advancements and Lasting Injuries. ## Weapons & Wargear The next step is to choose and purchase the weapons and Wargear each model will be equipped with. Each model’s entry within their gang list includes a detailed list of the weapons and Wargear that model may purchase. ## Equipping A Fighter All fighters can be equipped as follows: - A fighter on foot can be equipped with a maximum of three weapons purchased from those listed in their entry. A fighter subject to the Mounted condition can be equipped with a maximum of two. - Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may purchase Wargear that is listed in their entry. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. - If the gang is being founded for Campaign play, fighters will be limited to the equipment listed in their entry, whereas fighters in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. ## Equipping Crew All Crew can be equipped as follows: - Crew can be equipped with a maximum of two weapons, any weapons the Crew are equipped with gain the Arc (Front) trait. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. - Any Crew may purchase Wargear that is listed in their entry. - If the gang is being founded for Campaign play, Crew will be limited to the equipment listed in their entry, whereas Crew in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. - All Crew must be equipped with a vehicle from their equipment list. Regardless of the size of the vehicle, one Crew is sufficient to fully operate the vehicle. ## New Equipment During a campaign, gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - Any fighter or Crew may discard any Wargear (including a vehicle) they are equipped with in favour of new Wargear. Any Wargear discarded in this way is placed in the gang’s Stash and may be given to other fighters. Note that this means Wargear can only be discarded if being replaced by an alternative itemthat fulfils a similar purpose. - No fighter or Crew may discard a weapon. The gang fighters of Necromunda become attached to their weapons of choice and would rather hoard weapons than discard them. - No fighter may discard Wargear that grants the Mounted condition. Out in the ash wastes having access to transport means the difference between life and death and no fighter would discard theirs. - Fighters and Crew with the Gang Fighter (X) special rule that do not also have the Tools of the Trade special rule cannot be given a new weapon if it would take them above the limit of weapons allowed (three for fighters and two for Crew). - Fighters and Crew with the Tools of the Trade special rule can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘equipment set’, see [Equipment Sets](core-gang-creation.md#equipment-sets). ## Equipping A Vehicle Vehicles can be equipped with a wide variety of weapons, Wargear and Upgrades. Most vehicles have a number of Weapon Hardpoints on them, each of which can be equipped with a weapon from those available to that vehicle. In some cases, it may be possible to add additional Weapon Hardpoints through Upgrades or Wargear. There is no limit to the amount of Wargear that a vehicle may be fitted with, though some Wargear may not be combined with others; where this is the case it will be explained under the Wargear’s rules. Each vehicle also has a set number of Upgrade slots that can be used, broken down into Body, Drive and Engine. ## Vehicle Upgrades As mentioned previously, during a campaign gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). This includes vehicle Upgrades, and new items of equipment that can be fitted to vehicles to improve their performance in a number of ways. These Upgrades are added to the gang’s Stash and may be assigned to vehicles during any post-battle sequence. Any upgrade may be discarded from a vehicle in favour of a new Upgrade in the same slot. The gang may attempt to place any Upgrades discarded in this way into the gang’s Stash. Roll a D6: - On a 1, the Upgrade is trashed. It may have suffered too much wear and tear, or it may have been removed with too much force. Whatever the case, the Upgrade is of no use and must be thrown away. - On a 2 or more, the Upgrade is removed intact. It may be fitted to another vehicle, kept in the gang’s Stash or it may be sold during the [post-battle sequence](/docs/the-rules/the-post-battle-sequence). Note that this means Upgrades can only be discarded if being replaced by an alternative item that fulfils a similar purpose. ## Fighter Cards & Vehicle Cards Finally, a blank Fighter card or Vehicle card should be completed for each model when they are added to the gang; the characteristics of the model and any equipment they now have should be noted down in the appropriate sections of the model’s card. ## Equipment Sets Senior gang members, enjoying the privilege of rank, often maintain a cache of weapons that allows them to equip themselves appropriately for each battle. As such, fighters or Crew with the Tools of the Trade special rule can have multiple Fighter cards or Vehicle cards, each representing a different set of equipment: - The controlling player can make an additional Fighter card or Vehicle card for a fighter or Crew with the Tools of the Trade special rule at any time. - An appropriate model should be available for each different equipment set and/or Fighter card or Vehicle card a fighter or Crew has. - There is no additional cost for having multiple equipment sets. If, for example, an Orlock Road Captain owns a two-handed hammer, they may include that weapon in as many or as few different equipment sets as the controlling player wishes without additional cost. The weapon is only purchased and paid for once. - Regardless of the number of equipment sets a fighter or Crew has, they still have a single entry on the gang roster. This entry should include the total cost of the individual weapons and items of Wargear that fighter or Crew owns. But remember, each individual weapon or item of Wargear is only counted once. - If the fighter or Crew suffers any Lasting Injuries or gains any Advancements, they should be recorded on all of their Fighter cards or Vehicle cards. - Only one of a fighter’s cards or Crew’s cards can be used for a battle. - If a battle uses random models from the gang, all of the fighter’s or Crew’s cards should be shuffled together and one should be drawn at random and added to the rest of the gang’s Fighter cards or Vehicle cards before any cards are drawn. This means that only one of this fighter’s or Crew’s cards can be drawn for the battle, and that the controlling player cannot choose which of their equipment sets they will be using. - When distributing equipment from the gang’s Stash, it can be moved to any or all of an individual fighter’s or Crew’s cards, and can even be moved to more than one. ## Death Of A Leader All gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the Leader of the gang. If a gang’s Leader is killed, a new leader must be nominated: - The new Leader is the fighter with the highest Leadership characteristic, selected from among those fighters that have, in order of priority: 1. The Gang Hierarchy (X) special rule. 2. The Tools of the Trade special rule. - If the gang contains no fighters with either special rule, the fighter with the highest Leadership characteristic must be selected from among the remaining gang members. If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang Leader. When a fighter is promoted in this way, they gain the Gang Leader special rule, and from now on their category changes to ‘Leader’ and their type changes to that appropriate for their gang for the purposes of determining which equipment and Skill Sets they can access (for example, should an Orlock Road Sergeant be promoted to Leader, not only does their category change from Champion to Leader, but their type becomes ‘Orlock Road Captain’). They lose the Promotion (X) special rules if they have it, though their existing characteristics and other special rules do not change. ## Outlaw Gangs Even in a place as lawless as the underhive there are rules. A Clan House-aligned gang might murder and steal from their rivals with the sanctioning of their House, provided they respect the authority of the Guilders and the Imperial House that backs them. Some gangs, however, either through a determination to do as they please, or because they have dabbled in things forbidden by the Imperium, exist outside this official structure of gang warfare. These are Outlaw gangs, ranging from ex-House criminals and fugitives from the spire, through to Chaos-enthralled and even xenos-tainted cults dedicated to the arch-enemies of Mankind. ### Becoming An Outlaw If the Arbitrator wishes, their campaign can include the rules for Outlaw and Law Abiding gangs. These are optional rules that can add a lot of flavour to the game, but will significantly change how some gangs operate and so should only be used if all players agree. These rules represent gangs who operate outside the established ‘rules’ of the underhive and gain various benefits and drawbacks as a result. Gangs can either choose to begin the campaign as Outlaws or might become Outlaws during the course of the campaign. There are a number of ways in which a gang might be outlawed, such as using illegal weapons bought from the Black Market or turning to the worship of Chaos. In all cases these will be clearly stated in the rules. The Arbitrator too has the power to outlaw a gang (or pardon an already Outlaw gang), though this will usually be as a result of their actions in a scenario (openly killing Enforcers or Guilders), or for reasons relating to the campaign being played (stealing from Lord Helmawr’s Ghast reserves or employing a notorious rogue psyker). Some gangs such as Corpse Grinders, Chaos Corrupted gangs and Helot Chaos Cultists are openly deviant and so if the rules for Outlaws are being used, they begin the campaign as an Outlaw gang. ### Effects Of Being An Outlaw Gang Outlaw gangs gain the following effects: - Outlaw gangs cannot sell Captives to the Guilders or claim bounties for them, but can dispose of them (removing them from the campaign) or, in some cases, sacrifice them to the Dark Gods once their owner’s gang has had a chance to rescue them. - Outlaw gangs may trade Captives with any other gang as they wish. - Outlaw gangs can hire only Outlaw Hangers-on, Brutes, Hired Guns and Dramatis Personae. - All fighters in an Outlaw gang have a bounty on their head. - Outlaw gangs have restricted access to the Trading Post in the post-battle sequence, though they may freely visit the Black Market. - Outlaw gangs may form Criminal Alliances (see page 13 of Necromunda: The Book of Judgement). - Hired Guns (Bounty Hunters, Hive Scum, etc.) hired by an Outlaw gang automatically gain the Outlaw special rule. - Outlaw gangs may not hire any Dramatis Personae that does not have the Outlaw special rule. #### Outlaw House Gangs When a House gang – Goliath, Van Saar, Delaque, Escher, Cawdor and Orlock – becomes an Outlaw gang, they lose their connections with their House. This means they cannot roll on the House Favours table, use House Sub-plots, purchase House specific Brutes and Exotic Beasts or hire House specific Dramatis Personae. If a gang has a House specific Brute when they become an Outlaw gang, they may retain it, however if the Brute is later lost, such as to a decrease in reputation, then it may not be replaced. ### Effects Of Being A Law Abiding Gang Law Abiding gangs gain the following effects: - Law Abiding gangs can sell Captives to the Guilders and can claim bounties for them, once their owner’s gang has had a chance to rescue them. - Law Abiding gangs may trade Captives with other Law Abiding gangs, but may not trade Captives back to Outlaw gangs. - Law Abiding gangs can hire any Hangers-on, Brutes, Hired Guns and Dramatis Personae that do not have the Outlaw special rule. - Fighters in a Law Abiding gang do not have bounties on their heads. - Law Abiding gangs have restricted access to the Black Market in the post-battle sequence, though they may freely visit the Trading Post. - Law Abiding gangs may form Guild Alliances (see page 23 of Necromunda: The Book of Peril). ### Changing Alignment Once during the course of a Dominion Campaign, a gang can declare that it is changing alignment between games by simply declaring to the Arbitrator that they are doing so. When a gang changes alignment, it will lose any Hangers-on (but not Brutes) it had previously hired. Such low-level flunkies will often be unwilling to follow their previously Law Abiding employers into the life of an outlaw, or may be unable to secure a pardon and find themselves unpopular reminders of an Outlaw past within the gang’s hideout. #### Black Market And Bounties The rules for the Black Market and Bounties can be found in Necromunda: The Book of Judgement. If players do not have access to these rules then Outlaw gangs should be allowed to visit the Trading Post like other gangs, however they must increase the Rarity of any Rare items by 2. Fighters with Bounties on them are worth their full value in credits when Sold to the Guilders. :::note ### Designer’s Note: Outlaw Gangs In Campaigns Unless otherwise noted, Outlaw gangs work in campaigns just like other gangs, or, as detailed in their descriptions. If it is important to know their House affiliation – such as in the Dominion Campaign – then the Outlaw gang counts as either the House they would normally be, or as indicated in their gang description. It can be imagined that in the underhive there are plenty of outlaw settlements and nefarious individuals more than willing to work with even the most despicable of gangs. In a campaign, however, the Arbitrator can impose different benefits or drawbacks on Outlaw and Law Abiding gangs to create more of a distinction between them. For example, the Arbitrator could include specific Outlaw or Lawful territories that can only be owned by a gang of the specific type, or offer Law Abiding gangs cheaper Bounty Hunters if they are to face off against an Outlaw opponent.
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**Gang Creation*** When a fighter becomes a Gang Leader, their category changes from Champion to Leader and their type changes depending on the gang.* The Gang Leader gains the special rule "Outlaw" or remains Law Abiding, depending on the gang.**Outlaw Gangs*** Outlaw gangs operate outside of established rules in the underhive.* They gain benefits such as: + Cannot sell Captives to Guilders + Can trade Captives with other outlaw gangs + Can hire only outlaw hangers-on and brutes + All fighters have a bounty on their head + Restricted access to Trading Post, but can visit Black Market freely* Outlaw gangs may form Criminal Alliances.* Hired Guns hired by an Outlaw gang automatically gain the Outlaw special rule.**Outlaw House Gangs*** When a House-aligned gang becomes an Outlaw gang, they lose their connections with their House.* They cannot roll on the House Favours table or use House Sub-plots.**Law Abiding Gangs*** Law Abiding gangs can sell Captives to Guilders and claim bounties for them.* They may trade Captives with other Law Abiding gangs, but not with Outlaw gangs.* They have restricted access to Black Market in the post-battle sequence.**Changing Alignment*** A gang can declare a change of alignment once during a Dominion Campaign by announcing it to the Arbitrator.* The gang loses any low-level hangers-on they had previously hired.**Designer's Note: Outlaw Gangs In Campaigns*** Outlaw gangs work in campaigns like other gangs, unless otherwise noted.* The Arbitrator can impose benefits or drawbacks on Outlaw and Law Abiding gangs to create a distinction between them.
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# Gang Creation When founding a gang, players will have a maximum budget of credits to spend on fighters, weapons, Wargear and vehicles chosen from the entries within their gang list. How much this budget is will depend upon whether the gang is being founded for Skirmish play or Campaign play. In either case, this budget may not be exceeded. Any unspent credits will be added to the gang’s Stash if the gang has been founded for Campaign play. However, if a gang has been founded for Skirmish play, any unspent credits are simply lost. ## Campaign Play When founding a gang for Campaign play, the budget available is 1,000 credits. Note, however, that should they wish, the Arbitrator can increase or decrease this budget. Additionally, if using vehicles in your campaign each gang gains an extra 400 credits that can only be spent on wargear that grants the Mounted condition, Crew, vehicles or fighters that come by default with Wargear that grants the Mounted condition. Any unspent credits from this allowance are lost after the gang is founded. Note that players may also spend some of their initial 1,000 credits on Crew, vehicles, fighters that come by default with Wargear that grants the Mounted condition and Wargear that grants the Mounted condition. ## Skirmish Play When founding a gang for Skirmish play, the budget available should be agreed upon by the players. This can be as much or as little as they think appropriate, but as a general guideline, a budget of between 1,250 credits and 2,000 credits is recommended. :::note ### Campaign Play & Skirmish Play Necromunda is a game best played as part of a campaign – a series of linked battles where each player’s gang grows and develops as the campaign progresses. As such the rules presented in this rulebook assume you are playing a campaign. However, campaign play is not the only way to play Necromunda as stand alone games can also be played. These are called skirmish battles. ::: ## Model Names, Categories & Types Each model available to a gang is of a named type; this is the name given to that model’s rank within the gang hierarchy of their House. In addition, each has a category listed in brackets. For example, a lowly gang fighter in an Orlock gang is an Orlock Gunner (Ganger). This indicates that within House Orlock, such fighters are called ‘Gunners’, whereas within the rules of the game, this fighter is a ‘Ganger’. Very often the rules will refer to models by category (Leader, Champion, Prospect, Ganger, Juve or Crew, for example). In such cases, the rule is universal to all such models, regardless of their type. At other times, the rules will refer to a model by their specific type, ‘Orlock Gunner’ for example. In these cases, the rule is specific only to models of that type. ## Gang Composition The first step is to choose and purchase the models that make up the gang. Each of the different gang lists details all of the models available to that gang. These models are purchased by paying the credits cost shown in their entry from the budget available. Most gangs must always follow the rules presented below. In the case of any gangs that follow different rules, these will be presented as part of that gang’s gang list: - There must be one model with the Leader special rule. - The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Should it occur during the course of a campaign that the number of models without the Gang Fighter (X) special rule exceeds the total number of models with the Gang Fighter (X) special rule, the controlling player must either: - Retire a number of models without the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. Or: - Recruit fresh models with the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance. ### Hiring Existing Fighters And Vehicles When creating a gang, players may wish to use fighters, Crew and vehicles from a gang they previously ran in a campaign so that they can continue to follow their story. In order to do this, players deduct their credits value from their budget and then add the fighter, Crew or vehicle to their new gang. When the model is added to your gang, they retain all weapons, Wargear, skills, Advancements and Lasting Injuries. ## Weapons & Wargear The next step is to choose and purchase the weapons and Wargear each model will be equipped with. Each model’s entry within their gang list includes a detailed list of the weapons and Wargear that model may purchase. ## Equipping A Fighter All fighters can be equipped as follows: - A fighter on foot can be equipped with a maximum of three weapons purchased from those listed in their entry. A fighter subject to the Mounted condition can be equipped with a maximum of two. - Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may purchase Wargear that is listed in their entry. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. - If the gang is being founded for Campaign play, fighters will be limited to the equipment listed in their entry, whereas fighters in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. ## Equipping Crew All Crew can be equipped as follows: - Crew can be equipped with a maximum of two weapons, any weapons the Crew are equipped with gain the Arc (Front) trait. - Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. - Any Crew may purchase Wargear that is listed in their entry. - If the gang is being founded for Campaign play, Crew will be limited to the equipment listed in their entry, whereas Crew in a gang founded for Skirmish play may also have access to some items of equipment from the Trading Post. This should be agreed upon by the players. - All Crew must be equipped with a vehicle from their equipment list. Regardless of the size of the vehicle, one Crew is sufficient to fully operate the vehicle. ## New Equipment During a campaign, gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - Any fighter or Crew may discard any Wargear (including a vehicle) they are equipped with in favour of new Wargear. Any Wargear discarded in this way is placed in the gang’s Stash and may be given to other fighters. Note that this means Wargear can only be discarded if being replaced by an alternative itemthat fulfils a similar purpose. - No fighter or Crew may discard a weapon. The gang fighters of Necromunda become attached to their weapons of choice and would rather hoard weapons than discard them. - No fighter may discard Wargear that grants the Mounted condition. Out in the ash wastes having access to transport means the difference between life and death and no fighter would discard theirs. - Fighters and Crew with the Gang Fighter (X) special rule that do not also have the Tools of the Trade special rule cannot be given a new weapon if it would take them above the limit of weapons allowed (three for fighters and two for Crew). - Fighters and Crew with the Tools of the Trade special rule can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘equipment set’, see [Equipment Sets](core-gang-creation.md#equipment-sets). ## Equipping A Vehicle Vehicles can be equipped with a wide variety of weapons, Wargear and Upgrades. Most vehicles have a number of Weapon Hardpoints on them, each of which can be equipped with a weapon from those available to that vehicle. In some cases, it may be possible to add additional Weapon Hardpoints through Upgrades or Wargear. There is no limit to the amount of Wargear that a vehicle may be fitted with, though some Wargear may not be combined with others; where this is the case it will be explained under the Wargear’s rules. Each vehicle also has a set number of Upgrade slots that can be used, broken down into Body, Drive and Engine. ## Vehicle Upgrades As mentioned previously, during a campaign gangs may gain new equipment, either by purchasing it from either the Trading Post or their equipment list during the post-battle sequence, or as a result of [Boons](/docs/campaigns/dominion-campaign/territories#territory-boons). This includes vehicle Upgrades, and new items of equipment that can be fitted to vehicles to improve their performance in a number of ways. These Upgrades are added to the gang’s Stash and may be assigned to vehicles during any post-battle sequence. Any upgrade may be discarded from a vehicle in favour of a new Upgrade in the same slot. The gang may attempt to place any Upgrades discarded in this way into the gang’s Stash. Roll a D6: - On a 1, the Upgrade is trashed. It may have suffered too much wear and tear, or it may have been removed with too much force. Whatever the case, the Upgrade is of no use and must be thrown away. - On a 2 or more, the Upgrade is removed intact. It may be fitted to another vehicle, kept in the gang’s Stash or it may be sold during the [post-battle sequence](/docs/the-rules/the-post-battle-sequence). Note that this means Upgrades can only be discarded if being replaced by an alternative item that fulfils a similar purpose. ## Fighter Cards & Vehicle Cards Finally, a blank Fighter card or Vehicle card should be completed for each model when they are added to the gang; the characteristics of the model and any equipment they now have should be noted down in the appropriate sections of the model’s card. ## Equipment Sets Senior gang members, enjoying the privilege of rank, often maintain a cache of weapons that allows them to equip themselves appropriately for each battle. As such, fighters or Crew with the Tools of the Trade special rule can have multiple Fighter cards or Vehicle cards, each representing a different set of equipment: - The controlling player can make an additional Fighter card or Vehicle card for a fighter or Crew with the Tools of the Trade special rule at any time. - An appropriate model should be available for each different equipment set and/or Fighter card or Vehicle card a fighter or Crew has. - There is no additional cost for having multiple equipment sets. If, for example, an Orlock Road Captain owns a two-handed hammer, they may include that weapon in as many or as few different equipment sets as the controlling player wishes without additional cost. The weapon is only purchased and paid for once. - Regardless of the number of equipment sets a fighter or Crew has, they still have a single entry on the gang roster. This entry should include the total cost of the individual weapons and items of Wargear that fighter or Crew owns. But remember, each individual weapon or item of Wargear is only counted once. - If the fighter or Crew suffers any Lasting Injuries or gains any Advancements, they should be recorded on all of their Fighter cards or Vehicle cards. - Only one of a fighter’s cards or Crew’s cards can be used for a battle. - If a battle uses random models from the gang, all of the fighter’s or Crew’s cards should be shuffled together and one should be drawn at random and added to the rest of the gang’s Fighter cards or Vehicle cards before any cards are drawn. This means that only one of this fighter’s or Crew’s cards can be drawn for the battle, and that the controlling player cannot choose which of their equipment sets they will be using. - When distributing equipment from the gang’s Stash, it can be moved to any or all of an individual fighter’s or Crew’s cards, and can even be moved to more than one. ## Death Of A Leader All gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the Leader of the gang. If a gang’s Leader is killed, a new leader must be nominated: - The new Leader is the fighter with the highest Leadership characteristic, selected from among those fighters that have, in order of priority: 1. The Gang Hierarchy (X) special rule. 2. The Tools of the Trade special rule. - If the gang contains no fighters with either special rule, the fighter with the highest Leadership characteristic must be selected from among the remaining gang members. If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang Leader. When a fighter is promoted in this way, they gain the Gang Leader special rule, and from now on their category changes to ‘Leader’ and their type changes to that appropriate for their gang for the purposes of determining which equipment and Skill Sets they can access (for example, should an Orlock Road Sergeant be promoted to Leader, not only does their category change from Champion to Leader, but their type becomes ‘Orlock Road Captain’). They lose the Promotion (X) special rules if they have it, though their existing characteristics and other special rules do not change. ## Outlaw Gangs Even in a place as lawless as the underhive there are rules. A Clan House-aligned gang might murder and steal from their rivals with the sanctioning of their House, provided they respect the authority of the Guilders and the Imperial House that backs them. Some gangs, however, either through a determination to do as they please, or because they have dabbled in things forbidden by the Imperium, exist outside this official structure of gang warfare. These are Outlaw gangs, ranging from ex-House criminals and fugitives from the spire, through to Chaos-enthralled and even xenos-tainted cults dedicated to the arch-enemies of Mankind. ### Becoming An Outlaw If the Arbitrator wishes, their campaign can include the rules for Outlaw and Law Abiding gangs. These are optional rules that can add a lot of flavour to the game, but will significantly change how some gangs operate and so should only be used if all players agree. These rules represent gangs who operate outside the established ‘rules’ of the underhive and gain various benefits and drawbacks as a result. Gangs can either choose to begin the campaign as Outlaws or might become Outlaws during the course of the campaign. There are a number of ways in which a gang might be outlawed, such as using illegal weapons bought from the Black Market or turning to the worship of Chaos. In all cases these will be clearly stated in the rules. The Arbitrator too has the power to outlaw a gang (or pardon an already Outlaw gang), though this will usually be as a result of their actions in a scenario (openly killing Enforcers or Guilders), or for reasons relating to the campaign being played (stealing from Lord Helmawr’s Ghast reserves or employing a notorious rogue psyker). Some gangs such as Corpse Grinders, Chaos Corrupted gangs and Helot Chaos Cultists are openly deviant and so if the rules for Outlaws are being used, they begin the campaign as an Outlaw gang. ### Effects Of Being An Outlaw Gang Outlaw gangs gain the following effects: - Outlaw gangs cannot sell Captives to the Guilders or claim bounties for them, but can dispose of them (removing them from the campaign) or, in some cases, sacrifice them to the Dark Gods once their owner’s gang has had a chance to rescue them. - Outlaw gangs may trade Captives with any other gang as they wish. - Outlaw gangs can hire only Outlaw Hangers-on, Brutes, Hired Guns and Dramatis Personae. - All fighters in an Outlaw gang have a bounty on their head. - Outlaw gangs have restricted access to the Trading Post in the post-battle sequence, though they may freely visit the Black Market. - Outlaw gangs may form Criminal Alliances (see page 13 of Necromunda: The Book of Judgement). - Hired Guns (Bounty Hunters, Hive Scum, etc.) hired by an Outlaw gang automatically gain the Outlaw special rule. - Outlaw gangs may not hire any Dramatis Personae that does not have the Outlaw special rule. #### Outlaw House Gangs When a House gang – Goliath, Van Saar, Delaque, Escher, Cawdor and Orlock – becomes an Outlaw gang, they lose their connections with their House. This means they cannot roll on the House Favours table, use House Sub-plots, purchase House specific Brutes and Exotic Beasts or hire House specific Dramatis Personae. If a gang has a House specific Brute when they become an Outlaw gang, they may retain it, however if the Brute is later lost, such as to a decrease in reputation, then it may not be replaced. ### Effects Of Being A Law Abiding Gang Law Abiding gangs gain the following effects: - Law Abiding gangs can sell Captives to the Guilders and can claim bounties for them, once their owner’s gang has had a chance to rescue them. - Law Abiding gangs may trade Captives with other Law Abiding gangs, but may not trade Captives back to Outlaw gangs. - Law Abiding gangs can hire any Hangers-on, Brutes, Hired Guns and Dramatis Personae that do not have the Outlaw special rule. - Fighters in a Law Abiding gang do not have bounties on their heads. - Law Abiding gangs have restricted access to the Black Market in the post-battle sequence, though they may freely visit the Trading Post. - Law Abiding gangs may form Guild Alliances (see page 23 of Necromunda: The Book of Peril). ### Changing Alignment Once during the course of a Dominion Campaign, a gang can declare that it is changing alignment between games by simply declaring to the Arbitrator that they are doing so. When a gang changes alignment, it will lose any Hangers-on (but not Brutes) it had previously hired. Such low-level flunkies will often be unwilling to follow their previously Law Abiding employers into the life of an outlaw, or may be unable to secure a pardon and find themselves unpopular reminders of an Outlaw past within the gang’s hideout. #### Black Market And Bounties The rules for the Black Market and Bounties can be found in Necromunda: The Book of Judgement. If players do not have access to these rules then Outlaw gangs should be allowed to visit the Trading Post like other gangs, however they must increase the Rarity of any Rare items by 2. Fighters with Bounties on them are worth their full value in credits when Sold to the Guilders. :::note ### Designer’s Note: Outlaw Gangs In Campaigns Unless otherwise noted, Outlaw gangs work in campaigns just like other gangs, or, as detailed in their descriptions. If it is important to know their House affiliation – such as in the Dominion Campaign – then the Outlaw gang counts as either the House they would normally be, or as indicated in their gang description. It can be imagined that in the underhive there are plenty of outlaw settlements and nefarious individuals more than willing to work with even the most despicable of gangs. In a campaign, however, the Arbitrator can impose different benefits or drawbacks on Outlaw and Law Abiding gangs to create more of a distinction between them. For example, the Arbitrator could include specific Outlaw or Lawful territories that can only be owned by a gang of the specific type, or offer Law Abiding gangs cheaper Bounty Hunters if they are to face off against an Outlaw opponent.
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811
60
### Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
Unknown
Rapid Fire
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When firing with a Rapid Fire weapon, a successfulhit roll scores a number of hits equal to the numberof bullet holes on the Firepower dice. In addition, thecontrolling player can roll more than one Firepowerdice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the restof the battle.If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. Thefirst must be allocated to the original target, but the remainder can be allocated to other models within 3"of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
necrovox
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### Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
Unknown
Unknown
Unknown
Unknown
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60
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### Smoke Grenades (10 credits) - **Description:** Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy. - **Effects:** Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight. - **Use Limitation:** Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
equipment
Smoke Grenade
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grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight.
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35
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Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy.
Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
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### Smoke Grenades (10 credits) - **Description:** Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy. - **Effects:** Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight. - **Use Limitation:** Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
Unknown
Unknown
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Unknown
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433
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# Mounts For Mount rules, see the [Mounted](/docs/general-principles/conditions#mounted) condition. Mounts can't be purchased for or be combined with the following: - Vehicle crew. - Ash Waste Nomads (except when the mount is included for the fighter). - Wargear that affects movement (for example jump booster or grav-cutter). :::note Vehicle Upgrades & Wargear If all gangs agree, mounts can be customized by vehicle Upgrades & Wargear (up to one Upgrade per area). However Weapon Hardpoints cannot be added to a Mount (use the Custom Vehicle rules instead). ::: ## List of Available Mounts | Vehicles | Base Cost | Gang | | ----------------- | ----------------- | ----------------- | | Waster's Dirtbike | 50 | Any | | Dustback Helamite | Inc. with fighter | Ash Wastes Nomads | | Cutter | 85 | Escher | ### Waster's Dirtbike **Cost:** 50 **Movement:** 8" **Special Rules:** none. ### Dustback Helamite **Cost:** Included in fighter's cost. **Movement:** 8" **Special Rules:** [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### Cutter **Cost:** 85 **Movement:** 9" **Special Rules:** - Only available to Leader, Champion, Champion (Specialist) and Juve (Specialist). - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): +75 - Twin-linked plasma gun: +110 - Twin-linked heavy stubber: +200 - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another fighter. - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat.
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2024-06-13 20:34:24.508078
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# Mounts For Mount rules, see the [Mounted](/docs/general-principles/conditions#mounted) condition. Mounts can't be purchased for or be combined with the following: - Vehicle crew. - Ash Waste Nomads (except when the mount is included for the fighter). - Wargear that affects movement (for example jump booster or grav-cutter). :::note Vehicle Upgrades & Wargear If all gangs agree, mounts can be customized by vehicle Upgrades & Wargear (up to one Upgrade per area). However Weapon Hardpoints cannot be added to a Mount (use the Custom Vehicle rules instead). ::: ## List of Available Mounts | Vehicles | Base Cost | Gang | | ----------------- | ----------------- | ----------------- | | Waster's Dirtbike | 50 | Any | | Dustback Helamite | Inc. with fighter | Ash Wastes Nomads | | Cutter | 85 | Escher | ### Waster's Dirtbike **Cost:** 50 **Movement:** 8" **Special Rules:** none. ### Dustback Helamite **Cost:** Included in fighter's cost. **Movement:** 8" **Special Rules:** [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### Cutter **Cost:** 85 **Movement:** 9" **Special Rules:** - Only available to Leader, Champion, Champion (Specialist) and Juve (Specialist). - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): +75 - Twin-linked plasma gun: +110 - Twin-linked heavy stubber: +200 - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another fighter. - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat.
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765
92
### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5
ranged-weapon
Throwing Knives
Unknown
knives
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
-1
-
0
10
C
['[[scarce]]', '[[silent]]', '[[toxin]]']
-1
-1
5+
4
['Sling Gun']
Sx2
Sx4
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
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0
Unknown
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Unknown
0
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Unknown
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0
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0
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Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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# Experience :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ### Gaining Experience There are some standard ways of gaining Experience (scenarios can offer additional ways): - 1 XP for each enemy (fighter or vehicle) taken Out of Action. This must be a direct cause during an activation (for example setting a booby trap which later takes an enemy Out of Action would not count). A single attack that takes multiple enemies Out of Action grants multiple XP (for example Blast). - +1 XP if taking Leaders & Champions Out of Action. - +1 XP for killing an enemy. - 1 XP for Rallying (does not apply to pets that automatically rally after running back to the owner). :::danger House Rule (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ::: ## Advancements Spend XP to gain Advancements. Update the fighter’s Advancements with 1 per purchase. The cost of each characteristic Advancement of the same type taken is increased by 2XP for each Advancement of that type the fighter already has. ### Starting Advancement Note that Leaders and Champions start with 1 Advancement as they have an initial skill. This is free and does not affect cost or Gang Rating. ### Fast Learner Juve and Juve (Specialist) ignore the additional cost of advancements and always use the cost shown in the table, regardless of the number of identical characteristic Advancements they have (up to the maximum). ### Promotions - Promotions are always optional. - If a gang has a hard limit on a fighter class, no fighters can be promoted to that class until the gang has available slots. - A fighter can can keep any current equipment (even if it breaks any restrictions of the new fighter class), but can only gain new equipment according to the new class restrictions. - Access to the old skill set (if any) is replaced by access to the new skill set. - Characteristics and value (rating) are unaffected. - Treated as the new fighter type in all respects. - Any special rules for the old class are lost and any special rules for the new class are gained. :::tip YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ::: Examples: - A Corpse Grinder Cult Juve can only be promoted to Champion if the gang has less than 3 Champions (the gang can have 0-3 Champions). - A Corpse Grinder Cult Juve promoted to Champion lose Infiltration (Infiltrate skill) and gains Dervish. ### Juve Can be Promoted during Downtime (phase 2) if having 5+ Advancements (unless otherwise specified). Juve → Ganger (Specialist) ### Juve (Specialist) Can be Promoted during Downtime (phase 2) if having 5+ Advancements (unless otherwise noted). Juve (Specialist) → Champion (any) ### Gangers Gangers gain Advancements during the pre-match sequence if they have reached 6 XP. Spend 6 XP to roll 2D6 and see what Ganger Advancement they get. Update their value accordingly. Ganger → Ganger (Specialist) ### Ganger (Specialist) When becoming a Ganger (Specialist), the fighter is a Ganger for all rules purposes, but spend Experience and gain Advancements in the same way as any other non-ganger. Ganger (Specialist) → Champion (any) ### Minimum/Maximum Characteristics Each stat has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a Characteristic beyond its maximum, treat it as a roll of 12 instead. | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | Max | 8” | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ | | Min | 1” | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ | - Max 2+ for Weapon Skill, Ballistic Skill and Initiative. - Max 3+ for Leadership, Cool, Willpower and Intelligence. - Max +2 Movement, Strength and Toughness (compared to the fighter’s current type). - Max +1 Wound and Attack (compared to the fighter’s current type). <table> <thead> <tr> <td colspan="2"></td> <td colspan="3">Toughness</td> <td colspan="7"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>W</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>Max</td> <td>12”</td> <td>10</td> <td>10</td> <td>10</td> <td>3</td> <td>6</td> <td>2+</td> <td>2+</td> <td>3+</td> <td>3+</td> <td>3+</td> <td>3+</td> </tr> <tr> <td>Min</td> <td>1"</td> <td>3</td> <td>3</td> <td>3</td> <td>1</td> <td>10</td> <td>6+</td> <td>6+</td> <td>10+</td> <td>10+</td> <td>10+</td> <td>10+</td> </tr> </tbody> </table> ### Skills Skills can be obtained by the following fighters: - Leader. - Champion (including Specialist). - Juve (including Specialist). - Ganger (Specialist only). - Crew. Skill access is divided into 2 types: - Primary (easiest to gain). - Secondary (higher cost). To determine a random skill, declare a set and roll a D6 to see which skill is gained. Re-roll if the fighter already has that skill or cannot take that skill. When gaining skills that are not random, simply choose one from a relevant set. ## Experience Table ### Leader, Champion, Juve, Specialist Ganger, Crew | Cost | Advancement | Value | | :---- | :-------------------------------------------------------------------------------- | :---------- | | 3 XP | +1 Willpower or Intelligence. | +5 credits | | 4 XP | +1 Cool or Leadership. | +10 credits | | 5 XP | +1 Initiative. | +10 credits | | 5 XP | +1” Movement. | +10 credits | | 6 XP | +1 Weapon Skill or Ballistic Skill. | +20 credits | | 6 XP | +1 Random Primary skill. | +20 credits | | 6 XP | Psyker (unique): +1 random Wyrd Power (from any unique selection of wyrd powers). | +20 credits | | 7 XP | Delaque (Leader & Champion): Promoted to Psyker (Unsanctioned). +1 Wyrd Power. | +30 credits | | 8 XP | +1 Strength or Toughness. | +30 credits | | 9 XP | +1 custom Primary skill. | +20 credits | | 9 XP | Psyker (unique): +1 custom Wyrd Power (from any unique selection of wyrd powers). | +20 credits | | 9 XP | Psyker (universal): +1 random Wyrd Power (from any universal discipline). | +20 credits | | 9 XP | +1 random Secondary skill. | +35 credits | | 12 XP | +1 Wound or Attack. | +45 credits | | 12 XP | Specialist Only: Promote to Champion. +1 random Primary skill. | +40 credits | | 12 XP | Psyker (universal): +1 custom Wyrd Power (any universal discipline) | +20 credits | | 15 XP | +1 skill from any set (random) | +50 credits | ### Ganger (not including Specialist) Flat cost of 6xp. | 2D6 | Advancement | Value | | :---- | :--------------------------------- | :---------- | | 2 | The Ganger becomes a Specialist | - | | 3-4 | +1 Weapon Skill or Ballistic Skill | +20 credits | | 5-6 | +1 Strength or Toughness | +30 credits | | 7 | +1” Movement or +1 Initiative | +10 credits | | 8-9 | +1 Willpower or Intelligence | +5 credits | | 10-11 | +1 Cool or Leadership | +10 credits | | 12 | The Ganger becomes a Specialist | - |
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# Experience :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ### Gaining Experience There are some standard ways of gaining Experience (scenarios can offer additional ways): - 1 XP for each enemy (fighter or vehicle) taken Out of Action. This must be a direct cause during an activation (for example setting a booby trap which later takes an enemy Out of Action would not count). A single attack that takes multiple enemies Out of Action grants multiple XP (for example Blast). - +1 XP if taking Leaders & Champions Out of Action. - +1 XP for killing an enemy. - 1 XP for Rallying (does not apply to pets that automatically rally after running back to the owner). :::danger House Rule (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ::: ## Advancements Spend XP to gain Advancements. Update the fighter’s Advancements with 1 per purchase. The cost of each characteristic Advancement of the same type taken is increased by 2XP for each Advancement of that type the fighter already has. ### Starting Advancement Note that Leaders and Champions start with 1 Advancement as they have an initial skill. This is free and does not affect cost or Gang Rating. ### Fast Learner Juve and Juve (Specialist) ignore the additional cost of advancements and always use the cost shown in the table, regardless of the number of identical characteristic Advancements they have (up to the maximum). ### Promotions - Promotions are always optional. - If a gang has a hard limit on a fighter class, no fighters can be promoted to that class until the gang has available slots. - A fighter can can keep any current equipment (even if it breaks any restrictions of the new fighter class), but can only gain new equipment according to the new class restrictions. - Access to the old skill set (if any) is replaced by access to the new skill set. - Characteristics and value (rating) are unaffected. - Treated as the new fighter type in all respects. - Any special rules for the old class are lost and any special rules for the new class are gained. :::tip YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ::: Examples: - A Corpse Grinder Cult Juve can only be promoted to Champion if the gang has less than 3 Champions (the gang can have 0-3 Champions). - A Corpse Grinder Cult Juve promoted to Champion lose Infiltration (Infiltrate skill) and gains Dervish. ### Juve Can be Promoted during Downtime (phase 2) if having 5+ Advancements (unless otherwise specified). Juve → Ganger (Specialist) ### Juve (Specialist) Can be Promoted during Downtime (phase 2) if having 5+ Advancements (unless otherwise noted). Juve (Specialist) → Champion (any) ### Gangers Gangers gain Advancements during the pre-match sequence if they have reached 6 XP. Spend 6 XP to roll 2D6 and see what Ganger Advancement they get. Update their value accordingly. Ganger → Ganger (Specialist) ### Ganger (Specialist) When becoming a Ganger (Specialist), the fighter is a Ganger for all rules purposes, but spend Experience and gain Advancements in the same way as any other non-ganger. Ganger (Specialist) → Champion (any) ### Minimum/Maximum Characteristics Each stat has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a Characteristic beyond its maximum, treat it as a roll of 12 instead. | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | Max | 8” | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ | | Min | 1” | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ | - Max 2+ for Weapon Skill, Ballistic Skill and Initiative. - Max 3+ for Leadership, Cool, Willpower and Intelligence. - Max +2 Movement, Strength and Toughness (compared to the fighter’s current type). - Max +1 Wound and Attack (compared to the fighter’s current type). <table> <thead> <tr> <td colspan="2"></td> <td colspan="3">Toughness</td> <td colspan="7"></td> </tr> <tr> <td>M</td> <td>Front</td> <td>Side</td> <td>Rear</td> <td>W</td> <td>Hnd</td> <td>Sv</td> <td>BS</td> <td>Ld</td> <td>Cl</td> <td>Wil</td> <td>Int</td> </tr> </thead> <tbody> <tr> <td>Max</td> <td>12”</td> <td>10</td> <td>10</td> <td>10</td> <td>3</td> <td>6</td> <td>2+</td> <td>2+</td> <td>3+</td> <td>3+</td> <td>3+</td> <td>3+</td> </tr> <tr> <td>Min</td> <td>1"</td> <td>3</td> <td>3</td> <td>3</td> <td>1</td> <td>10</td> <td>6+</td> <td>6+</td> <td>10+</td> <td>10+</td> <td>10+</td> <td>10+</td> </tr> </tbody> </table> ### Skills Skills can be obtained by the following fighters: - Leader. - Champion (including Specialist). - Juve (including Specialist). - Ganger (Specialist only). - Crew. Skill access is divided into 2 types: - Primary (easiest to gain). - Secondary (higher cost). To determine a random skill, declare a set and roll a D6 to see which skill is gained. Re-roll if the fighter already has that skill or cannot take that skill. When gaining skills that are not random, simply choose one from a relevant set. ## Experience Table ### Leader, Champion, Juve, Specialist Ganger, Crew | Cost | Advancement | Value | | :---- | :-------------------------------------------------------------------------------- | :---------- | | 3 XP | +1 Willpower or Intelligence. | +5 credits | | 4 XP | +1 Cool or Leadership. | +10 credits | | 5 XP | +1 Initiative. | +10 credits | | 5 XP | +1” Movement. | +10 credits | | 6 XP | +1 Weapon Skill or Ballistic Skill. | +20 credits | | 6 XP | +1 Random Primary skill. | +20 credits | | 6 XP | Psyker (unique): +1 random Wyrd Power (from any unique selection of wyrd powers). | +20 credits | | 7 XP | Delaque (Leader & Champion): Promoted to Psyker (Unsanctioned). +1 Wyrd Power. | +30 credits | | 8 XP | +1 Strength or Toughness. | +30 credits | | 9 XP | +1 custom Primary skill. | +20 credits | | 9 XP | Psyker (unique): +1 custom Wyrd Power (from any unique selection of wyrd powers). | +20 credits | | 9 XP | Psyker (universal): +1 random Wyrd Power (from any universal discipline). | +20 credits | | 9 XP | +1 random Secondary skill. | +35 credits | | 12 XP | +1 Wound or Attack. | +45 credits | | 12 XP | Specialist Only: Promote to Champion. +1 random Primary skill. | +40 credits | | 12 XP | Psyker (universal): +1 custom Wyrd Power (any universal discipline) | +20 credits | | 15 XP | +1 skill from any set (random) | +50 credits | ### Ganger (not including Specialist) Flat cost of 6xp. | 2D6 | Advancement | Value | | :---- | :--------------------------------- | :---------- | | 2 | The Ganger becomes a Specialist | - | | 3-4 | +1 Weapon Skill or Ballistic Skill | +20 credits | | 5-6 | +1 Strength or Toughness | +30 credits | | 7 | +1” Movement or +1 Initiative | +10 credits | | 8-9 | +1 Willpower or Intelligence | +5 credits | | 10-11 | +1 Cool or Leadership | +10 credits | | 12 | The Ganger becomes a Specialist | - |
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# 7. Looters _A gang launches an all-out attack on a rival’s turf in the hope of raiding their stash._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom (10) (Ash Wastes: can include vehicles). - **Defender:** Random (D3+4) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: - 4 loot caskets (anywhere). - Entire crew (within 3" of any loot casket). 2. Attacker: Pick a battlefield edge to be the escape route. Set up the entire crew within 6” of that edge :::danger House Rule (Necrodamus) The objective is completely unrealistic. Having one gang march across the board, into or through the enemy gang, pick up loot caskets and then carry them all the way back is completely unrealistic! Either the attackers will suffer casualties and eventually flee, or the opponent will suffer casualties and eventually flee, at which point the defender receives 100% of the rewards (no secured loot caskets). Apply this fix: Defender and attacker deploy on opposite edges according to standard deployment rules. Then deploy loot caskets within 2” of the middle line between both deployment zones, at least 6” from another loot casket. ::: ## Claiming Caskets and Escaping The attackers are attempting to secure the 4 loot caskets and move them off via the escape route. The caskets are valuable even if opened or converted to ammo caches - however, if the ammo cache is exhausted it can't be claimed by the attacker. Note that only those 4 loot caskets placed by the defender can be claimed by the attacker. Any of the 4 loot caskets (or ammo caches) can be claimed if within 1” of the escape route at the start of an End phase (removed from the battlefield). Attackers within 1” of the escape route can escape at the start of an End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. Attackers cannot claim loot after bottling out, but can still escape. ## Reinforcements - Defender: X (where X is the round number). - Start of each End Phase. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario and may claim all of the loot caskets. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield (at the end of any round). ## Victory The attacker wins by claiming more loot than there are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per claimed loot, taken from the defender's Stash (note that the attacker can't take more than the defender has). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the attacking Leader if at least 2 loot caskets were claimed (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - **Attacker:** - +1 per claimed loot. - -2 if no loot was claimed. - **Defender:** - +1 per unclaimed loot. - -2 if all loot were claimed. - +1 to both gangs if this was the first battle against each other.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes', 'Home Turf Advantage']
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# 7. Looters _A gang launches an all-out attack on a rival’s turf in the hope of raiding their stash._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. Any type (2D, 3D, Ash Wastes). ## Crews - **Attacker:** Custom (10) (Ash Wastes: can include vehicles). - **Defender:** Random (D3+4) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: - 4 loot caskets (anywhere). - Entire crew (within 3" of any loot casket). 2. Attacker: Pick a battlefield edge to be the escape route. Set up the entire crew within 6” of that edge :::danger House Rule (Necrodamus) The objective is completely unrealistic. Having one gang march across the board, into or through the enemy gang, pick up loot caskets and then carry them all the way back is completely unrealistic! Either the attackers will suffer casualties and eventually flee, or the opponent will suffer casualties and eventually flee, at which point the defender receives 100% of the rewards (no secured loot caskets). Apply this fix: Defender and attacker deploy on opposite edges according to standard deployment rules. Then deploy loot caskets within 2” of the middle line between both deployment zones, at least 6” from another loot casket. ::: ## Claiming Caskets and Escaping The attackers are attempting to secure the 4 loot caskets and move them off via the escape route. The caskets are valuable even if opened or converted to ammo caches - however, if the ammo cache is exhausted it can't be claimed by the attacker. Note that only those 4 loot caskets placed by the defender can be claimed by the attacker. Any of the 4 loot caskets (or ammo caches) can be claimed if within 1” of the escape route at the start of an End phase (removed from the battlefield). Attackers within 1” of the escape route can escape at the start of an End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. Attackers cannot claim loot after bottling out, but can still escape. ## Reinforcements - Defender: X (where X is the round number). - Start of each End Phase. ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario and may claim all of the loot caskets. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield (at the end of any round). ## Victory The attacker wins by claiming more loot than there are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per claimed loot, taken from the defender's Stash (note that the attacker can't take more than the defender has). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the attacking Leader if at least 2 loot caskets were claimed (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - **Attacker:** - +1 per claimed loot. - -2 if no loot was claimed. - **Defender:** - +1 per unclaimed loot. - -2 if all loot were claimed. - +1 to both gangs if this was the first battle against each other.
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### Digi A Digi weapon is usually worn mounted on a ring or hidden inside a glove. It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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A Digi weapon is usually worn mounted on a ring orhidden inside a glove. It can be used in addition to anyother Melee weapon carried by the fighter, grantingan additional close combat attack. A weapon with thisTrait does not count towards the maximum number ofweapons a fighter can carry. However, the maximumnumber of weapons with this Trait a fighter can carryis 10.
necrovox
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### Digi A Digi weapon is usually worn mounted on a ring or hidden inside a glove. It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10.
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# 63. The Hunt _In the darkness of the underhive, the hunters become the hunted._ **Source: Warhammer Community, May 2020** ## Solo Scenario This is designed for a single gang. _From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has appeared. For reasons unknown, the many failsafes designed to suppress its natural instincts have become ineffective, causing the mechanical beast to do what Ambulls in captivity have done since before the birth of the Imperium - tunnel to freedom, build a lair, and hunt for food! Logically, of course, this specimen has no particular need for fresh meat, and, trapped within its mechanical shell, is unable to consume its prey anyway. But these trifling facts are of little concern to the primitive Ambull mind!_ _The crew of a hardened underhive gang is unexpectedly hunted by a ‘Rambot’ (rogue Ambot). It behaves autonomously, in a manner determined by the movements and actions of the fighters. The gang must bring it down to escape its unnatural lair._ _At the start the fighters believe the Rambot to be close, but have no idea where exactly it might be. They cautiously search the area for evidence of it. When fighters search and blundering about, there is a chance that the Rambot is discovered._ _The Rambot does not think or reason like a human. It is a sophisticated servitor-construct, but with malfunctioning sensor arrays, allowing it to ignore certain environmental dangers._ _Freed from the many inhibitors that govern and suppress its natural behavior, the Rambot behaves far more like a wild Ambull. It’s alien reactions are far faster than those of the average human, and it moves with a speed that seems impossible for its mechanical bulk._ ## Battlefield Standard. ## Crews - Custom (D3+4). ## Tactics Cards - Custom (1) or Random (2). ## Deployment Within 3” of the centre. ## Hunter & Hunted - The gang starts in every round (priority). - The Rambot is an enemy fighter. If the rogue Ambot is not on the battlefield, the gang can activate each Ready fighter in any order as normal. However, fighters can only make a single action when activated: - **Standing:** Move (Simple). - **Prone:** Crawl (Double). In addition, each Standing fighter can perform one of the following Basic actions: - **Search Area (Basic):** Pass an Intelligence test (+1 modifier if the rogue Ambot has previously appeared and then returned to the shadows). Note down how many searches were successful and how many failed each round. - **Give Cover (Basic):** If the Rambot appears on the battlefield, make a Shoot (Basic) action targeting it (using ‘It Came From the Shadows! rules). All fighters having made this action can make this attack. Lasts until the End phase. If the Rambot is on the battlefield, all Ready fighters can activate in any order as normal (performing any action). ## “It Came From the Shadows!” Each time a Search Area (Basic) action is performed, roll a D6 and apply the following modifiers (using previously performed Search Area actions this round): - -1 per unsuccessful Search Area action. - +1 per successful Search Area action. The result will determine how or if the Rambot appears (placement), whether fighters can Give Cover and how the Rambt activates. | D6 | Effect | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **“Ooops...”**<br />Placement:<br />- B2B with the fighter.<br />- Counts as having charged.<br /> | | 2-3 | **“It’s Behind You!”**<br />Placement:<br />- Within 3” of the fighter.<br />- Outside the vision arc of the fighter.<br />Give Cover:<br />- -3 hit modifier<br />After these attacks, the Rambot activates. | | 4-7 | **“What’s That?”** <br />Give Cover:<br />- Nominate a weapon for each fighter (with Give Cover) and roll a Firepower dice (representing nervous shooting at shadows). Resolve Ammo tests (if any) as normal.<br />- Afterwards, no fighters Give Cover. | | 8+ | **“There It Is!”**<br />Placement:<br />- Within 6” of the fighter.<br /> Give Cover:<br />-2 hit modifier to Giving Cover attacks.<br />After these attacks, the Rambot activates. | <FighterCard> ### The Rambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | 5+ | 5 | 5 | 4 | 4+ | 3 | 8+ | 4+ | 8+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 x Tunnelling Claw | E | - | - | - | S | -1 | 2 | - | - | | - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace) #### Special Rules **Alien Abomination** - Does not lose Ready at the end of an activation. - No limit to how many times it can be activated each round. - Each time a fighter ends an activation (or finishes the last activation of a group activation), the Rambot activates (Acting on Instincts). **Frenzied** - When attacking with a Fight (Basic) action, one attack must be made using the tunnelling claw’s ranged profile. - Will always choose Coup De Grace instead of consolidating (if having the choice). **Unbreakable** - Never bottles out. - Can't become Broken (for any reason). **Unfeeling Hide** - Blaze: - Acts as normal (still suffer S3 AP-1 damage as normal). - No longer ablaze if going Back to the Shadows. - Webbed: - When activating, roll 4+ to remove the condition. Otherwise the activation ends immediately. - If Webbed during the End phase, roll for Recovery as anormal. **Acting on Instincts** To determine the actions when activated, use the following table: | Trigger | Action | | --------------------------- | ---------------------------------------------------------------------------- | | Fighter in base contact? | One of the following:<br />- Fight (Basic) action<br />- Hurl (Basic) action | | Closest fighter within 6”? | Charge (Double) | | Closest fighter within 12”? | 1. Move (Simple)<br />2. Shoot (Basic) | | None of the above? | Back to the Shadows | **Back to the Shadows** - If, during any End phase, the Rambit is B2B with a Seriously Injured fighter, and no other fighters are within 4”, drag the prey off into the shadows (both are removed from the battlefield). The fighter counts as going Out of Action. - If suffering a wound (for any reason), after saving (if any), but before applying the damage, pass an Initiative test to: - Reduce the damage to 1. - Ignore all weapon traits. - Go Back to the Shadows (removed from the battlefield). Otherwise, apply the damage as normal. When going Back to the Shadows, it will not appear again this round, but may appear in later rounds (Search Area). </FighterCard> ## Ending the Battle The battle ends when the Ambot is Out of Action or no fighters remain. ## Victory The last remaining side is the winner. ## Rewards ##### Credits - 2D6x10 for taking the Ambot Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Ambot Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for taking the Ambot Out of Action. - -1 to the gang if it bottled out. :::note Alternative Variant The Rambot can be replaced by all manner of monsters, daemonically-possessed hivers or alien abominations. Or perhaps the gang has stumbled into the lair of a Chaos cult and becomes hunted by a daemonhost. Or perhaps a nest of Purestrain Genestealers is uncovered. These rules can be used to control any such foe, and an experienced gang could face a far more powerful entity than an escaped Ambot with its safety systems switched off. Or the gang could be outnumbered by swarms of smaller xenos lifeforms, and a random amount activates each turn, for example D3. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Solo']
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# 63. The Hunt _In the darkness of the underhive, the hunters become the hunted._ **Source: Warhammer Community, May 2020** ## Solo Scenario This is designed for a single gang. _From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has appeared. For reasons unknown, the many failsafes designed to suppress its natural instincts have become ineffective, causing the mechanical beast to do what Ambulls in captivity have done since before the birth of the Imperium - tunnel to freedom, build a lair, and hunt for food! Logically, of course, this specimen has no particular need for fresh meat, and, trapped within its mechanical shell, is unable to consume its prey anyway. But these trifling facts are of little concern to the primitive Ambull mind!_ _The crew of a hardened underhive gang is unexpectedly hunted by a ‘Rambot’ (rogue Ambot). It behaves autonomously, in a manner determined by the movements and actions of the fighters. The gang must bring it down to escape its unnatural lair._ _At the start the fighters believe the Rambot to be close, but have no idea where exactly it might be. They cautiously search the area for evidence of it. When fighters search and blundering about, there is a chance that the Rambot is discovered._ _The Rambot does not think or reason like a human. It is a sophisticated servitor-construct, but with malfunctioning sensor arrays, allowing it to ignore certain environmental dangers._ _Freed from the many inhibitors that govern and suppress its natural behavior, the Rambot behaves far more like a wild Ambull. It’s alien reactions are far faster than those of the average human, and it moves with a speed that seems impossible for its mechanical bulk._ ## Battlefield Standard. ## Crews - Custom (D3+4). ## Tactics Cards - Custom (1) or Random (2). ## Deployment Within 3” of the centre. ## Hunter & Hunted - The gang starts in every round (priority). - The Rambot is an enemy fighter. If the rogue Ambot is not on the battlefield, the gang can activate each Ready fighter in any order as normal. However, fighters can only make a single action when activated: - **Standing:** Move (Simple). - **Prone:** Crawl (Double). In addition, each Standing fighter can perform one of the following Basic actions: - **Search Area (Basic):** Pass an Intelligence test (+1 modifier if the rogue Ambot has previously appeared and then returned to the shadows). Note down how many searches were successful and how many failed each round. - **Give Cover (Basic):** If the Rambot appears on the battlefield, make a Shoot (Basic) action targeting it (using ‘It Came From the Shadows! rules). All fighters having made this action can make this attack. Lasts until the End phase. If the Rambot is on the battlefield, all Ready fighters can activate in any order as normal (performing any action). ## “It Came From the Shadows!” Each time a Search Area (Basic) action is performed, roll a D6 and apply the following modifiers (using previously performed Search Area actions this round): - -1 per unsuccessful Search Area action. - +1 per successful Search Area action. The result will determine how or if the Rambot appears (placement), whether fighters can Give Cover and how the Rambt activates. | D6 | Effect | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **“Ooops...”**<br />Placement:<br />- B2B with the fighter.<br />- Counts as having charged.<br /> | | 2-3 | **“It’s Behind You!”**<br />Placement:<br />- Within 3” of the fighter.<br />- Outside the vision arc of the fighter.<br />Give Cover:<br />- -3 hit modifier<br />After these attacks, the Rambot activates. | | 4-7 | **“What’s That?”** <br />Give Cover:<br />- Nominate a weapon for each fighter (with Give Cover) and roll a Firepower dice (representing nervous shooting at shadows). Resolve Ammo tests (if any) as normal.<br />- Afterwards, no fighters Give Cover. | | 8+ | **“There It Is!”**<br />Placement:<br />- Within 6” of the fighter.<br /> Give Cover:<br />-2 hit modifier to Giving Cover attacks.<br />After these attacks, the Rambot activates. | <FighterCard> ### The Rambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | 5+ | 5 | 5 | 4 | 4+ | 3 | 8+ | 4+ | 8+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 x Tunnelling Claw | E | - | - | - | S | -1 | 2 | - | - | | - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace) #### Special Rules **Alien Abomination** - Does not lose Ready at the end of an activation. - No limit to how many times it can be activated each round. - Each time a fighter ends an activation (or finishes the last activation of a group activation), the Rambot activates (Acting on Instincts). **Frenzied** - When attacking with a Fight (Basic) action, one attack must be made using the tunnelling claw’s ranged profile. - Will always choose Coup De Grace instead of consolidating (if having the choice). **Unbreakable** - Never bottles out. - Can't become Broken (for any reason). **Unfeeling Hide** - Blaze: - Acts as normal (still suffer S3 AP-1 damage as normal). - No longer ablaze if going Back to the Shadows. - Webbed: - When activating, roll 4+ to remove the condition. Otherwise the activation ends immediately. - If Webbed during the End phase, roll for Recovery as anormal. **Acting on Instincts** To determine the actions when activated, use the following table: | Trigger | Action | | --------------------------- | ---------------------------------------------------------------------------- | | Fighter in base contact? | One of the following:<br />- Fight (Basic) action<br />- Hurl (Basic) action | | Closest fighter within 6”? | Charge (Double) | | Closest fighter within 12”? | 1. Move (Simple)<br />2. Shoot (Basic) | | None of the above? | Back to the Shadows | **Back to the Shadows** - If, during any End phase, the Rambit is B2B with a Seriously Injured fighter, and no other fighters are within 4”, drag the prey off into the shadows (both are removed from the battlefield). The fighter counts as going Out of Action. - If suffering a wound (for any reason), after saving (if any), but before applying the damage, pass an Initiative test to: - Reduce the damage to 1. - Ignore all weapon traits. - Go Back to the Shadows (removed from the battlefield). Otherwise, apply the damage as normal. When going Back to the Shadows, it will not appear again this round, but may appear in later rounds (Search Area). </FighterCard> ## Ending the Battle The battle ends when the Ambot is Out of Action or no fighters remain. ## Victory The last remaining side is the winner. ## Rewards ##### Credits - 2D6x10 for taking the Ambot Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Ambot Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for taking the Ambot Out of Action. - -1 to the gang if it bottled out. :::note Alternative Variant The Rambot can be replaced by all manner of monsters, daemonically-possessed hivers or alien abominations. Or perhaps the gang has stumbled into the lair of a Chaos cult and becomes hunted by a daemonhost. Or perhaps a nest of Purestrain Genestealers is uncovered. These rules can be used to control any such foe, and an experienced gang could face a far more powerful entity than an escaped Ambot with its safety systems switched off. Or the gang could be outnumbered by swarms of smaller xenos lifeforms, and a random amount activates each turn, for example D3. :::
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{{read "7-gangs/1-gang-lists/house-escher/equipment-list.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
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Escher Ganger Template
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2024-06-13 20:34:24.508078
['ideas', 'writing']
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Generate a Escher ganger following the right formatting for Necromunda
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escher_ganger_template
Noureddine
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{{read "7-gangs/1-gang-lists/house-escher/equipment-list.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
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# Vehicle Actions The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. Mobile vehicles: - [Move (Simple)](#move-simple) - [Manoeuvre (Simple)](#manoeuvre-simple) - [Move & Shoot (Basic)](#move--shoot-basic) - [Fire All (Basic)](#fire-all-basic) - [Reload (Simple)](#reload-simple) - [Aim (Basic)](#aim-basic) - [Drift (Basic)](#drift-basic) - [Ram (Double)](#ram-double) - [Spin (Basic)](#spin-basic) - [Full Throttle (Double)](#full-throttle-double) Stationary & Stalled vehicles: - [Jump Start (Simple)](#jump-start-simple) - [Turn-over (Basic)](#turn-over-basic) - [Free Wheel (Basic)](#free-wheel-basic) - [Fire All (Basic)](#fire-all-basic) Broken vehicles: - [Break for Air (Double)](#break-for-air-double) - [Burn Out (Double)](#burn-out-double) ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. ### Move (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap they will [fall](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Manoeuvre (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre of up to 90° at any point before, during or after its move. - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Weapon trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. ### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Weapon trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. ### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo check. If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action, apply a +1 modifier to any Hit rolls they make. ### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) applying a +1 modifier. ### Ram (Double) The vehicle moves as if making a Move (Simple) action, but adds D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and Damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. ### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). ### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a Loss of Control test with a -1 modifier ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ## Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: ### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling check for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling check is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling check is failed, the vehicle refuses to restart and it remains Stalled. ### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. ### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically. Collision damage is worked out as normal. ### Fire All (Basic) (See previous entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/rules/vehicles/vehicle-resolve-hits#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/rules/vehicles/vehicle-resolve-hits#vehicles-and-nerve-tests). A Broken vehicle is one that has lost its nerve, its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. ### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. ### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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# Vehicle Actions The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. Mobile vehicles: - [Move (Simple)](#move-simple) - [Manoeuvre (Simple)](#manoeuvre-simple) - [Move & Shoot (Basic)](#move--shoot-basic) - [Fire All (Basic)](#fire-all-basic) - [Reload (Simple)](#reload-simple) - [Aim (Basic)](#aim-basic) - [Drift (Basic)](#drift-basic) - [Ram (Double)](#ram-double) - [Spin (Basic)](#spin-basic) - [Full Throttle (Double)](#full-throttle-double) Stationary & Stalled vehicles: - [Jump Start (Simple)](#jump-start-simple) - [Turn-over (Basic)](#turn-over-basic) - [Free Wheel (Basic)](#free-wheel-basic) - [Fire All (Basic)](#fire-all-basic) Broken vehicles: - [Break for Air (Double)](#break-for-air-double) - [Burn Out (Double)](#burn-out-double) ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. ### Move (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap they will [fall](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Manoeuvre (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre of up to 90° at any point before, during or after its move. - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Weapon trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. ### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Weapon trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. ### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo check. If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action, apply a +1 modifier to any Hit rolls they make. ### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) applying a +1 modifier. ### Ram (Double) The vehicle moves as if making a Move (Simple) action, but adds D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and Damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. ### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). ### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a Loss of Control test with a -1 modifier ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ## Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: ### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling check for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling check is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling check is failed, the vehicle refuses to restart and it remains Stalled. ### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. ### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically. Collision damage is worked out as normal. ### Fire All (Basic) (See previous entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/rules/vehicles/vehicle-resolve-hits#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/rules/vehicles/vehicle-resolve-hits#vehicles-and-nerve-tests). A Broken vehicle is one that has lost its nerve, its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. ### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. ### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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# Hired Guns The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or foolish underhive dwellers take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring out their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block. The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their skills to keep the mechanism turning. Bounty Hunters, House Agents And Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, referred to as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs. This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw.
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# Hired Guns The Imperium of Mankind is a dangerous place. Countless billions of wretched souls deal with the bleakness of their existence by cowering from the horrors of the galaxy, dedicating their lives to relentless toil and drudgery in the service of Him on Terra. Yet there are those who do not. Untold millions of brave or foolish underhive dwellers take up arms, fighting for the fate of humanity in the Emperor’s glorious armies. Many others, in numbers beyond counting, take to a life of violence for their own amusement, violent souls drawn to violent work. Yet more come to their bloody work through desperation, simply hoping to put food in their bellies. Ruthless bounty hunters prowl the underhive, hoping to get rich from their bloody-handed trade. Lowlife scum eke out a meagre existence, hiring out their services to uncaring gang leaders looking for some expendable muscle. Even those who would prefer not to raise arms in violence find themselves drawn into the endless cycle of gang warfare, their skills retained in service of the crew that runs their hab block. The hives of Necromunda are meat grinders for humanity. There is always someone willing to sell their skills to keep the mechanism turning. Bounty Hunters, House Agents And Hive Scum In Campaign play, gangs have the chance to recruit Hired Guns. These fall into three broad categories: Bounty Hunters, House Agents and Hive Scum, some of which will be named characters, referred to as Dramatis Personae. Such fighters can be hired during the pre-battle sequence, thus securing their services for that one battle. They are not added to the gang roster, but a Fighter card will need to be filled out for them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have. Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle. In Skirmish battles, Hired Guns can be purchased in the same way as any other fighter. In either mode of play, a Hired Gun increases the gang’s Rating in the same way as any other fighter. ## Outlaw Hired Guns For the most part, in spite of appearances, Bounty Hunters, House Agents, Hive Scum and Dramatis Personae are relatively upright citizens of the underhive who follow Lord Helmawr’s laws as best they can. Therefore, ordinary Hired Guns can only be hired by Law Abiding gangs; they cannot be hired by Outlaw gangs. This does not mean that Outlaw gangs cannot hire Hired Guns. Outlaw gangs may purchase the services of a Hired Gun as normal. If they do however, the fighter must be designated an ‘Outlaw’ and will gain the Outlaw special rule. Additionally, Outlaw gangs may hire any Dramatis Personae with the Outlaw special rule on their profile. Law Abiding gangs cannot hire Dramatis Personae with the Outlaw rule on their profile and cannot designate a Hive Scum or a Bounty Hunter they have hired as an Outlaw.
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