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2024-06-13 20:34:24.508078
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338
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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 - Scatter
Unknown
shotgun
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
4
8
2
0
3
1
15
C
['[[plentiful]]', '[[scattershot]]']
0
-
6+
6
['Sawn-Off Shotgun - Scatter']
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
### 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 |
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
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# Escher Terrain _Source: House of Blades_ Gangs often make cunning use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Escher gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any battle the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s-land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Escher Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Blade Cages | 50 | Rare (9) | | Decapitators | 75 | Rare (11) | | Gas Canisters | 15 | Common | | Gas Censers | 50 | Rare (10) | | Chymist Cult Relic | 100 | Rare (10) | :::info ### Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the board. Note that even when the real trap is revealed, other false traps remain on the board until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Gas Canisters Escher gas canisters are homemade containers for the gang’s toxic compounds or airborne chems. In battle, a ganger can tap one of these makeshift containers to reload their gas weapons or give them an extra boost. The danger of having so much poisonous gas in one place, of course, is if a stray round ruptures them, they can saturate an area in toxins, killing friend and foe alike. Gas Canisters can be represented by a marker, or an appropriate model placed on a 25mm base. Gas Canisters can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Gas Canister can use it as if it were chem-synth, increasing the lethality of their Gas weapons. Note that unlike a normal chem-synth, a Gas Canister can only be used to enhance weapons with the Gas trait. Gas Canisters can be targeted by ranged attacks just as if they were fighters, and may be affected by Blast and Template weapons if they are touched by a Blast marker or Template marker. Gas Canisters have a Toughness of 3, and if they take any damage are destroyed and removed from the battlefield. When a Gas Canister is destroyed, place a 3" Blast marker over its position before removing it from the battlefield. All fighters touched by this marker take a hit from a weapon with the Gas trait. ## Blade Cages (Trap) Blade Cages are cruel but effective mantraps. With pressure plates or tripwires to set them off, they are bladed claws that rise up from the ground or descend from the ceiling to envelop their victims. Those caught in a Blade Cage are left with the unenviable task of trying to struggle free, hoping they don’t cut themselves to pieces in the process. Blade Cages are Traps, and use the Hidden Traps rules. Blade Cages can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Blade Cage marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If it is the real trap, the fighter is moved into base contact with the marker and gains the Webbed condition. As long as a Blade Cage has trapped a fighter, it cannot trap additional fighters, and fighters moving past it do not need to make Initiative checks to see if they are caught. Blade Cages can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter becomes trapped as detailed above. ## Decapitators (Trap) Decapitators are far less subtle versions of Blade Cages. Using spring-loaded or pneumatic driven blades, they make for savage and messy booby traps. Decapitators are Traps and use the Hidden Traps rules. Decapitators can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Decapitator marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap. If it is a false trap, discard the marker. If it is the real trap, the fighter must immediately roll an Injury dice and apply the results. Decapitators can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter must roll an Injury dice as detailed above. ## Gas Censers Gas Censers hung from domes or doorways slowly release toxins into the air. They can be represented by either a marker or a piece of terrain on a 25mm base. Gas Censers can be set up anywhere on the battlefield outside of your opponent’s deployment area. In the End phase, a fighter within 3" of a Gas Censer must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait. If this check is failed, or the roll was a 6, the fighter suffers an immediate Flesh Wound. Gas Censers can be thrown by a friendly fighter in base contact with them, just as if they were a grenade. Work out this attack as normal, counting the Gas Censer as a Choke Gas grenade. Once the attack has been worked out, remove the marker from the battlefield. ## Chymist Cult Relic (Gang Relic) House Escher gang relics are altars to the Chymist Cults. Whether they are massive bladed icons of the House, or spiked pillars hung with the trophies of the gang’s kills, they incorporate chem-stills and toxin filters. A Chymist Cult Relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, a friendly fighter within 3" of a Chymist Cult Relic can use it as if it were chem-synth, increasing the lethality of their Gas and Toxin weapons. Seriously Injured friendly fighters within 3" of a Chymist Cult Relic count as being assisted by a friendly fighter making Recovery rolls. Enemy fighters who end their activation within 3" of a Chymist Cult Relic must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait, or immediately suffer a Flesh Wound. Escher gangs can only include a Chymist Cult Relic if they are the defender in a scenario with an attacker and defender. A Chymist Cult Relic can be represented by an appropriate marker or a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Escher icons. Note that if the relic is defiled (see the Necromunda Rulebook), it loses the bonuses it provides to Cool and Leadership checks, but retains its other benefits.
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# Escher Terrain _Source: House of Blades_ Gangs often make cunning use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Escher gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any battle the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s-land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Escher Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Blade Cages | 50 | Rare (9) | | Decapitators | 75 | Rare (11) | | Gas Canisters | 15 | Common | | Gas Censers | 50 | Rare (10) | | Chymist Cult Relic | 100 | Rare (10) | :::info ### Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the board. Note that even when the real trap is revealed, other false traps remain on the board until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Gas Canisters Escher gas canisters are homemade containers for the gang’s toxic compounds or airborne chems. In battle, a ganger can tap one of these makeshift containers to reload their gas weapons or give them an extra boost. The danger of having so much poisonous gas in one place, of course, is if a stray round ruptures them, they can saturate an area in toxins, killing friend and foe alike. Gas Canisters can be represented by a marker, or an appropriate model placed on a 25mm base. Gas Canisters can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Gas Canister can use it as if it were chem-synth, increasing the lethality of their Gas weapons. Note that unlike a normal chem-synth, a Gas Canister can only be used to enhance weapons with the Gas trait. Gas Canisters can be targeted by ranged attacks just as if they were fighters, and may be affected by Blast and Template weapons if they are touched by a Blast marker or Template marker. Gas Canisters have a Toughness of 3, and if they take any damage are destroyed and removed from the battlefield. When a Gas Canister is destroyed, place a 3" Blast marker over its position before removing it from the battlefield. All fighters touched by this marker take a hit from a weapon with the Gas trait. ## Blade Cages (Trap) Blade Cages are cruel but effective mantraps. With pressure plates or tripwires to set them off, they are bladed claws that rise up from the ground or descend from the ceiling to envelop their victims. Those caught in a Blade Cage are left with the unenviable task of trying to struggle free, hoping they don’t cut themselves to pieces in the process. Blade Cages are Traps, and use the Hidden Traps rules. Blade Cages can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Blade Cage marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If it is the real trap, the fighter is moved into base contact with the marker and gains the Webbed condition. As long as a Blade Cage has trapped a fighter, it cannot trap additional fighters, and fighters moving past it do not need to make Initiative checks to see if they are caught. Blade Cages can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter becomes trapped as detailed above. ## Decapitators (Trap) Decapitators are far less subtle versions of Blade Cages. Using spring-loaded or pneumatic driven blades, they make for savage and messy booby traps. Decapitators are Traps and use the Hidden Traps rules. Decapitators can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Decapitator marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap. If it is a false trap, discard the marker. If it is the real trap, the fighter must immediately roll an Injury dice and apply the results. Decapitators can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter must roll an Injury dice as detailed above. ## Gas Censers Gas Censers hung from domes or doorways slowly release toxins into the air. They can be represented by either a marker or a piece of terrain on a 25mm base. Gas Censers can be set up anywhere on the battlefield outside of your opponent’s deployment area. In the End phase, a fighter within 3" of a Gas Censer must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait. If this check is failed, or the roll was a 6, the fighter suffers an immediate Flesh Wound. Gas Censers can be thrown by a friendly fighter in base contact with them, just as if they were a grenade. Work out this attack as normal, counting the Gas Censer as a Choke Gas grenade. Once the attack has been worked out, remove the marker from the battlefield. ## Chymist Cult Relic (Gang Relic) House Escher gang relics are altars to the Chymist Cults. Whether they are massive bladed icons of the House, or spiked pillars hung with the trophies of the gang’s kills, they incorporate chem-stills and toxin filters. A Chymist Cult Relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, a friendly fighter within 3" of a Chymist Cult Relic can use it as if it were chem-synth, increasing the lethality of their Gas and Toxin weapons. Seriously Injured friendly fighters within 3" of a Chymist Cult Relic count as being assisted by a friendly fighter making Recovery rolls. Enemy fighters who end their activation within 3" of a Chymist Cult Relic must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait, or immediately suffer a Flesh Wound. Escher gangs can only include a Chymist Cult Relic if they are the defender in a scenario with an attacker and defender. A Chymist Cult Relic can be represented by an appropriate marker or a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Escher icons. Note that if the relic is defiled (see the Necromunda Rulebook), it loses the bonuses it provides to Cool and Leadership checks, but retains its other benefits.
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### Combi A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of these weapons, they often have less capacity for ammunition, and are prone to jamming and other minor issues. When making an Ammo test for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combiweapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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A combi-weapon has two profiles. When it is fired, pickone of the two profiles and use it for the attack. Due tothe compact nature of these weapons, they often haveless capacity for ammunition, and are prone to jammingand other minor issues. When making an Ammo testfor either of the weapons, roll twice and apply theworst result. However, unlike most weapons that havetwo profiles, ammo for the two parts of the combiweapon are tracked separately – if one profile runs Outof Ammo, the other can still fire unless it has also runOut of Ammo.
necrovox
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### Combi A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of these weapons, they often have less capacity for ammunition, and are prone to jamming and other minor issues. When making an Ammo test for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combiweapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.
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# Van Saar Archaeo-Cyberteknika _Source: House of Artifice_ House Van Saar has a well-deserved reputation for tech, and bionics in particular, their artisans providing augmetics for many of the Great Houses, as well the Merchant Guild, powerful criminals, and anyone else who can pay their high prices. This mastery of the cybernetic comes not solely from a desire to bring wealth to the Clan House, but out of a necessity to preserve the failing flesh of its people. By the time a Van Saar clanner comes of age, their body will already be starting to fail them, kept alive only by the systems of their survival suits. As they age, or are wounded in the endless wars of the underhive, their body will degrade further, and only the intervention of augmetics can keep them going. Fortunately for a Van Saar ganger, access to the clan’s Cyberteknika (as it is known within the Clan House) is plentiful, and a successful fighter can greatly extend their own life span, enhance their abilities and hide their inward degeneration through the use of masterfully wrought artificial skin and limbs. ## Using Archaeo-Cyberteknika All Van Saar fighters have access to Cyberteknika, and as they gain advances or suffer injuries they can use Cyberteknika to repair and enhance themselves. There are a few ways for a fighter to gain a piece of Cyberteknika – either to repair a Lasting Injury, once they have spent Experience points for an advancement (representing the fighter’s body aging) or during gang creation (reflecting the older, more experienced, members of the gang). To repair a Lasting Injury, during any post-battle sequence, the player simply pays the credits cost for the Cyberteknika associated with the injury (Eyes, Hands, etc) and places the fighter Into Recovery. Once the fighter leaves Recovery, the effects of the Injury will have been replaced with the effects of the Cyberteknika. Alternatively, when a fighter gains a new advance, they may also replace any of their body parts with a piece of the Cyberteknika, paying the credits cost and going Into Recovery as above. Finally, Van Saar fighters with the Gang Hierarchy (X) special rule may be given Cyberteknika during gang creation at the cost listed as follows. ## Upgrading Archaeo-Cyberteknika Once a fighter has a piece of Cyberteknika, it is permanent. Cyberteknika can be used to replace any Bionics (as found in the Trading Post) in the location it is taken (Eyes, Hands, etc), and a fighter can only have one type of Cyberteknika in each location on their body. All Cyberteknika comes in three levels, ranked Alpha (the most basic), Gamma (intermediate), and Omega (the most advanced). When a fighter gains a piece of Cyberteknika, they can choose any level provided they can pay its cost in credits. Fighters can also upgrade their Cyberteknika – this is the only instance in which they can change the type of Cyberteknika they have. To upgrade a piece of Cyberteknika the fighter must pay the difference between the cost of the level they have and the next level up, after which they will go into Recovery. Once the fighter leaves Recovery, they gain the improved piece of Cyberteknika (i.e., Alpha becomes Gamma and Gamma becomes Omega). Omega Cyberteknika cannot be upgraded. ## Damaged Archaeo-Cyberteknika If a fighter with Cyberteknika suffers a Lasting Injury to a location with Cyberteknika, roll a D6. On a 4+ the Lasting Injury itself is ignored, though the fighter must still go into Recovery. Otherwise the Cyberteknika is damaged and stops working (the fighter can no longer use its benefits), and the fighter then goes into Recovery. Note, however, that none of the other effects of the Lasting Injury are applied against the fighter. To repair a piece of Cyberteknika the fighter must pay half its cost in credits during the pre-battle sequence of any battle, or during downtime in a Campaign. ## Cranial Cyberteknika Cranial Cyberteknika represents any number of cognitive cybernetics or brain implants that repair cortical damage or enhance mnemonic function: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers either a Head Injury or Humiliated result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers either a future Head Injury or Humiliated result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :--------: | :-------------------------------------------------------------------------------------------------------------- | | Alpha | 30 credits | This fighter is immune to the Insane condition. | | Gamma | 40 credits | This fighter is immune to both the Insane and the Intoxicated conditions. | | Omega | 75 credits | This fighter is immune to the Insane and Intoxicated conditions. In addition, the fighter cannot become Broken. | ## Ocular Cyberteknika Ocular Cyberteknika replaces the fighter’s eyes with bionic enhancements, allowing them to see into a multitude of spectrums or shield them from the effects of blinding weapons like photon flash grenades: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Eye Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Eye Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter is considered to always be equipped with an infra-sight, the benefits of which are applied to any ranged weapon they carry. | | Gamma | 85 credits | This fighter is considered to always be equipped with both an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry. | | Omega | 105 credits | This fighter is considered to always be equipped with an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry, and photo-goggles. | ## Sindextrous Cyberteknika Sindextrous Cyberteknika repair hands and arms with corded bionics, making limbs more responsive and intricate manipulation far easier for the fighter, giving them a level of dexterity beyond that of their mortal flesh. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hand Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hand Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter ignores the effects of the Disarm trait. | | Gamma | 75 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. | | Omega | 125 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. In addition, this fighter’s attacks cannot be parried. | ## Motive Cyberteknika Motive Cyberteknika are leg, back and foot augmetics that add to the speed and agility of the fighter, allowing their limbs to instinctively cope with the difficult terrain of the underhive in a way fragile human appendages cannot. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hobbled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hobbled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 35 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain. | | Gamma | 65 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). | | Omega | 100 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, this fighter may re-roll failed Initiative checks to see if they fall when they go from Standing to Prone within ½" of the edge of a level or platform. | ## Torsonic Cyberteknika Torsonic Cyberteknika bone bracing and spinal grips make the fighter far more sturdy, granting them not just increased strength of body but also the ability to wield weapons with an ease they never could before: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Spinal Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Spinal Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. | | Gamma | 75 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. | | Omega | 150 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. Finally, any weapon this fighter is equipped with is considered to have suspensors fitted to it. | ## VASCULAR CYBERTEKNIKA Vascular Cyberteknika replaces key organs within the fighter’s body, usually their heart and lungs, granting them resistance to the perils of the underhive, but also a level of regenerative ability. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Enfeebled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Enfeebled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 40 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. | | Gamma | 80 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. | | Omega | 130 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. Finally, in the End phase of each round, this Fighter may discard a Flesh Wound they have suffered. | :::note MODELLING ARCHAEO-CYBERTEKNIKA The bionics used by the Van Saar, while functionally very similar to those employed by the majority of Necromundans, are of exceptional quality. Quite often they will be indistinguishable from human limbs, especially if concealed under their survival suits, and to the untrained eye a Van Saar fighter might appear completely natural – even if they are anything but. With this in mind, players should feel free to add Cyberteknika to their Necromunda models without the need to convert them – it can be imagined that the fighter’s enhancements are hidden under their suit or appear identical to the real thing. That said, if a player wants to represent bionic limbs, eyes and other augments (perhaps raiding other kits from the Citadel Miniatures range for parts) then they should be able to do so, for not all Van Saar fighters favour subtlety, and many wear their bionics out in the open for all to see. :::
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# Van Saar Archaeo-Cyberteknika _Source: House of Artifice_ House Van Saar has a well-deserved reputation for tech, and bionics in particular, their artisans providing augmetics for many of the Great Houses, as well the Merchant Guild, powerful criminals, and anyone else who can pay their high prices. This mastery of the cybernetic comes not solely from a desire to bring wealth to the Clan House, but out of a necessity to preserve the failing flesh of its people. By the time a Van Saar clanner comes of age, their body will already be starting to fail them, kept alive only by the systems of their survival suits. As they age, or are wounded in the endless wars of the underhive, their body will degrade further, and only the intervention of augmetics can keep them going. Fortunately for a Van Saar ganger, access to the clan’s Cyberteknika (as it is known within the Clan House) is plentiful, and a successful fighter can greatly extend their own life span, enhance their abilities and hide their inward degeneration through the use of masterfully wrought artificial skin and limbs. ## Using Archaeo-Cyberteknika All Van Saar fighters have access to Cyberteknika, and as they gain advances or suffer injuries they can use Cyberteknika to repair and enhance themselves. There are a few ways for a fighter to gain a piece of Cyberteknika – either to repair a Lasting Injury, once they have spent Experience points for an advancement (representing the fighter’s body aging) or during gang creation (reflecting the older, more experienced, members of the gang). To repair a Lasting Injury, during any post-battle sequence, the player simply pays the credits cost for the Cyberteknika associated with the injury (Eyes, Hands, etc) and places the fighter Into Recovery. Once the fighter leaves Recovery, the effects of the Injury will have been replaced with the effects of the Cyberteknika. Alternatively, when a fighter gains a new advance, they may also replace any of their body parts with a piece of the Cyberteknika, paying the credits cost and going Into Recovery as above. Finally, Van Saar fighters with the Gang Hierarchy (X) special rule may be given Cyberteknika during gang creation at the cost listed as follows. ## Upgrading Archaeo-Cyberteknika Once a fighter has a piece of Cyberteknika, it is permanent. Cyberteknika can be used to replace any Bionics (as found in the Trading Post) in the location it is taken (Eyes, Hands, etc), and a fighter can only have one type of Cyberteknika in each location on their body. All Cyberteknika comes in three levels, ranked Alpha (the most basic), Gamma (intermediate), and Omega (the most advanced). When a fighter gains a piece of Cyberteknika, they can choose any level provided they can pay its cost in credits. Fighters can also upgrade their Cyberteknika – this is the only instance in which they can change the type of Cyberteknika they have. To upgrade a piece of Cyberteknika the fighter must pay the difference between the cost of the level they have and the next level up, after which they will go into Recovery. Once the fighter leaves Recovery, they gain the improved piece of Cyberteknika (i.e., Alpha becomes Gamma and Gamma becomes Omega). Omega Cyberteknika cannot be upgraded. ## Damaged Archaeo-Cyberteknika If a fighter with Cyberteknika suffers a Lasting Injury to a location with Cyberteknika, roll a D6. On a 4+ the Lasting Injury itself is ignored, though the fighter must still go into Recovery. Otherwise the Cyberteknika is damaged and stops working (the fighter can no longer use its benefits), and the fighter then goes into Recovery. Note, however, that none of the other effects of the Lasting Injury are applied against the fighter. To repair a piece of Cyberteknika the fighter must pay half its cost in credits during the pre-battle sequence of any battle, or during downtime in a Campaign. ## Cranial Cyberteknika Cranial Cyberteknika represents any number of cognitive cybernetics or brain implants that repair cortical damage or enhance mnemonic function: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers either a Head Injury or Humiliated result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers either a future Head Injury or Humiliated result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :--------: | :-------------------------------------------------------------------------------------------------------------- | | Alpha | 30 credits | This fighter is immune to the Insane condition. | | Gamma | 40 credits | This fighter is immune to both the Insane and the Intoxicated conditions. | | Omega | 75 credits | This fighter is immune to the Insane and Intoxicated conditions. In addition, the fighter cannot become Broken. | ## Ocular Cyberteknika Ocular Cyberteknika replaces the fighter’s eyes with bionic enhancements, allowing them to see into a multitude of spectrums or shield them from the effects of blinding weapons like photon flash grenades: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Eye Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Eye Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter is considered to always be equipped with an infra-sight, the benefits of which are applied to any ranged weapon they carry. | | Gamma | 85 credits | This fighter is considered to always be equipped with both an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry. | | Omega | 105 credits | This fighter is considered to always be equipped with an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry, and photo-goggles. | ## Sindextrous Cyberteknika Sindextrous Cyberteknika repair hands and arms with corded bionics, making limbs more responsive and intricate manipulation far easier for the fighter, giving them a level of dexterity beyond that of their mortal flesh. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hand Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hand Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter ignores the effects of the Disarm trait. | | Gamma | 75 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. | | Omega | 125 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. In addition, this fighter’s attacks cannot be parried. | ## Motive Cyberteknika Motive Cyberteknika are leg, back and foot augmetics that add to the speed and agility of the fighter, allowing their limbs to instinctively cope with the difficult terrain of the underhive in a way fragile human appendages cannot. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hobbled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hobbled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 35 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain. | | Gamma | 65 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). | | Omega | 100 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, this fighter may re-roll failed Initiative checks to see if they fall when they go from Standing to Prone within ½" of the edge of a level or platform. | ## Torsonic Cyberteknika Torsonic Cyberteknika bone bracing and spinal grips make the fighter far more sturdy, granting them not just increased strength of body but also the ability to wield weapons with an ease they never could before: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Spinal Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Spinal Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. | | Gamma | 75 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. | | Omega | 150 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. Finally, any weapon this fighter is equipped with is considered to have suspensors fitted to it. | ## VASCULAR CYBERTEKNIKA Vascular Cyberteknika replaces key organs within the fighter’s body, usually their heart and lungs, granting them resistance to the perils of the underhive, but also a level of regenerative ability. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Enfeebled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Enfeebled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 40 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. | | Gamma | 80 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. | | Omega | 130 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. Finally, in the End phase of each round, this Fighter may discard a Flesh Wound they have suffered. | :::note MODELLING ARCHAEO-CYBERTEKNIKA The bionics used by the Van Saar, while functionally very similar to those employed by the majority of Necromundans, are of exceptional quality. Quite often they will be indistinguishable from human limbs, especially if concealed under their survival suits, and to the untrained eye a Van Saar fighter might appear completely natural – even if they are anything but. With this in mind, players should feel free to add Cyberteknika to their Necromunda models without the need to convert them – it can be imagined that the fighter’s enhancements are hidden under their suit or appear identical to the real thing. That said, if a player wants to represent bionic limbs, eyes and other augments (perhaps raiding other kits from the Citadel Miniatures range for parts) then they should be able to do so, for not all Van Saar fighters favour subtlety, and many wear their bionics out in the open for all to see. :::
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# Alliances Clan House gangs are given great freedom when it comes to furthering the interests of their House, and in the underhive operate about as independently as any group of people on Necromunda can. However, even a gang sometimes needs friends, access to extra ordnance or a little official clout to get the job done. In these instances a gang might make a temporary alliance with locals, Enforcers, Guilders or some other faction, donning the veneer of officialdom while it aligns with their interests. Such alliances rarely last for long, as once the gang has achieved its goal, independence becomes more important than the support they were offered. For their part, both Guilders and other sanctioned groups regard gangs as temporary tools to be used when it suits, but are never fully trusted. The Alliance rules represent a short-term alliance between a player’s gang and a body such as a Guild, a criminal organisation or a Noble House. The benefits of having an Alliance depend on the ally, but can mean access to cheaper weapons and Wargear, bonuses when playing certain scenarios or special Hired Guns who will join the gang while the Alliance lasts. Alliances also come with drawbacks. These can include the allies taking a cut of the rewards from a scenario, gangs being forced to play certain scenarios favourable to their allies, or their opponents getting help from the allies’ enemies. :::note Designer's Note: Using Alliances Alliances are optional rules that can be included in a campaign at the discretion of the Arbitrator. While it is possible to use the rules for Alliances in Skirmish play, provided both players agree, they really come into their own when used over several games – meaning players must take both the good (cheaper weapons, special Hired Guns) with the bad (having to play certain scenarios or giving up some of their scenario rewards). Players and Arbitrators are encouraged to keep track of Alliances as they can really help build an exciting narrative over the course of a campaign, with certain allies refusing to work with a gang based on their past history, or gangs developing rivalries depending on the allies they have chosen to back. Arbitrators could even require all gangs to make Alliances for their campaign, forcing themto choose sides in a larger confrontation between Guilders, Enforcers, recidivists or seditious cults! ::: ## Making an Alliance Alliances are not to be entered into lightly. Once a gang has pledged its support to an ally, you can be sure their new friends will force them to stick with it – at least until the ally gets some results or they decide the gang has become a liability. Follow these steps to make an Alliance: 1. Any gang can decide to enter into an Alliance at the beginning of a campaign, or before any battle in a campaign, provided they do not already have an ally. 2. Choose an ally from those on offer, both in this supplement or from another supplement. Note that the allies presented in this supplement represent those that House Van Saar has a long history of collaboration with, meaning that House Van Saar gangs can make a Strong Alliance with these. Making an Alliance with an ally from another supplement is possible, but the Alliance may prove to be weaker. 3. Once a gang has made an Alliance it will last until the end of the current phase of the campaign, or until either they or their ally break it as a result of their actions. If a gang breaks their Alliance before the end of the current Campaign phase then they cannot gain another until the following phase unless their Arbitrator decides otherwise. 4. While part of an Alliance, a gang may not use any Sub-plots or roll on any of the House Favours tables. 5. Unless otherwise noted, a gang can never have more than one ally at a time. A gang should make a note of their ally on their gang roster, along with any benefits and drawbacks which the ally brings. ### Benefits And Drawbacks Each Alliance brings with it a set of Benefits and Drawbacks. These are special rules that will apply to the gang for the duration of the alliance and can include things such as access to certain equipment, special Hired Guns or having to play certain scenarios when given the option. The exact details of an ally’s Benefits and Drawbacks can be found in their individual descriptions, along with guidelines on how, and when, they come into play. ### Testing The Alliance Sometimes the strength of an Alliance might be tested. This is usually because of something the gang has done or wants to do, or because the ally wants to exert their will upon the gang and the gang wants to resist. This is known as Testing the Alliance, and applies to the use of some Benefits and Drawbacks. When an action requires the alliance to be tested, it will be noted in the ally’s description. When Testing the Alliance the gang must roll a D6 on the table below, adding 1 to the result for each time their alliance has already been tested during this Campaign week: #### Testing the Alliance Table | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **Disquiet:** The ally is not happy with the gang’s actions but continues to hold up their end of the Alliance… at least for now. | | 5-6 | **Warning:** The ally issues a warning to the gang, who must work to restore their good faith. During the next battle the gang takes part in, it does not gain any of the Benefits of the Alliance, though must still adhere to its Drawbacks. | | 7+ | **Broken:** The Alliance is broken. The ally leaves the gang and the gang may not enter into an Alliance with another ally until the next phase of the campaign. | <!-- - Enter into an Alliance from the start or before any battle (provided they do not already have an ally). - Max 1 at a time (unless otherwise noted). - Lasts until the end of the campaign phase, or until either part breaks it. ## Alignent (Law Abiding and Outlaw) There are 3 types of alliances available, depending on the gang’s alignment: - **Guild:** Law Abiding only. - **Recidivists:** Outlaw only. - **Noble:** Any. ## Limitations While allied, a gang can't use: - Favours. - Sub-plots (House or Intrigue). ## Joining the Battle Any Alliance can join the gang in any battle. This is done in one of two ways: - Always available (no test required). - Aid (pass the Aid test to join). Some alliances (including all Guilds) will specify Aid and a Success Level. ### Aid Each Alliance that requires an Aid test will specify a Success Level. | Alliance | Success Level | Alliance Representatives | | :--------- | :------------ | :------------------------------ | | Water | 10 or less | Nauthican Syphoning Delegation | | Promethium | 11 or less | Pyromantic Conclave | | Corpse | 9 or less | Corpse Harvesting Party | | Slave | 10 or less | Slave Entourage | | Coin | 11 or less | Toll Collectors | | Iron | 9 or less | Wandering Scum (D3+2 Hive Scum) | | Ran Lo | 11 or less | Auditing Conclave | In the pre-battle sequence, the gang may attempt to add the allied Representatives to the battle. Aid roll: D6 + Reputation - Equal to or less than the Success Level: Successful, the allies deigns to aid their allies on the battlefield. - Greater than the Success Level: Failed, the allies decide that the gang can cope alone. ## Representatives Alliance Representatives consist of 1-5 fighters. They are always fielded together and must operate together, meaning that a crew must contain all or none. - “Here to Help”: Joins the battle in addition to the standard crew, regardless of method (random/custom). This may effectively allowing 1-5 more fighters than normally allowed. - If included, joins the gang’s crew regardless of crew selection method (random/custom). - Free to hire (does not affect Gang Rating). - Standard abilities for Leaders and Champions: - Leader: - Group Activation (2) - Leading By Example (12”) - Champion: - Group Activation (1) - Leading By Example (6”) #### A Band Apart - Counts as a separate gang (Faction) for the purpose of Overseer, Group Activation and Leading by Example. - Treated as part of the allied gang in every other respect. - Ignore Lasting Injury rolls, automatically treated as Out Cold (when going Out of Action). All Bodyguards have the following special rules: #### Bodyguard (Leader) If the specified fighter type is within 2” and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Indentured Fighters If only the Bodyguards remain on the battlefield, and the rest of the Alliance Representatives are removed for whatever reason, they count as having failed a Bottle test (regardless of how many fighters in total have been removed from the battle). ## Test-trigger Many drawbacks will include various test-triggers. These are common ways an alliance can be tested (and possibly broken). The test-trigger normally consists of 2 parts (Cause & Effect): - **Cause:** A situation that causes a consequence. - **Effect:** A consequence of the cause. This is the ‘price’ the gang must ‘pay’. Example: Test-trigger: Cause. → Effect. When the cause occurs, the gang has 2 options: - Pay the consequence (effect). - Test the Alliance. Test-triggers with a cause & effect means that the gang can always choose to Test the Alliance to avoid the effect. ## Testing the Alliance When Testing the Alliance, roll a D6 and apply modifiers. - +1 for each previous time this test was made (during this campaign cycle). - +3 when changing alignment (Law Abiding/Outlaw). | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------- | | **1-4** | Disquiet: No effect (not happy with the gang’s actions, but continues to hold up their end of the Alliance… at least for now). | | **5-6** | Warning: For the next battle, no Benefits are gained, but drawbacks still apply (a warning is issued and the gang must work to restore their good faith). | | **7+** | Broken: The Alliance is broken. | ## Strong Alliance Some House gangs can form a Strong Alliance. Automatically apply Disquiet (1-4) the first time the alliance is tested. | Alliance | Type | Alignment | Strong Alliance | | :----------------- | :--------- | :---------- | :-------------- | | Coin | Guild | Law Abiding | Orlock | | Iron | Guild | Law Abiding | Delaque | | Water | Guild | Law Abiding | Escher | | Promethium | Guild | Law Abiding | Van Saar | | Corpse | Guild | Law Abiding | Cawdor | | Slave | Guild | Law Abiding | Goliath | | Cold Traders | Recidivist | Outlaw | Escher | | Imperial Imposters | Recidivist | Outlaw | Van Saar | | Fallen Houses | Recidivist | Outlaw | Orlock | | Rogue Factoria | Recidivist | Outlaw | Cawdor | | Narco Lords | Recidivist | Outlaw | Goliath | | Psi-Syndica | Recidivist | Outlaw | Delaque | | Greim | Noble | Any | Goliath | | Ulanti | Noble | Any | Escher | | Ran Lo | Noble | Any | Orlock | | Catallus | Noble | Any | Van Saar | | Ko'Iron | Noble | Any | Cawdor | | Ty | Noble | Any | Delaque | ## Ratings All alliances and included delegation fighters have ratings (mainly used by Outcast gangs): | Alliance | Alignment | Strong Alliance | Representatives | Gangers | Champions | Leader | Cost | | :----------------- | :---------- | :-------------- | :---------------------------- | :------------------------ | :------------------------- | :------ | :--: | | Coin | Law Abiding | Orlock | Toll Collectors | 2 (75) | 1 (125) | 1 (245) | 520 | | Iron | Law Abiding | Delaque | Wandering Scum | D3+2 Hive Scum | (D3+2) \_ (30 + equipment) | | Water | Law Abiding | Escher | Nautican Syphoning Delegation | 1 (160) | 1 (90) | 1 (185) | 435 | | Promethium | Law Abiding | Van Saar | Pyromantic Enclave | 2 (45) | 1 (220) | 1 (140) | 450 | | Corpse | Law Abiding | Cawdor | Corpse Harvesting Party | 2 (135) | 1 (120) | 1 (160) | 550 | | Slave | Law Abiding | Goliath | Slaver Entourage | 2 (120) | 1 (190) | 1 (280) | 710 | | Cold Traders | Outlaw | Escher | Void-Born Bounty Hunters | 2 (150) | 1 (85) | 1 (215) | 600 | | Imperial Imposters | Outlaw | Van Saar | Uphive Ambassadors | 1 Master Charlatan | 280 | | Fallen Houses | Outlaw | Orlock | Rebel Lord / Lady Credo | 1 Rebel Lord / Lady Credo | 305 / 250 | | Rogue Factoria | Outlaw | Cawdor | Factoria Work Gang | 3 (25) | 1 (80) | 1 (160) | 315 | | Narco Lords | Outlaw | Goliath | Narco Scum | D3+2 Hive Scum | (D3+2) \_ (30 + equipment) | | Psi-Syndica | Outlaw | Delaque | Mind-Locked Wyrd | 1 Mind-Locked Wyrd | 150 | | Greim | Any | Goliath | Military Attaché | 1 (90) | 0 | 1 (240) | 330 | | Ulanti | Any | Escher | Court Advisor | 0 | 1 (225) | 1 (235) | 460 | | Ran Lo | Any | Orlock | Auditing Conclave | 1 (190) | 0 | 1 (180) | 370 | | Catallus | Any | Van Saar | Carnival | 1 (75) | 0 | 1 (245) | 320 | | Ko'Iron | Any | Cawdor | Ministorum Delegation | 2 (100) | 0 | 1 (300) | 500 | | Ty | Any | Delaque | Onmyodo Coven | 1 (175) | 0 | 1 (125) | 300 | -->
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# Alliances Clan House gangs are given great freedom when it comes to furthering the interests of their House, and in the underhive operate about as independently as any group of people on Necromunda can. However, even a gang sometimes needs friends, access to extra ordnance or a little official clout to get the job done. In these instances a gang might make a temporary alliance with locals, Enforcers, Guilders or some other faction, donning the veneer of officialdom while it aligns with their interests. Such alliances rarely last for long, as once the gang has achieved its goal, independence becomes more important than the support they were offered. For their part, both Guilders and other sanctioned groups regard gangs as temporary tools to be used when it suits, but are never fully trusted. The Alliance rules represent a short-term alliance between a player’s gang and a body such as a Guild, a criminal organisation or a Noble House. The benefits of having an Alliance depend on the ally, but can mean access to cheaper weapons and Wargear, bonuses when playing certain scenarios or special Hired Guns who will join the gang while the Alliance lasts. Alliances also come with drawbacks. These can include the allies taking a cut of the rewards from a scenario, gangs being forced to play certain scenarios favourable to their allies, or their opponents getting help from the allies’ enemies. :::note Designer's Note: Using Alliances Alliances are optional rules that can be included in a campaign at the discretion of the Arbitrator. While it is possible to use the rules for Alliances in Skirmish play, provided both players agree, they really come into their own when used over several games – meaning players must take both the good (cheaper weapons, special Hired Guns) with the bad (having to play certain scenarios or giving up some of their scenario rewards). Players and Arbitrators are encouraged to keep track of Alliances as they can really help build an exciting narrative over the course of a campaign, with certain allies refusing to work with a gang based on their past history, or gangs developing rivalries depending on the allies they have chosen to back. Arbitrators could even require all gangs to make Alliances for their campaign, forcing themto choose sides in a larger confrontation between Guilders, Enforcers, recidivists or seditious cults! ::: ## Making an Alliance Alliances are not to be entered into lightly. Once a gang has pledged its support to an ally, you can be sure their new friends will force them to stick with it – at least until the ally gets some results or they decide the gang has become a liability. Follow these steps to make an Alliance: 1. Any gang can decide to enter into an Alliance at the beginning of a campaign, or before any battle in a campaign, provided they do not already have an ally. 2. Choose an ally from those on offer, both in this supplement or from another supplement. Note that the allies presented in this supplement represent those that House Van Saar has a long history of collaboration with, meaning that House Van Saar gangs can make a Strong Alliance with these. Making an Alliance with an ally from another supplement is possible, but the Alliance may prove to be weaker. 3. Once a gang has made an Alliance it will last until the end of the current phase of the campaign, or until either they or their ally break it as a result of their actions. If a gang breaks their Alliance before the end of the current Campaign phase then they cannot gain another until the following phase unless their Arbitrator decides otherwise. 4. While part of an Alliance, a gang may not use any Sub-plots or roll on any of the House Favours tables. 5. Unless otherwise noted, a gang can never have more than one ally at a time. A gang should make a note of their ally on their gang roster, along with any benefits and drawbacks which the ally brings. ### Benefits And Drawbacks Each Alliance brings with it a set of Benefits and Drawbacks. These are special rules that will apply to the gang for the duration of the alliance and can include things such as access to certain equipment, special Hired Guns or having to play certain scenarios when given the option. The exact details of an ally’s Benefits and Drawbacks can be found in their individual descriptions, along with guidelines on how, and when, they come into play. ### Testing The Alliance Sometimes the strength of an Alliance might be tested. This is usually because of something the gang has done or wants to do, or because the ally wants to exert their will upon the gang and the gang wants to resist. This is known as Testing the Alliance, and applies to the use of some Benefits and Drawbacks. When an action requires the alliance to be tested, it will be noted in the ally’s description. When Testing the Alliance the gang must roll a D6 on the table below, adding 1 to the result for each time their alliance has already been tested during this Campaign week: #### Testing the Alliance Table | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **Disquiet:** The ally is not happy with the gang’s actions but continues to hold up their end of the Alliance… at least for now. | | 5-6 | **Warning:** The ally issues a warning to the gang, who must work to restore their good faith. During the next battle the gang takes part in, it does not gain any of the Benefits of the Alliance, though must still adhere to its Drawbacks. | | 7+ | **Broken:** The Alliance is broken. The ally leaves the gang and the gang may not enter into an Alliance with another ally until the next phase of the campaign. | <!-- - Enter into an Alliance from the start or before any battle (provided they do not already have an ally). - Max 1 at a time (unless otherwise noted). - Lasts until the end of the campaign phase, or until either part breaks it. ## Alignent (Law Abiding and Outlaw) There are 3 types of alliances available, depending on the gang’s alignment: - **Guild:** Law Abiding only. - **Recidivists:** Outlaw only. - **Noble:** Any. ## Limitations While allied, a gang can't use: - Favours. - Sub-plots (House or Intrigue). ## Joining the Battle Any Alliance can join the gang in any battle. This is done in one of two ways: - Always available (no test required). - Aid (pass the Aid test to join). Some alliances (including all Guilds) will specify Aid and a Success Level. ### Aid Each Alliance that requires an Aid test will specify a Success Level. | Alliance | Success Level | Alliance Representatives | | :--------- | :------------ | :------------------------------ | | Water | 10 or less | Nauthican Syphoning Delegation | | Promethium | 11 or less | Pyromantic Conclave | | Corpse | 9 or less | Corpse Harvesting Party | | Slave | 10 or less | Slave Entourage | | Coin | 11 or less | Toll Collectors | | Iron | 9 or less | Wandering Scum (D3+2 Hive Scum) | | Ran Lo | 11 or less | Auditing Conclave | In the pre-battle sequence, the gang may attempt to add the allied Representatives to the battle. Aid roll: D6 + Reputation - Equal to or less than the Success Level: Successful, the allies deigns to aid their allies on the battlefield. - Greater than the Success Level: Failed, the allies decide that the gang can cope alone. ## Representatives Alliance Representatives consist of 1-5 fighters. They are always fielded together and must operate together, meaning that a crew must contain all or none. - “Here to Help”: Joins the battle in addition to the standard crew, regardless of method (random/custom). This may effectively allowing 1-5 more fighters than normally allowed. - If included, joins the gang’s crew regardless of crew selection method (random/custom). - Free to hire (does not affect Gang Rating). - Standard abilities for Leaders and Champions: - Leader: - Group Activation (2) - Leading By Example (12”) - Champion: - Group Activation (1) - Leading By Example (6”) #### A Band Apart - Counts as a separate gang (Faction) for the purpose of Overseer, Group Activation and Leading by Example. - Treated as part of the allied gang in every other respect. - Ignore Lasting Injury rolls, automatically treated as Out Cold (when going Out of Action). All Bodyguards have the following special rules: #### Bodyguard (Leader) If the specified fighter type is within 2” and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Indentured Fighters If only the Bodyguards remain on the battlefield, and the rest of the Alliance Representatives are removed for whatever reason, they count as having failed a Bottle test (regardless of how many fighters in total have been removed from the battle). ## Test-trigger Many drawbacks will include various test-triggers. These are common ways an alliance can be tested (and possibly broken). The test-trigger normally consists of 2 parts (Cause & Effect): - **Cause:** A situation that causes a consequence. - **Effect:** A consequence of the cause. This is the ‘price’ the gang must ‘pay’. Example: Test-trigger: Cause. → Effect. When the cause occurs, the gang has 2 options: - Pay the consequence (effect). - Test the Alliance. Test-triggers with a cause & effect means that the gang can always choose to Test the Alliance to avoid the effect. ## Testing the Alliance When Testing the Alliance, roll a D6 and apply modifiers. - +1 for each previous time this test was made (during this campaign cycle). - +3 when changing alignment (Law Abiding/Outlaw). | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------- | | **1-4** | Disquiet: No effect (not happy with the gang’s actions, but continues to hold up their end of the Alliance… at least for now). | | **5-6** | Warning: For the next battle, no Benefits are gained, but drawbacks still apply (a warning is issued and the gang must work to restore their good faith). | | **7+** | Broken: The Alliance is broken. | ## Strong Alliance Some House gangs can form a Strong Alliance. Automatically apply Disquiet (1-4) the first time the alliance is tested. | Alliance | Type | Alignment | Strong Alliance | | :----------------- | :--------- | :---------- | :-------------- | | Coin | Guild | Law Abiding | Orlock | | Iron | Guild | Law Abiding | Delaque | | Water | Guild | Law Abiding | Escher | | Promethium | Guild | Law Abiding | Van Saar | | Corpse | Guild | Law Abiding | Cawdor | | Slave | Guild | Law Abiding | Goliath | | Cold Traders | Recidivist | Outlaw | Escher | | Imperial Imposters | Recidivist | Outlaw | Van Saar | | Fallen Houses | Recidivist | Outlaw | Orlock | | Rogue Factoria | Recidivist | Outlaw | Cawdor | | Narco Lords | Recidivist | Outlaw | Goliath | | Psi-Syndica | Recidivist | Outlaw | Delaque | | Greim | Noble | Any | Goliath | | Ulanti | Noble | Any | Escher | | Ran Lo | Noble | Any | Orlock | | Catallus | Noble | Any | Van Saar | | Ko'Iron | Noble | Any | Cawdor | | Ty | Noble | Any | Delaque | ## Ratings All alliances and included delegation fighters have ratings (mainly used by Outcast gangs): | Alliance | Alignment | Strong Alliance | Representatives | Gangers | Champions | Leader | Cost | | :----------------- | :---------- | :-------------- | :---------------------------- | :------------------------ | :------------------------- | :------ | :--: | | Coin | Law Abiding | Orlock | Toll Collectors | 2 (75) | 1 (125) | 1 (245) | 520 | | Iron | Law Abiding | Delaque | Wandering Scum | D3+2 Hive Scum | (D3+2) \_ (30 + equipment) | | Water | Law Abiding | Escher | Nautican Syphoning Delegation | 1 (160) | 1 (90) | 1 (185) | 435 | | Promethium | Law Abiding | Van Saar | Pyromantic Enclave | 2 (45) | 1 (220) | 1 (140) | 450 | | Corpse | Law Abiding | Cawdor | Corpse Harvesting Party | 2 (135) | 1 (120) | 1 (160) | 550 | | Slave | Law Abiding | Goliath | Slaver Entourage | 2 (120) | 1 (190) | 1 (280) | 710 | | Cold Traders | Outlaw | Escher | Void-Born Bounty Hunters | 2 (150) | 1 (85) | 1 (215) | 600 | | Imperial Imposters | Outlaw | Van Saar | Uphive Ambassadors | 1 Master Charlatan | 280 | | Fallen Houses | Outlaw | Orlock | Rebel Lord / Lady Credo | 1 Rebel Lord / Lady Credo | 305 / 250 | | Rogue Factoria | Outlaw | Cawdor | Factoria Work Gang | 3 (25) | 1 (80) | 1 (160) | 315 | | Narco Lords | Outlaw | Goliath | Narco Scum | D3+2 Hive Scum | (D3+2) \_ (30 + equipment) | | Psi-Syndica | Outlaw | Delaque | Mind-Locked Wyrd | 1 Mind-Locked Wyrd | 150 | | Greim | Any | Goliath | Military Attaché | 1 (90) | 0 | 1 (240) | 330 | | Ulanti | Any | Escher | Court Advisor | 0 | 1 (225) | 1 (235) | 460 | | Ran Lo | Any | Orlock | Auditing Conclave | 1 (190) | 0 | 1 (180) | 370 | | Catallus | Any | Van Saar | Carnival | 1 (75) | 0 | 1 (245) | 320 | | Ko'Iron | Any | Cawdor | Ministorum Delegation | 2 (100) | 0 | 1 (300) | 500 | | Ty | Any | Delaque | Onmyodo Coven | 1 (175) | 0 | 1 (125) | 300 | -->
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# 89. Settlement Raid _Man the walls!_ In the Settlement Raid scenario, one gang launches a full-frontal assault on another gang’s settlement in order to try to loot it. :::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 Divide the battlefield into 2 halves: - Attacker: Standard. - Defender: Defender can set up any terrain representing their settlement including a Gang Stronghold. The defender's half is the settlement being raided. :::info Outlander Campaign The defender can set up any and all settlement defences in defender's half of the battlefield. This replaces the default Gang Stronghold. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the settlement. 2. **Attacker:** Within 2" of the opposite battlefield edge. ## Reinforcements - Defender: 2. - Each End phase (starting on the 3rd round). ## 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). ## Ransacking The Settlement _The attacker is trying to get fighters into the enemy settlement to cause havoc and steal anything that is not nailed down._ Attackers B2B with the defender's battlefield Edge can be removed from the battlefield in the start of the End phase. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, all remaining attackers automatically ransacks the settlement. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The attacker wins by looting at least 100 credits from the settlement, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per ransacking attacker. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each ransacking attacker. 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. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 89. Settlement Raid _Man the walls!_ In the Settlement Raid scenario, one gang launches a full-frontal assault on another gang’s settlement in order to try to loot it. :::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 Divide the battlefield into 2 halves: - Attacker: Standard. - Defender: Defender can set up any terrain representing their settlement including a Gang Stronghold. The defender's half is the settlement being raided. :::info Outlander Campaign The defender can set up any and all settlement defences in defender's half of the battlefield. This replaces the default Gang Stronghold. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Anywhere in the settlement. 2. **Attacker:** Within 2" of the opposite battlefield edge. ## Reinforcements - Defender: 2. - Each End phase (starting on the 3rd round). ## 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). ## Ransacking The Settlement _The attacker is trying to get fighters into the enemy settlement to cause havoc and steal anything that is not nailed down._ Attackers B2B with the defender's battlefield Edge can be removed from the battlefield in the start of the End phase. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, all remaining attackers automatically ransacks the settlement. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The attacker wins by looting at least 100 credits from the settlement, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D3x10 per ransacking attacker. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each ransacking attacker. 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. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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# Road Sections & Trade Routes A gang receives the benefits of a Road Section so long as it holds it. Benefits of Road Sections are before each cycle. Once the Road Section is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Road Sections: - Winning a battle with a Road Section at stake. - Road Section as exchange for Captives. #### Total Resources | Campaign | Amount of Resources | | :--------- | :-------------------------------------------------------------------- | | Ash Wastes | 4 per gang (minimum). All included Road Sections should be connected. | ## List of Road Sections #### Sanctioned Road Sections | D66 | Road Section | Connects | Region | Income | | --- | :---------------- | :---------------------------------------------- | :---------- | :----- | | 11 | Crater's Shadow | **Ironcrag** - Grave Run | Deep Wastes | 2D6 | | 12 | Grave Run | Crater's Shadow - Storm Road | Deep Wastes | D6 | | 13 | Storm Road | Grave Run - **Ash Storm Observatory** | Near Wastes | 2D6 | | 14 | Iron Ridge | **Ash Storm Observatory** - **Light's End** | Near Wastes | D6 | | 15 | Tubeway One | **Radfalls** - **The Dive** | Deep Wastes | 2D6 | | 16 | Near Reaches | **Rust Deeps** - Far Reaches | Deep Wastes | 2D6 | | 21 | Far Reaches | Near Reaches - **Spine Ridge** | Deep Wastes | 3D6 | | 22 | Deeps | **Rust Deeps** - Krok Pass | Near Wastes | 2D6 | | 23 | Krok Pass | Deeps - **Crater's Edge** | Deep Wastes | D6 | | 24 | Low Road | **Six Holes** - **Witherwell** | Deep Wastes | D6 | | 25 | High Road | **Witherwell** - Cogway | Near Wastes | 2D6 | | 26 | Cogway | High Road - **Cinderak City** | Near Wastes | 2D6 | | 31 | Fiveways | **Ash Storm Observatory** - Clearway | Near Wastes | 2D6 | | 32 | Clearway | Fiveways - The Flats | Near Wastes | 3D6 | | 33 | The Flats | Clearway - **Cinderak City** | Near Wastes | 3D6 | | 34 | Ore Road | **Spider Mines** - Ore Pass | Deep Wastes | 3D6 | | 35 | Ore Pass | Ore Road - **Cinderak City** | Near Wastes | 2D6 | | 36 | Outcasts Passage | **Radfalls** - **Cinderak City** | Near Wastes | 3D6 | | 41 | Blades Cut | **Brokebone Fighting Pits** - Klassmar's Choice | Deep Wastes | 2D6 | | 42 | Klassmar's Choice | Blades Cut - **Cinderak City** | Near Wastes | D6 | | 43 | The Baked Expanse | **Rust Deeps** - The Hilt | Near Wastes | 2D6 | | 44 | The Hilt | The Baked Expanse - The Wyrd | Near Wastes | 3D6 | | 45 | The Wyrd | The Hilt - Bullet Gate | Near Wastes | 2D6 | | 46 | Bullet Gate | The Wyrd - **Cinderak City** | Near Wastes | 2D6 | #### Unsanctioned Road Sections | D66 | Road Section | Connects | Region | Income | | --- | :------------------- | :----------------------------------------- | :---------- | :----- | | 51 | The Radlight Expanse | **Light's End** - **Spider Mines** | Wild Wastes | 3D6 | | 52 | Freedom Passage | **Spider Mines** - **Radfalls** | Wild Wastes | 2D6 | | 53 | Helot's Path | **Radfalls** - **Brokebone Fighting Pits** | Wild Wastes | 2D6 | | 54 | Khimerix Caves | **Brokebone Fighting Pits** - Beast Run | Wild Wastes | 3D6 | | 55 | Beast Run | Khimerix Caves - Gark's End | Deep Wastes | 2D6 | | 56 | Gark's End | Beast Run - **Rust Deeps** | Near Wastes | D6 | | 61 | Edge Road | **Crater's Edge** - Shimmer Falls | Deep Wastes | D6 | | 62 | Shimmer Falls | Edge Road - **Six Holes** | Wild Wastes | 2D6 | | 63 | Raider's Refuge | **Six Holes** - Night Passage | Wild Wastes | 2D6 | | 64 | Night Passage | Raider's Refuge - **Ironcrag** | Wild Wastes | 2D6 | | 65 | The Twin's Pass | Ironcrag - Cracked Canyon | Wild Wastes | 2D6 | | 66 | Cracked Canyon | The Twin's Pass - **Witherwell** | Wild Wastes | 3D6 | ## Trade Route (Bonus for Connecting Road Sections) | Trade Route | Start & End | Trading Bonus | Raiding Bonus | | :------------- | :---------------------------------------- | :------------------------------------------------------------ | :------------------------------------- | | Shadows Ridge | **Ironcrag - Ash Storm Observatory** | 3D6x10. | 2D6x10. | | Spire Straight | **Ash Storm Observatory - Cinderak City** | 1 Bounty Hunter (every battle this cycle). | D6x10. | | Beaten Path | **Rust Deeps - Cinderak City** | 3D6x10. | 3D6x10. | | Crater Run | **Crater's Edge - Rust Deeps** | 50% discount on Hangers-on (rounded up to nearest 5 credits). | 3D6x10. | | Angel's Return | **Six Holes - Cinderak City** | 2D6x10. | 1 Hive Scum (every battle this cycle). | | Oilslick Run | **Ironcrag - Cinderak City** | 5D6x10. | 4D6x10. | | Dawn Run | **Light's End - Cinderak City** | 4D6x10. | 5D6x10. | | Crooked Road | **Crater's Edge - Cinderak City** | 1 Ganger. | +1 Reputation. | | Ore Road | **Spider Mines - Cinderak City** | -2 Rarity for all Trading Post items. | 2D6x10. | | Scrap Way | **The Dive - Cinderak City** | 2D6x10. | 3D6x10. |
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2024-06-13 20:34:24.508078
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# Road Sections & Trade Routes A gang receives the benefits of a Road Section so long as it holds it. Benefits of Road Sections are before each cycle. Once the Road Section is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Road Sections: - Winning a battle with a Road Section at stake. - Road Section as exchange for Captives. #### Total Resources | Campaign | Amount of Resources | | :--------- | :-------------------------------------------------------------------- | | Ash Wastes | 4 per gang (minimum). All included Road Sections should be connected. | ## List of Road Sections #### Sanctioned Road Sections | D66 | Road Section | Connects | Region | Income | | --- | :---------------- | :---------------------------------------------- | :---------- | :----- | | 11 | Crater's Shadow | **Ironcrag** - Grave Run | Deep Wastes | 2D6 | | 12 | Grave Run | Crater's Shadow - Storm Road | Deep Wastes | D6 | | 13 | Storm Road | Grave Run - **Ash Storm Observatory** | Near Wastes | 2D6 | | 14 | Iron Ridge | **Ash Storm Observatory** - **Light's End** | Near Wastes | D6 | | 15 | Tubeway One | **Radfalls** - **The Dive** | Deep Wastes | 2D6 | | 16 | Near Reaches | **Rust Deeps** - Far Reaches | Deep Wastes | 2D6 | | 21 | Far Reaches | Near Reaches - **Spine Ridge** | Deep Wastes | 3D6 | | 22 | Deeps | **Rust Deeps** - Krok Pass | Near Wastes | 2D6 | | 23 | Krok Pass | Deeps - **Crater's Edge** | Deep Wastes | D6 | | 24 | Low Road | **Six Holes** - **Witherwell** | Deep Wastes | D6 | | 25 | High Road | **Witherwell** - Cogway | Near Wastes | 2D6 | | 26 | Cogway | High Road - **Cinderak City** | Near Wastes | 2D6 | | 31 | Fiveways | **Ash Storm Observatory** - Clearway | Near Wastes | 2D6 | | 32 | Clearway | Fiveways - The Flats | Near Wastes | 3D6 | | 33 | The Flats | Clearway - **Cinderak City** | Near Wastes | 3D6 | | 34 | Ore Road | **Spider Mines** - Ore Pass | Deep Wastes | 3D6 | | 35 | Ore Pass | Ore Road - **Cinderak City** | Near Wastes | 2D6 | | 36 | Outcasts Passage | **Radfalls** - **Cinderak City** | Near Wastes | 3D6 | | 41 | Blades Cut | **Brokebone Fighting Pits** - Klassmar's Choice | Deep Wastes | 2D6 | | 42 | Klassmar's Choice | Blades Cut - **Cinderak City** | Near Wastes | D6 | | 43 | The Baked Expanse | **Rust Deeps** - The Hilt | Near Wastes | 2D6 | | 44 | The Hilt | The Baked Expanse - The Wyrd | Near Wastes | 3D6 | | 45 | The Wyrd | The Hilt - Bullet Gate | Near Wastes | 2D6 | | 46 | Bullet Gate | The Wyrd - **Cinderak City** | Near Wastes | 2D6 | #### Unsanctioned Road Sections | D66 | Road Section | Connects | Region | Income | | --- | :------------------- | :----------------------------------------- | :---------- | :----- | | 51 | The Radlight Expanse | **Light's End** - **Spider Mines** | Wild Wastes | 3D6 | | 52 | Freedom Passage | **Spider Mines** - **Radfalls** | Wild Wastes | 2D6 | | 53 | Helot's Path | **Radfalls** - **Brokebone Fighting Pits** | Wild Wastes | 2D6 | | 54 | Khimerix Caves | **Brokebone Fighting Pits** - Beast Run | Wild Wastes | 3D6 | | 55 | Beast Run | Khimerix Caves - Gark's End | Deep Wastes | 2D6 | | 56 | Gark's End | Beast Run - **Rust Deeps** | Near Wastes | D6 | | 61 | Edge Road | **Crater's Edge** - Shimmer Falls | Deep Wastes | D6 | | 62 | Shimmer Falls | Edge Road - **Six Holes** | Wild Wastes | 2D6 | | 63 | Raider's Refuge | **Six Holes** - Night Passage | Wild Wastes | 2D6 | | 64 | Night Passage | Raider's Refuge - **Ironcrag** | Wild Wastes | 2D6 | | 65 | The Twin's Pass | Ironcrag - Cracked Canyon | Wild Wastes | 2D6 | | 66 | Cracked Canyon | The Twin's Pass - **Witherwell** | Wild Wastes | 3D6 | ## Trade Route (Bonus for Connecting Road Sections) | Trade Route | Start & End | Trading Bonus | Raiding Bonus | | :------------- | :---------------------------------------- | :------------------------------------------------------------ | :------------------------------------- | | Shadows Ridge | **Ironcrag - Ash Storm Observatory** | 3D6x10. | 2D6x10. | | Spire Straight | **Ash Storm Observatory - Cinderak City** | 1 Bounty Hunter (every battle this cycle). | D6x10. | | Beaten Path | **Rust Deeps - Cinderak City** | 3D6x10. | 3D6x10. | | Crater Run | **Crater's Edge - Rust Deeps** | 50% discount on Hangers-on (rounded up to nearest 5 credits). | 3D6x10. | | Angel's Return | **Six Holes - Cinderak City** | 2D6x10. | 1 Hive Scum (every battle this cycle). | | Oilslick Run | **Ironcrag - Cinderak City** | 5D6x10. | 4D6x10. | | Dawn Run | **Light's End - Cinderak City** | 4D6x10. | 5D6x10. | | Crooked Road | **Crater's Edge - Cinderak City** | 1 Ganger. | +1 Reputation. | | Ore Road | **Spider Mines - Cinderak City** | -2 Rarity for all Trading Post items. | 2D6x10. | | Scrap Way | **The Dive - Cinderak City** | 2D6x10. | 3D6x10. |
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# Psychoteric Whispers _Source: House of Shadow_ A Delaque’s ability to subvert reality goes far beyond the spreading of simple mistruths and rumours. The most accomplished of their kind can tap into the Psychoterica generated by their brothers and sisters, and channel it into lies so potent that they can shift a sentient being’s perception of their surroundings. To deliver these lies, the Delaque must get close, often leaning in to whisper in the ear of their intended victim, but the effects can be dramatic. With a psychoteric whisper, they can make their enemies see friends as foes, think their weapons have failed them, or even become blind to the presence of the Delaque. Psychoteric Whispers are special short ranged psychic abilities possessed by certain Delaque. Much like skills they enhance the abilities of a fighter in specific ways and can be employed by using actions, most often with an enemy fighter as the target. Psychoteric Whispers are, in effect, psychic powers and use the rules for manifesting, disrupting and maintaining Wyrd Powers found in the Necromunda Rulebook. ## Mastery Of Lies To use Psychoteric Whispers, a Delaque fighter must first be upgraded to become a Psyker. Only a Master of Shadow or Phantom may be upgraded in this way – note that Psy-Gheists may also make use of these powers as they are already Psykers when added to the gang. Fighters can either be upgraded to become Psykers during gang creation, or by spending XP later on: - A Delaque Master of Shadow or Phantom may be upgraded to become a Psyker when added to a gang roster for a cost of 30 credits (this increases their credits value accordingly). The fighter gains both the Psychoteric Mastery and Non-sanctioned Psyker special rules (as follows). - A Delaque Master of Shadow or Phantom may be upgraded to become a Psyker by taking an advance at a cost of 7 XP (this increases their credits value by +30). The fighter gains both the Psychoteric Mastery and Non-sanctioned Psyker special rules (as follows). **Psychoteric Mastery:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use Psychoteric Whispers. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline to know. During Campaign play, this fighter may gain additional Wyrd Powers from their chosen discipline in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. :::info ## Psychoteric Choirs All Delaque share a link to the Psychoterica and, even if they are not skilled in the use of Psychoteric Whispers, can aid those that are. When a Delaque fighter (including House Agent Hired Guns, Hangers-on and Brutes) uses a Psychoteric Whisper, its potency will be increased for every friendly Delaque fighter that is within 3" of them, is Standing and is not Engaged, as the other Delaque join in with hissing whispers under their breath. Each eligible Delaque fighter within this range will increase the range of the Psychoteric Whisper by 1" (to a maximum of +3"). In addition, the Psychoteric Whisper will be harder to resist, and any Intelligence check made to resist the Psychoteric Whisper must reduce the result of the dice roll by 1 for each friendly Delaque fighter within 3" of the whisperer (to a maximum of 3). ::: ## Madness _The psychoteric discipline of Madness is the psychic mastery of fear and insanity, and those skilled in its use can make those who hear their whispers lose all rational thought. At its most simple, it instils panic and indecisiveness in those it touches, but a skilled psyker can expand it even further, until the world breaks down around their victims, leaving only a realm of darkness and terror from which there can be no escape._ ### 1. Existential Barrage (Simple) Choose a single enemy fighter that is within 1" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, they become Broken and immediately flee. If, after they have moved, there are any fighters friendly to them within 5", those fighters must also immediately pass a Nerve test or also become Broken. ### 2. Terrible Truths (Basic) Choose a single enemy fighter that is within 3" of the Psyker. That fighter must make an Intelligence check. If this check is failed, they gain the Insane condition. ### 3. Psychotic Lure (Basic) Choose a single enemy fighter that currently has a Ready marker and is within 3" of the Psyker. The opposing player must activate that fighter in their next turn. The chosen fighter cannot perform a Group Activation when next activated. ### 4. Cyclopean Gaze (Double) Choose a single enemy fighter that currently has a Ready marker and is within 1" of the Psyker. The chosen fighter immediately loses their Ready Marker. ### 5. Craven Howl (Basic), Continuous Effect While this power is maintained, Broken enemy fighters cannot attempt to Rally whilst within 5" of the Psyker. ### 6. Unrememberable Utterance (Simple), Continuous Effect While this power is maintained, all enemy fighters who activate whilst within 3" of the Psyker can only perform one action, rather than the usual two (note that this means the fighter will be unable to perform a Double action). ## Delusion _Reality is a mutable substance, as psykers skilled in the psychoteric discipline of Delusion well know. Eyes and ears can be made to betray their owners, and even once-trusted allies can seem as enemies should the psyker’s powers do their work. Even an enemy’s own flesh can be turned against them with this power, their mind making phantasmal horrors into terrible reality._ ### 1. Spatial Psychosis (Simple) Choose a single enemy fighter within 12" of the Psyker, that is Standing and is not Engaged. That fighter immediately becomes Pinned. Note that if that fighter is within ½" of the edge of a ledge or platform, this may cause them to fall. ### 2. Seen Unseen (Basic), Continuous Effect Choose a single enemy fighter that is within 3" of the Psyker. While this power is maintained, the chosen fighter treats all fighters as being enemy fighters, and all fighters treat the chosen fighter as being an enemy fighter. Note that this means any rule, special or otherwise, that affects friendly fighters or friendly faction fighters ceases to work for the chosen fighter whilst this power is maintained as the chosen fighter has no friendly fighters of any sort on the battlefield. ### 3. Ghost and Shadow (Basic) Choose a single enemy fighter that is within 10" of the Psyker. The Psyker’s controlling player may immediately change this fighter’s facing (in other words, they may turn the model to face any direction). ### 4. Deceitful Thoughts (Double) Choose a single enemy fighter that is within 5" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, the Psyker’s controlling player may immediately move that fighter up to their Move characteristic in any direction. Note that this move may not be used to move enemy fighters off ledges, into dangerous terrain or any other part of the battlefield harmful to them. ### 5. Suicidal Embrace (Basic) Choose a single enemy fighter that is within 3" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, that fighter must resolve a single close combat attack against themselves with one of their Melee weapons (chosen at random, if the fighter has no weapons with the Melee trait, they will make an unarmed attack against themselves). This attack automatically hits, but must roll to wound and inflict Damage as normal. ### 6. Opprobrious Curse (Simple) Choose a single enemy fighter that is within 3" of the Psyker. That fighter immediately makes a Toughness check. If this check is failed, the fighter immediately suffers a Flesh Wound. ## Darkness _Darkness is a powerful ally for those with the skill to shape it. In the underhive, shadows are plentiful and offer protection for hunters and hunted alike, though for those skilled in the psychoteric discipline of Darkness, they offer a special advantage. With the power of their minds, they can wrap themselves in this blackness, using it to conceal themselves in the open or bring down blinding darkness upon their enemies._ ### 1. Cacophony of Silence (Double), Continuous Effect While this power is maintained, all enemy fighters within 5" of the Psyker must re-roll successful Hit rolls when making a ranged attack. ### 2. Penumbral Mirror (Basic) Choose one enemy fighter and one friendly fighter that are both currently within 5" of the Psyker. Immediately move the chosen friendly fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly fighter may even move into base contact with the chosen enemy fighter. ### 3. A Perfect Void (Basic), Continuous Effect While this power is maintained, the Psyker counts as being in full cover to all enemy fighters within 10". ### 4. Eternal Slumber (Double) All Seriously Injured enemy fighters within 3" of the Psyker immediately go Out of Action. ### 5. Cloak of Whispers (Basic), Continuous Effect While this power is maintained, the Psyker and all friendly Delaque fighters within 3" of them cannot be the target of, or be affected by, any gang tactics played by the enemy player. ### 6. Sight Blight (Basic), Continuous Effect While this power is maintained, all enemy fighters within 5" of the Psyker count as being affected by the Pitch Black rules as detailed in the Necromunda Rulebook. Note that this does not actually create an area of darkness and only affects those who enter or remain in range of the Psyker.
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# Psychoteric Whispers _Source: House of Shadow_ A Delaque’s ability to subvert reality goes far beyond the spreading of simple mistruths and rumours. The most accomplished of their kind can tap into the Psychoterica generated by their brothers and sisters, and channel it into lies so potent that they can shift a sentient being’s perception of their surroundings. To deliver these lies, the Delaque must get close, often leaning in to whisper in the ear of their intended victim, but the effects can be dramatic. With a psychoteric whisper, they can make their enemies see friends as foes, think their weapons have failed them, or even become blind to the presence of the Delaque. Psychoteric Whispers are special short ranged psychic abilities possessed by certain Delaque. Much like skills they enhance the abilities of a fighter in specific ways and can be employed by using actions, most often with an enemy fighter as the target. Psychoteric Whispers are, in effect, psychic powers and use the rules for manifesting, disrupting and maintaining Wyrd Powers found in the Necromunda Rulebook. ## Mastery Of Lies To use Psychoteric Whispers, a Delaque fighter must first be upgraded to become a Psyker. Only a Master of Shadow or Phantom may be upgraded in this way – note that Psy-Gheists may also make use of these powers as they are already Psykers when added to the gang. Fighters can either be upgraded to become Psykers during gang creation, or by spending XP later on: - A Delaque Master of Shadow or Phantom may be upgraded to become a Psyker when added to a gang roster for a cost of 30 credits (this increases their credits value accordingly). The fighter gains both the Psychoteric Mastery and Non-sanctioned Psyker special rules (as follows). - A Delaque Master of Shadow or Phantom may be upgraded to become a Psyker by taking an advance at a cost of 7 XP (this increases their credits value by +30). The fighter gains both the Psychoteric Mastery and Non-sanctioned Psyker special rules (as follows). **Psychoteric Mastery:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use Psychoteric Whispers. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline to know. During Campaign play, this fighter may gain additional Wyrd Powers from their chosen discipline in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. :::info ## Psychoteric Choirs All Delaque share a link to the Psychoterica and, even if they are not skilled in the use of Psychoteric Whispers, can aid those that are. When a Delaque fighter (including House Agent Hired Guns, Hangers-on and Brutes) uses a Psychoteric Whisper, its potency will be increased for every friendly Delaque fighter that is within 3" of them, is Standing and is not Engaged, as the other Delaque join in with hissing whispers under their breath. Each eligible Delaque fighter within this range will increase the range of the Psychoteric Whisper by 1" (to a maximum of +3"). In addition, the Psychoteric Whisper will be harder to resist, and any Intelligence check made to resist the Psychoteric Whisper must reduce the result of the dice roll by 1 for each friendly Delaque fighter within 3" of the whisperer (to a maximum of 3). ::: ## Madness _The psychoteric discipline of Madness is the psychic mastery of fear and insanity, and those skilled in its use can make those who hear their whispers lose all rational thought. At its most simple, it instils panic and indecisiveness in those it touches, but a skilled psyker can expand it even further, until the world breaks down around their victims, leaving only a realm of darkness and terror from which there can be no escape._ ### 1. Existential Barrage (Simple) Choose a single enemy fighter that is within 1" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, they become Broken and immediately flee. If, after they have moved, there are any fighters friendly to them within 5", those fighters must also immediately pass a Nerve test or also become Broken. ### 2. Terrible Truths (Basic) Choose a single enemy fighter that is within 3" of the Psyker. That fighter must make an Intelligence check. If this check is failed, they gain the Insane condition. ### 3. Psychotic Lure (Basic) Choose a single enemy fighter that currently has a Ready marker and is within 3" of the Psyker. The opposing player must activate that fighter in their next turn. The chosen fighter cannot perform a Group Activation when next activated. ### 4. Cyclopean Gaze (Double) Choose a single enemy fighter that currently has a Ready marker and is within 1" of the Psyker. The chosen fighter immediately loses their Ready Marker. ### 5. Craven Howl (Basic), Continuous Effect While this power is maintained, Broken enemy fighters cannot attempt to Rally whilst within 5" of the Psyker. ### 6. Unrememberable Utterance (Simple), Continuous Effect While this power is maintained, all enemy fighters who activate whilst within 3" of the Psyker can only perform one action, rather than the usual two (note that this means the fighter will be unable to perform a Double action). ## Delusion _Reality is a mutable substance, as psykers skilled in the psychoteric discipline of Delusion well know. Eyes and ears can be made to betray their owners, and even once-trusted allies can seem as enemies should the psyker’s powers do their work. Even an enemy’s own flesh can be turned against them with this power, their mind making phantasmal horrors into terrible reality._ ### 1. Spatial Psychosis (Simple) Choose a single enemy fighter within 12" of the Psyker, that is Standing and is not Engaged. That fighter immediately becomes Pinned. Note that if that fighter is within ½" of the edge of a ledge or platform, this may cause them to fall. ### 2. Seen Unseen (Basic), Continuous Effect Choose a single enemy fighter that is within 3" of the Psyker. While this power is maintained, the chosen fighter treats all fighters as being enemy fighters, and all fighters treat the chosen fighter as being an enemy fighter. Note that this means any rule, special or otherwise, that affects friendly fighters or friendly faction fighters ceases to work for the chosen fighter whilst this power is maintained as the chosen fighter has no friendly fighters of any sort on the battlefield. ### 3. Ghost and Shadow (Basic) Choose a single enemy fighter that is within 10" of the Psyker. The Psyker’s controlling player may immediately change this fighter’s facing (in other words, they may turn the model to face any direction). ### 4. Deceitful Thoughts (Double) Choose a single enemy fighter that is within 5" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, the Psyker’s controlling player may immediately move that fighter up to their Move characteristic in any direction. Note that this move may not be used to move enemy fighters off ledges, into dangerous terrain or any other part of the battlefield harmful to them. ### 5. Suicidal Embrace (Basic) Choose a single enemy fighter that is within 3" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, that fighter must resolve a single close combat attack against themselves with one of their Melee weapons (chosen at random, if the fighter has no weapons with the Melee trait, they will make an unarmed attack against themselves). This attack automatically hits, but must roll to wound and inflict Damage as normal. ### 6. Opprobrious Curse (Simple) Choose a single enemy fighter that is within 3" of the Psyker. That fighter immediately makes a Toughness check. If this check is failed, the fighter immediately suffers a Flesh Wound. ## Darkness _Darkness is a powerful ally for those with the skill to shape it. In the underhive, shadows are plentiful and offer protection for hunters and hunted alike, though for those skilled in the psychoteric discipline of Darkness, they offer a special advantage. With the power of their minds, they can wrap themselves in this blackness, using it to conceal themselves in the open or bring down blinding darkness upon their enemies._ ### 1. Cacophony of Silence (Double), Continuous Effect While this power is maintained, all enemy fighters within 5" of the Psyker must re-roll successful Hit rolls when making a ranged attack. ### 2. Penumbral Mirror (Basic) Choose one enemy fighter and one friendly fighter that are both currently within 5" of the Psyker. Immediately move the chosen friendly fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly fighter may even move into base contact with the chosen enemy fighter. ### 3. A Perfect Void (Basic), Continuous Effect While this power is maintained, the Psyker counts as being in full cover to all enemy fighters within 10". ### 4. Eternal Slumber (Double) All Seriously Injured enemy fighters within 3" of the Psyker immediately go Out of Action. ### 5. Cloak of Whispers (Basic), Continuous Effect While this power is maintained, the Psyker and all friendly Delaque fighters within 3" of them cannot be the target of, or be affected by, any gang tactics played by the enemy player. ### 6. Sight Blight (Basic), Continuous Effect While this power is maintained, all enemy fighters within 5" of the Psyker count as being affected by the Pitch Black rules as detailed in the Necromunda Rulebook. Note that this does not actually create an area of darkness and only affects those who enter or remain in range of the Psyker.
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# 2. The Trap _“I don’t give a damn what ya think ya heard, ain’t no one foolish enough to attack us here!”_ \- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour. _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom Selection (6) method to determine their crew. ## Deployment The defender splits their fighters into as many groups as they wish, each containing at least two fighters. They then choose one group and set it up within 2" of the centre of the battlefield. The attacker then sets up their entire crew within 6" of any battlefield edge. Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the centre of the battlefield. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter. ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus Victory Points. ## Victory If one gang has scored more Victory Points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw. ## Rewards #### Credits The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x10 credits to their Stash. In the case of a draw, both gangs add D6x10 credits to their Stash. #### Experience The Leader of the victorious gang earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation The winner gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Decimate The Opposition Both gangs score Victory Points for each enemy fighter that they take Out of Action; three for a Leader, two for a Champion and one for any other fighter. ## Surprise Attack Instead of rolling for Priority in the first round, the defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside the centre of the battlefield. If the result is 7 or higher, the defender takes Priority in the first round. Otherwise, the attacker takes Priority in the first round instead. Additionally, during the first round, make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only make one action in this round, instead of two. _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** _Although gangs usually prefer a fair fight, there are times when an enemy just needs takingdown…_ ## 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 The defender places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. The defender may place all the barricades. ## Crews - Custom (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender divides the crew into 2 or more groups. The defender then chooses one group and set up a fighter from that group in the centre of the central tile, then sets up the rest of the fighters in that group within 2” of the first fighter. Then the attacker sets up their entire crew within 6” of the edge of the outer tiles, however they wish. Finally, the defender set up the rest of their crew. Roll a D6 for each group. On a 6, they may be set up anywhere on the battlefield, at least 2” from an enemy fighter. Otherwise they must set up within 2” of the fighters already deployed in the central tile. ## Surprise Attack The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. On a 7+, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority. During the first round, make a Cool test for each fighter when they are activated. If failed, the fighter can only make one action this round instead of two. ## Objectives Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees: - 3 points for a Leader - 2 points per Champion - 1 point for any other fighter - D3 points for being the last gang on the battlefield. :::note The points rarely makes a difference. It’s mainly about being the last gang standing. Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards #### Credits - +D6x10 to the winner. - +D3x5 to the loser. - +D3x10 to both gangs in case of a draw. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus. 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 - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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2024-06-13 20:34:24.508078
['zone-mortalis', 'sector-mechanicus', 'scenarios', 'core-rulebook']
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In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour.
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# 2. The Trap _“I don’t give a damn what ya think ya heard, ain’t no one foolish enough to attack us here!”_ \- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour. _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom Selection (6) method to determine their crew. ## Deployment The defender splits their fighters into as many groups as they wish, each containing at least two fighters. They then choose one group and set it up within 2" of the centre of the battlefield. The attacker then sets up their entire crew within 6" of any battlefield edge. Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the centre of the battlefield. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter. ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus Victory Points. ## Victory If one gang has scored more Victory Points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw. ## Rewards #### Credits The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x10 credits to their Stash. In the case of a draw, both gangs add D6x10 credits to their Stash. #### Experience The Leader of the victorious gang earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation The winner gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Decimate The Opposition Both gangs score Victory Points for each enemy fighter that they take Out of Action; three for a Leader, two for a Champion and one for any other fighter. ## Surprise Attack Instead of rolling for Priority in the first round, the defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside the centre of the battlefield. If the result is 7 or higher, the defender takes Priority in the first round. Otherwise, the attacker takes Priority in the first round instead. Additionally, during the first round, make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only make one action in this round, instead of two. _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** _Although gangs usually prefer a fair fight, there are times when an enemy just needs takingdown…_ ## 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 The defender places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. The defender may place all the barricades. ## Crews - Custom (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender divides the crew into 2 or more groups. The defender then chooses one group and set up a fighter from that group in the centre of the central tile, then sets up the rest of the fighters in that group within 2” of the first fighter. Then the attacker sets up their entire crew within 6” of the edge of the outer tiles, however they wish. Finally, the defender set up the rest of their crew. Roll a D6 for each group. On a 6, they may be set up anywhere on the battlefield, at least 2” from an enemy fighter. Otherwise they must set up within 2” of the fighters already deployed in the central tile. ## Surprise Attack The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. On a 7+, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority. During the first round, make a Cool test for each fighter when they are activated. If failed, the fighter can only make one action this round instead of two. ## Objectives Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees: - 3 points for a Leader - 2 points per Champion - 1 point for any other fighter - D3 points for being the last gang on the battlefield. :::note The points rarely makes a difference. It’s mainly about being the last gang standing. Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The gang that scored the most points is the winner. Otherwise it is a draw. ## Rewards #### Credits - +D6x10 to the winner. - +D3x5 to the loser. - +D3x10 to both gangs in case of a draw. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus. 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 - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out.
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# 33. Escape the Badzone _Two crews must escape the Badzone._ **Source: Book of Peril** ## Battlefield Standard. After setting up terrain, take turns placing 4 loot caskets anywhere at least 8” from any edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: A Path to Safety Both gangs are attempting to find a path through the Badzone, while stopping others from doing the same. Each gang must get its fighters off the board edge closest to their opponent’s deployment area. Any fighters that are not Engaged and within 1” of the opponent’s board edge may escape in the End phase. Loot caskets within 1” of an escaping fighter may be secured. Fighters removed in this way are ignored for the purposes of Bottle tests (not counting as part of the crew size nor as Out of Action). #### Special Rule: Dangerous Ground The battle is taking place in an especially hostile Badzone. Discard Badzone Events each round, even if their Discard Trigger is not rolled. :::info Choose Events Take control of the Environment and Events. A neutral part or a winner of a roll-off can choose which Environment to use, which Event to start with or which Event to use next. ::: ## Ending the Battle The battle ends when only one gang has remaining (at the end of a round). If only one gang bottles out and flees, the opponent’s remaining fighters count as having escaped. ## Victory The gang with the most escaped fighters is victorious. If both gangs had an equal amount of escaped fighters, it is a draw. ## Rewards #### Credits - 2D6x10 per loot casket carried off the board. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter 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 if at least half of the gang’s crew escaped. - -1 for bottling out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Badzone']
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# 33. Escape the Badzone _Two crews must escape the Badzone._ **Source: Book of Peril** ## Battlefield Standard. After setting up terrain, take turns placing 4 loot caskets anywhere at least 8” from any edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: A Path to Safety Both gangs are attempting to find a path through the Badzone, while stopping others from doing the same. Each gang must get its fighters off the board edge closest to their opponent’s deployment area. Any fighters that are not Engaged and within 1” of the opponent’s board edge may escape in the End phase. Loot caskets within 1” of an escaping fighter may be secured. Fighters removed in this way are ignored for the purposes of Bottle tests (not counting as part of the crew size nor as Out of Action). #### Special Rule: Dangerous Ground The battle is taking place in an especially hostile Badzone. Discard Badzone Events each round, even if their Discard Trigger is not rolled. :::info Choose Events Take control of the Environment and Events. A neutral part or a winner of a roll-off can choose which Environment to use, which Event to start with or which Event to use next. ::: ## Ending the Battle The battle ends when only one gang has remaining (at the end of a round). If only one gang bottles out and flees, the opponent’s remaining fighters count as having escaped. ## Victory The gang with the most escaped fighters is victorious. If both gangs had an equal amount of escaped fighters, it is a draw. ## Rewards #### Credits - 2D6x10 per loot casket carried off the board. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter 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 if at least half of the gang’s crew escaped. - -1 for bottling out.
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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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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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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 2 | 4+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). <details className=""> <summary>Special Rules</summary> **Gang Leader:** A House Van Saar gang must always include a single fighter with this special rule: - A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. - Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see [Death of a Leader](core-gang-creation.md#death-of-a-leader)). **Gang Hierarchy (Leader):** 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 12" 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. **Group Activation (2):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Van Saar Prime 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 Prime 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 | - | - | Secondary | - | Primary | Primary | Primary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Prime is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Prime equipment list: - During the course of a campaign, a Van Saar Prime may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Prime has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Prime Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :---------------------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las carbine | 20 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Suppression laser | 40 | | - Master-crafted | +10 | | - Focusing crystal | +20 | | **PISTOLS** | | Combi-pistol (laspistol/meltagun) | 130 | | Combi-pistol (laspistol/plasma gun) | 95 | | Hand flamer | 75 | | Laspistol | 5 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon\* | 155 | | Multi-melta\* | 180 | | Plasma cannon\* | 130 | | Rad cannon\* | 130 | | **CLOSE COMBAT WEAPONS** | | ‘Hystrar’ pattern energy shield | 50 | | 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 | | Plasma grenades | 65 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Carapace armour - Light | 80 | | Flak armour | 10 | | Mesh armour | 15 | | **FIELD ARMOUR** | | Conversion field | 60 | | Displacer field | 70 | | Refractor field | 50 | | **PERSONAL EQUIPMENT** | | Ash waste grav-cutter | 65 | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | | Servo harness – partial | 130 | | **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 | | Suspensor (Heavy Weapons only) | 60 | | 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> _Primes are the masters of the Van Saar clan gangs. In the war for supremacy among the Clan Houses, they are the captains and commanders of the foot soldiers, leading their troops into battle against the unenlightened, the barbarian or those who would see the STC harmed in any way. Each one is a master of technology, especially that created by the clan Archeoteks, and brings a truly terrifying array of weapons with them when they enter battle in the name of their masters._ </details> _Source: House of Artifice_
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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+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). <details className=""> <summary>Special Rules</summary> **Gang Leader:** A House Van Saar gang must always include a single fighter with this special rule: - A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. - Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see [Death of a Leader](core-gang-creation.md#death-of-a-leader)). **Gang Hierarchy (Leader):** 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 12" 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. **Group Activation (2):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Van Saar Prime 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 Prime 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 | - | - | Secondary | - | Primary | Primary | Primary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Prime is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Prime equipment list: - During the course of a campaign, a Van Saar Prime may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Prime has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Prime Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :---------------------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las carbine | 20 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Suppression laser | 40 | | - Master-crafted | +10 | | - Focusing crystal | +20 | | **PISTOLS** | | Combi-pistol (laspistol/meltagun) | 130 | | Combi-pistol (laspistol/plasma gun) | 95 | | Hand flamer | 75 | | Laspistol | 5 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon\* | 155 | | Multi-melta\* | 180 | | Plasma cannon\* | 130 | | Rad cannon\* | 130 | | **CLOSE COMBAT WEAPONS** | | ‘Hystrar’ pattern energy shield | 50 | | 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 | | Plasma grenades | 65 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Carapace armour - Light | 80 | | Flak armour | 10 | | Mesh armour | 15 | | **FIELD ARMOUR** | | Conversion field | 60 | | Displacer field | 70 | | Refractor field | 50 | | **PERSONAL EQUIPMENT** | | Ash waste grav-cutter | 65 | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | | Servo harness – partial | 130 | | **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 | | Suspensor (Heavy Weapons only) | 60 | | 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> _Primes are the masters of the Van Saar clan gangs. In the war for supremacy among the Clan Houses, they are the captains and commanders of the foot soldiers, leading their troops into battle against the unenlightened, the barbarian or those who would see the STC harmed in any way. Each one is a master of technology, especially that created by the clan Archeoteks, and brings a truly terrifying array of weapons with them when they enter battle in the name of their masters._ </details> _Source: House of Artifice_
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# 23. Gang Moot _A gang parlay gets bloody!_ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. ## Crews - Random (D3+5) + the Leader. ## Tactics Cards - Random (2). ## Deployment Using Priority to determine the order, place the Leaders within 6” of the centre of the board. Take turns placing the fighters anywhere on the battlefield, at least 12” from a Leader and 6” from any already deployed fighter (friend & foe). ## Special Rule: Parlay The gangs are meeting to hammer out a treaty or settle some other kind of business - when suddenly someone goes for a gun! At the start of the battle only Leaders are ready, all other fighters are unaware that their allies are about to become enemies. When a fighter takes a Shoot action (unless the weapon has the Silent trait), all other unready fighters within 12” can pass an Intelligence test to become Ready. Fighters attacked in close combat or hit with a shooting attack also become Ready (as long as they survive). In the End phase, each unready fighter can move 6” in any direction. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The winner is the gang with the Leader still on the battlefield (not Seriously Injured). Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Out of Action. - +D6 to the last Leader 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 - +1 to each gang that took part in the battle. - +2 for taking an enemy Leader Out of Action. - +3 to the gang with the last standing Leader.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 23. Gang Moot _A gang parlay gets bloody!_ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. ## Crews - Random (D3+5) + the Leader. ## Tactics Cards - Random (2). ## Deployment Using Priority to determine the order, place the Leaders within 6” of the centre of the board. Take turns placing the fighters anywhere on the battlefield, at least 12” from a Leader and 6” from any already deployed fighter (friend & foe). ## Special Rule: Parlay The gangs are meeting to hammer out a treaty or settle some other kind of business - when suddenly someone goes for a gun! At the start of the battle only Leaders are ready, all other fighters are unaware that their allies are about to become enemies. When a fighter takes a Shoot action (unless the weapon has the Silent trait), all other unready fighters within 12” can pass an Intelligence test to become Ready. Fighters attacked in close combat or hit with a shooting attack also become Ready (as long as they survive). In the End phase, each unready fighter can move 6” in any direction. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The winner is the gang with the Leader still on the battlefield (not Seriously Injured). Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy Out of Action. - +D6 to the last Leader 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 - +1 to each gang that took part in the battle. - +2 for taking an enemy Leader Out of Action. - +3 to the gang with the last standing Leader.
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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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# Genestealer Cult _Few threats to the Imperium are as insidious as that posed by the Genestealer. A perfectly crafted organism, its sole purpose is to infiltrate and subvert the populations of entire worlds._ _Genestealer Cults are utterly loyal to their leaders in a way not even the word-keepers of House Cawdor could hope to impose. It is a link forged of genetics, a compulsion woven into each member’s flesh, and thus utterly unbreakable. Without the direct influence of a brood lord, or the specialised mutations of the fourth generation, these splinter cults instead serve the strongest among their kind, often drawn from the first and second generation of their bloodline. These Cult Adept and Cult Alpha are far longer-lived than their heritage would suggest, as if their blood, mixed with that of the xenos, responds to the psychic needs of their family and so strengthens and elevates them. Under their sway hybrid Acolytes and Neophytes serve as foot soldiers, many passing for human, and even those who cannot are often mistaken for merely yet another of Necromunda’s countless mutant inhabitants. Aberrants too can be found within the splinter cults, mistakes of biology, nonetheless given purpose in battle against the cult’s enemies._ _Almost all splinter cults are grown from mining families, and even generations on they use this guise to exist unnoticed among a world of humans. Clad in hazard suits and armed with a variety of scavenged weapons, mostly mining tools, splinter cults can form formidable gangs, as even the most primitive of blades can prove deadly when wielded by the hand of those who believe so completely in their cause. Tragically though, at least for the cult, their lifecycle remains stunted. Perhaps because of their separation from their distant brood father, Purestrains remain denied to them. In all likelihood, however, true glory still slumbers within the flesh of the family’s members and should the brood father ever call them to his side, they will continue their march towards the next stage of their deadly evolution._ _There is no way to tell how many of these splinter cults exist on Necromunda, cut off from the broodthing of Secundus, growing ever larger without any real goal save expanding their territories and extending their bloodline. A few though have made their mark, their names growing in the dark and cursed by their enemies, though still far beneath the notice of the Imperial House and its vast armies._ ## Fighters <FighterCard cost="120"> ### Cult Adept (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary, 1 Wyrd Power (either form the [list below](/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](/docs/the-rules/wyrd-powers)). **Restrictions:** None. #### Unsanctioned Psyker Gain additional Wyrd Powers as Primary skills. </FighterCard> <FighterCard cost="145"> ### Cult Alpha (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Third Arm Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. </FighterCard> <FighterCard cost="85"> ### Hybrid Acolyte (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="95"> ### Aberrant (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). </FighterCard> <FighterCard cost="45"> ### Neophyte Hybrids (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ | **Wargear:** Hazard Suit. **Restrictions:** Pistol, Basic, Special\*, Close Combat. \* One at creation, additional during a campaign. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="25"> ### 0-3 Psychic Familiar (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus, A&A) Omen of Fortune save can only be made once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. </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) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | Cult Wyrd Powers | | :--------------- | --------- | ------- | --------- | --------- | --------- | ---------- | -------- | --------- | ---------------- | | Adept | Secondary | - | - | Primary | - | Primary | - | Secondary | Primary | | Alpha | - | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Hybrid Acolyte | Secondary | - | Secondary | Primary | Primary | Secondary | - | - | - | | Neophyte Hybrid | Secondary | - | Secondary | Primary | Primary | - | - | - | - | | Aberrant | - | Primary | Secondary | Secondary | Primary | - | - | - | - | | Psychic Familiar | Secondary | - | - | Primary | - | - | - | - | - | ## Gang Composition A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded. - The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - 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. During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign. - During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried. - A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules #### Extra Arm - +1 weapon slot (4 instead of 3). - Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2). If armed with a ranged Unwieldy weapon: - Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double). Otherwise: - +1 unarmed Attack with Rending (regardless of the weapons used). #### Gaining Experience Genestealer Cults gain experience like normal. Aberrants advance like Gangers. #### Captured Fighters Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits instead of half their value. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 1. Ganger 1. Specialist 1. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm). From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change. #### Campaign Claim Resource bonuses just like any other gang. **Dominion:** Treated as an Orlock gang for the purposes of gang specific Resource bonuses. #### Special Resources - Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves. - Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen from another gang, it is simply removed instead. #### Post-battle Actions - If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits. - Genestealer Cult gangs can't make the Sell to the Guilders action. - Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear - simply remove the captive from the campaign. ### Hangers-On, Hired Guns And Dramatis Personae Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…" special rules. Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table: | Reputation | Maximum Hangers-on | | :---------------: | :----------------: | | Less than 10 | 1 | | 10 to 14 | 2 | | 15 to 19 | 3 | | 20 to 24 | 4 | | Each additional 5 | +1 | ## Genestealer Cults Wyrd Powers Genestealer Cults Adepts are Psykers, drawing their powers from their connection to the distant Patriarch of the wider cult that this gang represents one creeping tendril of. A Cult Adept has access to the Cult Wyrd Power list below as one of their Primary skill sets. ### 1. Telepathy – Hypnosis (Basic) _With little more than a piercing stare, the Adept can dominate the minds of the weaker-willed._ Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round. ### 2. Telepathy – Unbreakable Will (Basic), Continuous Effect _The Adept channels some measure of the Patriarch’s control over nearby cult members._ Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of the Adept, use the Adept’s Cool or Willpower characteristic value (whichever is appropriate). ### 3. Telepathy – Zealot (Double), Continuous Effect _The mere presence of the Adept can drive their cult brethren to acts of aggressive hatred._ 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. ### 4. Telepathy – Mind Control (Basic) _Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends._ Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player. :::note This version of Mind Control is different to the [Mind Control in the expanded list](/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) from Book of the Outcast. This does not require line of sight. It is also not Continuous Effect. ::: ### 5. Telekinesis – Assail (Basic) _The Adept uses the force of their will to push enemies from their path._ Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned. ### 6. Telekinesis – Force Blast (Basic) Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
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# Genestealer Cult _Few threats to the Imperium are as insidious as that posed by the Genestealer. A perfectly crafted organism, its sole purpose is to infiltrate and subvert the populations of entire worlds._ _Genestealer Cults are utterly loyal to their leaders in a way not even the word-keepers of House Cawdor could hope to impose. It is a link forged of genetics, a compulsion woven into each member’s flesh, and thus utterly unbreakable. Without the direct influence of a brood lord, or the specialised mutations of the fourth generation, these splinter cults instead serve the strongest among their kind, often drawn from the first and second generation of their bloodline. These Cult Adept and Cult Alpha are far longer-lived than their heritage would suggest, as if their blood, mixed with that of the xenos, responds to the psychic needs of their family and so strengthens and elevates them. Under their sway hybrid Acolytes and Neophytes serve as foot soldiers, many passing for human, and even those who cannot are often mistaken for merely yet another of Necromunda’s countless mutant inhabitants. Aberrants too can be found within the splinter cults, mistakes of biology, nonetheless given purpose in battle against the cult’s enemies._ _Almost all splinter cults are grown from mining families, and even generations on they use this guise to exist unnoticed among a world of humans. Clad in hazard suits and armed with a variety of scavenged weapons, mostly mining tools, splinter cults can form formidable gangs, as even the most primitive of blades can prove deadly when wielded by the hand of those who believe so completely in their cause. Tragically though, at least for the cult, their lifecycle remains stunted. Perhaps because of their separation from their distant brood father, Purestrains remain denied to them. In all likelihood, however, true glory still slumbers within the flesh of the family’s members and should the brood father ever call them to his side, they will continue their march towards the next stage of their deadly evolution._ _There is no way to tell how many of these splinter cults exist on Necromunda, cut off from the broodthing of Secundus, growing ever larger without any real goal save expanding their territories and extending their bloodline. A few though have made their mark, their names growing in the dark and cursed by their enemies, though still far beneath the notice of the Imperial House and its vast armies._ ## Fighters <FighterCard cost="120"> ### Cult Adept (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary, 1 Wyrd Power (either form the [list below](/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](/docs/the-rules/wyrd-powers)). **Restrictions:** None. #### Unsanctioned Psyker Gain additional Wyrd Powers as Primary skills. </FighterCard> <FighterCard cost="145"> ### Cult Alpha (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Third Arm Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. </FighterCard> <FighterCard cost="85"> ### Hybrid Acolyte (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ | **Skills:** 1 Primary. **Wargear:** Hazard Suit. **Restrictions:** None. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="95"> ### Aberrant (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). </FighterCard> <FighterCard cost="45"> ### Neophyte Hybrids (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ | **Wargear:** Hazard Suit. **Restrictions:** Pistol, Basic, Special\*, Close Combat. \* One at creation, additional during a campaign. #### Options **Early Generation (+45):** Comes with an Extra Arm. </FighterCard> <FighterCard cost="25"> ### 0-3 Psychic Familiar (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). #### Omen of Fortune While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear. :::danger House Rule (Necrodamus, A&A) Omen of Fortune save can only be made once per round. ::: #### Precognition - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. </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) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | Cult Wyrd Powers | | :--------------- | --------- | ------- | --------- | --------- | --------- | ---------- | -------- | --------- | ---------------- | | Adept | Secondary | - | - | Primary | - | Primary | - | Secondary | Primary | | Alpha | - | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Hybrid Acolyte | Secondary | - | Secondary | Primary | Primary | Secondary | - | - | - | | Neophyte Hybrid | Secondary | - | Secondary | Primary | Primary | - | - | - | - | | Aberrant | - | Primary | Secondary | Secondary | Primary | - | - | - | - | | Psychic Familiar | Secondary | - | - | Primary | - | - | - | - | - | ## Gang Composition A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded. - The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on. - A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (\*) take up the space of two weapons. - Any fighter may take Wargear. - 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. During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign. - During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment. - During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence: - A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried. - A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## Special Rules #### Extra Arm - +1 weapon slot (4 instead of 3). - Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2). If armed with a ranged Unwieldy weapon: - Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double). Otherwise: - +1 unarmed Attack with Rending (regardless of the weapons used). #### Gaining Experience Genestealer Cults gain experience like normal. Aberrants advance like Gangers. #### Captured Fighters Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits instead of half their value. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 1. Ganger 1. Specialist 1. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm). From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change. #### Campaign Claim Resource bonuses just like any other gang. **Dominion:** Treated as an Orlock gang for the purposes of gang specific Resource bonuses. #### Special Resources - Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves. - Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen from another gang, it is simply removed instead. #### Post-battle Actions - If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits. - Genestealer Cult gangs can't make the Sell to the Guilders action. - Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear - simply remove the captive from the campaign. ### Hangers-On, Hired Guns And Dramatis Personae Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…" special rules. Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table: | Reputation | Maximum Hangers-on | | :---------------: | :----------------: | | Less than 10 | 1 | | 10 to 14 | 2 | | 15 to 19 | 3 | | 20 to 24 | 4 | | Each additional 5 | +1 | ## Genestealer Cults Wyrd Powers Genestealer Cults Adepts are Psykers, drawing their powers from their connection to the distant Patriarch of the wider cult that this gang represents one creeping tendril of. A Cult Adept has access to the Cult Wyrd Power list below as one of their Primary skill sets. ### 1. Telepathy – Hypnosis (Basic) _With little more than a piercing stare, the Adept can dominate the minds of the weaker-willed._ Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round. ### 2. Telepathy – Unbreakable Will (Basic), Continuous Effect _The Adept channels some measure of the Patriarch’s control over nearby cult members._ Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of the Adept, use the Adept’s Cool or Willpower characteristic value (whichever is appropriate). ### 3. Telepathy – Zealot (Double), Continuous Effect _The mere presence of the Adept can drive their cult brethren to acts of aggressive hatred._ 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. ### 4. Telepathy – Mind Control (Basic) _Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends._ Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player. :::note This version of Mind Control is different to the [Mind Control in the expanded list](/docs/the-rules/wyrd-powers#1-mind-control-basic-continuous-effect) from Book of the Outcast. This does not require line of sight. It is also not Continuous Effect. ::: ### 5. Telekinesis – Assail (Basic) _The Adept uses the force of their will to push enemies from their path._ Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned. ### 6. Telekinesis – Force Blast (Basic) Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
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### Template Template weapons use the Flame template to determine how many targets they hit.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Template weapons use the Flame template todetermine how many targets they hit.
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### Template Template weapons use the Flame template to determine how many targets they hit.
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# 117. House of Pain _WELCOME TO THE HOUSE OF PAIN!!_ \- Graffiti on the wall at the Brokebone FightingPits In this scenario, two gang leaders fight to the death to assert personal dominance. **Source: Cinderak Burning** ## Battlefield Standard (Zone Mortalis / Sector Mechanicus). Size: 12" x 12" (a small confined area). ## Crews - Custom (5). No vehicles or mounts. Each gang must nominate a fighter as a Challenger. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Take turns deploying fighters, starting with the gang with the highest rating: - Challenger: Within 2" of the centre. - Other fighters: Anywhere at least 6" from enemies. ## Duelling Gods _Two gang leaders fight to the death to assert personal dominance._ Challengers have the following rules: - Cannot be targeted by or affected by abilities or weapons of anything else than other Challengers. - Cannot move more than 6" away from the enemy (during activation). - Ignore all Injury results other than OoA results. - Cannot flee the battlefield - only way out is death! ## Maelstrom Of Battle Non-Challenger fighters that end an activation within 2" of any Challenger (friend or foe!) suffer an Injury roll. ## Ending the Battle The battle ends in an End phase if max 1 Challenger remains. ## Victory The gang with the only remaining Challenger is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win: 2D6x10. - Lose: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Challenger 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 ## Fist Of The Over-Tyrant If players wish, they may use this scenario to represent the fight for control of the House of Chains between Djangar and Varran. In order to do this, make the following changes: - One gang should contain Djangar ‘Gunfists’ as its Challenger, the other a Goliath Tyrant equipped with equivalent levels of equipment. The rest of both gangs should be composed of Goliath gang members. - At the end of each round, both Challengers heal up to their starting number of wounds. - The two Challengers can only attack each other with close combat attacks. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Zone Mortalis', 'Narrative Scenario']
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# 117. House of Pain _WELCOME TO THE HOUSE OF PAIN!!_ \- Graffiti on the wall at the Brokebone FightingPits In this scenario, two gang leaders fight to the death to assert personal dominance. **Source: Cinderak Burning** ## Battlefield Standard (Zone Mortalis / Sector Mechanicus). Size: 12" x 12" (a small confined area). ## Crews - Custom (5). No vehicles or mounts. Each gang must nominate a fighter as a Challenger. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Take turns deploying fighters, starting with the gang with the highest rating: - Challenger: Within 2" of the centre. - Other fighters: Anywhere at least 6" from enemies. ## Duelling Gods _Two gang leaders fight to the death to assert personal dominance._ Challengers have the following rules: - Cannot be targeted by or affected by abilities or weapons of anything else than other Challengers. - Cannot move more than 6" away from the enemy (during activation). - Ignore all Injury results other than OoA results. - Cannot flee the battlefield - only way out is death! ## Maelstrom Of Battle Non-Challenger fighters that end an activation within 2" of any Challenger (friend or foe!) suffer an Injury roll. ## Ending the Battle The battle ends in an End phase if max 1 Challenger remains. ## Victory The gang with the only remaining Challenger is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win: 2D6x10. - Lose: D6x5. - Draw: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the winning Challenger 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 ## Fist Of The Over-Tyrant If players wish, they may use this scenario to represent the fight for control of the House of Chains between Djangar and Varran. In order to do this, make the following changes: - One gang should contain Djangar ‘Gunfists’ as its Challenger, the other a Goliath Tyrant equipped with equivalent levels of equipment. The rest of both gangs should be composed of Goliath gang members. - At the end of each round, both Challengers heal up to their starting number of wounds. - The two Challengers can only attack each other with close combat attacks. :::
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# 58. Clandestine Rendezvous _Rival gangers ambush a surreptitious meeting between a gang and a corrupt official._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## 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: 2"x2". ## Crews - **Attacker:** Custom (5). - **Defender:** Custom (4). ## Tactics Cards - Custom (1). - **Underdog** (starting crew cost): Random (1) per 100 credits. ## Deployment 1. **The Corrupt Enforcer:** Centre. 1. **Defender:** Within 4” of the centre. 1. **Attacker:** Anywhere at least 4” away from enemies. ## Objectives - **Attacker:** Kill the Corrupt Enforcer and wipe out the rivals in the process (if possible). - **Defender:** Escort the Corrupt Enforcer to safety. ## Ambush - **Attacker:** Starts with Priority in the first round. - **Defender:** Pass a Cool test for each fighter when activating in the first round, or the fighter can only make 1 action this round (instead of 2). <FighterCard> ### Corrupt Enforcer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Shock stave | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Wargear:** [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). #### Special Rules - Counts as a normal fighter in the defender’s crew. - Can't take part in a Group Activation. </FighterCard> ## To Safety The Corrupt Enforcer can escape at the start of any End phase if Active and within 1” of any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - The Corrupt Enforcer has escaped. - The Corrupt Enforcer is out of Action. ## Victory The defender wins if the Corrupt Enforcer is escorted to safety. The attacker wins if the Corrupt Enforcer is taken Out of Action. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the Corrupt Enforcer Out of Action. - +1 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 - +1 to the defender for winning. - +D3 to the attacker for winning. - -1 for bottling out.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Gang Raid']
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# 58. Clandestine Rendezvous _Rival gangers ambush a surreptitious meeting between a gang and a corrupt official._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## 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: 2"x2". ## Crews - **Attacker:** Custom (5). - **Defender:** Custom (4). ## Tactics Cards - Custom (1). - **Underdog** (starting crew cost): Random (1) per 100 credits. ## Deployment 1. **The Corrupt Enforcer:** Centre. 1. **Defender:** Within 4” of the centre. 1. **Attacker:** Anywhere at least 4” away from enemies. ## Objectives - **Attacker:** Kill the Corrupt Enforcer and wipe out the rivals in the process (if possible). - **Defender:** Escort the Corrupt Enforcer to safety. ## Ambush - **Attacker:** Starts with Priority in the first round. - **Defender:** Pass a Cool test for each fighter when activating in the first round, or the fighter can only make 1 action this round (instead of 2). <FighterCard> ### Corrupt Enforcer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Shock stave | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Wargear:** [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). #### Special Rules - Counts as a normal fighter in the defender’s crew. - Can't take part in a Group Activation. </FighterCard> ## To Safety The Corrupt Enforcer can escape at the start of any End phase if Active and within 1” of any battlefield edge. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - The Corrupt Enforcer has escaped. - The Corrupt Enforcer is out of Action. ## Victory The defender wins if the Corrupt Enforcer is escorted to safety. The attacker wins if the Corrupt Enforcer is taken Out of Action. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the Corrupt Enforcer Out of Action. - +1 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 - +1 to the defender for winning. - +D3 to the attacker for winning. - -1 for bottling out.
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2024-06-13 20:34:24.508078
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# Hive Scum A gang can recruit 0-5 Hive Scum at a time, including generic Hive Scum (listed directly below). If a gang is Law-abiding, they recruit from the Law-abiding list, and if they are Outlaws then they recruit from the Outlaws list. Any generic Hive Scum recruited by an Outlaw gain are also deemed Outlaws. <FighterCard cost="30"> ### 0-5 Hive Scum | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Special Rules:** Outlaw, “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **Outlaw:** A Hive Scum hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed below, Outlaw Hive Scum may purchase Common items and any item with a Rare or Illegal value of 7 or below from the Black Market. **“You Get What You Pay For”:** Unlike other fighters, Hive Scum are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Hive Scum available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. </details> <details className="equipment"> <summary>Equipment</summary> Hive Scum may purchase up to 60 credits worth of weapons and Wargear from the Hive Scum equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. #### Hive Scum Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :-------------------------------- | ------: | | **BASIC WEAPONS** | | Autogun | 15 | | Reclaimed autogun | 10 | | Lasgun | 15 | | Sawn-off shotgun | 15 | | Shotgun with solid & scatter ammo | 30 | | Throwing knives | 10 | | **PISTOLS** | | Autopistol | 10 | | Reclaimed autopistol | 5 | | Laspistol | 10 | | Stub gun | 5 | | - dumdum rounds | +5 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Chainsword | 25 | | Fighting knife | 10 | | Flail | 20 | | Maul (club) | 10 | | Two-handed axe\* | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Hazard suit | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> </details> <details> <summary>Lore</summary> _Hive Scum, or Scummers, are masterless or itinerant hivers who will fight for anyone who offers them coin. Many are drunkards and down-and-outs, but even these have their uses and, despite appearances, are quite capable of holding their own in a fight. Others are mercenaries who travel from zone to zone, making few friends or commitments, earning whatever easy money is around before moving on. Scum are too wild and independent to submit to the leadership of anyone for very long, and they hire out their services as they feel like it. Despite their carefree lifestyle and happy-go-lucky attitude, Scummers are good fighters, so their services are always in demand. Many end up working for the Guilders, but there are always a few willing to tag along with a gang for a share of the spoils._ _Hive Scum are especially valuable to a newly-founded gang, especially one whose fighters may be neither numerous nor especially experienced. In general, more established gangs eschew their services, preferring to rely on their own in the heat of battle. Nonetheless, Hive Scum are considered of great value as cannon fodder…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Hive Scum <FighterCard cost="90"> ### Mad Dog Mono ![](mad-dog-mono.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 8+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist). **Weapons:** Stub gun, grab hook. **Wargear:** Furnace plates (boiler plate armour), [respirator](/docs/armoury/personal-equipment#respirator). </FighterCard> <FighterCard cost="90"> ### Tess ‘Arc-up’ **_Forge Born. Goliath only_** ![](tess-arc-up.jpg) _Tess is reckless, even for a Goliath Forge-born. So reckless in fact that she has been a prospect far longer than most, even the most savage Vatborn Goliath gangs finding her too dangerous to have around for long. Somehow though, Tess has survived every dumb thing she has ever done, whether it is climbing the hive shell barehanded, her custom storm- welder slung over her back and the ash winds trying to snatch her away into oblivion, or taking on whole gangs all by herself, charging into their ranks before letting loose with her weapon. Tess doesn’t know why she is the way she is, though those who have fought alongside her – and lived – suspect it is the lightning in her blood. Tess’ batch suffered a vat malfunction during their gestation, a grid overload pumping hundreds of gigawatts of electricity into her amneotank. Of all her vat brothers and sisters, Tess alone survived, and even from birth she displayed strange qualities. Faster and more erratic than other Goliaths, she quickly took to the role of a shell-runner, climbing the hive’s sides and repairing its plasteel and ceramite skin, usually under the most horrific of circumstances. Her quick reactions and boundless energy kept her alive when many of her peers perished in ash storms or fatal falls. The danger of the shell though was not enough for Tess, and she soon started hiring herself to gangs for underhive brawls. Her skill with a storm- welder and fearlessness has made her respected by many gangs, though none have seen fit to sign her on. Tess is gathering a following of her own, however, and the day may yet come when she runs her own crew, filled with wild prospects like herself._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 4 | 1 | 2+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Storm-welder. **Wargear:** Furnace plates. #### Wired Can re-roll Initiative tests (enhanced nervous system making reflexes lightning fast). _Source: House of Chains_ </FighterCard> <FighterCard cost="105"> ### Grub Targeson ![](grub-targeson.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Shotgun (scatter, executioner), Frag grenades, Knife. **Wargear:** Flak. </FighterCard> <FighterCard cost="200"> ### Scabs ![](scabs.webp) _Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._ _Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Plasma gun, Stub gun. **Wargear:** Flak, [filter plugs](/docs/armoury/personal-equipment#filter-plugs). #### “Come Along Scabs!” If Kal is also hired: The cost is reduced to 100 credits (instead of 200). Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”). If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. #### Gifted Forager In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="115"> ### D060-K13 **_Orlock only_** ![](d060-k13.jpg) _The art of creating cyber-mastiffs is far from exact, and not all cyber-mastiffs are created equal. Some are merely slightly enhanced versions of underhive mongrels, while others, such as D060-K13, are technological terrors. Built from the remains of one of Lord Morrow’s scrap hounds, the hardcase cyber-mastiff D060-K13 was designed by the outcast Van Saar Archeotek Von Buren. Buren built 13 such dogs for the Orlocks as part of his payment for their protection from his clan, all exceptionally large specimens and each equipped with the added gifts of enhanced exo-armour and a collection of concealed digi-weapons._ _Of these beasts, D060-K13 is the only one known to still function. After years of faithful service to Lord Morrow, D060-K13 vanished into the wastes, following the call of some imagined voice and making newfriends at every stop, before disappearing once more. Even today, after many years, stories still filter back to Crucible that tell of the cyber-mastiff turning up to help gangs in need, before disappearing again into the outlands or underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | **Skills:** Big Brother. **Weapons:** Shock Bite, Digi-autopistol, Digi-hand flamer, Digi-frag grenade. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). #### 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. #### Digi-Weapon Arsenal When activating, choose a single digi-weapon (to arm). No other digi weapon can be used until the start of this fighter’s next activation. #### Wandering Hound This is an individual fighter (not a pet and not attached to another fighter). _Source: House of Iron_ </FighterCard> <FighterCard cost="90"> ### Rattus Tatterskin **_Cawdor only_** ![](rattus-tatterskin.webp) _Within the Redemption the worship of false idols is a grievous heresy, and the Word-Keepers are swift to punish those who see the divine in unsanctioned places. This, of course, does not stop members of Clan Cawdor from making effigies to the God-Emperor from hive detritus or building shrines beneath particularly auspicious looking gunk- stains. Then there are men such as Rattus Tatterskin, who hear the Emperor’s voice in the incessant squeaking of his rats. Tatterskin claims to have spoken with the spirit of the Emperor, who he says inhabits the body of a gigantic rat, deep in the depths of the underhive. The ‘Emperor’ sent some of his servants to Tatterskin, so that the Cawdor scum might understand his divine will. As it turns out, the divine will of the Rat-Emperor is that the hive be purged of the enemies of the Redemption, something Tatterskin has taken to with great vigour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Heavy Stubber. **Wargear:** Flak. #### My Little Friends Enemies ending an activation in B2B suffer D6 S1 hits. When activated, pass a Willpower test or gain Insanity (until the start of his next activation). #### Articles of Faith (1) Generates a number of Faith dice (as shown in parentheses). Can perform Articles of Faith (Path of the Doomed). #### Questionable Morals Can be hired regardless of alignment (Law Abiding & Outlaw). _Source: House of Faith_ </FighterCard> ## List of Outlaw Hive Scum <FighterCard cost="100"> ### Queen Lorsha, Hive Scum ![](queen-lorsha.jpg) _Once, Lorsha was a Pale Consort of the Mercator Pallidus, but when her family was struck down by the neuron plague and Lorsha was somehow spared she could not bring herself to dispatch her now-undead brothers and sisters. Instead she herded them downhive, seeking out a remote settlement to call home. Eventually Lorsha and her family came upon the town of Skullhole, a collective of hard-working holesteaders living in the depths of the badzones. After foolishly opening their gates for the former Pale Consort, the locals were then given the choice to succumb to the plague or feed Lorsha’s family, and it was not long before Lorsha alone drew breath within Skullhole._ _For a time all was well in Skullhole. Lorsha kept her family fed on unsuspecting travellers and lost gangers while making sure they didn’t wander off into the badzones and get lost. Then the voices started. At first Lorsha thought it was her family talking to her and welcomed the break in their long silence. But in time she came to realise it was someone else, or something else, communing with her from the beyond. The voice convinced her she should spread the neuron plague to others and that everyone deserved the blessing of its terrible sickness. Leaving Skullhole behind Lorsha took up her bone sceptre and knives, the ancient implements of the Pale Consorts, and set out to find allies who would help her spread the disease that still burned in her veins._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------- | | Bone Sceptre | E | 2" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Flensing Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Skills:** [Bloodlust](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-bloodlust), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills#6-step-aside) **Wargear:** Disturbing Aura (counts as a [Cutter’s Mask](/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion)). #### Special Rules **Outlaw:** Queen Lorsha of Skullhole is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="105"> ### Psyreena Skar ![](psyreena.jpg) _A gang has to be truly desperate to hire Psyreena Skar. Unstable and unpredictable, she sells her fickle psychic gifts to gangs willing to pay her price – though offers no guarantees as to what will happen when she opens her mind to the Warp. Even when attempting to suppress her powers Psyreena is uncomfortable to be around; always muttering to herself, arguing with her shadow or telling those she’s just met how sorry she is about their impending demise. Psyreena was not always so broken, however, and not so long ago she was a Holesteader’s daughter working the ashwash below Dust Falls._ _One day, when digging in the furthest point of her Da’s holestead, she found a strange ornate jar buried in the ash. It looked far too fine to have come from the underhive, and so she took it back to her father thinking they might be able to sell it to the local Guilders for a few creds. That evening, as the family sat around their rad-hearth admiring Psyreena’s find, the jar mysteriously opened. Peering inside, they discovered a strange pinkish substance suffused with a fragrant smell. Psyreena’s little brother was the first to scoop out a mouthful and within moments the starving family was feasting on the contents. Unbeknownst to the family, the relic was one of the lost jars of Mung, and the contents the preserved brain of Kookym Corleepyn, Astropath to the lost House of Mung. This oddity might have passed unnoticed by the family if not for the latent psychic spark it awoke in Psyreena. Reflexively she opened her mind to the Immaterium and in that moment incinerated her family and their holestead in a single explosion of power. Since that day she has wandered the underhive as an unsanctioned psyker, staying ahead of the authorities and selling her services to those more afraid of their enemies than having a loose cannon like Psyreena around._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 7+ | 6+ | **Weapons:** Knife. **Wargear:** Flak. #### Wyrd Powers (Unsanctioned) **Telekinesis:** Psychic Shockwave (Basic). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="115"> ### Jorth Slither ![](jorth-slither.jpg) _Jorth Slither is an entrepreneur of underhive enterprise, if there is a chance to make some creds then Jorth is never far away, though it often gets him into trouble. After being turfed out of his Guilder family, he headed off down- hive looking for a good score. What he found was a corpse surrounded by goo. Without the good sense to leave the find alone, Jorth started rummaging around in the corpse’s pockets. His last conscious thought was his hand closing around something slimy and warm before his brain switched off. When Jorth came to the first thing he did was reach up to feel his head, that his right arm was now a long knot of tentacles was his first clue something was amiss. To his horror, one side of his torso had been consumed by some alien growth; twitching tentacles bursting out of his flesh like a thicket of worms. Some men might have been broken by such a turn of events. Jorth, however, saw opportunity instead of madness. It was not long before he was running Scab Town for the Black Network, joining gangs not afraid of working with a mutie and rallying the malformed against Imperial authority._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 6+ | 9+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Throwing knives | Sx2 | Sx4 | - | -1 | S | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | | Shock baton | - | E | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">shock</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Wargear:** [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [lho sticks](/docs/armoury/personal-equipment#lho-sticks). #### Special Rules Outlaw: Jorth Slither is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="120"> ### Cor ‘Two-Guns’ Coran ![](cor-coran.jpg) _In the underhive, obesity is often a sign of status. Massive Chain Lords, hulking crime bosses and rotund guilders all display their wealth by proving not only do they have enough to eat, but they can actually eat to excess. Then there are those like Cor ‘Two-Guns’ Coran, who are just fat – or big boned as he insists. A clanless gutter-born bullet scavenger from Dead End Pass, Cor probably wouldn’t have ever amounted to much if it hadn’t been for a chance encounter with a Ratskin shaman out in the badzones. While hunting in the ash drifts for usable rounds, Cor came upon an ancient Ratskin surrounded by slavering ripper jacks. In a rare moment of bravery and selflessness Cor ran to the old man’s aid, saving him from the rippers’ jaws. In return the shaman told Cor he had looked into his soul and seen he was the offspring of a mighty hero of the underhive and destined for greatness. Cor immediately made the leap of logic that the shaman could only be talking of none other than Bull Gorg, ex-pit fighter and once overlord of Dead End Pass. Surely the hefty Bull, with whom Cor undoubtedly shared a physique, had to be his father, and it was up to Cor to carry on the legacy of Bull’s failed servile uprising._ _Unwilling to cut off his arms and replace them with chainsaws like his ‘father’, Cor instead took up a pair of battered autopistols, earning him the nickname Two-Guns – a nickname he largely gave himself and is forced to constantly remind people of. Allying himself with Balthazar’s Black Network, Cor enthusiastically fights for the rights of the common people in Dead End Pass and has made a name for himself as a rabble rouser. The Narco Lords are more than willing to placate Cor with promises that his jobs are in the spirit of Bull’s ‘free’ underhive if it means ‘Two-Guns’ continues to make life hard for the Guilders._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 6+ | 4+ | 4 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** 2x Autopistol (with manstopper). **Wargear:** Forged Guilder Seal. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="125"> ### Jonny Razor ![](jonny-razor.jpg) _Jonny is one of the rare few to ever cross Balthazar Van Zep and live to tell the tale. A low level street dealer from Guilder Crossing, Jonny was ‘absorbed’ by Balthazar’s Black Network when the latter took over Dust Falls. Who was in charge of the local chem trade didn’t mean a lot to a scrut like Jonny, and for a time he managed to avoid the attention of his betters. Then, one fateful day Jonny got in the way of Lothar Hex. Ordinarily such a mishap would have meant a free bolt round lobotomy, but on this day, Jonny accidentally stumbled out of a drinking hole and knocked Hex down, saving the infamous killer from a sniper’s bullet. Dragged before Balthazar, Jonny would still have likely faced summary skinning or ash blasting if not for the presence of Erasmus the Mangler, Balthazar’s resident rogue doc. The Mangler happened to be looking for test subjects, after he had acquired a broken Murder Servitor via the Cold Trade and wanted to see if he could graft its limbs onto a live person. As Balthazar was in a rare good mood, he agreed, and Jonny was dragged off to the Mangler’s operating table._ _Whether it was Erasmus’ fear of failing Balthazar, or just natural underhive hardiness, Jonny survived the operation, stumbling out of the doc’s workshop with a bladed cyber arm, a whirring bionic eye and numerous internal ‘upgrades’. Taking the name Jonny Razor, for his deadly new appendage, the scummer headed back to Guilder Crossing. Within a few cycles he had risen up the ranks, due in no small part to his new gifts. It was also at this time Jonny discovered the ‘obedience’ organs the Mangler had put inside him, his own body rebelling against him if he tried to go against the Narco Lord’s wishes. Now Balthazar loans Jonny out to gangs for extra muscle, and to show off the benefits and drawbacks of loyalty to the Black Network._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Bladed Cyber Arm (same as Gem extractor), Throwing knives. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="130"> ### Estus Jet ![](estus-jet.webp) _As Esmerelda, Holdmother of the Dust Falls Deep 9 Orphanarium, tells it, she found Jet under an overturned cart in the aftermath of what appeared to be a Ratskin ambush on some green hivers. There was little left of the hivers, the area splattered in blood and littered with body parts. The only clue to the child’s identity was a tarnished collar around her neck, the only legible letters on it \_EST SU_JE_T. Jet was taught all the skills she needed to survive by Esmerelda. These were skills all the girls of the Deep 9 learned, like how to break someone’s neck with a dropkick, the kill points on an ash devil, and how to tell the difference between Second Best that’ll kill you and Second Best that will only make you blind. The best of Esmerelda’s girls could then expect good jobs as Guilder guards, or hired guns – with creds going back to Esmerelda of course. Jet, however, decided to take another path._ _Using her talents she got in with the Archwerks Overboss Gideon Scav to become his right-hand woman. It was not long before Jet was running Gideon’s racket out of Dust Falls and moving shipments of counterfeit wargear and weapons. This gave her ample opportunities to indulge in her favoured pastime – killing fools. She claims to sell the fastest bullets in the underhive, and challenges any potential customers to prove her wrong. Unsurprisingly, between Jet yelling ‘RUN!’ and her squeezing the trigger, her claims have remained intact._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Autopistol, throwing knives, stiletto knife. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="145"> ### Vunder Gorvos ![](vunder-gorvos.webp) _Vunder is part of the self-styled nobility of the underhive. Decades ago three crime families took over Two Tunnels, Draek’s Gantry and the Grey Wastes Trading Post. Together they formed a triumvirate to rule over the three settlements and the dozen or so surrounding domes between the Dust Falls drop and the Ash Gates interchange. Against the odds, the families didn’t turn on each other or fall prey to criminal rivals. Instead, they managed to endure until their children grew up to inherit the lands of their parents. The Gorvos family runs Two Tunnels alongside the Faebrun and Kaorka clans, and Vunder is heir apparent to the Gorvos line. Unfortunately for the Gorvos family, Vunder is an idiot._ _Clad in underhive finery, Vunder genuinely believes himself a hive noble. He apes any uphive fashions or affectations he happens to hear about, and goes out his way to antagonise Guilders and Enforcers who don’t properly ‘respect’ his position. Needless to say, he is universally despised and has survived only by virtue of his linage. Vunder’s sister, Gaen, has been working for years to rid her family of him. On the pretext of having him prove his noble superiority, Gaen organises ‘alliances’ with local gangs, whereby Vunder will accompany them on business important to the family. So far, Vunder has been ‘hired’ out to numerous local factions, though much to Gaen’s frustration, has yet to get himself killed._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** 2x stub guns, shotgun (solid & scatter), sword. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="150"> ### Gaen ‘The Gunk Queen’ Gorvos ![](gaen-gorvos.webp) _It’s difficult to find entitled and spoiled underhivers, given the crushing poverty and endemic violence of their surroundings – though they do exist. Gaen ‘the Gunk Queen’ Gorvos is one such anomalous individual; a pauper princess who has risen to control the notorious Gorvos clan of the Two Tunnels triumvirate. Gaen shares some of the traits of a junk noble with her brother Vunder, though unlike Vunder, she has no delusions about the world she inhabits. She knows the only way for the Gorvos clan to hold onto power is through fear and violence; that and getting rid of her stupid brother. While Vunder swans about pretending to be Two Tunnels royalty (if there were such a thing), Gaen is getting on with the business of making creds._ _It is not for her overuse of ‘McSkav’s Mohawk Grease’ that Gaen is called the Gunk Queen. One of Gorvos’ major holdings is the Two Tunnels’ Gunk Tank, a vast reserve of fermented run-off from Hive City that has kept the settlement in creds for centuries. As the Gunk Queen of Two Tunnels, Gaen makes it her personal mission to oversee the gunk trade and crack down on anyone with designs on her turf. She often hires on to gangs to oversee operations personally, furnishing her companions with gunk rounds and gunk bombs if they run off the competition. For the last few years Gaen has been involved in a clandestine war with the crime boss Balthazar, who has his own designs on Two Tunnels. More than one of Balthazar’s agents has even gotten a first-hand look at the prize their employer is trying to claim – as Gaen personally drowns them in the gunk tank. Recently, the conflict has escalated as Gaen’s brother Vunder has been (quite unwillingly) working with Balthazar’s gangs, forcing Gaen to redouble her efforts to rid herself of her annoying sibling._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 7+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Autogun, throwing knives, sword, gunk bomb. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Gorvos Twins (Twins of the Two Tunnels) This fighter can be chosen as an Outcast Leader with the following effects: - **Gaen Gorvos:** Leader with Mastermind (skill set) - **Vunder Gorvos:** Champion with Survivor (skill set). - **Affiliation:** Recidivist (Criminal Organisation). - **Gunk Bombs:** All members of the gang can take Gunk Bombs for 20 credits. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="280"> ### Abomination of Badzone 12 **_Chaotic only_** ![](abomination-of-badzone-12.jpg) _There are things that live in the depths of the hive that defy explanation or classification. These are horrors so vile that they seem to instinctively seek the darkness as if they know their very presence is anathema to the light of the God-Emperor. The Abomination of Badzone 12 is such a stain upon decency and reason. A crawling, slithering, staggering thing of claws and tentacles and eyes, the Abomination lives in the depths of Hive Primus. In the dark cycles of power-down it sometimes creeps up from its lair, looking for more satisfying fare than mutant or rat. Blood-spattered holesteads and ravaged caravans are left in its wake, possessions and goods left behind, but every scrap of meat and bone consumed._ _The Abomination has even destroyed fledgling settlements, those who thought themselves safe from raiders only to perish beneath the claws of the gigantic spawn._ _Underhive rumour has it that the Abomination is the remains of the Cult of the Sump Mother, a malefic church based upon the worship of the sump as a living god. Fused by their profane deity into a single howling entity, the Abomination feeds upon itself in its madness, fanged mouths biting into screaming faces as scythed limbs drag it through the hive. Sometimes cults lure the Abomination out with promises of food, intent on loosing it against their foes. Though this is not without peril, and the cult might just as easily find themselves to be the Abomination’s prey._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | - | 5 | 5 | 4 | 5+ | 4 | - | - | - | - | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ferocious Jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Claws, tentacles and other strange appendages | E | 2" | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Wargear:** The ever-mutating hide of the Abomination of Badzone 12 grants it a save equivalent to wearing [heavy carapace armour](/docs/armoury/armour#carapace). #### Special Rules **Mindless Beast:** The only actions the Abomination of Badzone 12 can make are Move, Charge, Fight and Coup de Grace. Any Cool or Willpower checks made for the Abomination of Badzone 12 automatically pass, but any Leadership or Intelligence checks automatically fail. **Outlaw:** The Abomination of Badzone 12 is an Outlaw Hired Gun. **Chaotic:** The Abomination of Badzone 12 can only be hired by Corpse Grinder Cult, Helot Chaos Cults or Chaos Corrupted gangs. #### Mindless Beast Can only make Move, Charge, Fight and Coup de Grace actions. Automatically passes Cool & Willpower tests. Automatically fails Leadership and Intelligence tests. _Source: The Book of Ruin_ </FighterCard>
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# Hive Scum A gang can recruit 0-5 Hive Scum at a time, including generic Hive Scum (listed directly below). If a gang is Law-abiding, they recruit from the Law-abiding list, and if they are Outlaws then they recruit from the Outlaws list. Any generic Hive Scum recruited by an Outlaw gain are also deemed Outlaws. <FighterCard cost="30"> ### 0-5 Hive Scum | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Special Rules:** Outlaw, “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **Outlaw:** A Hive Scum hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed below, Outlaw Hive Scum may purchase Common items and any item with a Rare or Illegal value of 7 or below from the Black Market. **“You Get What You Pay For”:** Unlike other fighters, Hive Scum are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Hive Scum available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. </details> <details className="equipment"> <summary>Equipment</summary> Hive Scum may purchase up to 60 credits worth of weapons and Wargear from the Hive Scum equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. #### Hive Scum Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :-------------------------------- | ------: | | **BASIC WEAPONS** | | Autogun | 15 | | Reclaimed autogun | 10 | | Lasgun | 15 | | Sawn-off shotgun | 15 | | Shotgun with solid & scatter ammo | 30 | | Throwing knives | 10 | | **PISTOLS** | | Autopistol | 10 | | Reclaimed autopistol | 5 | | Laspistol | 10 | | Stub gun | 5 | | - dumdum rounds | +5 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Chainsword | 25 | | Fighting knife | 10 | | Flail | 20 | | Maul (club) | 10 | | Two-handed axe\* | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Hazard suit | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> </details> <details> <summary>Lore</summary> _Hive Scum, or Scummers, are masterless or itinerant hivers who will fight for anyone who offers them coin. Many are drunkards and down-and-outs, but even these have their uses and, despite appearances, are quite capable of holding their own in a fight. Others are mercenaries who travel from zone to zone, making few friends or commitments, earning whatever easy money is around before moving on. Scum are too wild and independent to submit to the leadership of anyone for very long, and they hire out their services as they feel like it. Despite their carefree lifestyle and happy-go-lucky attitude, Scummers are good fighters, so their services are always in demand. Many end up working for the Guilders, but there are always a few willing to tag along with a gang for a share of the spoils._ _Hive Scum are especially valuable to a newly-founded gang, especially one whose fighters may be neither numerous nor especially experienced. In general, more established gangs eschew their services, preferring to rely on their own in the heat of battle. Nonetheless, Hive Scum are considered of great value as cannon fodder…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Hive Scum <FighterCard cost="90"> ### Mad Dog Mono ![](mad-dog-mono.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 8+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist). **Weapons:** Stub gun, grab hook. **Wargear:** Furnace plates (boiler plate armour), [respirator](/docs/armoury/personal-equipment#respirator). </FighterCard> <FighterCard cost="90"> ### Tess ‘Arc-up’ **_Forge Born. Goliath only_** ![](tess-arc-up.jpg) _Tess is reckless, even for a Goliath Forge-born. So reckless in fact that she has been a prospect far longer than most, even the most savage Vatborn Goliath gangs finding her too dangerous to have around for long. Somehow though, Tess has survived every dumb thing she has ever done, whether it is climbing the hive shell barehanded, her custom storm- welder slung over her back and the ash winds trying to snatch her away into oblivion, or taking on whole gangs all by herself, charging into their ranks before letting loose with her weapon. Tess doesn’t know why she is the way she is, though those who have fought alongside her – and lived – suspect it is the lightning in her blood. Tess’ batch suffered a vat malfunction during their gestation, a grid overload pumping hundreds of gigawatts of electricity into her amneotank. Of all her vat brothers and sisters, Tess alone survived, and even from birth she displayed strange qualities. Faster and more erratic than other Goliaths, she quickly took to the role of a shell-runner, climbing the hive’s sides and repairing its plasteel and ceramite skin, usually under the most horrific of circumstances. Her quick reactions and boundless energy kept her alive when many of her peers perished in ash storms or fatal falls. The danger of the shell though was not enough for Tess, and she soon started hiring herself to gangs for underhive brawls. Her skill with a storm- welder and fearlessness has made her respected by many gangs, though none have seen fit to sign her on. Tess is gathering a following of her own, however, and the day may yet come when she runs her own crew, filled with wild prospects like herself._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 4 | 1 | 2+ | 1 | 8+ | 5+ | 7+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Storm-welder. **Wargear:** Furnace plates. #### Wired Can re-roll Initiative tests (enhanced nervous system making reflexes lightning fast). _Source: House of Chains_ </FighterCard> <FighterCard cost="105"> ### Grub Targeson ![](grub-targeson.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Shotgun (scatter, executioner), Frag grenades, Knife. **Wargear:** Flak. </FighterCard> <FighterCard cost="200"> ### Scabs ![](scabs.webp) _Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._ _Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Plasma gun, Stub gun. **Wargear:** Flak, [filter plugs](/docs/armoury/personal-equipment#filter-plugs). #### “Come Along Scabs!” If Kal is also hired: The cost is reduced to 100 credits (instead of 200). Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”). If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. #### Gifted Forager In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="115"> ### D060-K13 **_Orlock only_** ![](d060-k13.jpg) _The art of creating cyber-mastiffs is far from exact, and not all cyber-mastiffs are created equal. Some are merely slightly enhanced versions of underhive mongrels, while others, such as D060-K13, are technological terrors. Built from the remains of one of Lord Morrow’s scrap hounds, the hardcase cyber-mastiff D060-K13 was designed by the outcast Van Saar Archeotek Von Buren. Buren built 13 such dogs for the Orlocks as part of his payment for their protection from his clan, all exceptionally large specimens and each equipped with the added gifts of enhanced exo-armour and a collection of concealed digi-weapons._ _Of these beasts, D060-K13 is the only one known to still function. After years of faithful service to Lord Morrow, D060-K13 vanished into the wastes, following the call of some imagined voice and making newfriends at every stop, before disappearing once more. Even today, after many years, stories still filter back to Crucible that tell of the cyber-mastiff turning up to help gangs in need, before disappearing again into the outlands or underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | **Skills:** Big Brother. **Weapons:** Shock Bite, Digi-autopistol, Digi-hand flamer, Digi-frag grenade. **Wargear:** Hardcase: [light carapace (4+)](/docs/armoury/armour#carapace) & [respirator](/docs/armoury/personal-equipment#respirator). #### 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. #### Digi-Weapon Arsenal When activating, choose a single digi-weapon (to arm). No other digi weapon can be used until the start of this fighter’s next activation. #### Wandering Hound This is an individual fighter (not a pet and not attached to another fighter). _Source: House of Iron_ </FighterCard> <FighterCard cost="90"> ### Rattus Tatterskin **_Cawdor only_** ![](rattus-tatterskin.webp) _Within the Redemption the worship of false idols is a grievous heresy, and the Word-Keepers are swift to punish those who see the divine in unsanctioned places. This, of course, does not stop members of Clan Cawdor from making effigies to the God-Emperor from hive detritus or building shrines beneath particularly auspicious looking gunk- stains. Then there are men such as Rattus Tatterskin, who hear the Emperor’s voice in the incessant squeaking of his rats. Tatterskin claims to have spoken with the spirit of the Emperor, who he says inhabits the body of a gigantic rat, deep in the depths of the underhive. The ‘Emperor’ sent some of his servants to Tatterskin, so that the Cawdor scum might understand his divine will. As it turns out, the divine will of the Rat-Emperor is that the hive be purged of the enemies of the Redemption, something Tatterskin has taken to with great vigour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Heavy Stubber. **Wargear:** Flak. #### My Little Friends Enemies ending an activation in B2B suffer D6 S1 hits. When activated, pass a Willpower test or gain Insanity (until the start of his next activation). #### Articles of Faith (1) Generates a number of Faith dice (as shown in parentheses). Can perform Articles of Faith (Path of the Doomed). #### Questionable Morals Can be hired regardless of alignment (Law Abiding & Outlaw). _Source: House of Faith_ </FighterCard> ## List of Outlaw Hive Scum <FighterCard cost="100"> ### Queen Lorsha, Hive Scum ![](queen-lorsha.jpg) _Once, Lorsha was a Pale Consort of the Mercator Pallidus, but when her family was struck down by the neuron plague and Lorsha was somehow spared she could not bring herself to dispatch her now-undead brothers and sisters. Instead she herded them downhive, seeking out a remote settlement to call home. Eventually Lorsha and her family came upon the town of Skullhole, a collective of hard-working holesteaders living in the depths of the badzones. After foolishly opening their gates for the former Pale Consort, the locals were then given the choice to succumb to the plague or feed Lorsha’s family, and it was not long before Lorsha alone drew breath within Skullhole._ _For a time all was well in Skullhole. Lorsha kept her family fed on unsuspecting travellers and lost gangers while making sure they didn’t wander off into the badzones and get lost. Then the voices started. At first Lorsha thought it was her family talking to her and welcomed the break in their long silence. But in time she came to realise it was someone else, or something else, communing with her from the beyond. The voice convinced her she should spread the neuron plague to others and that everyone deserved the blessing of its terrible sickness. Leaving Skullhole behind Lorsha took up her bone sceptre and knives, the ancient implements of the Pale Consorts, and set out to find allies who would help her spread the disease that still burned in her veins._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------- | | Bone Sceptre | E | 2" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Flensing Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **Skills:** [Bloodlust](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-bloodlust), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills#6-step-aside) **Wargear:** Disturbing Aura (counts as a [Cutter’s Mask](/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion)). #### Special Rules **Outlaw:** Queen Lorsha of Skullhole is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="105"> ### Psyreena Skar ![](psyreena.jpg) _A gang has to be truly desperate to hire Psyreena Skar. Unstable and unpredictable, she sells her fickle psychic gifts to gangs willing to pay her price – though offers no guarantees as to what will happen when she opens her mind to the Warp. Even when attempting to suppress her powers Psyreena is uncomfortable to be around; always muttering to herself, arguing with her shadow or telling those she’s just met how sorry she is about their impending demise. Psyreena was not always so broken, however, and not so long ago she was a Holesteader’s daughter working the ashwash below Dust Falls._ _One day, when digging in the furthest point of her Da’s holestead, she found a strange ornate jar buried in the ash. It looked far too fine to have come from the underhive, and so she took it back to her father thinking they might be able to sell it to the local Guilders for a few creds. That evening, as the family sat around their rad-hearth admiring Psyreena’s find, the jar mysteriously opened. Peering inside, they discovered a strange pinkish substance suffused with a fragrant smell. Psyreena’s little brother was the first to scoop out a mouthful and within moments the starving family was feasting on the contents. Unbeknownst to the family, the relic was one of the lost jars of Mung, and the contents the preserved brain of Kookym Corleepyn, Astropath to the lost House of Mung. This oddity might have passed unnoticed by the family if not for the latent psychic spark it awoke in Psyreena. Reflexively she opened her mind to the Immaterium and in that moment incinerated her family and their holestead in a single explosion of power. Since that day she has wandered the underhive as an unsanctioned psyker, staying ahead of the authorities and selling her services to those more afraid of their enemies than having a loose cannon like Psyreena around._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 7+ | 6+ | **Weapons:** Knife. **Wargear:** Flak. #### Wyrd Powers (Unsanctioned) **Telekinesis:** Psychic Shockwave (Basic). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="115"> ### Jorth Slither ![](jorth-slither.jpg) _Jorth Slither is an entrepreneur of underhive enterprise, if there is a chance to make some creds then Jorth is never far away, though it often gets him into trouble. After being turfed out of his Guilder family, he headed off down- hive looking for a good score. What he found was a corpse surrounded by goo. Without the good sense to leave the find alone, Jorth started rummaging around in the corpse’s pockets. His last conscious thought was his hand closing around something slimy and warm before his brain switched off. When Jorth came to the first thing he did was reach up to feel his head, that his right arm was now a long knot of tentacles was his first clue something was amiss. To his horror, one side of his torso had been consumed by some alien growth; twitching tentacles bursting out of his flesh like a thicket of worms. Some men might have been broken by such a turn of events. Jorth, however, saw opportunity instead of madness. It was not long before he was running Scab Town for the Black Network, joining gangs not afraid of working with a mutie and rallying the malformed against Imperial authority._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 6+ | 9+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Throwing knives | Sx2 | Sx4 | - | -1 | S | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | | Shock baton | - | E | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="shock">shock</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Wargear:** [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [lho sticks](/docs/armoury/personal-equipment#lho-sticks). #### Special Rules Outlaw: Jorth Slither is an Outlaw Hired Gun. _Source: The Book of Ruin_ </FighterCard> <FighterCard cost="120"> ### Cor ‘Two-Guns’ Coran ![](cor-coran.jpg) _In the underhive, obesity is often a sign of status. Massive Chain Lords, hulking crime bosses and rotund guilders all display their wealth by proving not only do they have enough to eat, but they can actually eat to excess. Then there are those like Cor ‘Two-Guns’ Coran, who are just fat – or big boned as he insists. A clanless gutter-born bullet scavenger from Dead End Pass, Cor probably wouldn’t have ever amounted to much if it hadn’t been for a chance encounter with a Ratskin shaman out in the badzones. While hunting in the ash drifts for usable rounds, Cor came upon an ancient Ratskin surrounded by slavering ripper jacks. In a rare moment of bravery and selflessness Cor ran to the old man’s aid, saving him from the rippers’ jaws. In return the shaman told Cor he had looked into his soul and seen he was the offspring of a mighty hero of the underhive and destined for greatness. Cor immediately made the leap of logic that the shaman could only be talking of none other than Bull Gorg, ex-pit fighter and once overlord of Dead End Pass. Surely the hefty Bull, with whom Cor undoubtedly shared a physique, had to be his father, and it was up to Cor to carry on the legacy of Bull’s failed servile uprising._ _Unwilling to cut off his arms and replace them with chainsaws like his ‘father’, Cor instead took up a pair of battered autopistols, earning him the nickname Two-Guns – a nickname he largely gave himself and is forced to constantly remind people of. Allying himself with Balthazar’s Black Network, Cor enthusiastically fights for the rights of the common people in Dead End Pass and has made a name for himself as a rabble rouser. The Narco Lords are more than willing to placate Cor with promises that his jobs are in the spirit of Bull’s ‘free’ underhive if it means ‘Two-Guns’ continues to make life hard for the Guilders._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 6+ | 4+ | 4 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** 2x Autopistol (with manstopper). **Wargear:** Forged Guilder Seal. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="125"> ### Jonny Razor ![](jonny-razor.jpg) _Jonny is one of the rare few to ever cross Balthazar Van Zep and live to tell the tale. A low level street dealer from Guilder Crossing, Jonny was ‘absorbed’ by Balthazar’s Black Network when the latter took over Dust Falls. Who was in charge of the local chem trade didn’t mean a lot to a scrut like Jonny, and for a time he managed to avoid the attention of his betters. Then, one fateful day Jonny got in the way of Lothar Hex. Ordinarily such a mishap would have meant a free bolt round lobotomy, but on this day, Jonny accidentally stumbled out of a drinking hole and knocked Hex down, saving the infamous killer from a sniper’s bullet. Dragged before Balthazar, Jonny would still have likely faced summary skinning or ash blasting if not for the presence of Erasmus the Mangler, Balthazar’s resident rogue doc. The Mangler happened to be looking for test subjects, after he had acquired a broken Murder Servitor via the Cold Trade and wanted to see if he could graft its limbs onto a live person. As Balthazar was in a rare good mood, he agreed, and Jonny was dragged off to the Mangler’s operating table._ _Whether it was Erasmus’ fear of failing Balthazar, or just natural underhive hardiness, Jonny survived the operation, stumbling out of the doc’s workshop with a bladed cyber arm, a whirring bionic eye and numerous internal ‘upgrades’. Taking the name Jonny Razor, for his deadly new appendage, the scummer headed back to Guilder Crossing. Within a few cycles he had risen up the ranks, due in no small part to his new gifts. It was also at this time Jonny discovered the ‘obedience’ organs the Mangler had put inside him, his own body rebelling against him if he tried to go against the Narco Lord’s wishes. Now Balthazar loans Jonny out to gangs for extra muscle, and to show off the benefits and drawbacks of loyalty to the Black Network._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Bladed Cyber Arm (same as Gem extractor), Throwing knives. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="130"> ### Estus Jet ![](estus-jet.webp) _As Esmerelda, Holdmother of the Dust Falls Deep 9 Orphanarium, tells it, she found Jet under an overturned cart in the aftermath of what appeared to be a Ratskin ambush on some green hivers. There was little left of the hivers, the area splattered in blood and littered with body parts. The only clue to the child’s identity was a tarnished collar around her neck, the only legible letters on it \_EST SU_JE_T. Jet was taught all the skills she needed to survive by Esmerelda. These were skills all the girls of the Deep 9 learned, like how to break someone’s neck with a dropkick, the kill points on an ash devil, and how to tell the difference between Second Best that’ll kill you and Second Best that will only make you blind. The best of Esmerelda’s girls could then expect good jobs as Guilder guards, or hired guns – with creds going back to Esmerelda of course. Jet, however, decided to take another path._ _Using her talents she got in with the Archwerks Overboss Gideon Scav to become his right-hand woman. It was not long before Jet was running Gideon’s racket out of Dust Falls and moving shipments of counterfeit wargear and weapons. This gave her ample opportunities to indulge in her favoured pastime – killing fools. She claims to sell the fastest bullets in the underhive, and challenges any potential customers to prove her wrong. Unsurprisingly, between Jet yelling ‘RUN!’ and her squeezing the trigger, her claims have remained intact._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Autopistol, throwing knives, stiletto knife. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="145"> ### Vunder Gorvos ![](vunder-gorvos.webp) _Vunder is part of the self-styled nobility of the underhive. Decades ago three crime families took over Two Tunnels, Draek’s Gantry and the Grey Wastes Trading Post. Together they formed a triumvirate to rule over the three settlements and the dozen or so surrounding domes between the Dust Falls drop and the Ash Gates interchange. Against the odds, the families didn’t turn on each other or fall prey to criminal rivals. Instead, they managed to endure until their children grew up to inherit the lands of their parents. The Gorvos family runs Two Tunnels alongside the Faebrun and Kaorka clans, and Vunder is heir apparent to the Gorvos line. Unfortunately for the Gorvos family, Vunder is an idiot._ _Clad in underhive finery, Vunder genuinely believes himself a hive noble. He apes any uphive fashions or affectations he happens to hear about, and goes out his way to antagonise Guilders and Enforcers who don’t properly ‘respect’ his position. Needless to say, he is universally despised and has survived only by virtue of his linage. Vunder’s sister, Gaen, has been working for years to rid her family of him. On the pretext of having him prove his noble superiority, Gaen organises ‘alliances’ with local gangs, whereby Vunder will accompany them on business important to the family. So far, Vunder has been ‘hired’ out to numerous local factions, though much to Gaen’s frustration, has yet to get himself killed._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 8+ | 9+ | **Skills:** [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** 2x stub guns, shotgun (solid & scatter), sword. **Wargear:** Flak. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="150"> ### Gaen ‘The Gunk Queen’ Gorvos ![](gaen-gorvos.webp) _It’s difficult to find entitled and spoiled underhivers, given the crushing poverty and endemic violence of their surroundings – though they do exist. Gaen ‘the Gunk Queen’ Gorvos is one such anomalous individual; a pauper princess who has risen to control the notorious Gorvos clan of the Two Tunnels triumvirate. Gaen shares some of the traits of a junk noble with her brother Vunder, though unlike Vunder, she has no delusions about the world she inhabits. She knows the only way for the Gorvos clan to hold onto power is through fear and violence; that and getting rid of her stupid brother. While Vunder swans about pretending to be Two Tunnels royalty (if there were such a thing), Gaen is getting on with the business of making creds._ _It is not for her overuse of ‘McSkav’s Mohawk Grease’ that Gaen is called the Gunk Queen. One of Gorvos’ major holdings is the Two Tunnels’ Gunk Tank, a vast reserve of fermented run-off from Hive City that has kept the settlement in creds for centuries. As the Gunk Queen of Two Tunnels, Gaen makes it her personal mission to oversee the gunk trade and crack down on anyone with designs on her turf. She often hires on to gangs to oversee operations personally, furnishing her companions with gunk rounds and gunk bombs if they run off the competition. For the last few years Gaen has been involved in a clandestine war with the crime boss Balthazar, who has his own designs on Two Tunnels. More than one of Balthazar’s agents has even gotten a first-hand look at the prize their employer is trying to claim – as Gaen personally drowns them in the gunk tank. Recently, the conflict has escalated as Gaen’s brother Vunder has been (quite unwillingly) working with Balthazar’s gangs, forcing Gaen to redouble her efforts to rid herself of her annoying sibling._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 7+ | **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Autogun, throwing knives, sword, gunk bomb. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Gorvos Twins (Twins of the Two Tunnels) This fighter can be chosen as an Outcast Leader with the following effects: - **Gaen Gorvos:** Leader with Mastermind (skill set) - **Vunder Gorvos:** Champion with Survivor (skill set). - **Affiliation:** Recidivist (Criminal Organisation). - **Gunk Bombs:** All members of the gang can take Gunk Bombs for 20 credits. _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="280"> ### Abomination of Badzone 12 **_Chaotic only_** ![](abomination-of-badzone-12.jpg) _There are things that live in the depths of the hive that defy explanation or classification. These are horrors so vile that they seem to instinctively seek the darkness as if they know their very presence is anathema to the light of the God-Emperor. The Abomination of Badzone 12 is such a stain upon decency and reason. A crawling, slithering, staggering thing of claws and tentacles and eyes, the Abomination lives in the depths of Hive Primus. In the dark cycles of power-down it sometimes creeps up from its lair, looking for more satisfying fare than mutant or rat. Blood-spattered holesteads and ravaged caravans are left in its wake, possessions and goods left behind, but every scrap of meat and bone consumed._ _The Abomination has even destroyed fledgling settlements, those who thought themselves safe from raiders only to perish beneath the claws of the gigantic spawn._ _Underhive rumour has it that the Abomination is the remains of the Cult of the Sump Mother, a malefic church based upon the worship of the sump as a living god. Fused by their profane deity into a single howling entity, the Abomination feeds upon itself in its madness, fanged mouths biting into screaming faces as scythed limbs drag it through the hive. Sometimes cults lure the Abomination out with promises of food, intent on loosing it against their foes. Though this is not without peril, and the cult might just as easily find themselves to be the Abomination’s prey._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | - | 5 | 5 | 4 | 5+ | 4 | - | - | - | - | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Ferocious Jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Claws, tentacles and other strange appendages | E | 2" | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Wargear:** The ever-mutating hide of the Abomination of Badzone 12 grants it a save equivalent to wearing [heavy carapace armour](/docs/armoury/armour#carapace). #### Special Rules **Mindless Beast:** The only actions the Abomination of Badzone 12 can make are Move, Charge, Fight and Coup de Grace. Any Cool or Willpower checks made for the Abomination of Badzone 12 automatically pass, but any Leadership or Intelligence checks automatically fail. **Outlaw:** The Abomination of Badzone 12 is an Outlaw Hired Gun. **Chaotic:** The Abomination of Badzone 12 can only be hired by Corpse Grinder Cult, Helot Chaos Cults or Chaos Corrupted gangs. #### Mindless Beast Can only make Move, Charge, Fight and Coup de Grace actions. Automatically passes Cool & Willpower tests. Automatically fails Leadership and Intelligence tests. _Source: The Book of Ruin_ </FighterCard>
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# 42. Propaganda _Gangs seek to sway the other gangers to their cause._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Standard. 2. Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers: - More than 12” from a battlefield edge. - Not within 3” of another fighter. ## Hearts and Minds _As the hive descends into madness, both sides seek to turn gangers and gangs to their cause._ The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter. Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player’s fighters can use the Coerce (Basic) action: :::info COERCE (BASIC) Choose a Houseless Ganger within 3" and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter’s gang. Houseless Gangers coerced into joining a fighter’s gang become part of that fighter’s gang for all intents and purposes and will gain a Ready marker at the beginning of the following round. ::: ## Don’t Believe Their Lyes Once a Houseless Ganger has chosen their side, it’s unlikely they will change sides again… though not impossible.A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter’s Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3" of the Houseless Ganger. If the Houseless Ganger passes their Willpower check,they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter’s gang as normal and loses any Readied marker if they have one. Houseless Gangers can be turned from one side to the other multiple times during a battle. :::note Designer's Note Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile: ::: <FighterCard> ### Houseless Ganger | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them. </FighterCard> ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw. ## Rewards #### Credits - D3x10 for each Houseless Ganger controlled by the gang at the end of the battle. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for coercing an enemy Houseless Ganger. 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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Uprising']
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# 42. Propaganda _Gangs seek to sway the other gangers to their cause._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Standard. 2. Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers: - More than 12” from a battlefield edge. - Not within 3” of another fighter. ## Hearts and Minds _As the hive descends into madness, both sides seek to turn gangers and gangs to their cause._ The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter. Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player’s fighters can use the Coerce (Basic) action: :::info COERCE (BASIC) Choose a Houseless Ganger within 3" and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter’s gang. Houseless Gangers coerced into joining a fighter’s gang become part of that fighter’s gang for all intents and purposes and will gain a Ready marker at the beginning of the following round. ::: ## Don’t Believe Their Lyes Once a Houseless Ganger has chosen their side, it’s unlikely they will change sides again… though not impossible.A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter’s Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3" of the Houseless Ganger. If the Houseless Ganger passes their Willpower check,they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter’s gang as normal and loses any Readied marker if they have one. Houseless Gangers can be turned from one side to the other multiple times during a battle. :::note Designer's Note Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile: ::: <FighterCard> ### Houseless Ganger | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them. </FighterCard> ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw. ## Rewards #### Credits - D3x10 for each Houseless Ganger controlled by the gang at the end of the battle. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for coercing an enemy Houseless Ganger. 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.
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# Founding a Gang Each gang has a starting budget: - Normal: 1000 credits - With vehicles: 1400 credits. The +400 extra credits can only be spent on vehicles, Mounted fighters and Wargear granting Mounted condition. The budget can be spent on fighters and equipment. Any credits not spent are added to the gang’s Stash and stored away for later use. A gang does not have an upper limit on the number of fighters it can contain. ## Gang Composition All gangs follow these rules when founded and when new fighters are added to the gang: - Always 1 Leader (if killed or captured and sold to the Guilders, see [Loss of a Leader](/docs/founding-a-gang/gang-creation#loss-of-a-leader)). - At least half the gang must consist of Gang Fighters (not counting [Hangers-on](/docs/gangs/gang-additions/hangers-on) or [Hired Guns](/docs/gangs/gang-additions/hired-guns/)). Gang Fighters are any of the following: - Ganger & Ganger (Specialist) - Juve & Juve (Specialist) - Crew ### Gang Fighter Balance If at any time more than half of the gang’s fighters are not Gang Fighter, the gang must take actions to restore the balance: - Retire fighters without the Gang Fighter ability. - Recruit fighters with the Gang Fighter ability. Continue to take these actions until balance is restored (at least half the gang consists of Gang Fighters). All gangs can purchase new weapons and equipment from the Equipment List, Trading Post or Black Market. However, some fighter types can't take weapons or can only take weapons from the Equipment List. :::danger House Rule (A&A) - A gang can only have up to 1 Specialist Champion at a time - A gang can only have up to 1 Brute at a time ::: ### Weapons & Wargear (Equipment, Armour, Grenades) - A fighter can be equipped with a max of 3 weapons (slots), unless noted otherwise. - Weapons marked with \* take up 2 weapon slots. - Any fighter can be equipped with unlimited Wargear (Equipment, Armour and Grenades), unless specifically stated otherwise. :::danger House Rule (A&A) - Equipment can be swapped between fighters who are not in recovery. - Limit of 1 Limited ammo per weapon. ::: ### Faction Fighter The following are considered a Faction fighter: - Leader, Champion, Ganger, Juve (including any Specialist variants). - Hangers-on (including Brutes). - Hired Guns with a gang specific discount or availability. Any other fighters like pets/exotic beasts or universally available Hired Guns are not considered a Faction Fighter. Each Alliance is their own separate Faction. :::danger House Rule (Necrodamus) The official rules often mention <Gang\> Fighter, but this is never defined. The Faction Fighter rule is a suggested definition, based on some official wordings including "Agents, Hangers-on and Brutes". ::: ## Consistent Special Rules ### Leader - **Gang Leader:** Must be replaced if killed (see Loss of a Leader), can't voluntarily retire. - **Gang Hierarchy (Leader):** - [Leading By Example (12”)](/docs/founding-a-gang/gang-creation#leading-by-example-x). - Can perform Post-battle actions. - **Tools of the Trade:** Can have multiple Equipment Sets. - [Group Activation (2)](/docs/rules/action-phase#group-activations). - Can perform Post-battle actions. - Can equip weapons from the Trading Post & Black Market. - Start with 1 free skill (Primary). ### Champion - **Gang Hierarchy (Champion):** - [Leading By Example (6”)](/docs/founding-a-gang/gang-creation#leading-by-example-x). - Can perform Post-battle actions. - **Tools of the Trade:** Can have multiple Equipment Sets. - [Group Activation (1)](/docs/rules/action-phase#group-activations). - Can equip weapons from Trading Post & Black Market. - Start with 1 free skill (Primary). ### Ganger - **Gang Fighter(X):** At least 50% of the gang must have the Gang Fighter special rule. - Can't have Special Weapons. - **Promotion (Specialist)**: Can be promoted to a Ganger Specialist by spending XP. - Ganger Specialist: - 1 Ganger can be upgraded to Ganger (Specialist) in a new gang. - Can have Special Weapons. - Can purchase advancements. - **Tools of the Trade:** Can have multiple Equipment Sets. ### Juve - **Gang Fighter(X):** At least 50% of the gang must have the Gang Fighter special rule. - **Fast Learner:** A characteristic advancement does not incur the increase in XP cost if it has already been bought before. - **Tools of the Trade:** Can have multiple Equipment Sets. - Specialist: - Can equip Pistol & Close Combat weapons from Trading Post & Black Market. - **Hot-headed:** Does not trigger Nerve tests to friendly fighters within 3” (when Seriously Injured or taken Out of - Action). ### Crew - Access to Driver skills as Primary (other possible skill sets are limited to Leadership, Savant & - Shooting). - Must always have a vehicle - (can swap vehicles between battles). - Can equip Pistols from Trading Post & Black Market. - Can only shoot with equipped Sidearms and weapons attached to the vehicle (crew mounted). :::danger House Rule (Necrodamus) Crew can shoot with all equipped pistols. ::: ### Equipment - New (purchased or from Stash): Any fighter can gain new equipment during the campaign. - Discard (return to Stash): - Wargear: Any fighter can discard a piece of Wargear if it is replaced by an alternative item that fulfils "a similar purpose". - Wargear (Mount): Wargear that grants the Mounted condition cannot be discarded. - Weapons: No fighters can discard weapons. ### Equipment Sets Some fighters can have multiple equipment sets. The most valuable equipment set is used when calculating the fighter’s cost. A fighter can have the same piece of equipment in multiple equipment sets. Only one equipment set can be used for a battle. If a battle uses random fighters, a fighter with multiple equipment sets will have one set selected randomly (can't choose which equipment sets to use). NB: Fighters with weapons attached to the fighter can't have equipment sets (for example Augmetic weapons). ### Gang Hierarchy Some fighters have the “Gang Hierarchy” ability: - Can make post-battle actions (only fighters that are part of a gang). - Leading By Example (X”). ### Leading By Example (X") Can keep friendly models on the battlefield after the gang bottles. After the gang bottles out, if passing the Fleeing the Battlefield (Cool) test in the End phase, any friendly models within X” automatically pass the Cool test and will not flee. - Leader: 12”. - Champion: 6”. #### Notes: - Only fighters from the same “group” are affected, for example Alliance or Gang. - Keep in mind the role of walls and solid terrain features when measuring the distance between fighters :::info N17-N21 (IMPROVED VERSION) Champions can only use Leading By Example for models without this ability. ::: ### Free Skill Some fighters start with a specific skill or can choose a Primary custom skill. This is free (already included in the cost) and does not affect gang rating. ### Weapon Restrictions Most fighters have “Restrictions” for what weapons they can be given. By default, each gang will specify what weapons are available to each fighter in the Equipment List. Fighters can gain additional weapons from other sources (for example Trading Post or Black Market). A fighter may have limits on what type of weapons they can have: - Pistol - Basic - Special - Heavy - Close Combat A fighter can have access to all weapon types, some or none. ## Loss of a Leader If the leader is killed or sold to the Guilders (after capture), a new Leader must be nominated from the gang according to this priority: 1. Champion & Champion (Specialist). 1. Ganger (Specialist) & Juve (Specialist). 1. Other fighters. Tie-breakers: 1. Leadership. 1. Advancements. 1. Choose freely. A promoted fighter have their Type changed to Leader and count as a Leader when determining which equipment and skill sets they can access. Existing stats and special rules do not change. ## Gang Overview There are a total of 28 gang variants to choose from: - Cawdor - Corrupted - Infected - Delaque - Corrupted - Infected - Escher - Corrupted - Infected - Goliath - Corrupted - Infected - Orlock - Corrupted - Infected - Van Saar - Corrupted - Infected - Enforcer - Badzone - Bounty Hunter (Venator) - Genestealer Cult - Chaos Cult - Corpse Grinder Cult - Slave Ogryn - Outcast - Ash Waste Nomad - Squat ## Fighter Capabilities | | Leader | Champion (Specialist) | Champion | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | Crew | Brute | Exotic Beast | | ---------------------------------------------------------- | ------ | --------------------- | -------- | ------------------- | ------ | ----------------- | ---- | ---- | ----- | --- | | Group Activation | 2 | 1 | 1 | - | - | - | - | - | - | - | | Leading By Example | 12” | 6” | 6” | - | - | - | - | - | - | - | | Post-battle action | ✓ | ✓ | ✓ | - | - | - | - | - | - | - | | Start with 1 free skill (Primary) | ✓ | ✓ | ✓ | - | - | - | - | - | - | - | | Can retire | - | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Equipment Sets | ✓ | ✓ | ✓ | ✓ | - | ✓ | - | - | - | - | | Weapons outside Equipment List (TP/BM) | ✓ | ✓ | ✓ | - | - | ✓ | - | ✓ | - | - | | Gang Fighter | - | - | - | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | | Trigger Nerve tests (to friendly fighters of another type) | ✓ | ✓ | ✓ | ✓ | ✓ | - | ✓ | ✓ | ✓ | ✓ | ### Exceptions Some gangs deviate from the universal format: - Goliath: - Champion (Specialist): - No Group Activation. - Juve (Specialist): - Access to Special weapons. - Orlock: - Ganger (Specialist): - Access to Heavy Weapons. - Juve (Specialist): - Can only take Close Combat weapons from Trading Post & Black Market (not Pistol). - Escher: - Champion (Specialist): - No Group Activation. - Juve (Specialist) & Ganger (Specialist): - Can only be promoted to standard Champion, not Champion (Specialist). - Van Saar: - Juve: - Access to Basic weapons. - Ganger (Specialist): - Access to Heavy Weapons. - Champion (Specialist): - No Group Activation. - Corpse Grinder Cult: - Juve: - Access to Heavy weapons. - Leader, Champion, Ganger: - Only access to Close Combat weapons. - Ash Waste Nomad: - Juve: - Access to Basic weapons. - Juve (Specialist): - Access to Special weapons. - Ganger: - Access to Special weapon. - Ganger (Specialist): - Access to Special and Heavy weapons.
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# Founding a Gang Each gang has a starting budget: - Normal: 1000 credits - With vehicles: 1400 credits. The +400 extra credits can only be spent on vehicles, Mounted fighters and Wargear granting Mounted condition. The budget can be spent on fighters and equipment. Any credits not spent are added to the gang’s Stash and stored away for later use. A gang does not have an upper limit on the number of fighters it can contain. ## Gang Composition All gangs follow these rules when founded and when new fighters are added to the gang: - Always 1 Leader (if killed or captured and sold to the Guilders, see [Loss of a Leader](/docs/founding-a-gang/gang-creation#loss-of-a-leader)). - At least half the gang must consist of Gang Fighters (not counting [Hangers-on](/docs/gangs/gang-additions/hangers-on) or [Hired Guns](/docs/gangs/gang-additions/hired-guns/)). Gang Fighters are any of the following: - Ganger & Ganger (Specialist) - Juve & Juve (Specialist) - Crew ### Gang Fighter Balance If at any time more than half of the gang’s fighters are not Gang Fighter, the gang must take actions to restore the balance: - Retire fighters without the Gang Fighter ability. - Recruit fighters with the Gang Fighter ability. Continue to take these actions until balance is restored (at least half the gang consists of Gang Fighters). All gangs can purchase new weapons and equipment from the Equipment List, Trading Post or Black Market. However, some fighter types can't take weapons or can only take weapons from the Equipment List. :::danger House Rule (A&A) - A gang can only have up to 1 Specialist Champion at a time - A gang can only have up to 1 Brute at a time ::: ### Weapons & Wargear (Equipment, Armour, Grenades) - A fighter can be equipped with a max of 3 weapons (slots), unless noted otherwise. - Weapons marked with \* take up 2 weapon slots. - Any fighter can be equipped with unlimited Wargear (Equipment, Armour and Grenades), unless specifically stated otherwise. :::danger House Rule (A&A) - Equipment can be swapped between fighters who are not in recovery. - Limit of 1 Limited ammo per weapon. ::: ### Faction Fighter The following are considered a Faction fighter: - Leader, Champion, Ganger, Juve (including any Specialist variants). - Hangers-on (including Brutes). - Hired Guns with a gang specific discount or availability. Any other fighters like pets/exotic beasts or universally available Hired Guns are not considered a Faction Fighter. Each Alliance is their own separate Faction. :::danger House Rule (Necrodamus) The official rules often mention <Gang\> Fighter, but this is never defined. The Faction Fighter rule is a suggested definition, based on some official wordings including "Agents, Hangers-on and Brutes". ::: ## Consistent Special Rules ### Leader - **Gang Leader:** Must be replaced if killed (see Loss of a Leader), can't voluntarily retire. - **Gang Hierarchy (Leader):** - [Leading By Example (12”)](/docs/founding-a-gang/gang-creation#leading-by-example-x). - Can perform Post-battle actions. - **Tools of the Trade:** Can have multiple Equipment Sets. - [Group Activation (2)](/docs/rules/action-phase#group-activations). - Can perform Post-battle actions. - Can equip weapons from the Trading Post & Black Market. - Start with 1 free skill (Primary). ### Champion - **Gang Hierarchy (Champion):** - [Leading By Example (6”)](/docs/founding-a-gang/gang-creation#leading-by-example-x). - Can perform Post-battle actions. - **Tools of the Trade:** Can have multiple Equipment Sets. - [Group Activation (1)](/docs/rules/action-phase#group-activations). - Can equip weapons from Trading Post & Black Market. - Start with 1 free skill (Primary). ### Ganger - **Gang Fighter(X):** At least 50% of the gang must have the Gang Fighter special rule. - Can't have Special Weapons. - **Promotion (Specialist)**: Can be promoted to a Ganger Specialist by spending XP. - Ganger Specialist: - 1 Ganger can be upgraded to Ganger (Specialist) in a new gang. - Can have Special Weapons. - Can purchase advancements. - **Tools of the Trade:** Can have multiple Equipment Sets. ### Juve - **Gang Fighter(X):** At least 50% of the gang must have the Gang Fighter special rule. - **Fast Learner:** A characteristic advancement does not incur the increase in XP cost if it has already been bought before. - **Tools of the Trade:** Can have multiple Equipment Sets. - Specialist: - Can equip Pistol & Close Combat weapons from Trading Post & Black Market. - **Hot-headed:** Does not trigger Nerve tests to friendly fighters within 3” (when Seriously Injured or taken Out of - Action). ### Crew - Access to Driver skills as Primary (other possible skill sets are limited to Leadership, Savant & - Shooting). - Must always have a vehicle - (can swap vehicles between battles). - Can equip Pistols from Trading Post & Black Market. - Can only shoot with equipped Sidearms and weapons attached to the vehicle (crew mounted). :::danger House Rule (Necrodamus) Crew can shoot with all equipped pistols. ::: ### Equipment - New (purchased or from Stash): Any fighter can gain new equipment during the campaign. - Discard (return to Stash): - Wargear: Any fighter can discard a piece of Wargear if it is replaced by an alternative item that fulfils "a similar purpose". - Wargear (Mount): Wargear that grants the Mounted condition cannot be discarded. - Weapons: No fighters can discard weapons. ### Equipment Sets Some fighters can have multiple equipment sets. The most valuable equipment set is used when calculating the fighter’s cost. A fighter can have the same piece of equipment in multiple equipment sets. Only one equipment set can be used for a battle. If a battle uses random fighters, a fighter with multiple equipment sets will have one set selected randomly (can't choose which equipment sets to use). NB: Fighters with weapons attached to the fighter can't have equipment sets (for example Augmetic weapons). ### Gang Hierarchy Some fighters have the “Gang Hierarchy” ability: - Can make post-battle actions (only fighters that are part of a gang). - Leading By Example (X”). ### Leading By Example (X") Can keep friendly models on the battlefield after the gang bottles. After the gang bottles out, if passing the Fleeing the Battlefield (Cool) test in the End phase, any friendly models within X” automatically pass the Cool test and will not flee. - Leader: 12”. - Champion: 6”. #### Notes: - Only fighters from the same “group” are affected, for example Alliance or Gang. - Keep in mind the role of walls and solid terrain features when measuring the distance between fighters :::info N17-N21 (IMPROVED VERSION) Champions can only use Leading By Example for models without this ability. ::: ### Free Skill Some fighters start with a specific skill or can choose a Primary custom skill. This is free (already included in the cost) and does not affect gang rating. ### Weapon Restrictions Most fighters have “Restrictions” for what weapons they can be given. By default, each gang will specify what weapons are available to each fighter in the Equipment List. Fighters can gain additional weapons from other sources (for example Trading Post or Black Market). A fighter may have limits on what type of weapons they can have: - Pistol - Basic - Special - Heavy - Close Combat A fighter can have access to all weapon types, some or none. ## Loss of a Leader If the leader is killed or sold to the Guilders (after capture), a new Leader must be nominated from the gang according to this priority: 1. Champion & Champion (Specialist). 1. Ganger (Specialist) & Juve (Specialist). 1. Other fighters. Tie-breakers: 1. Leadership. 1. Advancements. 1. Choose freely. A promoted fighter have their Type changed to Leader and count as a Leader when determining which equipment and skill sets they can access. Existing stats and special rules do not change. ## Gang Overview There are a total of 28 gang variants to choose from: - Cawdor - Corrupted - Infected - Delaque - Corrupted - Infected - Escher - Corrupted - Infected - Goliath - Corrupted - Infected - Orlock - Corrupted - Infected - Van Saar - Corrupted - Infected - Enforcer - Badzone - Bounty Hunter (Venator) - Genestealer Cult - Chaos Cult - Corpse Grinder Cult - Slave Ogryn - Outcast - Ash Waste Nomad - Squat ## Fighter Capabilities | | Leader | Champion (Specialist) | Champion | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | Crew | Brute | Exotic Beast | | ---------------------------------------------------------- | ------ | --------------------- | -------- | ------------------- | ------ | ----------------- | ---- | ---- | ----- | --- | | Group Activation | 2 | 1 | 1 | - | - | - | - | - | - | - | | Leading By Example | 12” | 6” | 6” | - | - | - | - | - | - | - | | Post-battle action | ✓ | ✓ | ✓ | - | - | - | - | - | - | - | | Start with 1 free skill (Primary) | ✓ | ✓ | ✓ | - | - | - | - | - | - | - | | Can retire | - | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Equipment Sets | ✓ | ✓ | ✓ | ✓ | - | ✓ | - | - | - | - | | Weapons outside Equipment List (TP/BM) | ✓ | ✓ | ✓ | - | - | ✓ | - | ✓ | - | - | | Gang Fighter | - | - | - | ✓ | ✓ | ✓ | ✓ | ✓ | - | - | | Trigger Nerve tests (to friendly fighters of another type) | ✓ | ✓ | ✓ | ✓ | ✓ | - | ✓ | ✓ | ✓ | ✓ | ### Exceptions Some gangs deviate from the universal format: - Goliath: - Champion (Specialist): - No Group Activation. - Juve (Specialist): - Access to Special weapons. - Orlock: - Ganger (Specialist): - Access to Heavy Weapons. - Juve (Specialist): - Can only take Close Combat weapons from Trading Post & Black Market (not Pistol). - Escher: - Champion (Specialist): - No Group Activation. - Juve (Specialist) & Ganger (Specialist): - Can only be promoted to standard Champion, not Champion (Specialist). - Van Saar: - Juve: - Access to Basic weapons. - Ganger (Specialist): - Access to Heavy Weapons. - Champion (Specialist): - No Group Activation. - Corpse Grinder Cult: - Juve: - Access to Heavy weapons. - Leader, Champion, Ganger: - Only access to Close Combat weapons. - Ash Waste Nomad: - Juve: - Access to Basic weapons. - Juve (Specialist): - Access to Special weapons. - Ganger: - Access to Special weapon. - Ganger (Specialist): - Access to Special and Heavy weapons.
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# Wyrd Powers _Source: Book of the Outcast_ _All across Necromunda, there are those touched by the malign influence of the Warp. Some of these individuals are even able to tap into this immaterial realm and channel its power, manifesting psychic abilities that defy the laws of nature and Mankind. While the Imperium severely sanctions anyone with these abilities, or anyone in league with them, it does not stop psykers from propagating throughout Necromunda. Known among the underhive as wyrds, those with psychic gifts are much sought after by gangs, Guilds and criminals alike to provide an edge in the endless wars between the Clan Houses. Some wyrds even band together to form their own gangs, becoming the scourge of the underhive – at least until they are hunted down and exterminated!_ This section, designed to work alongside the rules for psykers presented in the Necromunda Rulebook, greatly expands upon the Wyrd Powers available to players and Arbitrators in their games. Presented here are seven Wyrd Power disciplines that can be used by psykers: Biomancy, Chronomancy, Divination, Pyromancy, Technomancy, Telepathy and Telekinesis. ## Using Wyrd Power Disciplines Any fighter with the Sanctioned Psyker special rule or Non-sanctioned Psyker special rule can make use of the disciplines presented here using the guidelines below. Unless allowed by the Arbitrator, Dramatis Personae cannot use these discipline powers, and must instead use the powers presented with their profiles (as they are unique individuals often with unique powers). - Unless otherwise specified, all fighters with the Sanctioned Psyker or Non-sanctioned Psyker special rule start with a single Wyrd Power, either chosen from those included in their gang list or from one of the disciplines presented here. - [Bounty Hunters](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](/docs/gangs/gang-lists/venators#hunt-leader-leader) can be upgraded when hired to have the Sanctioned Psyker or Nonsanctioned Psyker special rule (as chosen by the player) for +35 credits. - A Sanctioned Psyker or Non-sanctioned Psyker may choose any Wyrd Power from those presented here (instead of one from their gang list) as an Advancement, just as they would gain a Primary skill as an Advancement (either by generating a power randomly for 9 XP, or choosing one for 12 XP). - There is no limit to the number of Wyrd Powers a fighter may know. - If all of a fighter‘s Wyrd Powers are chosen from a single Wyrd Power discipline, they will automatically gain that discipline’s special ability. Note, however, that should the fighter ever gain a power from a different discipline, this ability is immediately lost. - Finally, when a fighter takes a dose of Ghast, they may generate their Wyrd Power from those presented here; this must still be a random Wyrd Power, though you may choose which discipline the power is from. :::info ### Force Weapons Some rare melee weapons, commonly known as force weapons in the vernacular of the underhive, are specially attuned to those with wyrd powers and can be devastating killing tools in their hands. Such weapons are usually created by taking high-quality versions of mundane close combat weapons, which are then inlaid with psi-amplifiers that channel the power of the Warp, allowing the wielder to deliver killing blows accentuated by their own wyrd powers. Any weapon with the Melee trait can be upgraded into a Force Weapon by buying a Psi-amplifier from the Trading Post and performing the Psi Attune post-battle action (see page 127). In the hands of a non-psyker, a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits. ::: ## Biomancy Discipline _Biomancy is the psychic mastery of flesh and bone; those gifted in its practise are able to knit flesh together, turn their skin to iron or inflict crippling pain upon their enemies. Such individuals are known as biomancers and are often skilled fighters who use their gifts to shrug off wounds while enhancing their speed, strength and endurance to overcome their foes._ ### Biomancer Special Ability If a Wyrd only selects powers from the Biomancy discipline, they gain the Fast Healing special rule: **Fast Healing:** When this fighter makes a Recovery test, roll an extra Injury dice then choose one to discard. ### 1. Arachnosis (Basic), Continuous Effect _The wyrd’s hands grow tiny serrated hairs across their palms, allowing them to cling to any surface with ease._ While this Wyrd Power is maintained, the fighter counts as having the [Clamber](/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills. ### 2. Chameleon (Basic), Continuous Effect _The wyrd’s skin mottles and shifts through a range of hues until it matches their surroundings, making them all but invisible._ While this Wyrd Power is maintained, ranged attacks targeting this fighter suffer a -2 modifier to their hit roll, provided the fighter does not move during their activation. ### 3. Cause Pain (Basic) _With a twist of their hand, the wyrd causes their foe to double over in unspeakable agony._ Choose an enemy fighter that has already lost at least one Wound or suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter must roll an Injury dice and immediately apply the effects. ### 4. Stop Bleeding (Basic) _Focusing their power on a wounded ally, the wyrd closes up their wounds._ Choose a friendly fighter that has suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter immediately removes any Flesh Wounds they currently have. ### 5. Quickening (Basic), Continuous Effect _The wyrd pours psychic energy into their muscles, greatly increasing their reflexes._ While this Wyrd Power is maintained, improve this fighter’s Movement characteristic by 3 and their Weapon Skill, Ballistic Skill and Initiative characteristics by 1 (to a maximum of 2+). ### 6. Iron Arm (Basic), Continuous Effect _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. ## Chronomancy Discipline _Among the strangest of all wyrds are those who can manipulate the very flow of time itself. Some would say that the chronomancer, as such psykers are known, do not actually alter time, but rather people’s perception of it, allowing them to seem to move as a blur, pass in and out of existence seemingly at will, or even freeze a moment in time to take perfect aim before allowing events to continue._ ### Chronomancer Special Ability If a wyrd only selects powers from the Chronomancy discipline, they gain the Flicker special rule: **Flicker:** Once per battle, this fighter may perform one additional action during their activation. ### 1. Freeze Time (Double) _Reality seems to thicken all around the fighter, and events slow down to a crawl – has time truly stopped, or are those caught in the power merely experiencing its flow differently?_ All fighters, friend and foe, within 12" of this fighter may only perform a single action when activated for the remainder of this round. ### 2. Suppress Power (Basic) _Reaching out with their mind, the fighter cuts an enemy psyker off from their ability – as if it was never there to begin with._ Choose one enemy psyker that is within 18" and line of sight of this fighter. This fighter chooses one of the target’s Wyrd Powers – that power may not be used this round. ### 3. Zen Shootist (Basic), Continuous Effect _Time stops dead for the fighter, allowing them to casually line up a shot as if their enemy were standing still._ While this Wyrd Power is maintained, this fighter’s BS is improved to 2+ and they ignore negative hit modifiers due to cover. These benefits do not apply if this fighter is firing a weapon with either the Blast (X) trait or Rapid Fire (X) trait. ### 4. Walk Through Walls (Double) _Reality flickers as the fighter is in one place and then, as if individual picts had been removed from a vid feed, suddenly another._ Place this fighter anywhere within 8" of their current position. They may not be placed within 1" of an enemy fighter. ### 5. Mirror Image (Basic) _A blur of motion surrounds the fighter as if they are standing in a dozen places at once, making it impossible for their foes to pick out the true target._ Until the End phase of this round, all hit rolls made against this fighter suffer a -1 modifier. In addition, if this fighter makes the Retreat (Basic) action, they may not be targeted by Reaction attacks. ### 6. Lucky Aura (Basic), Continuous Effect _Little things just seem to go this wyrd’s way, each one seemingly insignificant but adding up to more than mere coincidence._ While this Wyrd Power is maintained, once per round, this fighter may force an enemy fighter to re-roll one successful BS or WS check if this fighter is the target of the attack. ## Divination Discipline _The ability to peer into the future is something common to many wyrds, for it is believed that the Warp, and its denizens, do not obey the normal constraints of time and space. Diviners, as wyrds talented in this discipline are known, are in high demand among the gangs and organisations of the underhive; for who wouldn’t want to be able to look into the future and anticipate the actions of their enemies before they even happen?_ ### Diviner Special Ability If a wyrd only selects powers from the Divination discipline, they gain the Future Sight special rule: **Future Sight:** Once per battle, this fighter may use this ability to re-roll any dice roll made during their activation. This ability may be used to re-roll any number of dice and may even be used on a roll made by an enemy fighter. ### 1. Precognition (Special) _The wyrd peers into the future to see what fate has in store for them._ If this fighter is part of a gang during the Determine Scenario step of the pre-battle sequence, their gang may choose the scenario rather than rolling randomly. If the scenario has an attacker and a defender, the gang this fighter belongs to is automatically the attacker. If both gangs have a wyrd with this power, they have no effect as they cancel each other out. ### 2. Foreboding (Double), Continuous Effect _Glimpsing moments in the near future, this wyrd predicts the movements of their enemies and guns them down._ While this Wyrd Power is maintained, the fighter may either gain the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill or grant the Overwatch skill to a single friendly fighter that is both within 12" and line of sight of this fighter. ### 3. Misfortune (Basic) _Picking the perfect moment to act, the wyrd exploits their enemy’s slightest misfortune._ At any point prior to the End phase of this round, this fighter may force one enemy fighter that is currently both within 12" and line of sight of this fighter to re-roll a single dice roll. ### 4. Forewarning (Basic) _A feeling overcomes the wyrd, warning them of the slightest danger to their life._ Until the End phase of this round, the first time this fighter is hit by an attack roll a D6. On a 2+, the hit is ignored. ### 5. Warp Whispers (Special) _Conversing with denizens of the Warp, the wyrd learns how best to exploit their current situation._ While this fighter is part of a gang, that gang may increase their Crew size by 1 for the scenario, and may re-roll any rolls for Reinforcements. In addition, if this fighter is a sentry, the alarm will automatically be raised if they finish their movement within 6" of an enemy fighter. ### 6. Visions (Double), Continuous Effect _Enemies cannot hide from the wyrd while their gaze is fixed upon the Warp._ While this Wyrd Power is maintained, all enemy fighters within 18" of this fighter that are in full cover count as being in partial cover, and all enemy fighters within 18" of this fighter that are in partial cover count as being in the open. ## Pyromancy Discipline _Pyromancers are wyrds with the ability to conjure flames out of thin air. Exceedinglydeadly individuals, there is nothing subtle about their powers, the psyker abletoturnabattlefield into a blazing inferno with a snap of their fingers._ ### Pyromancer Special Ability If a wyrd only selects powers from the Pyromancy discipline, they gain the Fire Shield special rule: **Fire Shield:** This fighter cannot be set on fire. In other words, this fighter is immune to the Blaze condition and will never become subject to it. ### 1. Body of Flame (Basic), Continuous Effect _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. ### 2. Stoke Flames (Basic) _With a gesture, the wyrd causes flames to roar to life from the smallest embers._ Choose an enemy fighter that is both within 18" and line of sight of this fighter and that is currently subject to the Blaze condition. Centre a 5" Blast marker over the chosen fighter. All fighters touched by this marker must immediately test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. ### 3. Wall of Flame (Basic), Continuous Effect _Fire erupts from the air to engulf an area of the battlefield._ Place a 5" Blast marker so that its centre is anywhere that is both within 12" and line of sight of this fighter. Once placed, this marker does not move but will remain in place while this Wyrd Power is maintained. Any fighter that either begins or ends their activation touching the marker suffers a Strength 3, Damage 1, AP 1 hit as if from a weapon with the Blaze trait. ### 4. Flame Blast (Basic), Continuous Effect _Flames envelope one of the wyrd’s weapons, causing anything touched by it to similarly burst into fire._ While this Wyrd Power is maintained, one weapon with the Melee or Versatile trait carried by this fighter gains the Blaze trait. ### 5. Molten Bolt (Basic) _The fighter lets loose a super heated bolt of energy._ Target a single enemy fighter that is both within 6" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, it is resolved at Strength 8, Damage 3, AP -3 as if from a weapon with the Melta trait. ### 6. Scouring (Basic), Continuous Effect _Opening their mouth in a silent roar, the fighter vomits fire._ While this Wyrd Power is maintained, this fighter counts as being armed with the following weapon: | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits | | -------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | --------------- | | Scouring | - | T | - | - | 2 | - | 1 | - | Blaze, Template | ## Technomancy Discipline _A strange and rare power, technomancy is the ability to psychically manipulate technology of all kinds. Technomancers, as wyrds who command these abilities are known, can with a mere thought cause weapons to fail or operate far past their peak performance, or harden a suit of armour. In the depths of the underhive, a technomancer is truly in their element, as they use their powers to turn the very battlefield against their enemies._ ### Technomancer Special Ability If a wyrd only selects powers from the Technomancy discipline, they gain the Techno-affinity special rule: **Techno-affinity:** This fighter may re-roll any Ammo check they are required to make. ### 1. Weapon Jinx (Simple) _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. ### 2. Overcharge (Basic), Continuous Effect _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. ### 3. Hardening (Basic), Continuous Effect _With a thought, the wyrd renders their armour as thick and heavy as sheet iron._ While this Wyrd Power is maintained, this fighter improves their save rolls by 2 (to a maximum of 2+), or gains a 5+ save if they did not have a save before. However, while this power is maintained, this fighter must reduce their Movement by 1, to a minimum of 1. ### 4. Manipulate Door (Simple) _The wyrd causes doors to open or close with a wave of their hand._ This fighter may immediately open or close a single unlocked door anywhere on the battlefield. ### 5. Manipulate Lumens (Double) _Unleashing their power, the wyrd can either cause all power to the dome to cease, plunging it into darkness, or bring ancient power systems back to life and illuminate the gloom._ The [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) immediately come into effect, or immediately end if they were already in effect. ### 6. Crack Lock (Basic) _With a snap of their fingers, the wyrd causes electronic and mechanical locks to open._ Choose a single locked door that is within 18" of this fighter. That door immediately becomes unlocked and open. Alternatively, this fighter may immediately open a Loot casket anywhere on the battlefield, choosing its contents rather than rolling randomly. ## Telekinesis Discipline _Reaching out with their mind, a telekinetic can lift, hurl or crush objects without ever laying a finger on them; some are even able to use their powers to fly._ ### Telekinetic Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fistsof Fury special rule: **Fists of Fury:** When this fighter makes an unarmed attack, increase both theStrength and Damage characteristics of the attack by 1. ### 1. Assail (Basic) _With a grunt, the wyrd pushes a person or an object away._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1, AP - hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1, AP - hit and becomes Prone and Pinned. ### 2. Crush (Basic) _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. ### 3. Force Field (Basic), Continuous Effect _Casting their power around them, the wyrd shields themselves and those near them from attack._ While this Wyrd Power is maintained, this fighter and any friendly fighters within 3" of them improve their save rolls by 1 or, if they do not have a save, gain a 6+ save roll. ### 4. Hailstorm (Basic) _The wyrd gathers up and flings underhive debris at their enemies with the power of their mind._ Immediately make a hit roll against every fighter, friend or foe, that is within 12" of this fighter, using this fighter’s BS. Each hit scored is resolved at Strength 1, Damage 1 and AP -. ### 5. Force Blast (Basic) _Telekinetic energy blasts away anything standing near the wyrd._ Any enemy fighters that are within 3" of this fighter are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. ### 6. Levitation (Basic) Continuous Effect _Concentrating, the wyrd rises into the air._ While this Wyrd Power is maintained this fighter’s Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter’s base. ## Telepathy Discipline _Few wyrds are as feared as those who practise the discipline of telepathy. A telepath can tear secrets from another’s mind, make them think the wyrd has vanished even when they stand directly in front of them, or fill their foes with unreasoning terror. These wyrds are both the least trusted and the most coveted of all psykers on Necromunda._ ### Telepath Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fearful Aura special rule: **Fearful Aura:** If an enemy makes a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately. ### 1. Mind Control (Basic), Continuous Effect _The wyrd reaches into a foe’s brain and takes control of their actions._ Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter. ### 2. Terrify (Double) _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. ### 3. Invisibility (Double), Continuous Effect _The wyrd clouds the minds of their foes, making it seem as if they have vanished._ While this Wyrd Power is maintained, this fighter cannot be targeted by ranged attacks. If for any reason this fighter makes any action other than a Move (Simple) action or a Maintain Control (Simple) action, this power immediately ends. ### 4. Mental Assault (Basic) _The wyrd unleashes a brutal mental attack, driving their foe to their knees._ Choose a single enemy fighter that is both within 12" and line of sight of this fighter. Both this fighter and the target must make a Willpower check. If both checks are failed, or the target passes and this fighter does not, there is no further effect. If both this fighter and the target pass, or this fighter passes and the target fails, the target becomes Prone and Pinned (if possible) and loses their Ready marker. ### 5. Hallucinations (Basic) _Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality._ Choose an enemy fighter that is within 12" of this fighter. That fighter immediately becomes subject to the Insane condition. ### 6. Unbreakable Will (Basic), Continuous Effect _Reaching out with their mind, the wyrd tries to calm the thoughts of those around them._ 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.
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# Wyrd Powers _Source: Book of the Outcast_ _All across Necromunda, there are those touched by the malign influence of the Warp. Some of these individuals are even able to tap into this immaterial realm and channel its power, manifesting psychic abilities that defy the laws of nature and Mankind. While the Imperium severely sanctions anyone with these abilities, or anyone in league with them, it does not stop psykers from propagating throughout Necromunda. Known among the underhive as wyrds, those with psychic gifts are much sought after by gangs, Guilds and criminals alike to provide an edge in the endless wars between the Clan Houses. Some wyrds even band together to form their own gangs, becoming the scourge of the underhive – at least until they are hunted down and exterminated!_ This section, designed to work alongside the rules for psykers presented in the Necromunda Rulebook, greatly expands upon the Wyrd Powers available to players and Arbitrators in their games. Presented here are seven Wyrd Power disciplines that can be used by psykers: Biomancy, Chronomancy, Divination, Pyromancy, Technomancy, Telepathy and Telekinesis. ## Using Wyrd Power Disciplines Any fighter with the Sanctioned Psyker special rule or Non-sanctioned Psyker special rule can make use of the disciplines presented here using the guidelines below. Unless allowed by the Arbitrator, Dramatis Personae cannot use these discipline powers, and must instead use the powers presented with their profiles (as they are unique individuals often with unique powers). - Unless otherwise specified, all fighters with the Sanctioned Psyker or Non-sanctioned Psyker special rule start with a single Wyrd Power, either chosen from those included in their gang list or from one of the disciplines presented here. - [Bounty Hunters](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](/docs/gangs/gang-lists/venators#hunt-leader-leader) can be upgraded when hired to have the Sanctioned Psyker or Nonsanctioned Psyker special rule (as chosen by the player) for +35 credits. - A Sanctioned Psyker or Non-sanctioned Psyker may choose any Wyrd Power from those presented here (instead of one from their gang list) as an Advancement, just as they would gain a Primary skill as an Advancement (either by generating a power randomly for 9 XP, or choosing one for 12 XP). - There is no limit to the number of Wyrd Powers a fighter may know. - If all of a fighter‘s Wyrd Powers are chosen from a single Wyrd Power discipline, they will automatically gain that discipline’s special ability. Note, however, that should the fighter ever gain a power from a different discipline, this ability is immediately lost. - Finally, when a fighter takes a dose of Ghast, they may generate their Wyrd Power from those presented here; this must still be a random Wyrd Power, though you may choose which discipline the power is from. :::info ### Force Weapons Some rare melee weapons, commonly known as force weapons in the vernacular of the underhive, are specially attuned to those with wyrd powers and can be devastating killing tools in their hands. Such weapons are usually created by taking high-quality versions of mundane close combat weapons, which are then inlaid with psi-amplifiers that channel the power of the Warp, allowing the wielder to deliver killing blows accentuated by their own wyrd powers. Any weapon with the Melee trait can be upgraded into a Force Weapon by buying a Psi-amplifier from the Trading Post and performing the Psi Attune post-battle action (see page 127). In the hands of a non-psyker, a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits. ::: ## Biomancy Discipline _Biomancy is the psychic mastery of flesh and bone; those gifted in its practise are able to knit flesh together, turn their skin to iron or inflict crippling pain upon their enemies. Such individuals are known as biomancers and are often skilled fighters who use their gifts to shrug off wounds while enhancing their speed, strength and endurance to overcome their foes._ ### Biomancer Special Ability If a Wyrd only selects powers from the Biomancy discipline, they gain the Fast Healing special rule: **Fast Healing:** When this fighter makes a Recovery test, roll an extra Injury dice then choose one to discard. ### 1. Arachnosis (Basic), Continuous Effect _The wyrd’s hands grow tiny serrated hairs across their palms, allowing them to cling to any surface with ease._ While this Wyrd Power is maintained, the fighter counts as having the [Clamber](/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills. ### 2. Chameleon (Basic), Continuous Effect _The wyrd’s skin mottles and shifts through a range of hues until it matches their surroundings, making them all but invisible._ While this Wyrd Power is maintained, ranged attacks targeting this fighter suffer a -2 modifier to their hit roll, provided the fighter does not move during their activation. ### 3. Cause Pain (Basic) _With a twist of their hand, the wyrd causes their foe to double over in unspeakable agony._ Choose an enemy fighter that has already lost at least one Wound or suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter must roll an Injury dice and immediately apply the effects. ### 4. Stop Bleeding (Basic) _Focusing their power on a wounded ally, the wyrd closes up their wounds._ Choose a friendly fighter that has suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter immediately removes any Flesh Wounds they currently have. ### 5. Quickening (Basic), Continuous Effect _The wyrd pours psychic energy into their muscles, greatly increasing their reflexes._ While this Wyrd Power is maintained, improve this fighter’s Movement characteristic by 3 and their Weapon Skill, Ballistic Skill and Initiative characteristics by 1 (to a maximum of 2+). ### 6. Iron Arm (Basic), Continuous Effect _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. ## Chronomancy Discipline _Among the strangest of all wyrds are those who can manipulate the very flow of time itself. Some would say that the chronomancer, as such psykers are known, do not actually alter time, but rather people’s perception of it, allowing them to seem to move as a blur, pass in and out of existence seemingly at will, or even freeze a moment in time to take perfect aim before allowing events to continue._ ### Chronomancer Special Ability If a wyrd only selects powers from the Chronomancy discipline, they gain the Flicker special rule: **Flicker:** Once per battle, this fighter may perform one additional action during their activation. ### 1. Freeze Time (Double) _Reality seems to thicken all around the fighter, and events slow down to a crawl – has time truly stopped, or are those caught in the power merely experiencing its flow differently?_ All fighters, friend and foe, within 12" of this fighter may only perform a single action when activated for the remainder of this round. ### 2. Suppress Power (Basic) _Reaching out with their mind, the fighter cuts an enemy psyker off from their ability – as if it was never there to begin with._ Choose one enemy psyker that is within 18" and line of sight of this fighter. This fighter chooses one of the target’s Wyrd Powers – that power may not be used this round. ### 3. Zen Shootist (Basic), Continuous Effect _Time stops dead for the fighter, allowing them to casually line up a shot as if their enemy were standing still._ While this Wyrd Power is maintained, this fighter’s BS is improved to 2+ and they ignore negative hit modifiers due to cover. These benefits do not apply if this fighter is firing a weapon with either the Blast (X) trait or Rapid Fire (X) trait. ### 4. Walk Through Walls (Double) _Reality flickers as the fighter is in one place and then, as if individual picts had been removed from a vid feed, suddenly another._ Place this fighter anywhere within 8" of their current position. They may not be placed within 1" of an enemy fighter. ### 5. Mirror Image (Basic) _A blur of motion surrounds the fighter as if they are standing in a dozen places at once, making it impossible for their foes to pick out the true target._ Until the End phase of this round, all hit rolls made against this fighter suffer a -1 modifier. In addition, if this fighter makes the Retreat (Basic) action, they may not be targeted by Reaction attacks. ### 6. Lucky Aura (Basic), Continuous Effect _Little things just seem to go this wyrd’s way, each one seemingly insignificant but adding up to more than mere coincidence._ While this Wyrd Power is maintained, once per round, this fighter may force an enemy fighter to re-roll one successful BS or WS check if this fighter is the target of the attack. ## Divination Discipline _The ability to peer into the future is something common to many wyrds, for it is believed that the Warp, and its denizens, do not obey the normal constraints of time and space. Diviners, as wyrds talented in this discipline are known, are in high demand among the gangs and organisations of the underhive; for who wouldn’t want to be able to look into the future and anticipate the actions of their enemies before they even happen?_ ### Diviner Special Ability If a wyrd only selects powers from the Divination discipline, they gain the Future Sight special rule: **Future Sight:** Once per battle, this fighter may use this ability to re-roll any dice roll made during their activation. This ability may be used to re-roll any number of dice and may even be used on a roll made by an enemy fighter. ### 1. Precognition (Special) _The wyrd peers into the future to see what fate has in store for them._ If this fighter is part of a gang during the Determine Scenario step of the pre-battle sequence, their gang may choose the scenario rather than rolling randomly. If the scenario has an attacker and a defender, the gang this fighter belongs to is automatically the attacker. If both gangs have a wyrd with this power, they have no effect as they cancel each other out. ### 2. Foreboding (Double), Continuous Effect _Glimpsing moments in the near future, this wyrd predicts the movements of their enemies and guns them down._ While this Wyrd Power is maintained, the fighter may either gain the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill or grant the Overwatch skill to a single friendly fighter that is both within 12" and line of sight of this fighter. ### 3. Misfortune (Basic) _Picking the perfect moment to act, the wyrd exploits their enemy’s slightest misfortune._ At any point prior to the End phase of this round, this fighter may force one enemy fighter that is currently both within 12" and line of sight of this fighter to re-roll a single dice roll. ### 4. Forewarning (Basic) _A feeling overcomes the wyrd, warning them of the slightest danger to their life._ Until the End phase of this round, the first time this fighter is hit by an attack roll a D6. On a 2+, the hit is ignored. ### 5. Warp Whispers (Special) _Conversing with denizens of the Warp, the wyrd learns how best to exploit their current situation._ While this fighter is part of a gang, that gang may increase their Crew size by 1 for the scenario, and may re-roll any rolls for Reinforcements. In addition, if this fighter is a sentry, the alarm will automatically be raised if they finish their movement within 6" of an enemy fighter. ### 6. Visions (Double), Continuous Effect _Enemies cannot hide from the wyrd while their gaze is fixed upon the Warp._ While this Wyrd Power is maintained, all enemy fighters within 18" of this fighter that are in full cover count as being in partial cover, and all enemy fighters within 18" of this fighter that are in partial cover count as being in the open. ## Pyromancy Discipline _Pyromancers are wyrds with the ability to conjure flames out of thin air. Exceedinglydeadly individuals, there is nothing subtle about their powers, the psyker abletoturnabattlefield into a blazing inferno with a snap of their fingers._ ### Pyromancer Special Ability If a wyrd only selects powers from the Pyromancy discipline, they gain the Fire Shield special rule: **Fire Shield:** This fighter cannot be set on fire. In other words, this fighter is immune to the Blaze condition and will never become subject to it. ### 1. Body of Flame (Basic), Continuous Effect _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. ### 2. Stoke Flames (Basic) _With a gesture, the wyrd causes flames to roar to life from the smallest embers._ Choose an enemy fighter that is both within 18" and line of sight of this fighter and that is currently subject to the Blaze condition. Centre a 5" Blast marker over the chosen fighter. All fighters touched by this marker must immediately test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. ### 3. Wall of Flame (Basic), Continuous Effect _Fire erupts from the air to engulf an area of the battlefield._ Place a 5" Blast marker so that its centre is anywhere that is both within 12" and line of sight of this fighter. Once placed, this marker does not move but will remain in place while this Wyrd Power is maintained. Any fighter that either begins or ends their activation touching the marker suffers a Strength 3, Damage 1, AP 1 hit as if from a weapon with the Blaze trait. ### 4. Flame Blast (Basic), Continuous Effect _Flames envelope one of the wyrd’s weapons, causing anything touched by it to similarly burst into fire._ While this Wyrd Power is maintained, one weapon with the Melee or Versatile trait carried by this fighter gains the Blaze trait. ### 5. Molten Bolt (Basic) _The fighter lets loose a super heated bolt of energy._ Target a single enemy fighter that is both within 6" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, it is resolved at Strength 8, Damage 3, AP -3 as if from a weapon with the Melta trait. ### 6. Scouring (Basic), Continuous Effect _Opening their mouth in a silent roar, the fighter vomits fire._ While this Wyrd Power is maintained, this fighter counts as being armed with the following weapon: | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits | | -------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | --------------- | | Scouring | - | T | - | - | 2 | - | 1 | - | Blaze, Template | ## Technomancy Discipline _A strange and rare power, technomancy is the ability to psychically manipulate technology of all kinds. Technomancers, as wyrds who command these abilities are known, can with a mere thought cause weapons to fail or operate far past their peak performance, or harden a suit of armour. In the depths of the underhive, a technomancer is truly in their element, as they use their powers to turn the very battlefield against their enemies._ ### Technomancer Special Ability If a wyrd only selects powers from the Technomancy discipline, they gain the Techno-affinity special rule: **Techno-affinity:** This fighter may re-roll any Ammo check they are required to make. ### 1. Weapon Jinx (Simple) _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. ### 2. Overcharge (Basic), Continuous Effect _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. ### 3. Hardening (Basic), Continuous Effect _With a thought, the wyrd renders their armour as thick and heavy as sheet iron._ While this Wyrd Power is maintained, this fighter improves their save rolls by 2 (to a maximum of 2+), or gains a 5+ save if they did not have a save before. However, while this power is maintained, this fighter must reduce their Movement by 1, to a minimum of 1. ### 4. Manipulate Door (Simple) _The wyrd causes doors to open or close with a wave of their hand._ This fighter may immediately open or close a single unlocked door anywhere on the battlefield. ### 5. Manipulate Lumens (Double) _Unleashing their power, the wyrd can either cause all power to the dome to cease, plunging it into darkness, or bring ancient power systems back to life and illuminate the gloom._ The [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) immediately come into effect, or immediately end if they were already in effect. ### 6. Crack Lock (Basic) _With a snap of their fingers, the wyrd causes electronic and mechanical locks to open._ Choose a single locked door that is within 18" of this fighter. That door immediately becomes unlocked and open. Alternatively, this fighter may immediately open a Loot casket anywhere on the battlefield, choosing its contents rather than rolling randomly. ## Telekinesis Discipline _Reaching out with their mind, a telekinetic can lift, hurl or crush objects without ever laying a finger on them; some are even able to use their powers to fly._ ### Telekinetic Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fistsof Fury special rule: **Fists of Fury:** When this fighter makes an unarmed attack, increase both theStrength and Damage characteristics of the attack by 1. ### 1. Assail (Basic) _With a grunt, the wyrd pushes a person or an object away._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1, AP - hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1, AP - hit and becomes Prone and Pinned. ### 2. Crush (Basic) _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. ### 3. Force Field (Basic), Continuous Effect _Casting their power around them, the wyrd shields themselves and those near them from attack._ While this Wyrd Power is maintained, this fighter and any friendly fighters within 3" of them improve their save rolls by 1 or, if they do not have a save, gain a 6+ save roll. ### 4. Hailstorm (Basic) _The wyrd gathers up and flings underhive debris at their enemies with the power of their mind._ Immediately make a hit roll against every fighter, friend or foe, that is within 12" of this fighter, using this fighter’s BS. Each hit scored is resolved at Strength 1, Damage 1 and AP -. ### 5. Force Blast (Basic) _Telekinetic energy blasts away anything standing near the wyrd._ Any enemy fighters that are within 3" of this fighter are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. ### 6. Levitation (Basic) Continuous Effect _Concentrating, the wyrd rises into the air._ While this Wyrd Power is maintained this fighter’s Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter’s base. ## Telepathy Discipline _Few wyrds are as feared as those who practise the discipline of telepathy. A telepath can tear secrets from another’s mind, make them think the wyrd has vanished even when they stand directly in front of them, or fill their foes with unreasoning terror. These wyrds are both the least trusted and the most coveted of all psykers on Necromunda._ ### Telepath Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fearful Aura special rule: **Fearful Aura:** If an enemy makes a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately. ### 1. Mind Control (Basic), Continuous Effect _The wyrd reaches into a foe’s brain and takes control of their actions._ Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter. ### 2. Terrify (Double) _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. ### 3. Invisibility (Double), Continuous Effect _The wyrd clouds the minds of their foes, making it seem as if they have vanished._ While this Wyrd Power is maintained, this fighter cannot be targeted by ranged attacks. If for any reason this fighter makes any action other than a Move (Simple) action or a Maintain Control (Simple) action, this power immediately ends. ### 4. Mental Assault (Basic) _The wyrd unleashes a brutal mental attack, driving their foe to their knees._ Choose a single enemy fighter that is both within 12" and line of sight of this fighter. Both this fighter and the target must make a Willpower check. If both checks are failed, or the target passes and this fighter does not, there is no further effect. If both this fighter and the target pass, or this fighter passes and the target fails, the target becomes Prone and Pinned (if possible) and loses their Ready marker. ### 5. Hallucinations (Basic) _Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality._ Choose an enemy fighter that is within 12" of this fighter. That fighter immediately becomes subject to the Insane condition. ### 6. Unbreakable Will (Basic), Continuous Effect _Reaching out with their mind, the wyrd tries to calm the thoughts of those around them._ 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.
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Special Terrain Features | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------- | :-: | :--: | | Arcing electricity (Malfunctioning Generatorium) | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Burning promethium (Promethium Cache) | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | | Electric Shock (Archaeotech Device) | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Fungal Spores (Fungus Sprawl) | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Xenos Hatchlings (Xenos Nesting Chamber) | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> |
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2024-06-13 20:34:24.508078
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Special Terrain Features | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------- | :-: | :--: | | Arcing electricity (Malfunctioning Generatorium) | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Burning promethium (Promethium Cache) | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | | Electric Shock (Archaeotech Device) | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Fungal Spores (Fungus Sprawl) | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Xenos Hatchlings (Xenos Nesting Chamber) | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> |
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# 67. Big Bar Brawl _A drunken insult leads to a free-for-all in the local drinking hole._ **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. ::: ## Battlefield Standard. ## Crews - Random (7). ## Tactics Cards None. ## Deployment Randomize one gang to place the first, then take turns placing all remaining fighters: - Within 12” of the centre of the battlefield. - At least 1” from another fighter. ## Drinking Hole _The fighters are all relaxing in a local drinking hole and are not armed for a gang fight. A drunken insult leads to a free-for-all._ All fighters count as being unarmed and unarmoured: - Can't make attacks with any equipped weapons. - No save from armour or field armour. - Can't use any carried Wargear. Skills work as normal (including special saves or improved fighting abilities). The Action phase is replaced by the following new phases: - Drinking phase (starts after determining priority). - Fighting phase. In both phases, take turns activating fighters, starting with the gang with priority as normal. The activation order resets between the 2 phases, so the gang with priority will activate first in both phases. #### Drinking Phase A fighter (including Seriously Injured) can choose one of the following: - Drink: Gain an intoxicated token. - Stagger: Move D6” (any direction). After all fighters have either drunk or staggered, this phase ends. #### Fighting Phase Each fighter can make a single Simple, Basic or Double action. No fighter can take more than a single action each round, regardless of any special rules or skills. Charge (Double) action: Move D6” (instead of D3+M). Each intoxicated token give the following effect: - +1T. - -1 hit modifier when attacking (a 6 will always hit). #### End Phase After all fighters have activated, move on to the End phase. Apply the following to all Engaged fighters: - Move 1” apart (directly away from each other). - Pass an Initiative test with a -1 modifier per intoxicated token or become Pinned. ## Ending the Battle The battle ends when only one gang has Standing fighters remaining at the end of any End phase. ## Victory The gang with at least 1 Standing fighter at the end of the battle is the winner. ## Rewards #### Credits - D3x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter still Standing with 4+ intoxicated tokens. 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 winning.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Orlock Scenario']
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# 67. Big Bar Brawl _A drunken insult leads to a free-for-all in the local drinking hole._ **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. ::: ## Battlefield Standard. ## Crews - Random (7). ## Tactics Cards None. ## Deployment Randomize one gang to place the first, then take turns placing all remaining fighters: - Within 12” of the centre of the battlefield. - At least 1” from another fighter. ## Drinking Hole _The fighters are all relaxing in a local drinking hole and are not armed for a gang fight. A drunken insult leads to a free-for-all._ All fighters count as being unarmed and unarmoured: - Can't make attacks with any equipped weapons. - No save from armour or field armour. - Can't use any carried Wargear. Skills work as normal (including special saves or improved fighting abilities). The Action phase is replaced by the following new phases: - Drinking phase (starts after determining priority). - Fighting phase. In both phases, take turns activating fighters, starting with the gang with priority as normal. The activation order resets between the 2 phases, so the gang with priority will activate first in both phases. #### Drinking Phase A fighter (including Seriously Injured) can choose one of the following: - Drink: Gain an intoxicated token. - Stagger: Move D6” (any direction). After all fighters have either drunk or staggered, this phase ends. #### Fighting Phase Each fighter can make a single Simple, Basic or Double action. No fighter can take more than a single action each round, regardless of any special rules or skills. Charge (Double) action: Move D6” (instead of D3+M). Each intoxicated token give the following effect: - +1T. - -1 hit modifier when attacking (a 6 will always hit). #### End Phase After all fighters have activated, move on to the End phase. Apply the following to all Engaged fighters: - Move 1” apart (directly away from each other). - Pass an Initiative test with a -1 modifier per intoxicated token or become Pinned. ## Ending the Battle The battle ends when only one gang has Standing fighters remaining at the end of any End phase. ## Victory The gang with at least 1 Standing fighter at the end of the battle is the winner. ## Rewards #### Credits - D3x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter still Standing with 4+ intoxicated tokens. 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 winning.
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# Van Saar 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 | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Lasgun | 10 | (15) | 10 | 10 | 10 | 10 | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Las carbine | 20 | - | 20 | 20 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Suppression laser | 40 | - | 40 | 40 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | ## Pistols | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Focusing crystal | 20 | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Las sub-carbine | - | 15 | 15 | 15 | 15 | 15 | 15 | - | | - Focusing crystal | - | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | - | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | - | 50 | - | ## Special Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | + with laspistol (combi) | 130 | - | 130 | - | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | 60↑ | | + with laspistol (combi) | 95 | - | 95 | - | - | - | - | - | | Rad beamer \* | - | 70 | - | - | - | - | - | - | | Rad gun | 100 | - | 100 | 100 | - | - | - | 60↑ | ## Heavy Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Lascannon \* | 155 | - | 155 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | 180 | - | - | - | - | | Plasma cannon \* | 130 | - | 130 | 130 | - | - | - | - | | Rad cannon \* | 130 | - | 130 | 130 | - | - | - | - | ## Close Combat Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :------------------------------ | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Digi laser (0-3) | - | 25 | - | - | - | - | - | - | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Servo claw | 30 | 30 | 30 | 30 | - | 30 | - | - | | Shield (Hystrar pattern energy) | 50 | - | 50 | 50 | 50 | - | - | - | | Shock baton | 30 | - | 30 | 30 | - | 30 | - | - | | Shock stave | 25 | - | 25 | 25 | 25 | 25 | - | - | | Spider-rig \* | - | 80 | - | - | - | - | - | - | ## Grenades | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Frag | 30 | 30 | 30 | 30 | (30) | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | - | 45 | - | - | | Photon flash | - | 15 | - | - | 15 | - | - | - | | Plasma | 65 | 65 | 65 | - | 65 | - | - | - | | Rad | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | 15 | - | - | | Stun | - | 25 | - | - | - | - | - | - | ## Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | - | - | - | - | - | - | 20↑ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## Field Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## Equipment | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------------------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Ash waste grav-cutter | 65 | N/A | 65 | 65 | N/A | N/A | N/A | N/A | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | - | 30 | 30 | - | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness - partial | 130 | - | 130 | - | - | - | - | - | \* N/A: Ash waste grav-cutter is restricted to Van Saar Primes, Augmeks and Teks. ## Pets (Status Item) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------- | :------: | :-------: | :------: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyberachnid (0-3) | 75 (0-3) | 75 (0-3) | 75 (0-2) | - | - | - | - | - | ## Weapon Accessories | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------------------------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hotshot las pack (laspistol & lasgun) | 20 | 20 | 20 | 20 | 20 | (20) | - | - | | Infra-sight (ranged) \*\* | 25 | 25 | 25 | 25 | - | - | - | - | | Las projector (Pistol, Basic, Special) | 35 | 35 | 35 | 35 | 35 | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | (25) | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced. ::: ## Vehicles | Item | Teknika | | :------------- | :------: | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | ## Van Saar Vehicle Equipment List All vehicles in a Van Saar gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Van Saar 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 | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Lasgun | 10 | (15) | 10 | 10 | 10 | 10 | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Las carbine | 20 | - | 20 | 20 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Suppression laser | 40 | - | 40 | 40 | - | - | - | - | | - Focusing crystal | 20 | - | 20 | - | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | ## Pistols | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Focusing crystal | 20 | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Las sub-carbine | - | 15 | 15 | 15 | 15 | 15 | 15 | - | | - Focusing crystal | - | 20 | 20 | - | 20 | - | - | - | | - Master-crafted | - | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | 50 | 50 | 50 | 50 | - | 50 | - | ## Special Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :----------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | + with laspistol (combi) | 130 | - | 130 | - | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | 60↑ | | + with laspistol (combi) | 95 | - | 95 | - | - | - | - | - | | Rad beamer \* | - | 70 | - | - | - | - | - | - | | Rad gun | 100 | - | 100 | 100 | - | - | - | 60↑ | ## Heavy Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Lascannon \* | 155 | - | 155 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | 180 | - | - | - | - | | Plasma cannon \* | 130 | - | 130 | 130 | - | - | - | - | | Rad cannon \* | 130 | - | 130 | 130 | - | - | - | - | ## Close Combat Weapons | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :------------------------------ | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Digi laser (0-3) | - | 25 | - | - | - | - | - | - | | Power knife | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Servo claw | 30 | 30 | 30 | 30 | - | 30 | - | - | | Shield (Hystrar pattern energy) | 50 | - | 50 | 50 | 50 | - | - | - | | Shock baton | 30 | - | 30 | 30 | - | 30 | - | - | | Shock stave | 25 | - | 25 | 25 | 25 | 25 | - | - | | Spider-rig \* | - | 80 | - | - | - | - | - | - | ## Grenades | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Frag | 30 | 30 | 30 | 30 | (30) | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | - | 45 | - | - | | Photon flash | - | 15 | - | - | 15 | - | - | - | | Plasma | 65 | 65 | 65 | - | 65 | - | - | - | | Rad | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Smoke | 15 | 15 | 15 | 15 | (15) | 15 | - | - | | Stun | - | 25 | - | - | - | - | - | - | ## Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace - light | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | - | - | - | - | - | - | 20↑ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## Field Armour | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## Equipment | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :-------------------------------------------------------------- | :---: | :-------: | :----: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Ash waste grav-cutter | 65 | N/A | 65 | 65 | N/A | N/A | N/A | N/A | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | - | 30 | 30 | - | 30 | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness - partial | 130 | - | 130 | - | - | - | - | - | \* N/A: Ash waste grav-cutter is restricted to Van Saar Primes, Augmeks and Teks. ## Pets (Status Item) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :---------------- | :------: | :-------: | :------: | :-: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyberachnid (0-3) | 75 (0-3) | 75 (0-3) | 75 (0-2) | - | - | - | - | - | ## Weapon Accessories | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | :--------------------------------------------- | :---: | :-------: | :----: | :--: | :----: | :----: | :-----: | :---------: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hotshot las pack (laspistol & lasgun) | 20 | 20 | 20 | 20 | 20 | (20) | - | - | | Infra-sight (ranged) \*\* | 25 | 25 | 25 | 25 | - | - | - | - | | Las projector (Pistol, Basic, Special) | 35 | 35 | 35 | 35 | 35 | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | (25) | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servo-suit are upgrades and replace existing weapons. -1 Attack per weapon replaced. ::: ## Vehicles | Item | Teknika | | :------------- | :------: | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | ## Van Saar Vehicle Equipment List All vehicles in a Van Saar gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
Unknown
Unknown
Unknown
Unknown
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185
41
### Flash If a model is hit by a weapon with the Flash trait, no wound roll is made. Instead, if the target is a fighter they must make an Initiative test, and if they are a vehicle they must make a Handling test. If the test is failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6.
Unknown
Flash
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 model is hit by a weapon with the Flash trait, nowound roll is made. Instead, if the target is a fighterthey must make an Initiative test, and if they are avehicle they must make a Handling test. If the testis failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do nothave a Ready marker, they do not gain a Ready markerat the start of the following round. Until the next timethe model is activated, they cannot make any attacksother than Reaction attacks, for which any hit rolls willonly succeed on a natural 6.
necrovox
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0
Unknown
Unknown
0
Unknown
0
0
### Flash If a model is hit by a weapon with the Flash trait, no wound roll is made. Instead, if the target is a fighter they must make an Initiative test, and if they are a vehicle they must make a Handling test. If the test is failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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41
108
[[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
9
8
24
1
0
3
1
10
R13
['[[limited]]', '[[shield_breaker]]', '[[shock]]', '[[rapid_fire]]']
0
Unknown
4+
4
Unknown
Unknown
Unknown
Unknown
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[[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 |
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 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.
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2024-06-13 20:34:24.508078
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 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.
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Sump Beast M4
Ol'Chomp
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[{'name': 'Ferocious Jaws', 'qty': '1'}, {'name': 'Crushing Claws', 'qty': '1'}, {'name': 'Multiple Legs', 'qty': '1'}, {'name': 'Scaly Hide', 'qty': '1'}]
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2024-06-13 20:34:24.508078
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[]
Alive
Awarded for balance Special Rules Many-shaped Horror: When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes. Underhive Monster: When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter. In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate. Scaly Hide: A Sump Beast with this upgrade has a 4+ Save. Venomous Bite: The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to ‘-’. Multiple Legs: The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill.
2024-04-07 8:09:59
2024-06-02 19:42:38
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# Apocrypha Necromundus: The Fist _Located halfway up the massive western face of Hive Primus, set above the bustling Nexus but well below the gleaming lower reaches of the spire, squats the Fist. Today, we take a look at this House Goliath stronghold._ Source: [Warhammer Community, 09 Jul 2020](https://www.warhammer-community.com/2020/07/09/apocrypha-necromundus-the-fist/) ![](0iBRo3d4R8Il5nBv.jpg) ## A Toxic Ruin Set into a ragged hole in the side of the hive, a place long abandoned by the other Clan Houses, the savage House of Chains has made its home. Only the rugged physiology of a Goliath could hope to prosper here, so exposed is it to the toxic atmosphere of the hive world. Any normal hiver taking a lungful of the polluted air of the Fist would soon be rasping their last as their organs blistered and burst. A powerhouse of heavy industry and smelting, the hammering forges of the Fist ring out across the wastes, drowning out even the constant drone of the hive’s great storm turbines. Each propeller is the size of a city and is used to direct the worst of the ashen gales away from the hive shell. Most of the high-grade alloys used in Hive Primus’ thousands of Clan manufactoria come from the Fist, and it’s a measure of the work of the Goliaths that Guilds and Great Houses alike pay well for the Clan’s hammer-stamped metals. Of course, the Fist was not always the industrial hellhole it is today – not so long ago it was a completely different kind of hellhole. After a stricken orbital shuttle crashed into the area where the Fist would one day stand, it was abandoned for many centuries. Considered too toxic and badly damaged to be of use, nearby domes were sealed off and servitor work crews were directed to leave its fate to the elements. It was not until the early years of M38, and the emergence of the Goliaths, that it was to see human habitation again. So the story goes, a Goliath Alpha by the name of Rakarn Fist, escaped the slaver’s noose by climbing out onto the shell of Hive Primus, scaling the great hive and seeking shelter in the ruin. Wounded and bleeding, Rakarn was set upon by an army of hairless rats, some the size of Phyrr Cats. Fashioning armour and weapons from the scrap around him, Rakarn waged war on them, clearing out the ruin, and laying claim to it for his people. In memory of his deeds – or perhaps just because it amuses the local Goliaths – in each great cycle, a Goliath is chosen to recreate the deeds of Rakarn. The fighter is hurled naked into a fighting pit filled with starving rats… and cheered on by their clan mates as they punch, kick and bite their way to victory.\* ![](5gS1qW3Ax8WgXj6U.jpg) ## House of Pain It’s not without good cause that Clan Goliath is known as the House of Chains. Hundreds of thousands of slaves infest the Fist, toiling at all those tasks the Goliaths themselves are either ill-suited to or consider beneath them – be it sweeping the boiling floors of the great factories, running the medicae habs or cleaning the intricate workings of a renderizer.\*\* To keep this slave population from choking to death on the thick atmosphere of the Fist, something only Goliath lungs can truly endure, most slaves are shackled to their workstations by long, snaking breathing tubes. Groups of slaves might even be linked to the same tube network, making it easy for a Goliath to lead them about by simply hauling the rebreather unit on their back, the slaves trailing along behind like giant rats on a leash. This system also makes it easy for the Goliaths to chastise a slave that might be slacking on the job – there’s nothing more motivating than having your air ration cut to up a production quota. The Goliaths are not especially cruel masters, however, and some say they lack the imagination to be truly sadistic toward their drudges – like some of the Great Houses are known to be. This, of course, doesn’t extend to the Goliath’s love of pit fighting, and it’s almost inevitable that a slave owned by the House of Chains will at some point end up in the pits – and in the Fist, that means a trip to the House of Pain. One of the largest arenas in Hive Primus, the House of Pain is a smoke-shrouded colosseum that echoes daily to the sound of roaring Goliath crowds and the screams of its combatants. It is a great honour for a Goliath to have fought in the House of Pain, and legends like Attilus the Axe made their name there, while even Over-tyrant Varran Gor has painted its iron floor crimson with his chain blades. Ajex Gorgoth, the Alpha of the Fist, wisely keeps the House of Pain packed, lest his Goliath workers grow bored after a full cycle at the forge, and all manner of fighters and creatures grace the arena each evening shift. Some are mundane matches between poorly trained pit slaves or augments like chrono-gladiators – the crowd wagering if the gladiator will fell their opponent before the bomb strapped to their chest goes off. Others are more exotic, and House Escher supplies Ajex with countless horrors found out in the wastes, the depths of the underhive or born in their labs – all for the pleasure of the crowds. ![](5fZbF1Jt2w1J5yAU.jpg) ## The World Forge Vast amounts of ore pour into the Fist from the Orlock mines surrounding Hive Primus, raw materials brought in as far afield as the Spoil to feed the Goliath smelters. It’s said that land-trains approaching Hive Primus from the west can pick out the glow of the Fist on the side of the great city even through the toxic gloom of Necromunda’s putrid atmosphere. As they draw closer, the sounds of its hydraulic metal hammers ring out as they churn out a ceaseless supply of finished ingots. More than once, another Clan House has thought to capture the hugely valuable factories of the Fist and use their manufacturing capabilities for themselves. Even though Lord Helmawr is swift to punish open warfare between the Clan Houses, he encourages limited exchanges in the interests of pushing up production quotas and trimming dead meat from the population. In recent times House Escher, on behalf of the Noble House of Ulanti tried to poison the population of the Fist, introducing a new strain of Lungscald into the settlement’s ventilators. The result almost wiped out the slave population of the Fist, countless drudges bursting in crimson showers as their rebreathers pumped the chem into them. Though not a single Goliath perished, some did comment on the air having an odd smell that morning. Far more worrying for Ajex Gorgoth and the other Alphas, was the Ogryn Slave uprising of Nine ’89. Organised around a ‘charismatic’\*\*\* Ogryn pit fighter named Sparky III (not to be confused with any of the other Sparkys to have led Ogryn uprisings), the great brutes rampaged through the Fist for three long cycles. Goliaths, slaves and visiting Guilders all felt their wrath. It might have gone on longer, or threatened the rest of the hive, had Sparky III not led his people to freedom down the wrong tunnel – causing the entire uprising to charge off the edge of the Fist and plummet to their doom down the outside of the hive! ![](3EagQ7i2IxV0mD9G.jpg) \* They cheer even louder when the rats win. \*\* A task that requires surprisingly dainty fingers. \*\*\* Some say he could even say his name without pausing between each syllable.
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2024-06-13 20:34:24.508078
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# Apocrypha Necromundus: The Fist _Located halfway up the massive western face of Hive Primus, set above the bustling Nexus but well below the gleaming lower reaches of the spire, squats the Fist. Today, we take a look at this House Goliath stronghold._ Source: [Warhammer Community, 09 Jul 2020](https://www.warhammer-community.com/2020/07/09/apocrypha-necromundus-the-fist/) ![](0iBRo3d4R8Il5nBv.jpg) ## A Toxic Ruin Set into a ragged hole in the side of the hive, a place long abandoned by the other Clan Houses, the savage House of Chains has made its home. Only the rugged physiology of a Goliath could hope to prosper here, so exposed is it to the toxic atmosphere of the hive world. Any normal hiver taking a lungful of the polluted air of the Fist would soon be rasping their last as their organs blistered and burst. A powerhouse of heavy industry and smelting, the hammering forges of the Fist ring out across the wastes, drowning out even the constant drone of the hive’s great storm turbines. Each propeller is the size of a city and is used to direct the worst of the ashen gales away from the hive shell. Most of the high-grade alloys used in Hive Primus’ thousands of Clan manufactoria come from the Fist, and it’s a measure of the work of the Goliaths that Guilds and Great Houses alike pay well for the Clan’s hammer-stamped metals. Of course, the Fist was not always the industrial hellhole it is today – not so long ago it was a completely different kind of hellhole. After a stricken orbital shuttle crashed into the area where the Fist would one day stand, it was abandoned for many centuries. Considered too toxic and badly damaged to be of use, nearby domes were sealed off and servitor work crews were directed to leave its fate to the elements. It was not until the early years of M38, and the emergence of the Goliaths, that it was to see human habitation again. So the story goes, a Goliath Alpha by the name of Rakarn Fist, escaped the slaver’s noose by climbing out onto the shell of Hive Primus, scaling the great hive and seeking shelter in the ruin. Wounded and bleeding, Rakarn was set upon by an army of hairless rats, some the size of Phyrr Cats. Fashioning armour and weapons from the scrap around him, Rakarn waged war on them, clearing out the ruin, and laying claim to it for his people. In memory of his deeds – or perhaps just because it amuses the local Goliaths – in each great cycle, a Goliath is chosen to recreate the deeds of Rakarn. The fighter is hurled naked into a fighting pit filled with starving rats… and cheered on by their clan mates as they punch, kick and bite their way to victory.\* ![](5gS1qW3Ax8WgXj6U.jpg) ## House of Pain It’s not without good cause that Clan Goliath is known as the House of Chains. Hundreds of thousands of slaves infest the Fist, toiling at all those tasks the Goliaths themselves are either ill-suited to or consider beneath them – be it sweeping the boiling floors of the great factories, running the medicae habs or cleaning the intricate workings of a renderizer.\*\* To keep this slave population from choking to death on the thick atmosphere of the Fist, something only Goliath lungs can truly endure, most slaves are shackled to their workstations by long, snaking breathing tubes. Groups of slaves might even be linked to the same tube network, making it easy for a Goliath to lead them about by simply hauling the rebreather unit on their back, the slaves trailing along behind like giant rats on a leash. This system also makes it easy for the Goliaths to chastise a slave that might be slacking on the job – there’s nothing more motivating than having your air ration cut to up a production quota. The Goliaths are not especially cruel masters, however, and some say they lack the imagination to be truly sadistic toward their drudges – like some of the Great Houses are known to be. This, of course, doesn’t extend to the Goliath’s love of pit fighting, and it’s almost inevitable that a slave owned by the House of Chains will at some point end up in the pits – and in the Fist, that means a trip to the House of Pain. One of the largest arenas in Hive Primus, the House of Pain is a smoke-shrouded colosseum that echoes daily to the sound of roaring Goliath crowds and the screams of its combatants. It is a great honour for a Goliath to have fought in the House of Pain, and legends like Attilus the Axe made their name there, while even Over-tyrant Varran Gor has painted its iron floor crimson with his chain blades. Ajex Gorgoth, the Alpha of the Fist, wisely keeps the House of Pain packed, lest his Goliath workers grow bored after a full cycle at the forge, and all manner of fighters and creatures grace the arena each evening shift. Some are mundane matches between poorly trained pit slaves or augments like chrono-gladiators – the crowd wagering if the gladiator will fell their opponent before the bomb strapped to their chest goes off. Others are more exotic, and House Escher supplies Ajex with countless horrors found out in the wastes, the depths of the underhive or born in their labs – all for the pleasure of the crowds. ![](5fZbF1Jt2w1J5yAU.jpg) ## The World Forge Vast amounts of ore pour into the Fist from the Orlock mines surrounding Hive Primus, raw materials brought in as far afield as the Spoil to feed the Goliath smelters. It’s said that land-trains approaching Hive Primus from the west can pick out the glow of the Fist on the side of the great city even through the toxic gloom of Necromunda’s putrid atmosphere. As they draw closer, the sounds of its hydraulic metal hammers ring out as they churn out a ceaseless supply of finished ingots. More than once, another Clan House has thought to capture the hugely valuable factories of the Fist and use their manufacturing capabilities for themselves. Even though Lord Helmawr is swift to punish open warfare between the Clan Houses, he encourages limited exchanges in the interests of pushing up production quotas and trimming dead meat from the population. In recent times House Escher, on behalf of the Noble House of Ulanti tried to poison the population of the Fist, introducing a new strain of Lungscald into the settlement’s ventilators. The result almost wiped out the slave population of the Fist, countless drudges bursting in crimson showers as their rebreathers pumped the chem into them. Though not a single Goliath perished, some did comment on the air having an odd smell that morning. Far more worrying for Ajex Gorgoth and the other Alphas, was the Ogryn Slave uprising of Nine ’89. Organised around a ‘charismatic’\*\*\* Ogryn pit fighter named Sparky III (not to be confused with any of the other Sparkys to have led Ogryn uprisings), the great brutes rampaged through the Fist for three long cycles. Goliaths, slaves and visiting Guilders all felt their wrath. It might have gone on longer, or threatened the rest of the hive, had Sparky III not led his people to freedom down the wrong tunnel – causing the entire uprising to charge off the edge of the Fist and plummet to their doom down the outside of the hive! ![](3EagQ7i2IxV0mD9G.jpg) \* They cheer even louder when the rats win. \*\* A task that requires surprisingly dainty fingers. \*\*\* Some say he could even say his name without pausing between each syllable.
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# 118. Battle of the Riftways _“Keep going! We don’t stop until we breach the ash gate!”_ \- Jorgsa, Scrap Forgers, House Goliath In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes & Rolling Roads). Mark out 3 Roadways connecting the Leading and Trailing Edges together. These roads can merge and split from each other. Barricades and debris should be scattered on the roads. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (D3+1) + Reinforcements. Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment - **Defender:** Anywhere. - **Attacker:** Within 3" of the Trailing Edge. ## Reinforcements Defender: - Round 1-3: D3. - Round 4: All remaining models. - Within 8" of the Leading Edge and at least 3" from enemies (deployed by the controlling gang). ## Riftways (Battlefield Surface) This scenario only uses the following custom Battlefield Surface: - Models moving off a road are immediately OoA. ## Journey To The Ash Gate _A gang races across a series of narrow bridges to breach an ash gate._ The battle starts with Rolling Roads and later turns into regular Ash Wastes: - Round 1-4: Ash Wastes & Rolling Roads. - Round 5+: Sector Mechanicus. ## Rolling Roads Apply the following: Round 1-3: - Roadways: The 3 roadways must continue (cannot suddenly stop). - Terrain: Only use barricades along the roadways. Round 4: - Platform: All revealed battlefield is considered to be a road surface (effectively a relatively safe 8" platform at the end of the battlefield). - Ash Gate: A large structure (for example Gang Stronghold) should be set up in the centre of the Leading Edge (this is in addition to the normal amount of terrain added this round). Fighters that are left behind rejoin as follows: - Attacker: From the Trailing Edge (as normal). - Defender: From the Leading Edge. ## The Ash Gate Attackers can target the ash gate as any other model: - T8, 6W, 3+ save. - Cannot benefit from cover. - Destroyed when reduced to 0 Wounds. ## Sentry Guns Apply the following in the End phase of round 5 and each subsequent End phase: - The closest attacking vehicle within 12" of the ash gate suffers the following hit on a 4+: - S6, AP-2, D2. ## Ending the Battle The battle ends if any of the following is true: - The ash gate is destroyed. - Only the defender remains in any End phase. ## Victory The attacker wins if the ash gate is destroyed. Otherwise the defender wins. ## Rewards ### Credits - Winner: 3D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for destroying the ash gate. 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 ## Assault On Gate 17 If players wish, they may use this scenario to represent the Goliath attack on Gate 17. In order to do this, make the following changes: - The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers. - The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers. :::
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['Sector Mechanicus', 'Succession Campaign Scenario', 'Vehicles', 'Rolling Roads', 'Narrative Scenario']
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# 118. Battle of the Riftways _“Keep going! We don’t stop until we breach the ash gate!”_ \- Jorgsa, Scrap Forgers, House Goliath In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate. **Source: Cinderak Burning** ## Battlefield Standard (Ash Wastes & Rolling Roads). Mark out 3 Roadways connecting the Leading and Trailing Edges together. These roads can merge and split from each other. Barricades and debris should be scattered on the roads. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (D3+1) + Reinforcements. Vehicles and mounts can be included. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment - **Defender:** Anywhere. - **Attacker:** Within 3" of the Trailing Edge. ## Reinforcements Defender: - Round 1-3: D3. - Round 4: All remaining models. - Within 8" of the Leading Edge and at least 3" from enemies (deployed by the controlling gang). ## Riftways (Battlefield Surface) This scenario only uses the following custom Battlefield Surface: - Models moving off a road are immediately OoA. ## Journey To The Ash Gate _A gang races across a series of narrow bridges to breach an ash gate._ The battle starts with Rolling Roads and later turns into regular Ash Wastes: - Round 1-4: Ash Wastes & Rolling Roads. - Round 5+: Sector Mechanicus. ## Rolling Roads Apply the following: Round 1-3: - Roadways: The 3 roadways must continue (cannot suddenly stop). - Terrain: Only use barricades along the roadways. Round 4: - Platform: All revealed battlefield is considered to be a road surface (effectively a relatively safe 8" platform at the end of the battlefield). - Ash Gate: A large structure (for example Gang Stronghold) should be set up in the centre of the Leading Edge (this is in addition to the normal amount of terrain added this round). Fighters that are left behind rejoin as follows: - Attacker: From the Trailing Edge (as normal). - Defender: From the Leading Edge. ## The Ash Gate Attackers can target the ash gate as any other model: - T8, 6W, 3+ save. - Cannot benefit from cover. - Destroyed when reduced to 0 Wounds. ## Sentry Guns Apply the following in the End phase of round 5 and each subsequent End phase: - The closest attacking vehicle within 12" of the ash gate suffers the following hit on a 4+: - S6, AP-2, D2. ## Ending the Battle The battle ends if any of the following is true: - The ash gate is destroyed. - Only the defender remains in any End phase. ## Victory The attacker wins if the ash gate is destroyed. Otherwise the defender wins. ## Rewards ### Credits - Winner: 3D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for destroying the ash gate. 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 ## Assault On Gate 17 If players wish, they may use this scenario to represent the Goliath attack on Gate 17. In order to do this, make the following changes: - The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers. - The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers. :::
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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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# Ash Wastes Nomads 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 | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------ | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | Autogun (Reclaimed) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Blast carbine | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Blast rifle | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Blast pistol | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stub gun (Reclaimed) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Web pistol | 90 | 90 | 90 | - | - | 90 | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | - | | Venom caster | 160 | 160 | 160 | 160 | - | 160 | - | | Web gun | 125 | 125 | 125 | 125 | - | 125 | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Charge caster (shock blast & krak rockets) \* | 155 | - | 155 | 155 | - | - | - | | Heavy blaster \* | 140 | - | 140 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Chain lance | 55 | 55 | 55 | - | - | 55 | - | | Long blade | 30 | 30 | 30 | 30 | - | 30 | 30 | | Mono-hook | 35 | 35 | 35 | - | - | - | - | | Stalking knife | 20 | 20 | 20 | 20 | - | 20 | 20 | | Stormcaller staff | - | 35 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Field Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | 60 | - | - | - | - | | Displacer | 70 | 70 | 70 | - | - | - | - | | Refractor | 50 | 50 | 50 | - | - | - | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | - | - | - | - | - | 30 | - | | Drop rig | 10 | (10) | 10 | 10 | 10 | (10) | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Grav chute | 40 | - | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | - | - | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Rocket pack | 5 | - | 5 | 5 | 5 | - | 5 | | Servo harness - partial | 130 | - | 130 | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :----------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | 60 | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | \*\*: Maximum one gunsight per weapon.
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2024-06-13 20:34:24.508078
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# Ash Wastes Nomads 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 | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------ | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | Autogun (Reclaimed) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Blast carbine | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Blast rifle | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Blast pistol | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stub gun (Reclaimed) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Web pistol | 90 | 90 | 90 | - | - | 90 | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | - | | Venom caster | 160 | 160 | 160 | 160 | - | 160 | - | | Web gun | 125 | 125 | 125 | 125 | - | 125 | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Charge caster (shock blast & krak rockets) \* | 155 | - | 155 | 155 | - | - | - | | Heavy blaster \* | 140 | - | 140 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Chain lance | 55 | 55 | 55 | - | - | 55 | - | | Long blade | 30 | 30 | 30 | 30 | - | 30 | 30 | | Mono-hook | 35 | 35 | 35 | - | - | - | - | | Stalking knife | 20 | 20 | 20 | 20 | - | 20 | 20 | | Stormcaller staff | - | 35 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Field Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | 60 | - | - | - | - | | Displacer | 70 | 70 | 70 | - | - | - | - | | Refractor | 50 | 50 | 50 | - | - | - | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | - | - | - | - | - | 30 | - | | Drop rig | 10 | (10) | 10 | 10 | 10 | (10) | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Grav chute | 40 | - | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | - | - | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Rocket pack | 5 | - | 5 | 5 | 5 | - | 5 | | Servo harness - partial | 130 | - | 130 | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :----------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | 60 | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | \*\*: Maximum one gunsight per weapon.
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# Rockgrinder ![](rockgrinder.webp) <VehicleCard cost="145"> ### Rockgrinder <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 7 | 7 | 6 | 4 | 8+ | 4+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 2. Hull: Crew Operated, Front & Left Arc; Rear Platform: Passenger Operated, Front & Right Arc. **Existing Upgrades:** Transport bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 3 | 3 | 3 | #### Transport Bed Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). </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 | Rock | | ------------------------ | ---- | | **Heavy Weapons** | | | Autocannon (twin-linked) | 185 | | Heavy flamer | 195 | | Heavy stubber | 130 | | Mining laser | 125 | | Seismic cannon | 140 | ### Vehicle Upgrades | Vehicle Upgrades | Rock | | ---------------------- | ---- | | **Body Upgrades** | | | Ablative armour | 15 | | Escape hatches | 10 | | Rockgrinder ram | 30 | | Transport bed | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | | Emergency brake | 10 | | Pneumatic radials | 30 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 |
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2024-06-13 20:34:24.508078
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# Rockgrinder ![](rockgrinder.webp) <VehicleCard cost="145"> ### Rockgrinder <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 5” | 7 | 7 | 6 | 4 | 8+ | 4+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 2. Hull: Crew Operated, Front & Left Arc; Rear Platform: Passenger Operated, Front & Right Arc. **Existing Upgrades:** Transport bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 3 | 3 | 3 | #### Transport Bed Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). </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 | Rock | | ------------------------ | ---- | | **Heavy Weapons** | | | Autocannon (twin-linked) | 185 | | Heavy flamer | 195 | | Heavy stubber | 130 | | Mining laser | 125 | | Seismic cannon | 140 | ### Vehicle Upgrades | Vehicle Upgrades | Rock | | ---------------------- | ---- | | **Body Upgrades** | | | Ablative armour | 15 | | Escape hatches | 10 | | Rockgrinder ram | 30 | | Transport bed | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | | Emergency brake | 10 | | Pneumatic radials | 30 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | ### Wargear | Item | Credits | | --------------- | ------- | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 |
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24
### 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]]
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Blaze
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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After an attack with the Blaze trait has been resolved, roll a D6 if the target was hitbut not taken Out of Action or Wrecked. On a 4+, they become subject to the Blaze condition
necrovox
0
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0
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Unknown
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0
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0
0
0
0
0
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0
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### 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]]
Unknown
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0
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24
940
# Apocrypha Necromundus: Rust Town _Settlements spring up like weeds throughout the underhive, and many perish just as quickly, most surviving for less than a great cycle before returning to the ruins from whence they came. It is therefore rare for a new hole to last, and even rarer for one to last in a place where hivers have no business living. In this instalment of the Apocrypha Necromundus, we take a look at perhaps one of the strangest and most dangerous places in Hive Primus: Rust Town._ Source: [Warhammer Community, 23 Apr 2019](https://www.warhammer-community.com/2019/04/23/apocrypha-necromundus-rust-town/) ## Bald Bryen’s Domain Quite possibly the oddest thing about Rust Town is not its location in the middle of the Bonedry,\* far from the main tunnels and domes of the underhive, but rather the fact that no one can say for sure how long it’s existed. Some traders swear the isolated settlement only sprung up a few cycles ago, and claim to have crossed the Bonedry dozens of times without ever laying eyes on it before then. Others reckon it to be among the oldest of the underhive settlements, saying its foundations were laid long before the cataclysm that created Dust Falls, or before Sump City rose from the slime of hive bottom. Why it exists in the middle of what constitutes a man-made desert is unclear, though hivers, Guilders and nobles all make the trek to its gates to trade and visit the court of Bald Bryen. The enigmatic Bryen, a tall lanky man of indeterminate age and origin, is the self-proclaimed mayor of Rust Town. He rules over a settlement of hivers who are devoted to maintaining the Rust Town Run – Bald Bryen’s deadly dungeon extravaganza. Scrappers and scavengers bring in their finds from the Bonedry, while caravans trade goods from farther afield, but in Rust Town the only thing the locals seem to produce are trinkets associated with their Rust Town Run. These range from Grinning Bryen gun belts and Runner Kill Coins to ‘genuine’ chrono crystal polishing kits. Even the town itself seems to exist solely for the run, its slanting streets and wonky buildings perched upon a plasteel hill containing the run itself. ![](NecromundaRustTown-Apr23-Image1ykcsd.jpg) ## The Rust Town Run While Rust Town might not produce junk rounds, fungi paste, gunk, or any of the other substances useful to underhivers, it does have one thing in abundance – entertainment. The Rust Town Run is legendary throughout the underhive. Even in Hive City and the Spire, people have heard of the run, and challengers from throughout Hive Primus, and even beyond, have been known to make the journey to try their luck in Bryen’s maze. Each great cycle, Bryen invites challengers to brave his maze, these hopefuls entering into one of the mayor’s lotteries\*\* to see who will be chosen. Even for those who aren’t chosen to run, Bryen offers a chance for glory, this time as hunters. The hunters stalk the maze, trying to stop the runners reaching their goal (one of Bald Bryen’s fabled chrono crystals), and earn creds for each one they can take out. The run itself changes every time it is used, sometimes in subtle ways, such as a previously safe door now rigged with a deadly booby trap, and sometimes less subtly, like chambers being flooded with toxic chemicals or the entire run being filled with plague zombies. Typically the perils are those gangs might face out in the Badzones, ranging from the grinding teeth of ancient machinery to pitch-black tunnels riddled with pitfalls. All this becomes even more challenging when hunters are shooting at the runners or trying to push them into pits of ripper jacks. While gangs rarely complete the run, each time it is held, the town’s economy booms, and Bryen grows rich on the thousands of creds bet on the outcome. ![](NecromundaRustTown-Apr23-Image2bd.jpg) ## Chrono-Cataclysm Only a handful of gangs and individuals have ever won one of Bald Bryen’s chrono crystals. Some of these crystals are still in the hands of their original owners, though many have been lost, stolen or sold. Hagan’s Hole has one above the bar, sold to Hagan to cover an outlandish drinking tab by a notable underhive bounty hunter. Some drinkers claim the gem does strange things to the flow of time when you look at it – though that might just be the booze. ‘One-Eyed’ Kitty, a blade dancer out of Two Tunnels, has one too, given to her by an admirer. When she dances she wears the crystal in her navel, its sparkle mesmerising the audience. Then there’s the one owned by Caustus the Chain Lord, set into the hilt of his shock lash. Its brilliance forms a stark contrast to the slaver’s grimy appearance and broken grin. To most hivers, these crystals are nothing more than fancy baubles, and their owners and placement throughout the hive completely random. However, there are those who would argue otherwise.\*\*\* These rumour mongers claim Bald Bryen serves dark masters, and his crystals are part of some far reaching plan to bring about the Chrono-Cataclysm. What is the Chrono-Cataclysm? Well, that varies depending on which drunken conspiracy theorist you ask. Some will tell you that it is a plot by the Immortal Cult of Necromunda to bring about a psychic awakening of all humanity, or perhaps a plan by the ancient Iron Lords of the Araneus Continuity to free Necromunda from the yoke of the Imperium. Others whisper that Rust Town was created by House Aranthus, that Bryen is in fact Bryen Aranthus, last true heir of his family, and the crystals are intended to turn back time and restore his bloodline. Then there are those who say Bald Bryen isn’t an Aranthus at all, but an agent of the Throne. They suggest that his plans have already come to pass, and they are all living in an alternative reality created by the Ordo Chronos… ![](NecromundaRustTown-Apr23-Image3bfdh.jpg) \* Bonedry is an old cistern as big as a solar freighter, once completely underwater, now long since turned into a vast open dustbowl \*\* Bryen’s lotteries are nothing as simple as drawing numbers or casting dice, and usually involve such entertainments as Second Best drinking contests, games of pinfinger or Ran Lo Roulette. \*\*\* Especially once they’ve downed a few bottles of Wild Snake.
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2024-06-13 20:34:24.508078
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# Apocrypha Necromundus: Rust Town _Settlements spring up like weeds throughout the underhive, and many perish just as quickly, most surviving for less than a great cycle before returning to the ruins from whence they came. It is therefore rare for a new hole to last, and even rarer for one to last in a place where hivers have no business living. In this instalment of the Apocrypha Necromundus, we take a look at perhaps one of the strangest and most dangerous places in Hive Primus: Rust Town._ Source: [Warhammer Community, 23 Apr 2019](https://www.warhammer-community.com/2019/04/23/apocrypha-necromundus-rust-town/) ## Bald Bryen’s Domain Quite possibly the oddest thing about Rust Town is not its location in the middle of the Bonedry,\* far from the main tunnels and domes of the underhive, but rather the fact that no one can say for sure how long it’s existed. Some traders swear the isolated settlement only sprung up a few cycles ago, and claim to have crossed the Bonedry dozens of times without ever laying eyes on it before then. Others reckon it to be among the oldest of the underhive settlements, saying its foundations were laid long before the cataclysm that created Dust Falls, or before Sump City rose from the slime of hive bottom. Why it exists in the middle of what constitutes a man-made desert is unclear, though hivers, Guilders and nobles all make the trek to its gates to trade and visit the court of Bald Bryen. The enigmatic Bryen, a tall lanky man of indeterminate age and origin, is the self-proclaimed mayor of Rust Town. He rules over a settlement of hivers who are devoted to maintaining the Rust Town Run – Bald Bryen’s deadly dungeon extravaganza. Scrappers and scavengers bring in their finds from the Bonedry, while caravans trade goods from farther afield, but in Rust Town the only thing the locals seem to produce are trinkets associated with their Rust Town Run. These range from Grinning Bryen gun belts and Runner Kill Coins to ‘genuine’ chrono crystal polishing kits. Even the town itself seems to exist solely for the run, its slanting streets and wonky buildings perched upon a plasteel hill containing the run itself. ![](NecromundaRustTown-Apr23-Image1ykcsd.jpg) ## The Rust Town Run While Rust Town might not produce junk rounds, fungi paste, gunk, or any of the other substances useful to underhivers, it does have one thing in abundance – entertainment. The Rust Town Run is legendary throughout the underhive. Even in Hive City and the Spire, people have heard of the run, and challengers from throughout Hive Primus, and even beyond, have been known to make the journey to try their luck in Bryen’s maze. Each great cycle, Bryen invites challengers to brave his maze, these hopefuls entering into one of the mayor’s lotteries\*\* to see who will be chosen. Even for those who aren’t chosen to run, Bryen offers a chance for glory, this time as hunters. The hunters stalk the maze, trying to stop the runners reaching their goal (one of Bald Bryen’s fabled chrono crystals), and earn creds for each one they can take out. The run itself changes every time it is used, sometimes in subtle ways, such as a previously safe door now rigged with a deadly booby trap, and sometimes less subtly, like chambers being flooded with toxic chemicals or the entire run being filled with plague zombies. Typically the perils are those gangs might face out in the Badzones, ranging from the grinding teeth of ancient machinery to pitch-black tunnels riddled with pitfalls. All this becomes even more challenging when hunters are shooting at the runners or trying to push them into pits of ripper jacks. While gangs rarely complete the run, each time it is held, the town’s economy booms, and Bryen grows rich on the thousands of creds bet on the outcome. ![](NecromundaRustTown-Apr23-Image2bd.jpg) ## Chrono-Cataclysm Only a handful of gangs and individuals have ever won one of Bald Bryen’s chrono crystals. Some of these crystals are still in the hands of their original owners, though many have been lost, stolen or sold. Hagan’s Hole has one above the bar, sold to Hagan to cover an outlandish drinking tab by a notable underhive bounty hunter. Some drinkers claim the gem does strange things to the flow of time when you look at it – though that might just be the booze. ‘One-Eyed’ Kitty, a blade dancer out of Two Tunnels, has one too, given to her by an admirer. When she dances she wears the crystal in her navel, its sparkle mesmerising the audience. Then there’s the one owned by Caustus the Chain Lord, set into the hilt of his shock lash. Its brilliance forms a stark contrast to the slaver’s grimy appearance and broken grin. To most hivers, these crystals are nothing more than fancy baubles, and their owners and placement throughout the hive completely random. However, there are those who would argue otherwise.\*\*\* These rumour mongers claim Bald Bryen serves dark masters, and his crystals are part of some far reaching plan to bring about the Chrono-Cataclysm. What is the Chrono-Cataclysm? Well, that varies depending on which drunken conspiracy theorist you ask. Some will tell you that it is a plot by the Immortal Cult of Necromunda to bring about a psychic awakening of all humanity, or perhaps a plan by the ancient Iron Lords of the Araneus Continuity to free Necromunda from the yoke of the Imperium. Others whisper that Rust Town was created by House Aranthus, that Bryen is in fact Bryen Aranthus, last true heir of his family, and the crystals are intended to turn back time and restore his bloodline. Then there are those who say Bald Bryen isn’t an Aranthus at all, but an agent of the Throne. They suggest that his plans have already come to pass, and they are all living in an alternative reality created by the Ordo Chronos… ![](NecromundaRustTown-Apr23-Image3bfdh.jpg) \* Bonedry is an old cistern as big as a solar freighter, once completely underwater, now long since turned into a vast open dustbowl \*\* Bryen’s lotteries are nothing as simple as drawing numbers or casting dice, and usually involve such entertainments as Second Best drinking contests, games of pinfinger or Ran Lo Roulette. \*\*\* Especially once they’ve downed a few bottles of Wild Snake.
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# 129. Necromundan Double-cross _“No doubt you’re all wondering why I called you here…”_ \- Haera Helmawr, 13th Daughter of Gerontius Helmawr, House Helmawr In this scenario, a group of gang leaders and champions are set up and betrayed by one of their rivals. **Source: Apocrypha: Blood in the Spire** ## Attacker & Defender - One gang is the attacker, all others are the defender. - The gang who chose this scenario is the attacker, the others are the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis), designed for a 2'x2' battlefield. ## Crews - Custom (2). - Requires leader and a champion. No vehicles or mounts. ## Tactics Cards - Custom (2). ## Deployment Starting with the fighter with the highest credit cost, the defending gangs deploy their fighters within 12" of the centre of the battlefield, at least 3" away from any already deployed fighter. The attacker then places their fighters anywhere on the battlefield, at least 6" away from any enemy fighters. 1. Defenders deploy within 12" of the centre of the battlefield, 3" away from another fighter. - Start with the highest credit cost fighter. 2. Attacker deploys anywhere on the battlefield, at least 6" away from any enemy fighters. ## Rising Tension _The Leaders and their Champions have met on neutral ground, under a banner of truce. This means that weapons are limited, and neither side is willing to be the first to start the shooting._ Until the Double-cross is triggered (see below), when a fighter is activated they must make a Cool check. If the check is failed, the fighter can only take one action this round instead of two. Additionally, until the Double-cross is triggered, only weapons with the Melee trait may be used to make attacks. ## The Double-Cross _The attacking gang knows this is a set-up and can choose their moment to spring the Double-cross._ At the start of any round, the attacker can trigger the Double-cross. As soon as they do, the Rising Tension rule ceases to be in effect. If any fighter is taken Out of Action, the Double-cross is automatically triggered. ### Old Enmities If this scenario is being played with three to six players, each player rolls on the Old Enmities table to see what scores their Leader has to settle. Players take turns rolling, starting with the gang with the lowest gang rating. If a Leader rolls a result already rolled by another Leader, re-roll the result. In addition, such is the burning hatred the gangs have for each other they do not need to make Bottle tests in this scenario. #### OLD ENMITIES | D6 | Enmity | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Pure Loathing:** Randomly select an enemy fighter. Your Leader may re-roll close combat attacks against that fighter. | | 2 | **Gnawing Fear:** For the duration of the battle, your Leader counts their Initiative as 2+ when making the Retreat (Basic) action. In addition, enemy fighters may not make Reaction attacks against them when they make the Retreat (Basic) action. | | 3 | **Haughty Disdain:** Once during the battle your Leader may activate first in a round, regardless of who has priority. | | 4 | **Healthy Paranoia:** Randomly select an enemy fighter. Your Leader gains a 5+ field armour save against attacks from that fighter. | | 5 | **Homicidal Urges:** Once during the battle, when your Leader activates, they may move D6" and perform a Coup de Grace (Simple) action without using an Action. | | 6 | **Overdue Payback:** Randomly select an enemy Leader. If your Leader takes the selected Leader Out of Action then they gain an additional D6 XP. | ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory - Gang who took the most Leaders OOA. - Otherwise it's a draw. ## Rewards ### Credits - Winner: 2D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for Leader who survives. - +D3 XP for taking a Leader OOA. 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). :::info Narrative Variant ## Haera’s Bloody Banquet If players wish, they may use this scenario to represent the battle between Haera and her siblings for control of House Helmawr. In order to do this, make the following changes: - The defending gangs should be represented by [Underhive Outcasts Leaders](/docs/gangs/gang-lists/outcasts) and Underhive Outcasts Champions, each with a single suit of armour and a single weapon with the Melee trait. - Starting with the player with the lowest gang rating, each player may then choose an item from the Spire Black Market for their leader. No two Leaders may be equipped with the same item from this list. - The attacking gang is represented by [Lady Haera Helmawr](/docs/gangs/gang-additions/hired-guns/agents/#lady-haera) - Once during the battle, when Haera is Seriously Injured or taken Out of Action, place her to one side. At the start of the End phase of the current round, place her anywhere on the battlefield at least 3" from any other fighter, restored to her full complement of wounds. #### Spire Black Market Items - Archeo duelling pistol - Barbed flabellum - Camoelean elixir - Digi-multi lasers - Draconic scales - Haemophagic blade - Mirror Aegis - Psychofamile pheromone - Vortex grenade :::
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Apocrypha Necromunda', 'Narrative Scenario', 'Multi-player scenario']
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# 129. Necromundan Double-cross _“No doubt you’re all wondering why I called you here…”_ \- Haera Helmawr, 13th Daughter of Gerontius Helmawr, House Helmawr In this scenario, a group of gang leaders and champions are set up and betrayed by one of their rivals. **Source: Apocrypha: Blood in the Spire** ## Attacker & Defender - One gang is the attacker, all others are the defender. - The gang who chose this scenario is the attacker, the others are the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Zone Mortalis), designed for a 2'x2' battlefield. ## Crews - Custom (2). - Requires leader and a champion. No vehicles or mounts. ## Tactics Cards - Custom (2). ## Deployment Starting with the fighter with the highest credit cost, the defending gangs deploy their fighters within 12" of the centre of the battlefield, at least 3" away from any already deployed fighter. The attacker then places their fighters anywhere on the battlefield, at least 6" away from any enemy fighters. 1. Defenders deploy within 12" of the centre of the battlefield, 3" away from another fighter. - Start with the highest credit cost fighter. 2. Attacker deploys anywhere on the battlefield, at least 6" away from any enemy fighters. ## Rising Tension _The Leaders and their Champions have met on neutral ground, under a banner of truce. This means that weapons are limited, and neither side is willing to be the first to start the shooting._ Until the Double-cross is triggered (see below), when a fighter is activated they must make a Cool check. If the check is failed, the fighter can only take one action this round instead of two. Additionally, until the Double-cross is triggered, only weapons with the Melee trait may be used to make attacks. ## The Double-Cross _The attacking gang knows this is a set-up and can choose their moment to spring the Double-cross._ At the start of any round, the attacker can trigger the Double-cross. As soon as they do, the Rising Tension rule ceases to be in effect. If any fighter is taken Out of Action, the Double-cross is automatically triggered. ### Old Enmities If this scenario is being played with three to six players, each player rolls on the Old Enmities table to see what scores their Leader has to settle. Players take turns rolling, starting with the gang with the lowest gang rating. If a Leader rolls a result already rolled by another Leader, re-roll the result. In addition, such is the burning hatred the gangs have for each other they do not need to make Bottle tests in this scenario. #### OLD ENMITIES | D6 | Enmity | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Pure Loathing:** Randomly select an enemy fighter. Your Leader may re-roll close combat attacks against that fighter. | | 2 | **Gnawing Fear:** For the duration of the battle, your Leader counts their Initiative as 2+ when making the Retreat (Basic) action. In addition, enemy fighters may not make Reaction attacks against them when they make the Retreat (Basic) action. | | 3 | **Haughty Disdain:** Once during the battle your Leader may activate first in a round, regardless of who has priority. | | 4 | **Healthy Paranoia:** Randomly select an enemy fighter. Your Leader gains a 5+ field armour save against attacks from that fighter. | | 5 | **Homicidal Urges:** Once during the battle, when your Leader activates, they may move D6" and perform a Coup de Grace (Simple) action without using an Action. | | 6 | **Overdue Payback:** Randomly select an enemy Leader. If your Leader takes the selected Leader Out of Action then they gain an additional D6 XP. | ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory - Gang who took the most Leaders OOA. - Otherwise it's a draw. ## Rewards ### Credits - Winner: 2D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for Leader who survives. - +D3 XP for taking a Leader OOA. 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). :::info Narrative Variant ## Haera’s Bloody Banquet If players wish, they may use this scenario to represent the battle between Haera and her siblings for control of House Helmawr. In order to do this, make the following changes: - The defending gangs should be represented by [Underhive Outcasts Leaders](/docs/gangs/gang-lists/outcasts) and Underhive Outcasts Champions, each with a single suit of armour and a single weapon with the Melee trait. - Starting with the player with the lowest gang rating, each player may then choose an item from the Spire Black Market for their leader. No two Leaders may be equipped with the same item from this list. - The attacking gang is represented by [Lady Haera Helmawr](/docs/gangs/gang-additions/hired-guns/agents/#lady-haera) - Once during the battle, when Haera is Seriously Injured or taken Out of Action, place her to one side. At the start of the End phase of the current round, place her anywhere on the battlefield at least 3" from any other fighter, restored to her full complement of wounds. #### Spire Black Market Items - Archeo duelling pistol - Barbed flabellum - Camoelean elixir - Digi-multi lasers - Draconic scales - Haemophagic blade - Mirror Aegis - Psychofamile pheromone - Vortex grenade :::
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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
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario', 'End Game']
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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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# Creating A Skirmish Gang This section deals with how to create a gang for a Skirmish battle. For the most part, this is exactly the same as creating a gang for a campaign, right down to using the gang lists found in various Necromunda supplements. However, there are some distinct differences to be aware of. ## Founding A Gang For stand-alone Skirmish battles, gangs should be between 1,250 and 2,000 credits. Larger is possible, but it is worth bearing in mind that smaller credit limits force hard choices to be made. Sometimes, having to choose whether to include one thing or the other is better than having both, as it adds to the challenge of the experience. It may be the case that a minimum and/or maximum number of fighters or vehicles should be specified. A good rule to follow here is that gangs must be a minimum of ten fighters and one vehicle, and a maximum of twenty fighters and four vehicles, and that a gang must contain ten models before Hangers-on, Brutes or Hired Guns can be added. As in a campaign, a blank Fighter card or Vehicle card must be filled in for each member of the gang and for any Hangers-on, Brutes and Hired Guns, and all fighters, vehicles, Hired Guns, Brutes and Hangers-on must be represented by an appropriate model. Finally, all of the normal rules regarding gang composition must be followed, as described in [Gang Composition](/docs/founding-a-gang/gang-creation#gang-composition). Credits not spent when a Skirmish gang is founded are not added to a gang’s Stash, they are simply lost and not added to its Wealth. **Leaders and Champions:** As normal, the Leader and Champions should gain a free starting skill when founding the gang (or an ability, depending upon the gang being used) and, as always, this extra skill should be noted on the fighter’s Fighter card. **Equipment:** Gangs should be equipped following the usual rules with regard to weapon types and total number of weapons available to a model of each type. Additionally, gangs may be allowed to purchase rare and/or illegal items from the Trading Post, in effect building a Stash of rare items that can then be given to the models they are hiring when founding the gang, provided, of course, that they follow the normal rules with regards to how individual models can be equipped. A Rare (X) and Illegal (X) level should be determined beforehand. For example, players may be allowed to select items up to Rare (10) but not above. **Hired Guns, Brutes and Hangers-on:** In Skirmish battles, if there is a minimum number of fighters required, Hired Guns, Hangers-on and Brutes will not count towards this. For example, if gangs must contain a minimum of ten fighters, they must contain ten fighters drawn from the gang list before any Hired Guns, Hangers-on or Brutes can be included. They will however count towards the maximum number of fighters if a maximum is in effect. The number of Hangers-on and Brutes that can be hired when a Skirmish gang is founded is covered in more detail in the Reputation section that follows. Any Hangers-on and Brutes included in a gang must be represented by appropriate models, even those that may not spend much time on the table. ## Gang Attributes In a standalone Skirmish battle, Gang Attributes work differently. Gang Rating, for instance, is predetermined and will not fluctuate. **Reputation:** For Skirmish battles, rather than starting with the usual 1 Reputation, gangs may be given a Reputation of 5, 10, or 15 when founded. Players should decide before the battle how much Reputation their gangs will have. The Reputation of Skirmish gangs serves to determine how many Hangers-on and Brutes can be included when the gang is founded. ## Model Attributes During stand-alone Skirmish battles, models do not gain Experience, so there is no obvious way for them to gain Advancements the way their counterparts in a campaign will. The following section deals with how to add extra skills and characteristic increases to fighters within a Skirmish gang. **Additional Skills:** In Skirmish battles, it is a good idea to allow certain fighters to start with some free additional skills as well as the free starting skills given to the Leader and any Champions. This works well with the increased credits players have to found a gang and the access to Rare Trade items and Hangers-on to create the feel of an established, veteran gang that can be used in a stand-alone battle. There are many ways to do this, and players should feel free to experiment, but as a general rule it is recommended that gangs be allowed to choose a number of additional free skills as follows based on the credits value of the gang: | Credits Value of Gang | Number of Additional Skills | | :--------------------: | :-----------------------------------------: | | Up to 1,300 credits | Five Primary skills | | 1,301 to 1,500 credits | Six Primary skills | | 1,501 credits or above | Five Primary skills and one Secondary skill | Skills should be distributed amongst Leaders, Champions, Prospects and Juves. Skills may also be allocated to Gangers or Crew who are nominated as Specialists. The number of Specialists included should be decided beforehand by the players. There should, however, be a sensible limit on the number of skills each model can take. As a good rule of thumb, models should be allowed a number of skills based on their type as follows: - **Leader:** One free starting skill and up to two additional skills - **Champions:** One free starting skill and up to one additional skill. - **Prospects, Juves and Specialists:** One additional skill. **Characteristic Increases:** In addition to extra skills, gangs should be allowed a number of free characteristic increases. Again, there are many ways to do this, and players are encouraged to experiment, but a good rule to follow is that the number of characteristic increases should be half the number of extra skills rounded down, which makes two or three the norm. No model should be allowed more than one characteristic increase. As is usual during Campaign play, characteristic increases may be given to Gangers and Crew as well as Leaders, Champions, Prospects, Juves and Specialists. As with additional skills, these free characteristic increases do not increase Gang Rating.
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2024-06-13 20:34:24.508078
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# Creating A Skirmish Gang This section deals with how to create a gang for a Skirmish battle. For the most part, this is exactly the same as creating a gang for a campaign, right down to using the gang lists found in various Necromunda supplements. However, there are some distinct differences to be aware of. ## Founding A Gang For stand-alone Skirmish battles, gangs should be between 1,250 and 2,000 credits. Larger is possible, but it is worth bearing in mind that smaller credit limits force hard choices to be made. Sometimes, having to choose whether to include one thing or the other is better than having both, as it adds to the challenge of the experience. It may be the case that a minimum and/or maximum number of fighters or vehicles should be specified. A good rule to follow here is that gangs must be a minimum of ten fighters and one vehicle, and a maximum of twenty fighters and four vehicles, and that a gang must contain ten models before Hangers-on, Brutes or Hired Guns can be added. As in a campaign, a blank Fighter card or Vehicle card must be filled in for each member of the gang and for any Hangers-on, Brutes and Hired Guns, and all fighters, vehicles, Hired Guns, Brutes and Hangers-on must be represented by an appropriate model. Finally, all of the normal rules regarding gang composition must be followed, as described in [Gang Composition](/docs/founding-a-gang/gang-creation#gang-composition). Credits not spent when a Skirmish gang is founded are not added to a gang’s Stash, they are simply lost and not added to its Wealth. **Leaders and Champions:** As normal, the Leader and Champions should gain a free starting skill when founding the gang (or an ability, depending upon the gang being used) and, as always, this extra skill should be noted on the fighter’s Fighter card. **Equipment:** Gangs should be equipped following the usual rules with regard to weapon types and total number of weapons available to a model of each type. Additionally, gangs may be allowed to purchase rare and/or illegal items from the Trading Post, in effect building a Stash of rare items that can then be given to the models they are hiring when founding the gang, provided, of course, that they follow the normal rules with regards to how individual models can be equipped. A Rare (X) and Illegal (X) level should be determined beforehand. For example, players may be allowed to select items up to Rare (10) but not above. **Hired Guns, Brutes and Hangers-on:** In Skirmish battles, if there is a minimum number of fighters required, Hired Guns, Hangers-on and Brutes will not count towards this. For example, if gangs must contain a minimum of ten fighters, they must contain ten fighters drawn from the gang list before any Hired Guns, Hangers-on or Brutes can be included. They will however count towards the maximum number of fighters if a maximum is in effect. The number of Hangers-on and Brutes that can be hired when a Skirmish gang is founded is covered in more detail in the Reputation section that follows. Any Hangers-on and Brutes included in a gang must be represented by appropriate models, even those that may not spend much time on the table. ## Gang Attributes In a standalone Skirmish battle, Gang Attributes work differently. Gang Rating, for instance, is predetermined and will not fluctuate. **Reputation:** For Skirmish battles, rather than starting with the usual 1 Reputation, gangs may be given a Reputation of 5, 10, or 15 when founded. Players should decide before the battle how much Reputation their gangs will have. The Reputation of Skirmish gangs serves to determine how many Hangers-on and Brutes can be included when the gang is founded. ## Model Attributes During stand-alone Skirmish battles, models do not gain Experience, so there is no obvious way for them to gain Advancements the way their counterparts in a campaign will. The following section deals with how to add extra skills and characteristic increases to fighters within a Skirmish gang. **Additional Skills:** In Skirmish battles, it is a good idea to allow certain fighters to start with some free additional skills as well as the free starting skills given to the Leader and any Champions. This works well with the increased credits players have to found a gang and the access to Rare Trade items and Hangers-on to create the feel of an established, veteran gang that can be used in a stand-alone battle. There are many ways to do this, and players should feel free to experiment, but as a general rule it is recommended that gangs be allowed to choose a number of additional free skills as follows based on the credits value of the gang: | Credits Value of Gang | Number of Additional Skills | | :--------------------: | :-----------------------------------------: | | Up to 1,300 credits | Five Primary skills | | 1,301 to 1,500 credits | Six Primary skills | | 1,501 credits or above | Five Primary skills and one Secondary skill | Skills should be distributed amongst Leaders, Champions, Prospects and Juves. Skills may also be allocated to Gangers or Crew who are nominated as Specialists. The number of Specialists included should be decided beforehand by the players. There should, however, be a sensible limit on the number of skills each model can take. As a good rule of thumb, models should be allowed a number of skills based on their type as follows: - **Leader:** One free starting skill and up to two additional skills - **Champions:** One free starting skill and up to one additional skill. - **Prospects, Juves and Specialists:** One additional skill. **Characteristic Increases:** In addition to extra skills, gangs should be allowed a number of free characteristic increases. Again, there are many ways to do this, and players are encouraged to experiment, but a good rule to follow is that the number of characteristic increases should be half the number of extra skills rounded down, which makes two or three the norm. No model should be allowed more than one characteristic increase. As is usual during Campaign play, characteristic increases may be given to Gangers and Crew as well as Leaders, Champions, Prospects, Juves and Specialists. As with additional skills, these free characteristic increases do not increase Gang Rating.
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### 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.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a weapon with the Knockback trait hits afighter, if the hit roll is equal to or higher than thetarget’s Strength, they are immediately moved 1"directly away from the attacking model. If the fightercannot be moved the full 1" because of impassableterrain or another model, they move as far as possibleand the attack’s Damage is increased by 1. If a Blastweapon has the Knockback trait, roll a D6 for eachfighter that is hit. If the result is equal to or higher thantheir Strength, they are knocked back as describedabove – however, they are moved directly away fromthe centre of the Blast marker instead. If the centreof the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they aremoved. If a Melee weapon has the Knockback trait,the attacking fighter can choose to follow the targetup, moving directly towards them after they have beenknocked back to remain in base contact. If the attackwas made across a barricade, the attacker cannotdo this. If any part of the knocked back fighter’s basecrosses the edge of a platform, make an Initiative test.If this is failed, they will fall. If this is passed, they stopmoving at the edge of the platform.
necrovox
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### 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.
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# Bionics :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 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. Bionics pieces are used to revert any permanent damage from Lasting Injuries: - Increasing the damaged stat by 1. - Can't increase a stat above the maximum. - Does prevent Recovery (only affects the permanent damage). - Each bionics can only rectify the damage from a single Lasting Injury (a Lasting Injury damaging 2 stats can't be fixed using 2 bionics). - Mundane bionics (level 1) can only rectify the damage for 1 stat. - Improved bionics (level 2) can rectify the damage for 2 stats (from the same Lasting Injury). - from a single Lasting Injury. ## Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Eye Injury (-1 BS) - Hand Injury (-1 WS) - Hobbled (-1” M) - Spinal Injury (-1 S) - Enfeebled (-1 T) ## Levels Most bionics have only 1 level, but some have 2: 1. Mundate: Can only rectify 1 stat. 2. Improved: Can rectify 2 stats.Level 2 (Improved) is only relevant for Humiliated (Ld & Cl) and Head Injury (Int & Will). ## Damage Bionics can protect against future harm, only taking minor damage that can easily be repaired. If a location with a bionic suffers a new subsequent Lasting Injury, roll a D6: - 1-3: The Lasting Injury is applied as Normal. - 4+: The effects of the fresh Lasting Injury are ignored. Roll a D6: - 1: The bionics are damaged beyond repair and its benefits are lost (the effects of the original Lasting Injury are re-applied). - 2+: The bionics take no further damage. <table> <thead> <tr><td colspan="3"></td><td colspan="2">Mundane</td><td colspan="2">Improved</td></tr> <tr><td>Bionics</td><td>Injury</td><td>Affects</td><td>Cost</td><td>Rarity</td><td>Cost</td><td>Rarity</td></tr> </thead> <tbody> <tr><td>Lobo chip</td><td>Humiliated</td><td>Leadership and/or Cool</td><td>20</td><td>Rare (11)</td><td>45</td><td>Rare (12)</td></tr> <tr><td>Cortex-cogitator</td><td>Head</td><td>Intelligence and/or Willpower</td><td>15</td><td>Rare (11)</td><td>30</td><td>Rare (12)</td></tr> <tr><td>Bionic eye</td><td>Eye</td><td>BS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic arm</td><td>Hand</td><td>WS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic Leg</td><td>Hobbled</td><td>M</td><td>25</td><td>Rare (12)</td><td>-</td><td>-</td></tr> <tr><td>Skeletal enhancers</td><td>Spinal</td><td>S</td><td>70</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Aortic supercharger</td><td>Enfeebled</td><td>T</td><td>65</td><td>Rare (13)</td><td>-</td><td>-</td></tr> </tbody> </table> ## Archaeo-cyberteknika (Van Saar) Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be removed later). #### Level Each piece has 3 levels (each level grants an unique benefit): 1. Alpha. 1. Gamma. 1. Omega. Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha. #### Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Ocular: Eye Injury (-1 BS) - Sindextrous: Hand Injury (-1 WS) - Motive: Hobbled (-1” M) - Torsonic: Spinal Injury (-1 S) - Vascular: Enfeebled (-1 T) #### Purchase Any Faction fighter can buy a new piece (any level) in the following 3 situations: - During gang creation (new gang). - Leader and Champions (including Specialists) only. - When gaining an advancement. - Any piece. - Go into Recovery. - Repairing a Lasting Injury (after any battle). - A piece for the location of the existing injury. - Go into Recovery. - Replace any Bionics in the same location. - Each location can only have a single Cyberteknika. #### Upgrades The only way to change an existing piece is to upgrade it: - Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega). - Can't be upgraded beyond level 3 (Omega). - The fighter must go into Recovery after each upgrade. - Pay the difference in cost (between the current level and the next level). #### Damage If a fighter suffers a Lasting Injury to a location with a piece: - The permanent effect (stat decrease) is ignored. - Go into Recovery (as normal). - Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle). **Note:** How is this rounded?!? Rounded up to nearest 5 credits? :::info Modelling Cyberteknika These exceptional bionics can be indistinguishable from human limbs and can be added to fighters without requiring any specific modelling. They can still be represented by conversions if desired. ::: | | **Alpha** | **Gamma** | **Omega** | | :------------------------------------------------------------------------------------------ | :-------: | :-------: | :-------: | | **CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)** | **30** | **40** | **75** | | Immune to Insanity. | ✓ | ✓ | ✓ | | Immune to Intoxication. | | ✓ (+10) | ✓ | | Immune to Broken. | | | ✓ (+35) | | **OCULAR - Location: Eye Injury (-1 BS)** | **50** | **85** | **105** | | Infra-sight (counts as equipped and applied to any carried ranged weapon). | ✓ | ✓ | ✓ | | Mono-sight (counts as equipped and applied to any carried ranged weapon). | | ✓ (+35) | ✓ | | Photo-goggles. | | | ✓ (+20) | | **SINDEXTROUS - Location: Hand Injury (-1 WS)** | **50** | **75** | **125** | | Ignore Disarm. | ✓ | ✓ | ✓ | | Ignore -1 hit modifier when turning to face the opponent (close combat). | | ✓ (+25) | ✓ | | Ignore Parry (when attacking). | | | ✓ (+50) | | **MOTIVE - Location: Hobbled (-1” M)** | **35** | **65** | **100** | | Ignore difficult terrain (move without penalty). | ✓ | ✓ | ✓ | | +2” Movement when moving vertically (for example climbing a ladder). | | ✓ (+30) | ✓ | | Re-roll failed Initiative tests to avoid falling when becoming Pinned within ½” of an edge. | | | ✓ (+35) | | **TORSONIC - Location: Spinal Injury (-1 S)** | **50** | **75** | **150** | | +2D for Unarmed attacks (3 instead of 1). | ✓ | ✓ | ✓ | | +2S for Melee weapons. | | ✓ (+25) | ✓ | | Suspensor (counts as equipped and applied to any carried weapon). | | | ✓ (+75) | | **VASCULAR - Location: Enfeebled (-1 T)** | **40** | **80** | **130** | | +1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. | ✓ | ✓ | ✓ | | Re-roll any Toughness tests. | | ✓ (+40) | ✓ | | Discard 1 Flesh Wound in the End phase of each round. | | | ✓ (+50) |
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# Bionics :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: 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. Bionics pieces are used to revert any permanent damage from Lasting Injuries: - Increasing the damaged stat by 1. - Can't increase a stat above the maximum. - Does prevent Recovery (only affects the permanent damage). - Each bionics can only rectify the damage from a single Lasting Injury (a Lasting Injury damaging 2 stats can't be fixed using 2 bionics). - Mundane bionics (level 1) can only rectify the damage for 1 stat. - Improved bionics (level 2) can rectify the damage for 2 stats (from the same Lasting Injury). - from a single Lasting Injury. ## Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Eye Injury (-1 BS) - Hand Injury (-1 WS) - Hobbled (-1” M) - Spinal Injury (-1 S) - Enfeebled (-1 T) ## Levels Most bionics have only 1 level, but some have 2: 1. Mundate: Can only rectify 1 stat. 2. Improved: Can rectify 2 stats.Level 2 (Improved) is only relevant for Humiliated (Ld & Cl) and Head Injury (Int & Will). ## Damage Bionics can protect against future harm, only taking minor damage that can easily be repaired. If a location with a bionic suffers a new subsequent Lasting Injury, roll a D6: - 1-3: The Lasting Injury is applied as Normal. - 4+: The effects of the fresh Lasting Injury are ignored. Roll a D6: - 1: The bionics are damaged beyond repair and its benefits are lost (the effects of the original Lasting Injury are re-applied). - 2+: The bionics take no further damage. <table> <thead> <tr><td colspan="3"></td><td colspan="2">Mundane</td><td colspan="2">Improved</td></tr> <tr><td>Bionics</td><td>Injury</td><td>Affects</td><td>Cost</td><td>Rarity</td><td>Cost</td><td>Rarity</td></tr> </thead> <tbody> <tr><td>Lobo chip</td><td>Humiliated</td><td>Leadership and/or Cool</td><td>20</td><td>Rare (11)</td><td>45</td><td>Rare (12)</td></tr> <tr><td>Cortex-cogitator</td><td>Head</td><td>Intelligence and/or Willpower</td><td>15</td><td>Rare (11)</td><td>30</td><td>Rare (12)</td></tr> <tr><td>Bionic eye</td><td>Eye</td><td>BS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic arm</td><td>Hand</td><td>WS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic Leg</td><td>Hobbled</td><td>M</td><td>25</td><td>Rare (12)</td><td>-</td><td>-</td></tr> <tr><td>Skeletal enhancers</td><td>Spinal</td><td>S</td><td>70</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Aortic supercharger</td><td>Enfeebled</td><td>T</td><td>65</td><td>Rare (13)</td><td>-</td><td>-</td></tr> </tbody> </table> ## Archaeo-cyberteknika (Van Saar) Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be removed later). #### Level Each piece has 3 levels (each level grants an unique benefit): 1. Alpha. 1. Gamma. 1. Omega. Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha. #### Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Ocular: Eye Injury (-1 BS) - Sindextrous: Hand Injury (-1 WS) - Motive: Hobbled (-1” M) - Torsonic: Spinal Injury (-1 S) - Vascular: Enfeebled (-1 T) #### Purchase Any Faction fighter can buy a new piece (any level) in the following 3 situations: - During gang creation (new gang). - Leader and Champions (including Specialists) only. - When gaining an advancement. - Any piece. - Go into Recovery. - Repairing a Lasting Injury (after any battle). - A piece for the location of the existing injury. - Go into Recovery. - Replace any Bionics in the same location. - Each location can only have a single Cyberteknika. #### Upgrades The only way to change an existing piece is to upgrade it: - Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega). - Can't be upgraded beyond level 3 (Omega). - The fighter must go into Recovery after each upgrade. - Pay the difference in cost (between the current level and the next level). #### Damage If a fighter suffers a Lasting Injury to a location with a piece: - The permanent effect (stat decrease) is ignored. - Go into Recovery (as normal). - Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle). **Note:** How is this rounded?!? Rounded up to nearest 5 credits? :::info Modelling Cyberteknika These exceptional bionics can be indistinguishable from human limbs and can be added to fighters without requiring any specific modelling. They can still be represented by conversions if desired. ::: | | **Alpha** | **Gamma** | **Omega** | | :------------------------------------------------------------------------------------------ | :-------: | :-------: | :-------: | | **CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)** | **30** | **40** | **75** | | Immune to Insanity. | ✓ | ✓ | ✓ | | Immune to Intoxication. | | ✓ (+10) | ✓ | | Immune to Broken. | | | ✓ (+35) | | **OCULAR - Location: Eye Injury (-1 BS)** | **50** | **85** | **105** | | Infra-sight (counts as equipped and applied to any carried ranged weapon). | ✓ | ✓ | ✓ | | Mono-sight (counts as equipped and applied to any carried ranged weapon). | | ✓ (+35) | ✓ | | Photo-goggles. | | | ✓ (+20) | | **SINDEXTROUS - Location: Hand Injury (-1 WS)** | **50** | **75** | **125** | | Ignore Disarm. | ✓ | ✓ | ✓ | | Ignore -1 hit modifier when turning to face the opponent (close combat). | | ✓ (+25) | ✓ | | Ignore Parry (when attacking). | | | ✓ (+50) | | **MOTIVE - Location: Hobbled (-1” M)** | **35** | **65** | **100** | | Ignore difficult terrain (move without penalty). | ✓ | ✓ | ✓ | | +2” Movement when moving vertically (for example climbing a ladder). | | ✓ (+30) | ✓ | | Re-roll failed Initiative tests to avoid falling when becoming Pinned within ½” of an edge. | | | ✓ (+35) | | **TORSONIC - Location: Spinal Injury (-1 S)** | **50** | **75** | **150** | | +2D for Unarmed attacks (3 instead of 1). | ✓ | ✓ | ✓ | | +2S for Melee weapons. | | ✓ (+25) | ✓ | | Suspensor (counts as equipped and applied to any carried weapon). | | | ✓ (+75) | | **VASCULAR - Location: Enfeebled (-1 T)** | **40** | **80** | **130** | | +1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. | ✓ | ✓ | ✓ | | Re-roll any Toughness tests. | | ✓ (+40) | ✓ | | Discard 1 Flesh Wound in the End phase of each round. | | | ✓ (+50) |
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# Rackets Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets are gained after each battle (including immediately after taking control of it after a battle). Once the Racket is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Rackets: - Winning a battle with a Racket at stake. - Racket as exchange for Captives. ## Campaign variations #### Total Resources | Campaign | Amount of Resources | | :------------ | :----------------------------------- | | Law & Misrule | All (except the starting Resources). | #### Unique Resources | Campaign | Unique Resources | Duplicate Enhanced Bonuses | | :------------ | :--------------- | :------------------------------------------------------------------------------------- | | Law & Misrule | Yes. | Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus. | ### 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. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. <table><thead> <tr><td>Card</td><td>Racket</td><td>Boon</td><td>Boon conditions<br />(Free, Temp, Once)</td></tr></thead><tbody><tr><td>♦ 1</td><td>Narco-Distribution</td><td><b>Special:</b> Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-<br />-</td></tr><tr><td>♦ 2</td><td>Out-Hive Smuggling Routes</td><td><b>Linked:</b> Ghast Prospecting (♦3), The cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♦ 3</td><td>Ghast Prospecting</td><td><b>Equipment:</b> 3 doses of Ghast each battle.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).<br /><b>Income (Linked 1, 2):</b> 2D6x10, 4D6x10</td><td>F, T<br />-<br/>-</td></tr><tr><td>♦ 4</td><td>The Cold Trade</td><td><b>Special:</b> Xenos weapons (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Xenos weapon.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, )<br />-<br/>-</td></tr><tr><td>♦ 5</td><td>Life Coin Exchange</td><td><b>Recruit:</b> 2x Hive Scum or 1x Bounty Hunter each battle (including equipment).<br /><b>Linked:</b> Whisper Brokers (♦7), Corpse Guild Bond (♦8).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> All gang members gain [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) (skill).</td><td>F<br />-<br />-<br/>F, T</td></tr><tr><td>♦ 6</td><td>Xenos Beast Trafficking</td><td><b>Special:</b> Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Grapplehawk or Gyrinx Cat (Leader only)<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, O<br />-<br />-</td></tr><tr><td>♦ 7</td><td>Whisper Brokers</td><td><b>Special:</b> +D3 Tactics cards each battle.<br /><b>Linked:</b> Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).<br /><b>Special (Linked 1):</b> When challenged, choose the Resource at stake (instead of the challenger as normal).<br /><b>Special (Linked 2):</b> When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♦ 8</td><td>Corpse Guild Bond</td><td><b>Exclusive:</b> Can't control other Guild Bond Rackets.<br /><b>Income:</b> (1D6 + 1 per other Resource controlled) x10<br /><b>Recruit (choose one):</b><ul><li>Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle.</li><li>Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment).</li></ul></td><td>-<br />-<br />&nbsp;<ul><li>T?, O</li><li>F</li></ul></td></tr><tr><td>♦ 9</td><td>Slave Guild Bond</td><td>Same as above, except with the Slave Guild.</td><td></td></tr><tr><td>♦ 10</td><td>Promethium Guild Bond</td><td>Same as above, except with the Promethium Guild.</td><td></td></tr><tr><td>♦ 11</td><td>Guild Of Coin Bond</td><td>Same as above, except with the Guild of Coin.</td><td></td></tr><tr><td>♦ 12</td><td>Water Guild Bond</td><td>Same as above, except with Water Guild.</td><td></td></tr><tr><td>♦ 13</td><td>Archaeotech Auctioning</td><td><b>Equipment:</b> 1 Imperial weapon (Black Market).<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 1</td><td>Witch Seeking</td><td><b>Exclusive:</b> Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.<br /><b>Special:</b> Each fighter can add Shock to 1 of their Melee weapons.<br /><b>Linked:</b> Redemptionist Backers (♣2), Slave Guild Bond (♦9).<br /><b>Income (Linked 1):</b> Double the income when Claiming Bounties for Psykers (including temporary Psykers).<br /><b>Special (Linked 2):</b> The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).</td><td>-<br />T<br />-<br />-<br /></td></tr><tr><td>♣ 2</td><td>Redemptionist Backers</td><td><b>Exclusive:</b> Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang.<br /><b>Special:</b> Re-roll failed Ammo tests for Blaze weapons.<br /><b>Linked:</b> Promethium Guild Bond (♦10), Witch Seeking (♣1).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 3</td><td>Proxies of the Omnissiah</td><td><b>Special:</b> Can re-roll any failed Ammo tests. Bionics are treated as Common.<br /><b>Linked:</b> Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable.</td><td>-<br />-<br />-<br />T</td></tr><tr><td>♣ 4</td><td>Gambling Empire</td><td><b>Income:</b> Choose a suit of cards, then draw a card:<ul><li>Same suit: Card value x 10.</li><li>Same colour: Card value x 5.</li></ul><b>Linked:</b> Blood Pits (♣5), Whisper Brokers (♦7).<br /><b>Special (Linked 1):</b> Nominate an enemy fighter (not Leader or Champion) to miss the battle.</td><td>-<br />-<br />-</td></tr><tr><td>♣ 5</td><td>Blood Pits</td><td><b>Recruit:</b> 2x generic Hive Scum (including equipment).<br /><b>Linked:</b> Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).<br /><b>Special (Linked 1):</b> A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll.<br /><b>Income (Linked 2):</b> 2D6x10</td><td>F<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 6</td><td>Spire Patronage</td><td><b>Income:</b> 2D6x10 when winning a battle.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Equipment (Linked 1):</b> All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments.<br /><b>Income (Linked 2):</b> Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost).</td><td>-<br />F-<br />T, O<br />F, T, O</td></tr><tr><td>♣ 7</td><td>Bullet Cutting</td><td><b>Special:</b> Re-roll any failed Ammo tests.<br /><b>Equipment:</b> Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 8</td><td>Settlement Protection</td><td><b>Recruit:</b> 1 Hanger-on.<br /><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 9</td><td>Caravan Route Control</td><td><b>Linked:</b> Guild of Coin Bond (♦11), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td> <td>-<br />-</td></tr><tr><td>♣ 10</td><td>Wyrd Trade</td><td><b>Equipment:</b> Ghast is treated as Common.<br /><b>Linked:</b> Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).<br /><b>Income (Linked 1, 2):</b>:2D6x10, 3D6x10</td> <td>-<br />-<br />-</td></tr><tr><td>♣ 11</td><td>Production Skimming</td><td><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♣ 12</td><td>The Resurrection Game</td><td><b>Special:</b> Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.<br /><b>Linked:</b> Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).<br /><b>Income (Linked 1):</b> 2D6x10<br /><b>Special (Linked 2):</b> Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6:<ul><li>2: Failed.</li><li>3-6: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) and -1 Toughness.</li><li>7+: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).</li></ul></td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 13</td><td>Peddlers of Forbidden Lore</td><td><b>Special:</b> Re-roll Priority roll.<br /><b>Linked:</b> Wyrd Trade (♣10), The Resurrection Game (♣12).<br /><b>Income (Linked 1):</b> 2D6x10.<br /><b>Special (Linked 2):</b> 4+ save (unmodifiable by AP) to the Leader and all Champions.</td><td>-<br />-<br />-<br />F, T<br /></td></tr></tbody></table>
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# Rackets Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets are gained after each battle (including immediately after taking control of it after a battle). Once the Racket is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Rackets: - Winning a battle with a Racket at stake. - Racket as exchange for Captives. ## Campaign variations #### Total Resources | Campaign | Amount of Resources | | :------------ | :----------------------------------- | | Law & Misrule | All (except the starting Resources). | #### Unique Resources | Campaign | Unique Resources | Duplicate Enhanced Bonuses | | :------------ | :--------------- | :------------------------------------------------------------------------------------- | | Law & Misrule | Yes. | Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus. | ### 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. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. <table><thead> <tr><td>Card</td><td>Racket</td><td>Boon</td><td>Boon conditions<br />(Free, Temp, Once)</td></tr></thead><tbody><tr><td>♦ 1</td><td>Narco-Distribution</td><td><b>Special:</b> Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-<br />-</td></tr><tr><td>♦ 2</td><td>Out-Hive Smuggling Routes</td><td><b>Linked:</b> Ghast Prospecting (♦3), The cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♦ 3</td><td>Ghast Prospecting</td><td><b>Equipment:</b> 3 doses of Ghast each battle.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).<br /><b>Income (Linked 1, 2):</b> 2D6x10, 4D6x10</td><td>F, T<br />-<br/>-</td></tr><tr><td>♦ 4</td><td>The Cold Trade</td><td><b>Special:</b> Xenos weapons (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Xenos weapon.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, )<br />-<br/>-</td></tr><tr><td>♦ 5</td><td>Life Coin Exchange</td><td><b>Recruit:</b> 2x Hive Scum or 1x Bounty Hunter each battle (including equipment).<br /><b>Linked:</b> Whisper Brokers (♦7), Corpse Guild Bond (♦8).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> All gang members gain [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) (skill).</td><td>F<br />-<br />-<br/>F, T</td></tr><tr><td>♦ 6</td><td>Xenos Beast Trafficking</td><td><b>Special:</b> Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Grapplehawk or Gyrinx Cat (Leader only)<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, O<br />-<br />-</td></tr><tr><td>♦ 7</td><td>Whisper Brokers</td><td><b>Special:</b> +D3 Tactics cards each battle.<br /><b>Linked:</b> Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).<br /><b>Special (Linked 1):</b> When challenged, choose the Resource at stake (instead of the challenger as normal).<br /><b>Special (Linked 2):</b> When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♦ 8</td><td>Corpse Guild Bond</td><td><b>Exclusive:</b> Can't control other Guild Bond Rackets.<br /><b>Income:</b> (1D6 + 1 per other Resource controlled) x10<br /><b>Recruit (choose one):</b><ul><li>Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle.</li><li>Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment).</li></ul></td><td>-<br />-<br />&nbsp;<ul><li>T?, O</li><li>F</li></ul></td></tr><tr><td>♦ 9</td><td>Slave Guild Bond</td><td>Same as above, except with the Slave Guild.</td><td></td></tr><tr><td>♦ 10</td><td>Promethium Guild Bond</td><td>Same as above, except with the Promethium Guild.</td><td></td></tr><tr><td>♦ 11</td><td>Guild Of Coin Bond</td><td>Same as above, except with the Guild of Coin.</td><td></td></tr><tr><td>♦ 12</td><td>Water Guild Bond</td><td>Same as above, except with Water Guild.</td><td></td></tr><tr><td>♦ 13</td><td>Archaeotech Auctioning</td><td><b>Equipment:</b> 1 Imperial weapon (Black Market).<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 1</td><td>Witch Seeking</td><td><b>Exclusive:</b> Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.<br /><b>Special:</b> Each fighter can add Shock to 1 of their Melee weapons.<br /><b>Linked:</b> Redemptionist Backers (♣2), Slave Guild Bond (♦9).<br /><b>Income (Linked 1):</b> Double the income when Claiming Bounties for Psykers (including temporary Psykers).<br /><b>Special (Linked 2):</b> The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).</td><td>-<br />T<br />-<br />-<br /></td></tr><tr><td>♣ 2</td><td>Redemptionist Backers</td><td><b>Exclusive:</b> Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang.<br /><b>Special:</b> Re-roll failed Ammo tests for Blaze weapons.<br /><b>Linked:</b> Promethium Guild Bond (♦10), Witch Seeking (♣1).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 3</td><td>Proxies of the Omnissiah</td><td><b>Special:</b> Can re-roll any failed Ammo tests. Bionics are treated as Common.<br /><b>Linked:</b> Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable.</td><td>-<br />-<br />-<br />T</td></tr><tr><td>♣ 4</td><td>Gambling Empire</td><td><b>Income:</b> Choose a suit of cards, then draw a card:<ul><li>Same suit: Card value x 10.</li><li>Same colour: Card value x 5.</li></ul><b>Linked:</b> Blood Pits (♣5), Whisper Brokers (♦7).<br /><b>Special (Linked 1):</b> Nominate an enemy fighter (not Leader or Champion) to miss the battle.</td><td>-<br />-<br />-</td></tr><tr><td>♣ 5</td><td>Blood Pits</td><td><b>Recruit:</b> 2x generic Hive Scum (including equipment).<br /><b>Linked:</b> Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).<br /><b>Special (Linked 1):</b> A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll.<br /><b>Income (Linked 2):</b> 2D6x10</td><td>F<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 6</td><td>Spire Patronage</td><td><b>Income:</b> 2D6x10 when winning a battle.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Equipment (Linked 1):</b> All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments.<br /><b>Income (Linked 2):</b> Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost).</td><td>-<br />F-<br />T, O<br />F, T, O</td></tr><tr><td>♣ 7</td><td>Bullet Cutting</td><td><b>Special:</b> Re-roll any failed Ammo tests.<br /><b>Equipment:</b> Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 8</td><td>Settlement Protection</td><td><b>Recruit:</b> 1 Hanger-on.<br /><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 9</td><td>Caravan Route Control</td><td><b>Linked:</b> Guild of Coin Bond (♦11), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td> <td>-<br />-</td></tr><tr><td>♣ 10</td><td>Wyrd Trade</td><td><b>Equipment:</b> Ghast is treated as Common.<br /><b>Linked:</b> Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).<br /><b>Income (Linked 1, 2):</b>:2D6x10, 3D6x10</td> <td>-<br />-<br />-</td></tr><tr><td>♣ 11</td><td>Production Skimming</td><td><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♣ 12</td><td>The Resurrection Game</td><td><b>Special:</b> Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.<br /><b>Linked:</b> Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).<br /><b>Income (Linked 1):</b> 2D6x10<br /><b>Special (Linked 2):</b> Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6:<ul><li>2: Failed.</li><li>3-6: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) and -1 Toughness.</li><li>7+: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).</li></ul></td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 13</td><td>Peddlers of Forbidden Lore</td><td><b>Special:</b> Re-roll Priority roll.<br /><b>Linked:</b> Wyrd Trade (♣10), The Resurrection Game (♣12).<br /><b>Income (Linked 1):</b> 2D6x10.<br /><b>Special (Linked 2):</b> 4+ save (unmodifiable by AP) to the Leader and all Champions.</td><td>-<br />-<br />-<br />F, T<br /></td></tr></tbody></table>
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### Seismic If a fighter hit by a weapon with this Trait is Standing and Active, they will always become Prone and Pinned – even if they have an ability that would normally allow them to avoid becoming Prone and Pinned by ranged attacks. If a vehicle is hit by a weapon with this Trait, after the attack has been fully resolved the vehicle must make a Loss of Control test. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If a fighter hit by a weapon with this Trait is Standingand Active, they will always become Prone and Pinned – even if they have an ability that would normally allowthem to avoid becoming Prone and Pinned by rangedattacks. If a vehicle is hit by a weapon with this Trait,after the attack has been fully resolved the vehiclemust make a Loss of Control test.In addition, if the wound roll for a Seismic weaponis a natural 6, no save roll can be made againstthat attack.
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### Seismic If a fighter hit by a weapon with this Trait is Standing and Active, they will always become Prone and Pinned – even if they have an ability that would normally allow them to avoid becoming Prone and Pinned by ranged attacks. If a vehicle is hit by a weapon with this Trait, after the attack has been fully resolved the vehicle must make a Loss of Control test. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.
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# Brutes Unlike other Hangers-on, Brutes are purchased with the express intention that they be fielded in battle and are treated like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same manner as a Specialist. Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card. ## Brute costs and restrictions Some brutes are only available to particular gangs, and some have gang discounts. <h3>Universal Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :-------------------------------------------------------------------------------------------- | :------------------ | :-----------------------: | | 0-2 | [Luther Pattern Excavation Automata (‘Ambot’)](#0-2-luther-pattern-excavation-automata-ambot) | Any | 215 (Cawdor, Orlock: 185) | | 0-1 | [Iron Automata](#0-1-iron-automata) | Any | 220 | | 0-2 | ['Jotunn' H-Grade Servitor Ogryn](#0-2-jotunn-h-grade-servitor-ogryn) | Any | 210 (Goliath: 180) | | 0-2 | [Outland Beastmaster](#0-2-outland-beastmaster) | Any | 100 | | 0-3 | - [Wasteland Giant Rat](#0-3-wasteland-giant-rat) | Outland Beastmaster | 30 | | 0-3 | - [Millisaur](#0-3-millisaur) | Outland Beastmaster | 60 | | 0-3 | - [Ripperjack](#0-3-ripperjack) | Outland Beastmaster | 70 | <h3>Gang-specific Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------------------------------------------------------------------------------- | :------------------------- | :--: | | 0-2 | [Arthromite Duneskuttler](/docs/gangs/gang-lists/ash-wastes-nomads/#0-2-arthromite-duneskuttler-brute) | Ash Wastes Nomads | 210 | | 0-2 | [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | Palanite Enforcers | 205 | | 0-1 | [Khimerix](/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | Escher | 220 | | 0-2 | [Piscean Spektor](/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | Delaque | 205 | | 0-1 | [Servitor](/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) | Orlock | 230 | | 0-1 | [Stig-Shambler](/docs/gangs/gang-lists/house-cawdor#0-1-stig-shambler-brute) | Cawdor | 280 | | 0-1 | [Van Saar ‘Arachni-Rig’ Servo-Suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | Van Saar | 240 | | 0-2 | [Van Saar Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | Van Saar | 360 | | 0-2 | [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) | Ironhead Squat Prospectors | 250 | | 0-1 | [Zerker](/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | Goliath | 210 | <h3>Outlaw Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------- | :-------------------------------- | :--: | | 0-1 | [Scrapcode-corrupted Ambot](#0-1-scrapcode-corrupted-ambot) | Any | 220 | | 0-1 | [Mutated Ogryn](#0-1-mutated-ogryn) | Any | 210 | | 0-1 | [Sump Beast](#0-1-sump-beast) | Any | 200 | | 0-1 | [Warp Horror](#0-1-warp-horror) | Any | 210 | | 0-1 | [Awakened Ogryn](#0-1-awakened-ogryn) | Any gang except Ash Wastes Nomads | 220 | ## Universal Brutes <FighterCard cost="215"> ### 0-2 Luther Pattern Excavation Automata (‘Ambot’) **_Cawdor & Orlock: 185 credits_** ![](ambot.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 5+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 9+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** 2 x [Tunnelling claw](/docs/armoury/close-combat#tunnelling-claw-ambot). **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Cranial Governors, Excavation Automata, Valuable. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------------------------------------- | :-----: | | An Ambot may replace one of its tunnelling claws with a [grav-fist](/docs/armoury/close-combat#grav-fist-ambot) | +90 | </details> <details className=""> <summary>Special Rules</summary> **Cranial Governors:** In normal circumstances an Ambot’s behaviour will be heavily governed to protect other workers from the aggressive instincts of the Ambull. Gangers however have no such safety concerns and will frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode, it follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks amongst all fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up. **Excavation Automata:** If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional D6 to generate income to represent the Ambot being put to work. **Valuable:** Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on. </details> <details className=""> <summary>Skill Access</summary> An Ambot 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Secondary | Secondary | - | Primary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _The Luther pattern Excavation Automata is a heavy construct built in imitation of the Ambull, a huge, roughly humanoid xenos creature common to hot, arid worlds. Thought to have evolved in the endless deserts of Luther McIntyre IX in the Segmentum Solar, the Ambull is now common across the Imperium as throughout the ages Mankind has attempted to domesticate the brutes and make use of the species’ traits. Ambull are natural tunnellers, their powerful limbs ending in diamond-hard claws enabling them to dig through everything up to soft rock at a surprising speed. In addition, their eyes see deep into the infrared spectrum, making impeccable use of even the faintest levels of light, they are even able to detect heat signatures as a visual stimulus._ _The transport and trade in Ambulls is extremely heavily sanctioned and controlled throughout the Imperium due to how dangerous they are as hunters and how unsuitable to domestication they have proven, escaping from any form of captivity and wreaking havoc upon human populations in mining colonies the galaxy over._ _The greatest successes in domesticating the Ambull lie in using the creatures as the organic component of a heavy duty mining construct. Specially-crafted instrumentalities are fused with the brain and nervous system of the Ambull, in a process perfected by the Adeptus Mechanicus to circumvent the most ancient of laws proscribing the ‘machina malifica’ the dreaded ‘machine that thinks as a man’. When the creature awakens in its new robotic shell, it retains the natural tunnelling instinct it had when it was flesh, whilst its aggression and hunting impulses are suppressedby cranial governors. Of course, when Clan House gangs get their hands on one they are not thinking about its mining ability._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="220"> ### 0-1 Iron Automata **Rarity:** Illegal (14) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 4+ | 8+ | 9+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Assault cannon, Power Claw. **Wargear:** Man of Iron (3+ Save). #### Really Glitchy In each activation, roll a 2+ or gain Insanity. When taken Out of Action, before rolling for any Lasting Injuries, roll a 2+ or it is removed from the gang’s roster (breaks down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity!). #### Automated Repairs Recovers on a 6+ in the Recovery phase. May also roll an extra Injury dice when making Recovery tests, then pick one of the results and discard the other. </FighterCard> <FighterCard cost="210"> ### 0-2 'Jotunn' H-Grade Servitor Ogryn **_Goliath: 180 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt). **Weapons:** 2 x [Augmetic fist](/docs/armoury/close-combat#augmetic-fist). **Special Rules:** Loyal, Slow Witted. <details className=""> <summary>Options</summary> | Option | Credits | | :---------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with an [arc welder](/docs/armoury/close-combat#arc-welder) | +70 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [storm-welder](/docs/armoury/special-weapons#storm-welder) | +75 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [spud-jacker](/docs/armoury/close-combat#spud-jacker) | -20 | | A ‘Jotunn’ H-Grade Servitor Ogryn may be upgraded with [furnace plates](/docs/armoury/armour#furance-plates) | +15 | </details> <details className=""> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. </details> <details className=""> <summary>Skill Access</summary> A ‘Jotunn’ H-Grade Servitor Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Primary | Secondary | - | Secondary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most frequently seen strains of abhuman within the Imperium. Their origin is believed to be a chain of high gravity prison worlds, populated by Mankind many millennia ago and lost during the Age of Strife. In isolation from Terra, the humans stranded upon these worlds bred and adapted to their hostile environments, becoming progressively more large and hardy with each passing generation. Unfortunately intelligence, probably not that prominent a trait amongst the denizens of these prison worlds to begin with, deteriorated over the generations, so that by the time the Ogryn had become a distinct and stable sub-species of humanity, it was hopelessly dull and unintelligent._ _Ogryns are incredibly strong, durable, and remarkably loyal, traits which make up for their lack of intellect in their usefulness to the Imperium. They are slow to learn, but once a lesson has been learned, it stays in their simple minds forever. The Ogryns of Necromunda fill the role of heavy industrial workers in Necromundan society, a resource that is in high demand given the factory nature of the hives._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-2 Outland Beastmaster ![](outland-beastmaster.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 6” (5") | 4+ | 4+ | 3 | 3 | 2 | 3+ (4+) | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** One of the following: - Wasteland giant rat: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). - Millisaur: [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). - Ripperjacks: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall). **Weapons:** Sawn-off shotgun (solid & scatter), Shock stave. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### One With the Beast (Options) When recruited, choose a type of pet (this is permanent). Can purchase pets of the chosen type when recruited and after each battle. | Option | Cost | | :---------------------- | ---: | | 0-3 Wasteland giant rat | 30 | | 0-3 Millisaur | 60 | | 0-3 Ripperjack | 70 | #### Beast Trainer Pets must try to remain within 6" of this fighter (instead of 3"). </FighterCard> <FighterCard cost="30"> ### 0-3 Wasteland Giant Rat **Beastmaster only** **AL:** Common | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | | Fangs | - | E | - | - | S | - | 1 | - | - | </WeaponStats> **Skills:** Instinct for Survival (same as [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge)). #### Expendable Does not trigger Nerve tests to friendly fighters without this special rule within 3" (when Seriously Injured or taken Out of Action). #### Never More Than a Metre From a Rat If this fighter is removed (for example killed), it can be replaced for free (after the battle). </FighterCard> <FighterCard cost="60"> ### 0-3 Millisaur **Beastmaster only** **AL:** Common _Probably brought to Necromunda long ago to help with mining or underground vermin, millisaurs have spread across much of the planet. Rock-skinned worms, they burrow into everything, and are almost impossible to shift once they lay claim to an area._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------- | | Fanged Maw | - | E | - | - | - | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Burrowing Move freely under impassable terrain (if having enough movement to do so). </FighterCard> <FighterCard cost="70"> ### 0-3 Ripperjack **Beastmaster only** **AL:** Common _Numerous Helmawrs have tried to purge Necromunda of the abominable alien ripperjacks – though they are now probably as much a part of the world as gangs and corpse-starch. Flying, fanged horrors, they are the reason smart gangers scan the ceiling before entering an abandoned dome._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 7+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------- | | Teeth | - | E | - | - | S | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Solitary Hunter Cannot benefit from or grant assists. #### Enveloping Attack Enemies engaged by this fighter suffer the following: - -2 to Retreat. - -1 to reaction attacks. </FighterCard> ## Outlaw Brutes _The underhive is filled with all manner of horrors, monsters and abominations, each one more than happy to eviscerate any ganger or hiver unlucky enough to get in their way. However, where most underhivers see only terrifying denizens of the badzones, some gang leaders see potential allies. Mutated Ogryns, underhive creatures that are bundles of glistening eyes and rubbery tentacles, scrapcode-infected cyberautomata and even otherworldly denizens are all potential additions to gangs who are unwilling, or perhaps unable, to acquire more ‘mainstream’ brutes._ _With the right amount of bribery or training, even the worst of these dangerous creatures might be made to fight alongside a gang – provided of course they don’t mind losing a few of their own from time to time to its ‘appetites’. Outlaw gangs especially have far fewer scruples when it comes to hiring on unusual heavyhitters, not limiting themselves to Servitor Ogryns or pilfered mining automata. Cut off from their Clan House armouries, these gangs are more than willing to recruit fighters most sane Necromundans wouldn’t touch with the business end of a renderizer._ <FighterCard cost="220"> ### 0-1 Scrapcode-corrupted Ambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 3 | 8+ | 6+ | 9+ | 10+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 x Tunnelling claw. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Machine Madness, Valuable, Armour Spikes. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Grav-fist** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | \- ranged | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | | **Tunnelling claw** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | \- 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> </details> <details> <summary>Options</summary> | Option | Credits | | :----------------------------------------------------------------------------------------- | ------: | | A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist | +90 | | A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour | +55 | | A Scrapcode-corrupted Ambot may be given armour spikes | +15 | </details> <details> <summary>Special Rules</summary> **Machine Madness:** Scrapcode-corrupted Ambots are hopelessly insane, often as dangerous to their handlers as their enemies. All attacks made by a Scrapcode-corrupted Ambot have the Reckless trait. In addition, after a Scrapcode-corrupted Ambot Seriously Injures a fighter, or takes them Out of Action, roll a D6. On a 1, the Scrapcode-corrupted Ambot immediately gains the Insane condition. **Valuable:** Should a Scrapcode-corrupted Ambot be captured by a rival gang and not be rescued, it may be sold to the Guilders as normal. However, if another Outlaw gang captures it, and the Ambot is not rescued, they may choose to either sell it on the Black Market for its cost in credits, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on or Brute. **Armour Spikes:** When any fighter moves into base contact with a Scrapcode-corrupted Ambot with this upgrade, or an Ambot with this upgrade moves into base contact with any fighter, that fighter suffers an automatic S1, AP -, D1 hit before any other attacks are made. </details> <details className=""> <summary>Skill Access</summary> A Scrapcode-corrupted Ambot 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Not all monsters are made of flesh and bone. Some are Mankind’s machines gone awry, their brains subverted by scrapcode, a malign tech-virus that drives its subjects to madness. On Necromunda, mining automata are sometimes the targets of this malady, their systems corrupted by Hereteks or tech-traitors. Such a beast is an abomination against the Machine God, a horror of iron, wires and whirring mining claws, loosed upon the denizens of the underhive. Outlaw gangs will pay well for a Scrapcode-corrupted Ambot, the mechanical monster easily as dangerous as a dozen gangers when unleashed into combat. Only the most desperate and heretical of individuals covet such monsters; men and women for whom the sacrilegious act of owning a mind-poisoned automata is the very least of their crimes._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Mutated Ogryn | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | **Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) + 1 random Ferocity or Savagery (this is free and determined when recruited). **Weapons:** 2 open fists. **Special Rules:** Murderous Bite, Slow-witted, Furnace Plates. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Open fist | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------- | ------: | | A Mutated Ogryn may replace one of its open fists with a power maul | +30 | | A Mutated Ogryn may replace one of its open fists with a horrific appendage | +20 | | A Mutated Ogryn may be upgraded with furnace plates | +15 | </details> <details> <summary>Special Rules</summary> **Murderous Brute:** In addition to the True Grit skill (see below), when recruited, a Mutated Ogryn may be given a single randomly determined skill from either the Ferocity or the Savagery (see Necromunda: The Book of Ruin) Skill Sets. This skill does not cost any XP and does not increase the fighter’s value. **Slow-witted:** Mutated Ogryns, like their sanctioned counterparts, are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Furnace Plates:** Furnace plates grant a 6+ save roll. This is increased to a 5+ save roll against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter 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 5+ 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 6+ save roll. </details> <details className=""> <summary>Skill Access</summary> A Mutated Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | Secondary | - | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Mutated Ogryns are nightmare brutes whose DNA has been twisted and changed by the insidious taint of the Warp. Such mistakes of nature are routinely purged by the Imperial House, lest they corrupt the good abhuman stock of their world, but sometimes they escape. Lured downhive by the promise of isolation and darkness, the dull-witted mutant Ogryns find new masters, to whom their twisted limbs and unreasoning, violent temper are regarded as beautiful gifts to be cherished and nurtured. Outlaw gang leaders mould these poor, misguided creatures into their personal protectors, the mutant Ogryns as faithful and loyal as their sanctioned counterparts – albeit with a greater knack for psychotic butchery._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="200"> ### 0-1 Sump Beast | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | | 5" | 4+ | 5+ | 4 | 5 | 4 | 4+ | 2 | 8+ | 5+ | 6+ | 10+ | | 4" | 3+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 4+ | 5+ | 9+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Ferocious Jaws. **Special Rules:** Many-shaped Horror, Underhive Monster, Scaly Hide, Venomous Bite, Multiple Legs. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Crushing claws | - | E | - | - | S+3 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Ferocious jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Lashing tail | E | 6" | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Prehensile tongue | E | 2" | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>Drag, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws: | Option | Credits | | :---------------- | ------: | | Crushing claws | +70 | | Lashing tail | +50 | | Multiple legs | +20 | | Prehensile tongue | +60 | | Scaly hide | +40 | | Venomous bite | +35 | </details> <details> <summary>Special Rules</summary> **Many-shaped Horror:** When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes. **Underhive Monster:** When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter. In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate. **Scaly Hide:** A Sump Beast with this upgrade has a 4+ Save. **Venomous Bite:** The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to ‘-’. **Multiple Legs:** The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill. </details> <details className=""> <summary>Skill Access</summary> A Sump Beast 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | - | - | Primary | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Sump beasts come in countless variations, from multi-headed tox serpents and fanged dome-crawlers to mutant grox and albino sump-spiders. The only thing they all have in common is they are large predatory creatures and universally vile to look upon. However, despite their disturbing appearance, when reared from birth, some of these horrors can prove surprisingly loyal, seeing the gang leader as their adoptive parent and fighting furiously to defend them. A particularly venerable sump beast might even remain in a gang under successive generations of leaders, each new gang boss inheriting the creature from the predecessor as a faithful – if nightmarish – protector._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Warp Horror | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 horrific appendages. **Special Rules:** Terrifying, Warp Denizen, Undulating Skin. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Massive tentacles | E | 4" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Warpfire breath | - | T | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Warp Horror may take any of the following upgrades, in addition to its horrific appendages. Note, during a campaign, a Warp Horror can also do this in the post-battle sequence to represent it mutating: | Option | Credits | | :---------------- | ------: | | Massive tentacles | +50 | | Undulating skin | +40 | | Warpfire breath | +90 | </details> <details> <summary>Special Rules</summary> **Terrifying:** If an enemy fighter wishes to make a Fight (Basic) action or Shoot (Basic) action that targets a Warp Horror, they must make a Willpower test. If the test is failed, they cannot perform the action and their activation ends immediately. **Warp Denizen:** In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round, the Warp Horror suffers a Flesh Wound. As a creature of the Immaterium, a Warp Horror ignores all Lasting Injury results, with the exception of Memorable Death. **Undulating Skin:** A Warp Horror with this upgrade reduces the damage of all hits it suffers by 1, to a minimum of 1. </details> <details className=""> <summary>Skill Access</summary> A Warp Horror 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Most sane outlaws will have nothing to do with something as terrifying as a Warp Horror, seeing in the creature the anathema of all hivers, be they loyal subjects of Lord Helmawr or criminal scum. Chaos cults are, of course, another story. It is a great boon for a cult dedicated to the Dark Gods to gain the aid of a Warp Horror. Whereas more mundane Chaos Spawn are examples of mutation run rampant, the Warp Horror is a genuine creature of the Immaterium, and has unique powers and abilities as a result. Warp Horrors also come in myriad shapes and sizes, often defying the laws of nature and leaving no doubt as to the realm from whence they were birthed._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="220"> ### 0-1 Awakened Ogryn **_Any gang except Ash Wastes Nomads_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), choose 1 Psychic Power. **Weapons:** 2x Augmetic fist. **Special Rules:** Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw. <details> <summary>Options</summary> An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers. | Option | Credit | | :--------------------------------------------------------------------------- | -----: | | Each additional Wyrd Power purchased in this way | 30 | | An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker | -20 | | An Awakened Ogryn may be equipped with furnace plates | 15 | </details> <details> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Awakened:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with. During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. **Outlaw:** An Awakened Ogryn may only be hired by Outlaw gangs. </details> <details className=""> <summary>Skill Access</summary> An Awakened Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | - | - | Secondary | - | - | - | </details> <details> <summary>Wyrd Powers</summary> **1. Iron Arm (Basic), Continuous Effect:** _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. **2. Body of Flame (Basic), Continuous Effect:** _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. **3. Weapon Jinx (Simple):** _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. **4. Overcharge (Basic), Continuous Effect:** _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. **5. Crush (Basic):** _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. **6. Terrify (Double):** _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. </details> <details className="lore"> <summary>Lore</summary> _The ability to temporarily gain wyrd powers through extensive use of Ghast has long been known, however it was Ursan Graves who managed to come up with a horrific esoteric procedure to permanently open a subject’s mind to the Warp and turn them into a true wyrd. Unfortunately, gangers subjected to this procedure did not last long before their bodies destroyed themselves. A breakthrough came when Ursan tried using an Ogryn as the base subject, increasing his success rate up to one in five surviving! With their hardier bodies and lack of imagination they were able to withstand the horrendous toll wrought upon body and soul from forced exposure to the immaterium._ _Although hunted by the Imperial House as abominations that should not be allowed to exist, Awakened Ogryns are much sought after by those wishing to bring some hard hitting psychic punch to their battles._ </details> _Source: Apocrypha Necromunda: The Lost Charter_ </FighterCard>
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# Brutes Unlike other Hangers-on, Brutes are purchased with the express intention that they be fielded in battle and are treated like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same manner as a Specialist. Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card. ## Brute costs and restrictions Some brutes are only available to particular gangs, and some have gang discounts. <h3>Universal Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :-------------------------------------------------------------------------------------------- | :------------------ | :-----------------------: | | 0-2 | [Luther Pattern Excavation Automata (‘Ambot’)](#0-2-luther-pattern-excavation-automata-ambot) | Any | 215 (Cawdor, Orlock: 185) | | 0-1 | [Iron Automata](#0-1-iron-automata) | Any | 220 | | 0-2 | ['Jotunn' H-Grade Servitor Ogryn](#0-2-jotunn-h-grade-servitor-ogryn) | Any | 210 (Goliath: 180) | | 0-2 | [Outland Beastmaster](#0-2-outland-beastmaster) | Any | 100 | | 0-3 | - [Wasteland Giant Rat](#0-3-wasteland-giant-rat) | Outland Beastmaster | 30 | | 0-3 | - [Millisaur](#0-3-millisaur) | Outland Beastmaster | 60 | | 0-3 | - [Ripperjack](#0-3-ripperjack) | Outland Beastmaster | 70 | <h3>Gang-specific Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------------------------------------------------------------------------------- | :------------------------- | :--: | | 0-2 | [Arthromite Duneskuttler](/docs/gangs/gang-lists/ash-wastes-nomads/#0-2-arthromite-duneskuttler-brute) | Ash Wastes Nomads | 210 | | 0-2 | [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | Palanite Enforcers | 205 | | 0-1 | [Khimerix](/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | Escher | 220 | | 0-2 | [Piscean Spektor](/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | Delaque | 205 | | 0-1 | [Servitor](/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) | Orlock | 230 | | 0-1 | [Stig-Shambler](/docs/gangs/gang-lists/house-cawdor#0-1-stig-shambler-brute) | Cawdor | 280 | | 0-1 | [Van Saar ‘Arachni-Rig’ Servo-Suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | Van Saar | 240 | | 0-2 | [Van Saar Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | Van Saar | 360 | | 0-2 | [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) | Ironhead Squat Prospectors | 250 | | 0-1 | [Zerker](/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | Goliath | 210 | <h3>Outlaw Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------- | :-------------------------------- | :--: | | 0-1 | [Scrapcode-corrupted Ambot](#0-1-scrapcode-corrupted-ambot) | Any | 220 | | 0-1 | [Mutated Ogryn](#0-1-mutated-ogryn) | Any | 210 | | 0-1 | [Sump Beast](#0-1-sump-beast) | Any | 200 | | 0-1 | [Warp Horror](#0-1-warp-horror) | Any | 210 | | 0-1 | [Awakened Ogryn](#0-1-awakened-ogryn) | Any gang except Ash Wastes Nomads | 220 | ## Universal Brutes <FighterCard cost="215"> ### 0-2 Luther Pattern Excavation Automata (‘Ambot’) **_Cawdor & Orlock: 185 credits_** ![](ambot.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 5+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 9+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** 2 x [Tunnelling claw](/docs/armoury/close-combat#tunnelling-claw-ambot). **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Cranial Governors, Excavation Automata, Valuable. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------------------------------------- | :-----: | | An Ambot may replace one of its tunnelling claws with a [grav-fist](/docs/armoury/close-combat#grav-fist-ambot) | +90 | </details> <details className=""> <summary>Special Rules</summary> **Cranial Governors:** In normal circumstances an Ambot’s behaviour will be heavily governed to protect other workers from the aggressive instincts of the Ambull. Gangers however have no such safety concerns and will frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode, it follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks amongst all fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up. **Excavation Automata:** If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional D6 to generate income to represent the Ambot being put to work. **Valuable:** Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on. </details> <details className=""> <summary>Skill Access</summary> An Ambot 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Secondary | Secondary | - | Primary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _The Luther pattern Excavation Automata is a heavy construct built in imitation of the Ambull, a huge, roughly humanoid xenos creature common to hot, arid worlds. Thought to have evolved in the endless deserts of Luther McIntyre IX in the Segmentum Solar, the Ambull is now common across the Imperium as throughout the ages Mankind has attempted to domesticate the brutes and make use of the species’ traits. Ambull are natural tunnellers, their powerful limbs ending in diamond-hard claws enabling them to dig through everything up to soft rock at a surprising speed. In addition, their eyes see deep into the infrared spectrum, making impeccable use of even the faintest levels of light, they are even able to detect heat signatures as a visual stimulus._ _The transport and trade in Ambulls is extremely heavily sanctioned and controlled throughout the Imperium due to how dangerous they are as hunters and how unsuitable to domestication they have proven, escaping from any form of captivity and wreaking havoc upon human populations in mining colonies the galaxy over._ _The greatest successes in domesticating the Ambull lie in using the creatures as the organic component of a heavy duty mining construct. Specially-crafted instrumentalities are fused with the brain and nervous system of the Ambull, in a process perfected by the Adeptus Mechanicus to circumvent the most ancient of laws proscribing the ‘machina malifica’ the dreaded ‘machine that thinks as a man’. When the creature awakens in its new robotic shell, it retains the natural tunnelling instinct it had when it was flesh, whilst its aggression and hunting impulses are suppressedby cranial governors. Of course, when Clan House gangs get their hands on one they are not thinking about its mining ability._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="220"> ### 0-1 Iron Automata **Rarity:** Illegal (14) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 4+ | 8+ | 9+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Assault cannon, Power Claw. **Wargear:** Man of Iron (3+ Save). #### Really Glitchy In each activation, roll a 2+ or gain Insanity. When taken Out of Action, before rolling for any Lasting Injuries, roll a 2+ or it is removed from the gang’s roster (breaks down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity!). #### Automated Repairs Recovers on a 6+ in the Recovery phase. May also roll an extra Injury dice when making Recovery tests, then pick one of the results and discard the other. </FighterCard> <FighterCard cost="210"> ### 0-2 'Jotunn' H-Grade Servitor Ogryn **_Goliath: 180 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt). **Weapons:** 2 x [Augmetic fist](/docs/armoury/close-combat#augmetic-fist). **Special Rules:** Loyal, Slow Witted. <details className=""> <summary>Options</summary> | Option | Credits | | :---------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with an [arc welder](/docs/armoury/close-combat#arc-welder) | +70 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [storm-welder](/docs/armoury/special-weapons#storm-welder) | +75 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [spud-jacker](/docs/armoury/close-combat#spud-jacker) | -20 | | A ‘Jotunn’ H-Grade Servitor Ogryn may be upgraded with [furnace plates](/docs/armoury/armour#furance-plates) | +15 | </details> <details className=""> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. </details> <details className=""> <summary>Skill Access</summary> A ‘Jotunn’ H-Grade Servitor Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Primary | Secondary | - | Secondary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most frequently seen strains of abhuman within the Imperium. Their origin is believed to be a chain of high gravity prison worlds, populated by Mankind many millennia ago and lost during the Age of Strife. In isolation from Terra, the humans stranded upon these worlds bred and adapted to their hostile environments, becoming progressively more large and hardy with each passing generation. Unfortunately intelligence, probably not that prominent a trait amongst the denizens of these prison worlds to begin with, deteriorated over the generations, so that by the time the Ogryn had become a distinct and stable sub-species of humanity, it was hopelessly dull and unintelligent._ _Ogryns are incredibly strong, durable, and remarkably loyal, traits which make up for their lack of intellect in their usefulness to the Imperium. They are slow to learn, but once a lesson has been learned, it stays in their simple minds forever. The Ogryns of Necromunda fill the role of heavy industrial workers in Necromundan society, a resource that is in high demand given the factory nature of the hives._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-2 Outland Beastmaster ![](outland-beastmaster.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 6” (5") | 4+ | 4+ | 3 | 3 | 2 | 3+ (4+) | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** One of the following: - Wasteland giant rat: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). - Millisaur: [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). - Ripperjacks: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall). **Weapons:** Sawn-off shotgun (solid & scatter), Shock stave. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### One With the Beast (Options) When recruited, choose a type of pet (this is permanent). Can purchase pets of the chosen type when recruited and after each battle. | Option | Cost | | :---------------------- | ---: | | 0-3 Wasteland giant rat | 30 | | 0-3 Millisaur | 60 | | 0-3 Ripperjack | 70 | #### Beast Trainer Pets must try to remain within 6" of this fighter (instead of 3"). </FighterCard> <FighterCard cost="30"> ### 0-3 Wasteland Giant Rat **Beastmaster only** **AL:** Common | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | | Fangs | - | E | - | - | S | - | 1 | - | - | </WeaponStats> **Skills:** Instinct for Survival (same as [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge)). #### Expendable Does not trigger Nerve tests to friendly fighters without this special rule within 3" (when Seriously Injured or taken Out of Action). #### Never More Than a Metre From a Rat If this fighter is removed (for example killed), it can be replaced for free (after the battle). </FighterCard> <FighterCard cost="60"> ### 0-3 Millisaur **Beastmaster only** **AL:** Common _Probably brought to Necromunda long ago to help with mining or underground vermin, millisaurs have spread across much of the planet. Rock-skinned worms, they burrow into everything, and are almost impossible to shift once they lay claim to an area._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------- | | Fanged Maw | - | E | - | - | - | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Burrowing Move freely under impassable terrain (if having enough movement to do so). </FighterCard> <FighterCard cost="70"> ### 0-3 Ripperjack **Beastmaster only** **AL:** Common _Numerous Helmawrs have tried to purge Necromunda of the abominable alien ripperjacks – though they are now probably as much a part of the world as gangs and corpse-starch. Flying, fanged horrors, they are the reason smart gangers scan the ceiling before entering an abandoned dome._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 7+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------- | | Teeth | - | E | - | - | S | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Solitary Hunter Cannot benefit from or grant assists. #### Enveloping Attack Enemies engaged by this fighter suffer the following: - -2 to Retreat. - -1 to reaction attacks. </FighterCard> ## Outlaw Brutes _The underhive is filled with all manner of horrors, monsters and abominations, each one more than happy to eviscerate any ganger or hiver unlucky enough to get in their way. However, where most underhivers see only terrifying denizens of the badzones, some gang leaders see potential allies. Mutated Ogryns, underhive creatures that are bundles of glistening eyes and rubbery tentacles, scrapcode-infected cyberautomata and even otherworldly denizens are all potential additions to gangs who are unwilling, or perhaps unable, to acquire more ‘mainstream’ brutes._ _With the right amount of bribery or training, even the worst of these dangerous creatures might be made to fight alongside a gang – provided of course they don’t mind losing a few of their own from time to time to its ‘appetites’. Outlaw gangs especially have far fewer scruples when it comes to hiring on unusual heavyhitters, not limiting themselves to Servitor Ogryns or pilfered mining automata. Cut off from their Clan House armouries, these gangs are more than willing to recruit fighters most sane Necromundans wouldn’t touch with the business end of a renderizer._ <FighterCard cost="220"> ### 0-1 Scrapcode-corrupted Ambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 3 | 8+ | 6+ | 9+ | 10+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 x Tunnelling claw. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Machine Madness, Valuable, Armour Spikes. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Grav-fist** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | \- ranged | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | | **Tunnelling claw** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | \- 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> </details> <details> <summary>Options</summary> | Option | Credits | | :----------------------------------------------------------------------------------------- | ------: | | A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist | +90 | | A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour | +55 | | A Scrapcode-corrupted Ambot may be given armour spikes | +15 | </details> <details> <summary>Special Rules</summary> **Machine Madness:** Scrapcode-corrupted Ambots are hopelessly insane, often as dangerous to their handlers as their enemies. All attacks made by a Scrapcode-corrupted Ambot have the Reckless trait. In addition, after a Scrapcode-corrupted Ambot Seriously Injures a fighter, or takes them Out of Action, roll a D6. On a 1, the Scrapcode-corrupted Ambot immediately gains the Insane condition. **Valuable:** Should a Scrapcode-corrupted Ambot be captured by a rival gang and not be rescued, it may be sold to the Guilders as normal. However, if another Outlaw gang captures it, and the Ambot is not rescued, they may choose to either sell it on the Black Market for its cost in credits, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on or Brute. **Armour Spikes:** When any fighter moves into base contact with a Scrapcode-corrupted Ambot with this upgrade, or an Ambot with this upgrade moves into base contact with any fighter, that fighter suffers an automatic S1, AP -, D1 hit before any other attacks are made. </details> <details className=""> <summary>Skill Access</summary> A Scrapcode-corrupted Ambot 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Not all monsters are made of flesh and bone. Some are Mankind’s machines gone awry, their brains subverted by scrapcode, a malign tech-virus that drives its subjects to madness. On Necromunda, mining automata are sometimes the targets of this malady, their systems corrupted by Hereteks or tech-traitors. Such a beast is an abomination against the Machine God, a horror of iron, wires and whirring mining claws, loosed upon the denizens of the underhive. Outlaw gangs will pay well for a Scrapcode-corrupted Ambot, the mechanical monster easily as dangerous as a dozen gangers when unleashed into combat. Only the most desperate and heretical of individuals covet such monsters; men and women for whom the sacrilegious act of owning a mind-poisoned automata is the very least of their crimes._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Mutated Ogryn | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | **Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) + 1 random Ferocity or Savagery (this is free and determined when recruited). **Weapons:** 2 open fists. **Special Rules:** Murderous Bite, Slow-witted, Furnace Plates. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Open fist | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------- | ------: | | A Mutated Ogryn may replace one of its open fists with a power maul | +30 | | A Mutated Ogryn may replace one of its open fists with a horrific appendage | +20 | | A Mutated Ogryn may be upgraded with furnace plates | +15 | </details> <details> <summary>Special Rules</summary> **Murderous Brute:** In addition to the True Grit skill (see below), when recruited, a Mutated Ogryn may be given a single randomly determined skill from either the Ferocity or the Savagery (see Necromunda: The Book of Ruin) Skill Sets. This skill does not cost any XP and does not increase the fighter’s value. **Slow-witted:** Mutated Ogryns, like their sanctioned counterparts, are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Furnace Plates:** Furnace plates grant a 6+ save roll. This is increased to a 5+ save roll against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter 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 5+ 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 6+ save roll. </details> <details className=""> <summary>Skill Access</summary> A Mutated Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | Secondary | - | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Mutated Ogryns are nightmare brutes whose DNA has been twisted and changed by the insidious taint of the Warp. Such mistakes of nature are routinely purged by the Imperial House, lest they corrupt the good abhuman stock of their world, but sometimes they escape. Lured downhive by the promise of isolation and darkness, the dull-witted mutant Ogryns find new masters, to whom their twisted limbs and unreasoning, violent temper are regarded as beautiful gifts to be cherished and nurtured. Outlaw gang leaders mould these poor, misguided creatures into their personal protectors, the mutant Ogryns as faithful and loyal as their sanctioned counterparts – albeit with a greater knack for psychotic butchery._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="200"> ### 0-1 Sump Beast | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | | 5" | 4+ | 5+ | 4 | 5 | 4 | 4+ | 2 | 8+ | 5+ | 6+ | 10+ | | 4" | 3+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 4+ | 5+ | 9+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Ferocious Jaws. **Special Rules:** Many-shaped Horror, Underhive Monster, Scaly Hide, Venomous Bite, Multiple Legs. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Crushing claws | - | E | - | - | S+3 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Ferocious jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Lashing tail | E | 6" | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Prehensile tongue | E | 2" | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>Drag, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws: | Option | Credits | | :---------------- | ------: | | Crushing claws | +70 | | Lashing tail | +50 | | Multiple legs | +20 | | Prehensile tongue | +60 | | Scaly hide | +40 | | Venomous bite | +35 | </details> <details> <summary>Special Rules</summary> **Many-shaped Horror:** When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes. **Underhive Monster:** When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter. In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate. **Scaly Hide:** A Sump Beast with this upgrade has a 4+ Save. **Venomous Bite:** The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to ‘-’. **Multiple Legs:** The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill. </details> <details className=""> <summary>Skill Access</summary> A Sump Beast 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | - | - | Primary | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Sump beasts come in countless variations, from multi-headed tox serpents and fanged dome-crawlers to mutant grox and albino sump-spiders. The only thing they all have in common is they are large predatory creatures and universally vile to look upon. However, despite their disturbing appearance, when reared from birth, some of these horrors can prove surprisingly loyal, seeing the gang leader as their adoptive parent and fighting furiously to defend them. A particularly venerable sump beast might even remain in a gang under successive generations of leaders, each new gang boss inheriting the creature from the predecessor as a faithful – if nightmarish – protector._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Warp Horror | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 horrific appendages. **Special Rules:** Terrifying, Warp Denizen, Undulating Skin. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Massive tentacles | E | 4" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Warpfire breath | - | T | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Warp Horror may take any of the following upgrades, in addition to its horrific appendages. Note, during a campaign, a Warp Horror can also do this in the post-battle sequence to represent it mutating: | Option | Credits | | :---------------- | ------: | | Massive tentacles | +50 | | Undulating skin | +40 | | Warpfire breath | +90 | </details> <details> <summary>Special Rules</summary> **Terrifying:** If an enemy fighter wishes to make a Fight (Basic) action or Shoot (Basic) action that targets a Warp Horror, they must make a Willpower test. If the test is failed, they cannot perform the action and their activation ends immediately. **Warp Denizen:** In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round, the Warp Horror suffers a Flesh Wound. As a creature of the Immaterium, a Warp Horror ignores all Lasting Injury results, with the exception of Memorable Death. **Undulating Skin:** A Warp Horror with this upgrade reduces the damage of all hits it suffers by 1, to a minimum of 1. </details> <details className=""> <summary>Skill Access</summary> A Warp Horror 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Most sane outlaws will have nothing to do with something as terrifying as a Warp Horror, seeing in the creature the anathema of all hivers, be they loyal subjects of Lord Helmawr or criminal scum. Chaos cults are, of course, another story. It is a great boon for a cult dedicated to the Dark Gods to gain the aid of a Warp Horror. Whereas more mundane Chaos Spawn are examples of mutation run rampant, the Warp Horror is a genuine creature of the Immaterium, and has unique powers and abilities as a result. Warp Horrors also come in myriad shapes and sizes, often defying the laws of nature and leaving no doubt as to the realm from whence they were birthed._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="220"> ### 0-1 Awakened Ogryn **_Any gang except Ash Wastes Nomads_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), choose 1 Psychic Power. **Weapons:** 2x Augmetic fist. **Special Rules:** Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw. <details> <summary>Options</summary> An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers. | Option | Credit | | :--------------------------------------------------------------------------- | -----: | | Each additional Wyrd Power purchased in this way | 30 | | An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker | -20 | | An Awakened Ogryn may be equipped with furnace plates | 15 | </details> <details> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Awakened:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with. During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. **Outlaw:** An Awakened Ogryn may only be hired by Outlaw gangs. </details> <details className=""> <summary>Skill Access</summary> An Awakened Ogryn 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) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | - | - | Secondary | - | - | - | </details> <details> <summary>Wyrd Powers</summary> **1. Iron Arm (Basic), Continuous Effect:** _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. **2. Body of Flame (Basic), Continuous Effect:** _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. **3. Weapon Jinx (Simple):** _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. **4. Overcharge (Basic), Continuous Effect:** _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. **5. Crush (Basic):** _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. **6. Terrify (Double):** _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. </details> <details className="lore"> <summary>Lore</summary> _The ability to temporarily gain wyrd powers through extensive use of Ghast has long been known, however it was Ursan Graves who managed to come up with a horrific esoteric procedure to permanently open a subject’s mind to the Warp and turn them into a true wyrd. Unfortunately, gangers subjected to this procedure did not last long before their bodies destroyed themselves. A breakthrough came when Ursan tried using an Ogryn as the base subject, increasing his success rate up to one in five surviving! With their hardier bodies and lack of imagination they were able to withstand the horrendous toll wrought upon body and soul from forced exposure to the immaterium._ _Although hunted by the Imperial House as abominations that should not be allowed to exist, Awakened Ogryns are much sought after by those wishing to bring some hard hitting psychic punch to their battles._ </details> _Source: Apocrypha Necromunda: The Lost Charter_ </FighterCard>
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# Hangers-On And Brutes Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangers- on and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-oFn and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 | ## Hangers-On Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. Hangers-on cannot gain Experience or Advancements; if they suffer a Lasting Injury that would make a change to their Fighter card, they decide that the hideout is no longer safe and move on – they are removed from the gang roster. They cannot be given any equipment other than what is listed. ## Brutes Unlike other Hangers-on, Brutes are purchased with the express intention that they be fielded in battle and are treated like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same manner as a Specialist (see [Experience: Gangers](/docs/the-rules/gaining-experience#gangers)). Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card.
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2024-06-13 20:34:24.508078
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# Hangers-On And Brutes Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangers- on and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-oFn and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 | ## Hangers-On Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. Hangers-on cannot gain Experience or Advancements; if they suffer a Lasting Injury that would make a change to their Fighter card, they decide that the hideout is no longer safe and move on – they are removed from the gang roster. They cannot be given any equipment other than what is listed. ## Brutes Unlike other Hangers-on, Brutes are purchased with the express intention that they be fielded in battle and are treated like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same manner as a Specialist (see [Experience: Gangers](/docs/the-rules/gaining-experience#gangers)). Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card.
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808
232
Unknown
weapon
Combat Shotgun - Shredder
Unknown
shotgun
0
0
0
2
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
7
0
0
0
0
2
1
70
R13
['[[knockback]]', '[[rapid_fire]]']
0
-
4+
4
['Combat Shotgun']
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
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Unknown
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Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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0
0
0
0
0
0
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Unknown
0
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Unknown
0
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0
0
0
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Unknown
0
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Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
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Unknown
Unknown
Unknown
Unknown
0
0
0
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232
444
### Photo-goggles (35 credits) - **Description:** These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes. - **Effects:** Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging. - **Use Limitation:** Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements.
equipment
Photo Goggles
Unknown
support
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']
Unknown
Unknown
Unknown
Unknown
Unknown
Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging.
Unknown
0
0
0
0
0
Unknown
0
35
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes.
Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements.
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
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Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
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0
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0
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Unknown
Unknown
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0
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0
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
### Photo-goggles (35 credits) - **Description:** These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes. - **Effects:** Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging. - **Use Limitation:** Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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### 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.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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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.
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### 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.
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# Vehicles :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: For vehicles and crew lists, see [Gangs: Vehicles & Crew](/docs/gangs/gang-additions/vehicles). For building a custom vehicle, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). ## General Principles ### Fighters, Vehicles & Models In games of Necromunda, players use finely-detailed models to represent their gangs on the tabletop, and to represent the vehicles of the ash wastes. In game terms, it is sensible to be quite precise in how such things are defined in order that players can easily interpret the rules: - Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion. - Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/rules/mounts). - Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules. - Battlefield details such as Beast’s Lair are never referred to as models but rather as markers. - Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles. Note, however, that vehicle crews may be considered fighters where appropriate. :::note From the authors The distinction between fighter and vehicle is applied after 5 years and 20 books and it will take a long time to update all existing rules, so in the meanwhile use some common sense here! ::: ## 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 [Restart Tests](/docs/rules/vehicles/vehicle-end-phase#restart-tests)) 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. ## Conditions :::note Vehicles and Conditions There are a huge number of Conditions in Necromunda; unless stated otherwise they do not affect vehicles at all. ::: ### Blaze When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Determining Damage](docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)). They must then make a Cool check: - If passed, nothing happens; they can continue their activation as normal. - If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), then their activation ends. - If failed and the vehicle is Stationary and Stalled, they must perform the [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) then their activation ends. At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed. ### Blind When hit by a weapon with the Flash trait, a vehicle risks becoming Blind (note a vehicle must pass a Handling check to avoid becoming Blind instead of rolling against Initiative as a fighter would). A Blind vehicle loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. ### Concussion Any vehicle hit by a Concussion weapon will suffer a negative -2 penalty to all Handling checks. ### Hidden/Revealed Vehicles suffer the same restrictions and have the same triggers for becoming Hidden/Revealed with the following addition: If a vehicle subject to the Hidden condition moves, remove from them the Hidden condition and replace it with the Revealed. ## Vehicle Characteristics ### Move (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](/docs/rules/vehicles/vehicle-resolve-hits#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, to determine the success when a vehicle attempts to ram an enemy vehicle, and even 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 mental fortitude and resilience against the horrors of Necromunda shown by the crew of a vehicle. ### Intelligence (Int) This represents the mental acuity and ability of the 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 Checks Players will often be called on to make a characteristic check for a vehicle – for example, a Ballistic Skill check is made when a vehicle attacks with a ranged weapon. Characteristics checks are made as follows: - Ballistic Skill checks are made by making a target number roll on a single D6. If the result is equal to or higher than the characteristic, the check is passed. - Handling, Leadership, Cool, Willpower and Intelligence checks are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the check is passed. - To test against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing the test is passed. A natural roll of a 6 is always a fail. ## Vehicle composition ### Parts A vehicle body includes the following optional parts: - Upgrade slots (Body, Drive, Engine). - Wargear. - Weapon slots (weapon hardpoints). All vehicles (new & old) can add, remove or replace Upgrades, Wargear and Weapons after each battle. Parts can come from several source: - Stash. - The vehicle's equipment list. - Trading Post & Black Market. This is the default access (unless noted otherwise): - Upgrades: Equipment List only. - Wargear: Equipment List & TP/BM. - Weapons: Equipment List & TP/BM. #### Replacing Parts Old parts can be discarded (returned to Stash) on a 2+ if replaced by a new item of the same type (fulfils a similar purpose). If failed, the replaced item is trashed (suffered too much wear & tear or removed with too much force). #### Upgrade Slots Number of upgrade slots available for each part of the vehicle: - Body. - Drive. - Engine. Each Upgrade item can only be fitted once (unless otherwise noted). #### Wargear Vehicles can have any amount of Wargear (note that this must be the separate vehicle Wargear), however no item can be taken more than once (unless otherwise noted) and some may not be combined with others. #### Weapon Slots Most vehicles have a number of weapons that can be attached. Some vehicles can add extra slots. - 0-1 weapon per slot. - Weapon types: - Basic. - Special. - Heavy. - A weapon slot can swap or remove its weapon after each battle. All weapon slots (when buying a vehicle or adding extra slots) must declare the following permanent options (unless otherwise noted) that will affect any weapon while fitted in that slot: - Designate as crew or passenger operated. - Crew operated: Use the crew's BS. Used during the vehicle's activation. - Passenger operated: Used by a passenger (during the passenger's activation) within 1" once per round. - Declare an arc (Front, Left, Right, Rear or all). Note that the arc is determined by the vehicle's weapon slot, so the same weapon can change arc when fitted to a different weapon slot. Vehicles ignore the Unwieldy trait.
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2024-06-13 20:34:24.508078
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# Vehicles :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: For vehicles and crew lists, see [Gangs: Vehicles & Crew](/docs/gangs/gang-additions/vehicles). For building a custom vehicle, see [Wasteland Workshop](/docs/gangs/gang-additions/vehicles/wasteland-workshop). ## General Principles ### Fighters, Vehicles & Models In games of Necromunda, players use finely-detailed models to represent their gangs on the tabletop, and to represent the vehicles of the ash wastes. In game terms, it is sensible to be quite precise in how such things are defined in order that players can easily interpret the rules: - Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion. - Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/rules/mounts). - Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules. - Battlefield details such as Beast’s Lair are never referred to as models but rather as markers. - Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles. Note, however, that vehicle crews may be considered fighters where appropriate. :::note From the authors The distinction between fighter and vehicle is applied after 5 years and 20 books and it will take a long time to update all existing rules, so in the meanwhile use some common sense here! ::: ## 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 [Restart Tests](/docs/rules/vehicles/vehicle-end-phase#restart-tests)) 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. ## Conditions :::note Vehicles and Conditions There are a huge number of Conditions in Necromunda; unless stated otherwise they do not affect vehicles at all. ::: ### Blaze When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Determining Damage](docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)). They must then make a Cool check: - If passed, nothing happens; they can continue their activation as normal. - If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), then their activation ends. - If failed and the vehicle is Stationary and Stalled, they must perform the [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) then their activation ends. At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed. ### Blind When hit by a weapon with the Flash trait, a vehicle risks becoming Blind (note a vehicle must pass a Handling check to avoid becoming Blind instead of rolling against Initiative as a fighter would). A Blind vehicle loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. ### Concussion Any vehicle hit by a Concussion weapon will suffer a negative -2 penalty to all Handling checks. ### Hidden/Revealed Vehicles suffer the same restrictions and have the same triggers for becoming Hidden/Revealed with the following addition: If a vehicle subject to the Hidden condition moves, remove from them the Hidden condition and replace it with the Revealed. ## Vehicle Characteristics ### Move (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](/docs/rules/vehicles/vehicle-resolve-hits#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, to determine the success when a vehicle attempts to ram an enemy vehicle, and even 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 mental fortitude and resilience against the horrors of Necromunda shown by the crew of a vehicle. ### Intelligence (Int) This represents the mental acuity and ability of the 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 Checks Players will often be called on to make a characteristic check for a vehicle – for example, a Ballistic Skill check is made when a vehicle attacks with a ranged weapon. Characteristics checks are made as follows: - Ballistic Skill checks are made by making a target number roll on a single D6. If the result is equal to or higher than the characteristic, the check is passed. - Handling, Leadership, Cool, Willpower and Intelligence checks are made by making a target number roll on 2D6. If the result is equal to or higher than the characteristic, the check is passed. - To test against a vehicle’s Toughness, roll a D6. If the result is less than or equal to the Toughness characteristic for that facing the test is passed. A natural roll of a 6 is always a fail. ## Vehicle composition ### Parts A vehicle body includes the following optional parts: - Upgrade slots (Body, Drive, Engine). - Wargear. - Weapon slots (weapon hardpoints). All vehicles (new & old) can add, remove or replace Upgrades, Wargear and Weapons after each battle. Parts can come from several source: - Stash. - The vehicle's equipment list. - Trading Post & Black Market. This is the default access (unless noted otherwise): - Upgrades: Equipment List only. - Wargear: Equipment List & TP/BM. - Weapons: Equipment List & TP/BM. #### Replacing Parts Old parts can be discarded (returned to Stash) on a 2+ if replaced by a new item of the same type (fulfils a similar purpose). If failed, the replaced item is trashed (suffered too much wear & tear or removed with too much force). #### Upgrade Slots Number of upgrade slots available for each part of the vehicle: - Body. - Drive. - Engine. Each Upgrade item can only be fitted once (unless otherwise noted). #### Wargear Vehicles can have any amount of Wargear (note that this must be the separate vehicle Wargear), however no item can be taken more than once (unless otherwise noted) and some may not be combined with others. #### Weapon Slots Most vehicles have a number of weapons that can be attached. Some vehicles can add extra slots. - 0-1 weapon per slot. - Weapon types: - Basic. - Special. - Heavy. - A weapon slot can swap or remove its weapon after each battle. All weapon slots (when buying a vehicle or adding extra slots) must declare the following permanent options (unless otherwise noted) that will affect any weapon while fitted in that slot: - Designate as crew or passenger operated. - Crew operated: Use the crew's BS. Used during the vehicle's activation. - Passenger operated: Used by a passenger (during the passenger's activation) within 1" once per round. - Declare an arc (Front, Left, Right, Rear or all). Note that the arc is determined by the vehicle's weapon slot, so the same weapon can change arc when fitted to a different weapon slot. Vehicles ignore the Unwieldy trait.
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 8+ | 5+ | **Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](/docs/armoury/special-weapons#rad-gun), [plasma gun](/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](/docs/armoury/armour#carapace), [Arachni-rig jump boosters](/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------- | :-----: | | A Van Saar Ash Wastes Arachni-rig may replace its plasma gun with a flamer | +40 | | A Van Saar Ash Wastes Arachni-rig may replace its rad gun with a harpoon launcher | +40 | </details> <details className=""> <summary>Special Rules</summary> **Van Saar Protective Gear:** Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). **Superior Weapons Array:** Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed. </details> <details className=""> <summary>Skill Access</summary> A Van Saar 'Ash Wastes' Arachni-rig 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 | - | - | Secondary | - | - | Primary | - | </details> <details className="lore"> <summary>Lore</summary> _The Arachnika Ash-jumper is a wasteland variant of the Van Saar Arachni-rig. More heavily armoured and equipped with an array of heavy weapons, Van Saar wasteland gangs and expeditions often use it in place of rigs and runners, especially when operating in dangerous or difficult environments. The Arachnika has proven its worth time and again against enemy vehicles and nomad war parties, the former often caught off-guard by its speed and the latter often unable to smash through its thick plating. Its heavy weaponry is more than the equal of enemy armour – lascannon blasting through the sides of Cargo-8s, plasma guns vaporising enemy fighters and flamers incinerating anything that strays too close. Even its harpoon launcher allows it to drag foes closer or plunder cargo with a well-placed shot, while its ability to take to the air on a plume of ash and flame as its jump boosters kick in, allows it to both leap free of trouble or drop into the midst of its foes unexpectedly. A favoured tactic of Arachnika pilots is to jump from cover up into the low choking cloud cover of the ash wastes, before descending without warning to either carve apart a vehicle with their guns or crush unwary fighters under its metal bulk, before leaping away again into the clouds._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 8+ | 5+ | **Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](/docs/armoury/special-weapons#rad-gun), [plasma gun](/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](/docs/armoury/armour#carapace), [Arachni-rig jump boosters](/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------- | :-----: | | A Van Saar Ash Wastes Arachni-rig may replace its plasma gun with a flamer | +40 | | A Van Saar Ash Wastes Arachni-rig may replace its rad gun with a harpoon launcher | +40 | </details> <details className=""> <summary>Special Rules</summary> **Van Saar Protective Gear:** Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). **Superior Weapons Array:** Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed. </details> <details className=""> <summary>Skill Access</summary> A Van Saar 'Ash Wastes' Arachni-rig 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 | - | - | Secondary | - | - | Primary | - | </details> <details className="lore"> <summary>Lore</summary> _The Arachnika Ash-jumper is a wasteland variant of the Van Saar Arachni-rig. More heavily armoured and equipped with an array of heavy weapons, Van Saar wasteland gangs and expeditions often use it in place of rigs and runners, especially when operating in dangerous or difficult environments. The Arachnika has proven its worth time and again against enemy vehicles and nomad war parties, the former often caught off-guard by its speed and the latter often unable to smash through its thick plating. Its heavy weaponry is more than the equal of enemy armour – lascannon blasting through the sides of Cargo-8s, plasma guns vaporising enemy fighters and flamers incinerating anything that strays too close. Even its harpoon launcher allows it to drag foes closer or plunder cargo with a well-placed shot, while its ability to take to the air on a plume of ash and flame as its jump boosters kick in, allows it to both leap free of trouble or drop into the midst of its foes unexpectedly. A favoured tactic of Arachnika pilots is to jump from cover up into the low choking cloud cover of the ash wastes, before descending without warning to either carve apart a vehicle with their guns or crush unwary fighters under its metal bulk, before leaping away again into the clouds._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_
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# Underdogs – House Patronage _Source: Necromunda Core Rulebook (2023)_ Everyone loves an underdog story. In Necromunda, Gang Ratings are a measure of the strength and experience of a gang, and as gangs evolve during campaign play they might find themselves facing gangs with a Gang Rating far higher than their own. There’s always a chance that, against the odds, the underdog will fight their way to the top and cast down their archrivals. Of course, in the underhive these stories often end differently, with the newcomers ruthlessly gunned down and left for the hive’s carrion eaters. At present, scenarios manage differences in Gang Rating or differences in the credits value of starting crews through the use of additional gang tactics. Where the difference is pronounced, one player may end up with a large hand of these that can be difficult to manage. If the Arbitrator deems it appropriate for their campaign, granting additional gang tactics in this way can be replaced with the House Patronage rules. House Patronage represents extra aid and incentives sent by a gang’s patron, which could be anyone from a gang’s House to an insidious cult leader. These incentives represent a Clan House patron cashing in on debts, calling in favours and sending financial or materiel support to protect their investment – on Necromunda, life may be cheap, but a House’s interests must be protected at any cost. :::info ### Who is the Underdog? Throughout this section of rules we will talk about Underdogs. If one player’s Gang Rating or the credits value of their starting crew (whichever the scenario uses to award additional gang tactics) is lower than their opponent’s by at least 400 credits then they are the Underdog. ::: ### House Patronage Benefits Often, gangs in Necromunda will not be evenly matched; one will have a distinct advantage over the other. In most scenarios this is partially balanced by the lower rated gang gaining additional gang tactics, but if the House Patronage rules are being used and the difference is over 400 credits, this is often insufficient and so is replaced by House Patronage. If one of the gangs is the Underdog, they receive House Patronage as follows. House Patronage is represented by a number of credits that the player can spend on benefits such as Hired Guns, temporary fighters and gang tactics. Each benefit has a credits cost associated with it, as shown in the table opposite. House Patronage benefits replace any additional random gang tactics a player may receive during the pre-battle sequence as described in the scenario’s rules. The number of credits generated by House Patronage is calculated during the pre-battle sequence after step 5 (Choose Crews) and before step 6 (Announce Territory Boons). For each full 100 credit difference in each gang’s rating the Underdog receives 100 bonus credits that may only be spent on House Patronage for this battle. The list of possible House Patronage benefits is shown in the table opposite. A player may select any combination of these, adhering to the restrictions provided in each line of the table (so they may randomly select up to five gang tactics, for example): | Selections Available | House Patronage Benefit | Cost | | :------------------: | :----------------------------------------------------------------------------------------------------------------------------------- | :--------------: | | 0-5 | The Underdog may randomly generate an additional gang tactic. | 100 credits each | | 0-2 | The Underdog may choose a gang tactic. | 200 credits each | | 0-4 | The Underdog may randomly generate an Underdog gang tactic. | 200 credits each | | 0-2 | The Underdog may choose an Underdog gang tactic. | 400 credits each | | Unlimited | The Underdog may temporarily hire a Brute or Hanger-on. | Varies | | 0-3 | The Underdog may temporarily hire a Ganger from their House list. | Varies | | Unlimited | The Underdog may temporarily hire a Juve from their gang list (Palanite Enforcer gangs treat this as 0-1). | Varies | | 0-1 | The Underdog may hire a Dramatis Personae. | Varies | | 0-1 | The Underdog may hire a Bounty Hunter. | Varies | | 0-1 | The Underdog may hire a House Agent (there is no need to roll on the Petition table – the House Agent automatically joins the gang). | 80 credits | | 0-5 | The Underdog may hire a Hive Scum. | Varies | | 0-3 | Each model in the Underdog’s gang earns an additional 1 XP for taking part in the battle. | 400 credits | Any models hired as a House Patronage benefit are not added to the gang roster, as their services are secured for one battle only. For gangs that do not use the Gang Fighter (X) special rule, any Juves hired as a House Patronage benefit are not subject to normal gang composition restrictions. Costs for a fighter can be found in the relevant supplement (such as Necromunda: House of Shadow). Gangers are hired from the appropriate House list. Bounty Hunters hired as a House Patronage benefit are not subject to the “We’ll Get Our Bit…” special rule. Weapons and Wargear can be purchased for fighters hired in this way using credits generated by House Patronage. Any credits not spent are lost. Additional weapons and wargear can only be purchased for fighters hired as a House Patronage benefit and are lost at the end of the battle. Any models, including Hired Guns and Hangers-on, hired as a House Patronage benefit are automatically added to a player’s crew, regardless of the Crew Selection method. Such models are taken in addition to the usual restrictions (e.g., a gang may include two Ambots as normal and may include additional Ambots as a House Patronage benefit). Any model hired as a House Patronage benefit cannot be activated as part of a group activation and does not count as present at the start of the battle for the purpose of Bottle checks.
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# Underdogs – House Patronage _Source: Necromunda Core Rulebook (2023)_ Everyone loves an underdog story. In Necromunda, Gang Ratings are a measure of the strength and experience of a gang, and as gangs evolve during campaign play they might find themselves facing gangs with a Gang Rating far higher than their own. There’s always a chance that, against the odds, the underdog will fight their way to the top and cast down their archrivals. Of course, in the underhive these stories often end differently, with the newcomers ruthlessly gunned down and left for the hive’s carrion eaters. At present, scenarios manage differences in Gang Rating or differences in the credits value of starting crews through the use of additional gang tactics. Where the difference is pronounced, one player may end up with a large hand of these that can be difficult to manage. If the Arbitrator deems it appropriate for their campaign, granting additional gang tactics in this way can be replaced with the House Patronage rules. House Patronage represents extra aid and incentives sent by a gang’s patron, which could be anyone from a gang’s House to an insidious cult leader. These incentives represent a Clan House patron cashing in on debts, calling in favours and sending financial or materiel support to protect their investment – on Necromunda, life may be cheap, but a House’s interests must be protected at any cost. :::info ### Who is the Underdog? Throughout this section of rules we will talk about Underdogs. If one player’s Gang Rating or the credits value of their starting crew (whichever the scenario uses to award additional gang tactics) is lower than their opponent’s by at least 400 credits then they are the Underdog. ::: ### House Patronage Benefits Often, gangs in Necromunda will not be evenly matched; one will have a distinct advantage over the other. In most scenarios this is partially balanced by the lower rated gang gaining additional gang tactics, but if the House Patronage rules are being used and the difference is over 400 credits, this is often insufficient and so is replaced by House Patronage. If one of the gangs is the Underdog, they receive House Patronage as follows. House Patronage is represented by a number of credits that the player can spend on benefits such as Hired Guns, temporary fighters and gang tactics. Each benefit has a credits cost associated with it, as shown in the table opposite. House Patronage benefits replace any additional random gang tactics a player may receive during the pre-battle sequence as described in the scenario’s rules. The number of credits generated by House Patronage is calculated during the pre-battle sequence after step 5 (Choose Crews) and before step 6 (Announce Territory Boons). For each full 100 credit difference in each gang’s rating the Underdog receives 100 bonus credits that may only be spent on House Patronage for this battle. The list of possible House Patronage benefits is shown in the table opposite. A player may select any combination of these, adhering to the restrictions provided in each line of the table (so they may randomly select up to five gang tactics, for example): | Selections Available | House Patronage Benefit | Cost | | :------------------: | :----------------------------------------------------------------------------------------------------------------------------------- | :--------------: | | 0-5 | The Underdog may randomly generate an additional gang tactic. | 100 credits each | | 0-2 | The Underdog may choose a gang tactic. | 200 credits each | | 0-4 | The Underdog may randomly generate an Underdog gang tactic. | 200 credits each | | 0-2 | The Underdog may choose an Underdog gang tactic. | 400 credits each | | Unlimited | The Underdog may temporarily hire a Brute or Hanger-on. | Varies | | 0-3 | The Underdog may temporarily hire a Ganger from their House list. | Varies | | Unlimited | The Underdog may temporarily hire a Juve from their gang list (Palanite Enforcer gangs treat this as 0-1). | Varies | | 0-1 | The Underdog may hire a Dramatis Personae. | Varies | | 0-1 | The Underdog may hire a Bounty Hunter. | Varies | | 0-1 | The Underdog may hire a House Agent (there is no need to roll on the Petition table – the House Agent automatically joins the gang). | 80 credits | | 0-5 | The Underdog may hire a Hive Scum. | Varies | | 0-3 | Each model in the Underdog’s gang earns an additional 1 XP for taking part in the battle. | 400 credits | Any models hired as a House Patronage benefit are not added to the gang roster, as their services are secured for one battle only. For gangs that do not use the Gang Fighter (X) special rule, any Juves hired as a House Patronage benefit are not subject to normal gang composition restrictions. Costs for a fighter can be found in the relevant supplement (such as Necromunda: House of Shadow). Gangers are hired from the appropriate House list. Bounty Hunters hired as a House Patronage benefit are not subject to the “We’ll Get Our Bit…” special rule. Weapons and Wargear can be purchased for fighters hired in this way using credits generated by House Patronage. Any credits not spent are lost. Additional weapons and wargear can only be purchased for fighters hired as a House Patronage benefit and are lost at the end of the battle. Any models, including Hired Guns and Hangers-on, hired as a House Patronage benefit are automatically added to a player’s crew, regardless of the Crew Selection method. Such models are taken in addition to the usual restrictions (e.g., a gang may include two Ambots as normal and may include additional Ambots as a House Patronage benefit). Any model hired as a House Patronage benefit cannot be activated as part of a group activation and does not count as present at the start of the battle for the purpose of Bottle checks.
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# Conditions _Source: Necromunda Core Rulebook (2023)_ A fighter’s Status is always either Standing and Active, Standing and Engaged, Prone and Pinned or Prone and Seriously Injured, but they may also be subject to one or more of the following Conditions. Conditions are denoted by placing a Condition marker either next to the fighter on the battlefield or on their Fighter card as a reminder that the Condition is in effect. Some Conditions can also affect vehicles, in these cases the Condition marker is placed either next to the vehicle or on their Vehicle card. The following list of Conditions is not exhaustive. Some Conditions are common and will apply to a model many times during a battle. Others are less common and may be the result of an attack from a weapon with a certain Trait; the full rules for such Conditions can be found in the corresponding Weapon Trait rules. Other Conditions, in particular Out of Ammo, may apply specifically to a weapon the model carries rather than the model themselves. A model may be subject to several Conditions at the same time. Any in-game effect that results in a marker being placed on a model should be considered a Condition. ## Common Conditions The following Conditions are those most commonly used. A model can become subject to them for numerous reasons: ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all models will have a Ready marker placed on them. Once that model has activated during the Action phase, this marker is removed, indicating that the model may not be activated again. ### Broken A fighter may become Broken as the result of either seeing a friendly fighter Seriously Injured or taken Out of Action within 3" of them, or seeing a friendly vehicle Wrecked within 6" of them. Broken fighters may not perform any actions other than Running for Cover (Double), which they perform every time they are activated. If Standing and Engaged, a Broken fighter may only make Reaction attacks, and must apply a -2 modifier to their Hit rolls. Broken fighters may be rallied in the End phase. A vehicle may become Broken as the result of seeing a friendly vehicle Wrecked within 6" of them. Broken vehicles may not perform any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled, which they perform every time they are activated. Broken vehicles may be rallied in the End phase. ### Out Of Ammo Should a model roll the Ammo symbol on [the Firepower dice](/docs/the-rules/shooting#the-firepower-dice), they are required to make an immediate Ammo test for that weapon. If this is failed, that weapon is now Out of Ammo. To represent this, a marker is placed on the appropriate weapon profile on the model’s Fighter card or Vehicle card as a reminder that the weapon cannot be used until it has been reloaded. Note that, unlike other Conditions, Out of Ammo is applied to a weapon carried by a model rather than the model themselves. It is therefore possible for a model to have multiple Out of Ammo markers on them at one time, indicating more than one weapon is subject to the Condition. ### Fleshwound(s) These are suffered as a result of Injury dice rolls made against a fighter, or the Driver Wounded result on the [Crew Damage table](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). A fighter can suffer multiple Flesh Wounds, each of which reduces their Toughness characteristic by 1 for the remainder of the battle. If a fighter is reduced to Toughness 0 as a result of multiple Flesh Wounds, they go Out of Action. ## Other Conditions The following Conditions are less frequently seen, but are no less significant. Models may become subject to them as the result of an attack from a weapon with a certain Trait, or as the result of a scenario or terrain special rule: ### Blaze How the Blaze condition affects a model depends upon whether it is a fighter or vehicle. Regardless of model type, models subject to the Blaze condition can never become Hidden and cannot make Reaction attacks. **Fighter:** When activated, a fighter subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit (see [Resolving Hits](/docs/the-rules/resolve-hits)) and must act as follows, after which their activation will end: - If Prone and Pinned, the fighter immediately becomes Standing and Active and acts as described below. - If Standing and Active, the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within ½" of the edge of a level or platform, they risk falling. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out. - If Standing and Engaged or Prone and Seriously Injured, the fighter does not move and attempts to put the fire out. To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a roll of 6 or more, the flames go out and the Blaze condition is removed. Prone and Pinned or Seriously Injured fighters add 2 to the roll to see if the flames go out. :::note ## Vehicles And Conditions There are a huge number of Conditions in Necromunda, unless stated otherwise they do not affect vehicles at all. ::: **Vehicles:** When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Resolving Hits Against Vehicles](/docs/the-rules/resolve-hits-against-vehicles)). They must then make a Cool test: - If passed, nothing happens, they can continue their activation as normal. - If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) then their activation ends. - If failed and the vehicle is Stationary and Stalled, they must perform the Burn Out (Double) action then their activation ends. At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed. ### Blind When hit by a weapon with the Flash trait, a fighter or vehicle risks becoming [Blind](/docs/general-principles/conditions#blind). A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6 (note: vehicles cannot make Reaction attacks). ### 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. ### Hidden/Revealed Some scenarios or terrain special rules, such as the [Visibility rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) allow models to gain the Hidden condition. Hidden models can then lose this Condition over the course of a game by gaining the Revealed condition. ### Intoxicated There are numerous special rules that can cause a model to become intoxicated. These include certain skills, special rules associated with terrain or Wargear, and more besides. Whatever the cause, the ways in which the Intoxicated condition affects a model are many and varied, and will be detailed by the special rules that cause the Condition. ### Insane Certain skills, some types of terrain and some scenario rules may lead a model to become temporarily insane. Models that have become subject to the Insane condition for any reason can act quite erratically when activated. When activating an Insane model, roll a D6 and consult the table below: | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield (even if their gang has not failed a Bottle check). | | 3-4 | 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. In the case of a multi-player game, the winner of a roll-off between the other players will control the Insane model. | | 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. | :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Webbed While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). 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 (see the [Lasting Injury Table](/docs/the-rules/resolve-hits#lasting-injury-table)). A fighter that is Webbed at the end of the battle does not succumb to their Injuries and will automatically recover. ### Mounted Several items of Wargear, ranging from beasts of burden to Waster’s dirtbikes, give the fighter the Mounted condition. This comprises of the following group of rules: **Hands Full:** A fighter that is Mounted reduces the total number of weapons they can carry by one and cannot be equipped with any weapon with the Unwieldy trait unless it also has the Lance trait. In addition, they can never use more than one weapon in close combat. When fighting with a weapon with the Paired trait, a fighter subject to the Mounted condition does not gain a bonus attack for being equipped with two close combat weapons, nor do they double their Attacks characteristic when they perform a Charge (Double) action. **Ride By:** A Mounted fighter may move within 1" of a single enemy model when performing a Move (Simple) action. When doing so, or if within Long range of a weapon with the Versatile trait, the fighter may interrupt their movement to make a single close combat attack against that model. However, that model may attempt to make a single Reaction attack. If this fighter is hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see “I Get Knocked Down…”). **Quick Retreat:** A Mounted fighter may add a +2 modifier to their Initiative test when attempting to perform a Retreat (Basic) action. **Grounded:** A Mounted fighter cannot climb terrain or vehicles. **My Mount is my Life:** A Mounted fighter may have two different Fighter cards even if they do not have the Tools of the Trade special rule, in which case the only difference allowed is the presence of their mount. A fighter stranded in the wastes without their mount is in dire trouble, and therefore a fighter can never become separated from its mount mid-battle. **“I Get Knocked Down…”:** A Mounted fighter does not automatically become Prone and Pinned when hit by a ranged attack. Instead, they immediately make an Initiative test (applying a -1 modifier if they were hit by a weapon with either the Blast (3"/5"/\*) or Knockback traits). If this test is passed, the fighter does not become Prone and Pinned but remains Standing and Active. If this test is failed, they are Knocked Down. When a Mounted fighter is Knocked Down, they immediately suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the fighter moved during their last activation, rounded up to the nearest inch: | Distance Moved | Strength | AP | Damage | | :------------: | :------: | :-: | :----: | | 0"-5" | 3 | - | 1 | | 6"-9" | 5 | -1 | 1 | | 10"+ | 7 | -2 | 2 | After this hit has been resolved, the fighter changes their status to Prone and Pinned. In order to perform the Stand Up (Basic) action, a Prone and Pinned fighter subject to the Mounted condition must pass an Initiative test. If this test is passed, the fighter changes their status to Standing and Active. If this test is failed, the action is wasted and they remain Prone and Pinned. ## Additional Conditions ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1"). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation).
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# Conditions _Source: Necromunda Core Rulebook (2023)_ A fighter’s Status is always either Standing and Active, Standing and Engaged, Prone and Pinned or Prone and Seriously Injured, but they may also be subject to one or more of the following Conditions. Conditions are denoted by placing a Condition marker either next to the fighter on the battlefield or on their Fighter card as a reminder that the Condition is in effect. Some Conditions can also affect vehicles, in these cases the Condition marker is placed either next to the vehicle or on their Vehicle card. The following list of Conditions is not exhaustive. Some Conditions are common and will apply to a model many times during a battle. Others are less common and may be the result of an attack from a weapon with a certain Trait; the full rules for such Conditions can be found in the corresponding Weapon Trait rules. Other Conditions, in particular Out of Ammo, may apply specifically to a weapon the model carries rather than the model themselves. A model may be subject to several Conditions at the same time. Any in-game effect that results in a marker being placed on a model should be considered a Condition. ## Common Conditions The following Conditions are those most commonly used. A model can become subject to them for numerous reasons: ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all models will have a Ready marker placed on them. Once that model has activated during the Action phase, this marker is removed, indicating that the model may not be activated again. ### Broken A fighter may become Broken as the result of either seeing a friendly fighter Seriously Injured or taken Out of Action within 3" of them, or seeing a friendly vehicle Wrecked within 6" of them. Broken fighters may not perform any actions other than Running for Cover (Double), which they perform every time they are activated. If Standing and Engaged, a Broken fighter may only make Reaction attacks, and must apply a -2 modifier to their Hit rolls. Broken fighters may be rallied in the End phase. A vehicle may become Broken as the result of seeing a friendly vehicle Wrecked within 6" of them. Broken vehicles may not perform any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled, which they perform every time they are activated. Broken vehicles may be rallied in the End phase. ### Out Of Ammo Should a model roll the Ammo symbol on [the Firepower dice](/docs/the-rules/shooting#the-firepower-dice), they are required to make an immediate Ammo test for that weapon. If this is failed, that weapon is now Out of Ammo. To represent this, a marker is placed on the appropriate weapon profile on the model’s Fighter card or Vehicle card as a reminder that the weapon cannot be used until it has been reloaded. Note that, unlike other Conditions, Out of Ammo is applied to a weapon carried by a model rather than the model themselves. It is therefore possible for a model to have multiple Out of Ammo markers on them at one time, indicating more than one weapon is subject to the Condition. ### Fleshwound(s) These are suffered as a result of Injury dice rolls made against a fighter, or the Driver Wounded result on the [Crew Damage table](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). A fighter can suffer multiple Flesh Wounds, each of which reduces their Toughness characteristic by 1 for the remainder of the battle. If a fighter is reduced to Toughness 0 as a result of multiple Flesh Wounds, they go Out of Action. ## Other Conditions The following Conditions are less frequently seen, but are no less significant. Models may become subject to them as the result of an attack from a weapon with a certain Trait, or as the result of a scenario or terrain special rule: ### Blaze How the Blaze condition affects a model depends upon whether it is a fighter or vehicle. Regardless of model type, models subject to the Blaze condition can never become Hidden and cannot make Reaction attacks. **Fighter:** When activated, a fighter subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit (see [Resolving Hits](/docs/the-rules/resolve-hits)) and must act as follows, after which their activation will end: - If Prone and Pinned, the fighter immediately becomes Standing and Active and acts as described below. - If Standing and Active, the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within ½" of the edge of a level or platform, they risk falling. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out. - If Standing and Engaged or Prone and Seriously Injured, the fighter does not move and attempts to put the fire out. To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a roll of 6 or more, the flames go out and the Blaze condition is removed. Prone and Pinned or Seriously Injured fighters add 2 to the roll to see if the flames go out. :::note ## Vehicles And Conditions There are a huge number of Conditions in Necromunda, unless stated otherwise they do not affect vehicles at all. ::: **Vehicles:** When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Resolving Hits Against Vehicles](/docs/the-rules/resolve-hits-against-vehicles)). They must then make a Cool test: - If passed, nothing happens, they can continue their activation as normal. - If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) then their activation ends. - If failed and the vehicle is Stationary and Stalled, they must perform the Burn Out (Double) action then their activation ends. At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed. ### Blind When hit by a weapon with the Flash trait, a fighter or vehicle risks becoming [Blind](/docs/general-principles/conditions#blind). A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6 (note: vehicles cannot make Reaction attacks). ### 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. ### Hidden/Revealed Some scenarios or terrain special rules, such as the [Visibility rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) allow models to gain the Hidden condition. Hidden models can then lose this Condition over the course of a game by gaining the Revealed condition. ### Intoxicated There are numerous special rules that can cause a model to become intoxicated. These include certain skills, special rules associated with terrain or Wargear, and more besides. Whatever the cause, the ways in which the Intoxicated condition affects a model are many and varied, and will be detailed by the special rules that cause the Condition. ### Insane Certain skills, some types of terrain and some scenario rules may lead a model to become temporarily insane. Models that have become subject to the Insane condition for any reason can act quite erratically when activated. When activating an Insane model, roll a D6 and consult the table below: | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield (even if their gang has not failed a Bottle check). | | 3-4 | 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. In the case of a multi-player game, the winner of a roll-off between the other players will control the Insane model. | | 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. | :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Webbed While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). 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 (see the [Lasting Injury Table](/docs/the-rules/resolve-hits#lasting-injury-table)). A fighter that is Webbed at the end of the battle does not succumb to their Injuries and will automatically recover. ### Mounted Several items of Wargear, ranging from beasts of burden to Waster’s dirtbikes, give the fighter the Mounted condition. This comprises of the following group of rules: **Hands Full:** A fighter that is Mounted reduces the total number of weapons they can carry by one and cannot be equipped with any weapon with the Unwieldy trait unless it also has the Lance trait. In addition, they can never use more than one weapon in close combat. When fighting with a weapon with the Paired trait, a fighter subject to the Mounted condition does not gain a bonus attack for being equipped with two close combat weapons, nor do they double their Attacks characteristic when they perform a Charge (Double) action. **Ride By:** A Mounted fighter may move within 1" of a single enemy model when performing a Move (Simple) action. When doing so, or if within Long range of a weapon with the Versatile trait, the fighter may interrupt their movement to make a single close combat attack against that model. However, that model may attempt to make a single Reaction attack. If this fighter is hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see “I Get Knocked Down…”). **Quick Retreat:** A Mounted fighter may add a +2 modifier to their Initiative test when attempting to perform a Retreat (Basic) action. **Grounded:** A Mounted fighter cannot climb terrain or vehicles. **My Mount is my Life:** A Mounted fighter may have two different Fighter cards even if they do not have the Tools of the Trade special rule, in which case the only difference allowed is the presence of their mount. A fighter stranded in the wastes without their mount is in dire trouble, and therefore a fighter can never become separated from its mount mid-battle. **“I Get Knocked Down…”:** A Mounted fighter does not automatically become Prone and Pinned when hit by a ranged attack. Instead, they immediately make an Initiative test (applying a -1 modifier if they were hit by a weapon with either the Blast (3"/5"/\*) or Knockback traits). If this test is passed, the fighter does not become Prone and Pinned but remains Standing and Active. If this test is failed, they are Knocked Down. When a Mounted fighter is Knocked Down, they immediately suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the fighter moved during their last activation, rounded up to the nearest inch: | Distance Moved | Strength | AP | Damage | | :------------: | :------: | :-: | :----: | | 0"-5" | 3 | - | 1 | | 6"-9" | 5 | -1 | 1 | | 10"+ | 7 | -2 | 2 | After this hit has been resolved, the fighter changes their status to Prone and Pinned. In order to perform the Stand Up (Basic) action, a Prone and Pinned fighter subject to the Mounted condition must pass an Initiative test. If this test is passed, the fighter changes their status to Standing and Active. If this test is failed, the action is wasted and they remain Prone and Pinned. ## Additional Conditions ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1"). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation).
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# Scenario Special Rules :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Some scenarios are subject to additional special rules. ## Sneak Attacks In some scenarios, the defender may not initially be aware of the attacker’s presence. In these scenarios, the following rules are used. The defender's starting crew will always be 5 fighters (custom or random as specified in each scenario). ### Sentries - Never becomes Ready at the start of a round (before the alarm is raised). - The defender always activates a random sentry. Note that a sentry can be activated several times in the same turn in this way. - Once the last attacking fighter has activated, one more sentry is activated, then the Activation phase ends. - When a sentry is activated, roll-off to see who makes a Move (Basic) action for the sentry: - If the attacker rolled the highest, the attacker can move the sentry. - Otherwise the defender can move the sentry. - The player who moved the sentry chooses a facing. - Open or close any door within 1” before or after moving. ### Spotting Attackers After the move, roll 2D6. If any attackers are within that many inches of any sentry, and within their vision arc, they may be spotted. Roll a D6, subtracting 1 from the result if the attacker is Prone: - 2+ if within 3” (regardless of facing). - 2+ if in the open (regardless of facing). - 4+ if in partial cover and more than 3” away. - 6+ if in full cover and more than 3” away. - Pitch Black: Counts as full cover (6+) if more than 3" away. A sentry will automatically spot the attacking fighter when: - Engaged - Pinned (ranged attack) ### Alerted Sentries If a sentry spots any attacker: - Becomes Ready. - No longer part of the sentry group. - Can make Retaliation attacks (if Engaged). - If not Engaged, pass an Initiative test to immediately make a ranged attack against the spotted enemy fighter. ### Raising the Alarm The alarm is raised if: - At least 1 sentry is Ready when any sentry is activated. - If an attacker fires a weapon, roll 2D6 and add the weapon’s Strength after the attack has been resolved. If the weapon has the Blast trait, add 2 to the result. If the result is 10+, the alarm is raised. - From the 5th round onwards, if the attacker rolls 1 or 2 for the Priority, the alarm is raised. Once the alarm is raised: - The Sentry Round ends. - Resolve the End phase. - Continue the battle as normal (sentry rules are no longer used). ## Reinforcements These are the default rules for when and how Reinforcements arrive (unless otherwise specified): - Arrive at the end of the End phase. - Randomize which fighters arrive. - Roll a D6: - 1-2: The opponent deploys them. - 3+: The controlling player deploys them. The scenario will always specify the following: - If Reinforcements are used. - How many fighters are part of the Reinforcements. - How many arrive each round. - Which round they arrive. **Bottle Tests:** Reinforcements do not count as models in the crew when making Bottle tests (only starting crew is counted). **N17:** Tactics cards that equip a model with a piece of wargear from the start of the battle (for example a frag trap) must usually be played during deployment, however they can instead be played when a model arrives as Reinforcements. :::danger House Rules #### Reinforcements Include Reinforcements when making Bottle tests. Some scenarios could reward one gang with 10 custom fighters and the other gang random 4 (min) + reinforcements. The small gang would bottle 50% after first Seriously Injured or OoA. The big gang would bottle on 17% after suffering 5 casualties! This will cause massive imbalance. ::: ## Home Turf Advantage While a gang defends on its own turf, gain the following: Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Roll a D6 (individually). - 1-3: The hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. - 4-6: The hangers-on escapes before the battle and is not part of the crew. ## Pitch Black All fighters are Hidden unless having the following: - Ablaze. - [Refractor field](/docs/armoury/field-armour#refractor-field). - Photo-lumens. - Holochromatic Field (while operational). - Rad-phaged (Tech skill). Fighters are Revealed (no longer Hidden) in the following situations: - Ablaze. - Refractor field: Always. - Photo-lumens: Always. - Holochromatic Field: While operational. - Rad-phaged: Always. - Ranged weapon: When used (except Silent). - Power weapon: When used. - Irradiated Coolant (Toxic Downpour): While in effect. - Vehicles: When moving. Ranged attacks and Charges can only be made against targets that meet at least one of the following criterias: - Revealed. - Within 3”. - Within 12” with infra-scope, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) or photo-lumens. - Within 4" of a Rally Point (Assault On Precinct 17). - Within any range with "And Lo His Gaze did Illuminate them!" (Cawdor Path of the Faithful). In each End phase, Revealed fighters become Hidden (no longer Revealed), unless being affected by any of the exceptions above. :::info N21 PITCH BLACK (IMPROVED VERSION) Charge is not affected by Pitch Black. ::: :::note ASH WASTES NOTES Should probably use some common sense to restrict several special rules that can enable/disable Pitch Black, as most of these were designed for battles inside the hive, not out in the open wastes. ::: ## Ammo Cache Apply the following effects within 1”: - +2 modifier for Ammo tests. - Ignore the Scarce trait. - If the Ammo roll is a 6 (before modifiers), the ammo cache is has no further effect (exhausted). ## Booby Trap A fighter risks triggering a boby trap in the following situations (but only once per booby trap in a single activation): - Comes within 2” of a booby trap (for any reason) - Ends an action within 2". Roll a D6: - **1:** A dud, remove it from play. - **2-3:** Not triggered, leave it in place. - **4+:** Triggered and explodes. #### Exploding While Moving If triggered during movement, the move is interrupted while resolving the booby trap (resolved where the fighter was while moving). If Pinned or Injured, the move action ends. #### Shooting at Booby Trabs Can be targeted with ranged attacks: - Short range: -1 to hit. - Long Range: -2 to hit. If hit, roll a D6: - **1-2:** No effect. - **3-4:** Triggered and explodes. - **5-6:** Disarmed and removed. :::info N21 (HIVE WAR) BOOBY TRAPS These are alternative rules for triggering traps: #### Melta Replace the trap with a pitfall marker (centered on the trap). Any fighter partially or completely covered by the marker: - Completely: Out of Action. - Partially: Make an Initiative test. - Success: Pinned and moved as short as possible outside the marker. - Fail: Out of Action. The pitfall remains in play. #### Gas 2D6" range (instead of 5" blast). ::: ## Treasure Casket #### Forgotten Ordance, Hive Ruins Terrain Counts as a Loot Casket, with different contents. If opened, roll a D6: | D6 | Result | | -------- | :------------------------------------------------------------------------------------------------------------------- | | **1:** | **Click!:** Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible) | | **2-3:** | **Fancy Threads:** The fighter immediately gains Uphive Raiments Status item. | | **4-6:** | **A Noble’s Ransom:** The fighter immediately gains a Personal Equipment item, chosen by the controlling player. | ## Gang Relics +2 to any Cool and Leadership tests made by friendly fighters within 6”. ## The Beast's Lair If any model ends an activation within 6”, roll a D6. The beast will attack if at least one condition is met: - The result is a 6. - The result is higher than the number of inches between the fighter and the Beast’s Lair. The Beast’s Lair is not a model. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1” of the Beast’s Lair and may move into base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If reduced to 0 Wounds, remove it from play. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - | Weapon: Beast’s Tentacles<br /> (Str S, AP -2, D 3, Knockback, Melee, Versatile 6”) ## Brainleaf Zombies | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) 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. ## Crazed Cannibals | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel. Weapons: Unarmed attacks (claws & teeth) #### Special Rules - Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority. - Can't choose not to use the skills (if able). Take actions as normal, with the following exceptions: - Must charge (if able). - Must Fight if Engaged. - Otherwise, must move toward the closest fighter from any crew. ## Houseless Gangers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle). ## Ambull | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ | Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br /> Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br /> Wargear: Chitin Armour (3+) ## Borewyrm Infestiation | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ | Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br /> Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br /> Wargear: Chitin Armour (4+) ## Purestrain Genestealer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ | Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br /> Weapons: Custom razor-sharp talons, custom venomous bite<br /> Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh _Note: This is an example using the Xenos Abomination from Horrors of the Underhive._ Genestealer Cult Favour: - Also has Infiltrate. - Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round. - Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar). ## Horrors in the Dark When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: | D6 | Result | | --- | :-------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. | | 2-3 | The fighter can't make any actions this turn. | | 4-5 | The fighter can only make one action this turn. | | 6 | The fighter activates normally. | :::danger House Rule Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Defence Servitor - Immobile (can't move). - 360° vision arc - Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0). - Can't be Pinned. - Automatically passes any Cool tests. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ | Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br /> Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace) #### Overwatch Routine The servitor will make Shoot (Basic) actions whenever all of the following are true: - Not Engaged. - A fighter ends an activation within LOS of the servitor. - Passes an Initiative test. This test is automatically passed if at least one of the following is true: - The first time each round. - The activated fighter made an attack against the servitor. If Engaged, make Reaction attacks as normal. ## Hive Dwellers HIVE DWELLERS Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions: - A fighter makes a Shoot action within 12” - A fighter makes a Fight action within 6” - A blast is placed (after scatter) within 6” - A fighter or hiver is hit by a ranged attack within 6” After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- | | **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) | | **3-4** | **OK, take it Easy Fella:** Take no action | | **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) | During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain). ## Corrupt Enforcer - Counts as a normal fighter. - Can't take part in a Group Activation. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br /> Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ## Multi-player games Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating: - Stronger gangs can deploy in the most exposed area. - Stronger gangs can deploy further away from the objective. - Stronger gangs can have random crew while weaker gangs can have custom crew. Multi-player games use all the normal rules for battles with the following clarifications: #### Priority Roll for Priority as normal, taking turns activating the fighters. Re-roll ties. #### Melee Combat Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang. #### Defenders and Attackers In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides. ## Loot Caskets There will always be at least 2 loot caskets on any battlefield. The content is unknown until opened. Active fighters within 1” of a loot casket may perform actions to open or carry a loot casket. :::info SMASH OPEN (BASIC) Requires the fighter to be within 1”. Roll a D6 and add the fighter’s Strength. On a 6+, the casket is opened; however, subtract 1 from the result when rolling to determine the casket’s contents (minimum 1). ::: :::info BYPASS LOCK (BASIC) Requires the fighter to be within 1”. Pass an Intelligence test to open the casket. ::: :::info CARRY (SIMPLE) Requires the fighter to be within 1”. Make a Move (Simple) action, carrying the loot casket or ammo cache with them. When the action ends, the casket is placed in base contact with this fighter. ::: #### Opening Loot Caskets If opened, roll a D6 | D6 | Result | | -------- | :----------------------------------------------------------------------------- | | **1:** | **Dangerous Goods:** The casket is booby trapped. Replace it with a Frag trap. | | **2-3:** | **Nothing Useful:** Receive D6 credits. | | **4-6:** | **Ammo Cache:** Replace it with an Ammo Cache. | ## Rolling Roads (Ash Wastes) ROLLING ROADS (ASH WASTES) Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides Battlefield sides can have the following special rules: - **Impassable:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). - **Cliff:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous activation. #### Rolling Road Phase At the start of each End phase, resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with Move 7"+ can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Touching the Leading Edge. - At least 3" from any model or terrain. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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# Scenario Special Rules :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Some scenarios are subject to additional special rules. ## Sneak Attacks In some scenarios, the defender may not initially be aware of the attacker’s presence. In these scenarios, the following rules are used. The defender's starting crew will always be 5 fighters (custom or random as specified in each scenario). ### Sentries - Never becomes Ready at the start of a round (before the alarm is raised). - The defender always activates a random sentry. Note that a sentry can be activated several times in the same turn in this way. - Once the last attacking fighter has activated, one more sentry is activated, then the Activation phase ends. - When a sentry is activated, roll-off to see who makes a Move (Basic) action for the sentry: - If the attacker rolled the highest, the attacker can move the sentry. - Otherwise the defender can move the sentry. - The player who moved the sentry chooses a facing. - Open or close any door within 1” before or after moving. ### Spotting Attackers After the move, roll 2D6. If any attackers are within that many inches of any sentry, and within their vision arc, they may be spotted. Roll a D6, subtracting 1 from the result if the attacker is Prone: - 2+ if within 3” (regardless of facing). - 2+ if in the open (regardless of facing). - 4+ if in partial cover and more than 3” away. - 6+ if in full cover and more than 3” away. - Pitch Black: Counts as full cover (6+) if more than 3" away. A sentry will automatically spot the attacking fighter when: - Engaged - Pinned (ranged attack) ### Alerted Sentries If a sentry spots any attacker: - Becomes Ready. - No longer part of the sentry group. - Can make Retaliation attacks (if Engaged). - If not Engaged, pass an Initiative test to immediately make a ranged attack against the spotted enemy fighter. ### Raising the Alarm The alarm is raised if: - At least 1 sentry is Ready when any sentry is activated. - If an attacker fires a weapon, roll 2D6 and add the weapon’s Strength after the attack has been resolved. If the weapon has the Blast trait, add 2 to the result. If the result is 10+, the alarm is raised. - From the 5th round onwards, if the attacker rolls 1 or 2 for the Priority, the alarm is raised. Once the alarm is raised: - The Sentry Round ends. - Resolve the End phase. - Continue the battle as normal (sentry rules are no longer used). ## Reinforcements These are the default rules for when and how Reinforcements arrive (unless otherwise specified): - Arrive at the end of the End phase. - Randomize which fighters arrive. - Roll a D6: - 1-2: The opponent deploys them. - 3+: The controlling player deploys them. The scenario will always specify the following: - If Reinforcements are used. - How many fighters are part of the Reinforcements. - How many arrive each round. - Which round they arrive. **Bottle Tests:** Reinforcements do not count as models in the crew when making Bottle tests (only starting crew is counted). **N17:** Tactics cards that equip a model with a piece of wargear from the start of the battle (for example a frag trap) must usually be played during deployment, however they can instead be played when a model arrives as Reinforcements. :::danger House Rules #### Reinforcements Include Reinforcements when making Bottle tests. Some scenarios could reward one gang with 10 custom fighters and the other gang random 4 (min) + reinforcements. The small gang would bottle 50% after first Seriously Injured or OoA. The big gang would bottle on 17% after suffering 5 casualties! This will cause massive imbalance. ::: ## Home Turf Advantage While a gang defends on its own turf, gain the following: Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Roll a D6 (individually). - 1-3: The hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. - 4-6: The hangers-on escapes before the battle and is not part of the crew. ## Pitch Black All fighters are Hidden unless having the following: - Ablaze. - [Refractor field](/docs/armoury/field-armour#refractor-field). - Photo-lumens. - Holochromatic Field (while operational). - Rad-phaged (Tech skill). Fighters are Revealed (no longer Hidden) in the following situations: - Ablaze. - Refractor field: Always. - Photo-lumens: Always. - Holochromatic Field: While operational. - Rad-phaged: Always. - Ranged weapon: When used (except Silent). - Power weapon: When used. - Irradiated Coolant (Toxic Downpour): While in effect. - Vehicles: When moving. Ranged attacks and Charges can only be made against targets that meet at least one of the following criterias: - Revealed. - Within 3”. - Within 12” with infra-scope, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) or photo-lumens. - Within 4" of a Rally Point (Assault On Precinct 17). - Within any range with "And Lo His Gaze did Illuminate them!" (Cawdor Path of the Faithful). In each End phase, Revealed fighters become Hidden (no longer Revealed), unless being affected by any of the exceptions above. :::info N21 PITCH BLACK (IMPROVED VERSION) Charge is not affected by Pitch Black. ::: :::note ASH WASTES NOTES Should probably use some common sense to restrict several special rules that can enable/disable Pitch Black, as most of these were designed for battles inside the hive, not out in the open wastes. ::: ## Ammo Cache Apply the following effects within 1”: - +2 modifier for Ammo tests. - Ignore the Scarce trait. - If the Ammo roll is a 6 (before modifiers), the ammo cache is has no further effect (exhausted). ## Booby Trap A fighter risks triggering a boby trap in the following situations (but only once per booby trap in a single activation): - Comes within 2” of a booby trap (for any reason) - Ends an action within 2". Roll a D6: - **1:** A dud, remove it from play. - **2-3:** Not triggered, leave it in place. - **4+:** Triggered and explodes. #### Exploding While Moving If triggered during movement, the move is interrupted while resolving the booby trap (resolved where the fighter was while moving). If Pinned or Injured, the move action ends. #### Shooting at Booby Trabs Can be targeted with ranged attacks: - Short range: -1 to hit. - Long Range: -2 to hit. If hit, roll a D6: - **1-2:** No effect. - **3-4:** Triggered and explodes. - **5-6:** Disarmed and removed. :::info N21 (HIVE WAR) BOOBY TRAPS These are alternative rules for triggering traps: #### Melta Replace the trap with a pitfall marker (centered on the trap). Any fighter partially or completely covered by the marker: - Completely: Out of Action. - Partially: Make an Initiative test. - Success: Pinned and moved as short as possible outside the marker. - Fail: Out of Action. The pitfall remains in play. #### Gas 2D6" range (instead of 5" blast). ::: ## Treasure Casket #### Forgotten Ordance, Hive Ruins Terrain Counts as a Loot Casket, with different contents. If opened, roll a D6: | D6 | Result | | -------- | :------------------------------------------------------------------------------------------------------------------- | | **1:** | **Click!:** Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible) | | **2-3:** | **Fancy Threads:** The fighter immediately gains Uphive Raiments Status item. | | **4-6:** | **A Noble’s Ransom:** The fighter immediately gains a Personal Equipment item, chosen by the controlling player. | ## Gang Relics +2 to any Cool and Leadership tests made by friendly fighters within 6”. ## The Beast's Lair If any model ends an activation within 6”, roll a D6. The beast will attack if at least one condition is met: - The result is a 6. - The result is higher than the number of inches between the fighter and the Beast’s Lair. The Beast’s Lair is not a model. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1” of the Beast’s Lair and may move into base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If reduced to 0 Wounds, remove it from play. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - | Weapon: Beast’s Tentacles<br /> (Str S, AP -2, D 3, Knockback, Melee, Versatile 6”) ## Brainleaf Zombies | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) 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. ## Crazed Cannibals | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel. Weapons: Unarmed attacks (claws & teeth) #### Special Rules - Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority. - Can't choose not to use the skills (if able). Take actions as normal, with the following exceptions: - Must charge (if able). - Must Fight if Engaged. - Otherwise, must move toward the closest fighter from any crew. ## Houseless Gangers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle). ## Ambull | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ | Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br /> Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br /> Wargear: Chitin Armour (3+) ## Borewyrm Infestiation | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ | Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br /> Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br /> Wargear: Chitin Armour (4+) ## Purestrain Genestealer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ | Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br /> Weapons: Custom razor-sharp talons, custom venomous bite<br /> Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh _Note: This is an example using the Xenos Abomination from Horrors of the Underhive._ Genestealer Cult Favour: - Also has Infiltrate. - Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round. - Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar). ## Horrors in the Dark When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: | D6 | Result | | --- | :-------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. | | 2-3 | The fighter can't make any actions this turn. | | 4-5 | The fighter can only make one action this turn. | | 6 | The fighter activates normally. | :::danger House Rule Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Defence Servitor - Immobile (can't move). - 360° vision arc - Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0). - Can't be Pinned. - Automatically passes any Cool tests. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ | Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br /> Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace) #### Overwatch Routine The servitor will make Shoot (Basic) actions whenever all of the following are true: - Not Engaged. - A fighter ends an activation within LOS of the servitor. - Passes an Initiative test. This test is automatically passed if at least one of the following is true: - The first time each round. - The activated fighter made an attack against the servitor. If Engaged, make Reaction attacks as normal. ## Hive Dwellers HIVE DWELLERS Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions: - A fighter makes a Shoot action within 12” - A fighter makes a Fight action within 6” - A blast is placed (after scatter) within 6” - A fighter or hiver is hit by a ranged attack within 6” After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- | | **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) | | **3-4** | **OK, take it Easy Fella:** Take no action | | **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) | During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain). ## Corrupt Enforcer - Counts as a normal fighter. - Can't take part in a Group Activation. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br /> Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ## Multi-player games Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating: - Stronger gangs can deploy in the most exposed area. - Stronger gangs can deploy further away from the objective. - Stronger gangs can have random crew while weaker gangs can have custom crew. Multi-player games use all the normal rules for battles with the following clarifications: #### Priority Roll for Priority as normal, taking turns activating the fighters. Re-roll ties. #### Melee Combat Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang. #### Defenders and Attackers In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides. ## Loot Caskets There will always be at least 2 loot caskets on any battlefield. The content is unknown until opened. Active fighters within 1” of a loot casket may perform actions to open or carry a loot casket. :::info SMASH OPEN (BASIC) Requires the fighter to be within 1”. Roll a D6 and add the fighter’s Strength. On a 6+, the casket is opened; however, subtract 1 from the result when rolling to determine the casket’s contents (minimum 1). ::: :::info BYPASS LOCK (BASIC) Requires the fighter to be within 1”. Pass an Intelligence test to open the casket. ::: :::info CARRY (SIMPLE) Requires the fighter to be within 1”. Make a Move (Simple) action, carrying the loot casket or ammo cache with them. When the action ends, the casket is placed in base contact with this fighter. ::: #### Opening Loot Caskets If opened, roll a D6 | D6 | Result | | -------- | :----------------------------------------------------------------------------- | | **1:** | **Dangerous Goods:** The casket is booby trapped. Replace it with a Frag trap. | | **2-3:** | **Nothing Useful:** Receive D6 credits. | | **4-6:** | **Ammo Cache:** Replace it with an Ammo Cache. | ## Rolling Roads (Ash Wastes) ROLLING ROADS (ASH WASTES) Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides Battlefield sides can have the following special rules: - **Impassable:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). - **Cliff:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous activation. #### Rolling Road Phase At the start of each End phase, resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with Move 7"+ can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Touching the Leading Edge. - At least 3" from any model or terrain. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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# Location Details #location ## Description ***Generatorium*** You've taken control of the Generatorium, a sprawling industrial complex that hums with the constant thrum of machinery. The air is thick with the smell of ozone and burning wire as sparks fly from the countless devices scattered throughout the area. The Generatorium is a hub of activity, with gangs vying for control of this vital resource. As you explore the Generatorium, you notice the sheer scale of the operation. Rows upon rows of humming generators line the walls, providing power to the surrounding districts. Crates and boxes filled with spare parts, wiring, and other components are stacked haphazardly, waiting to be claimed by scavengers or repurposed for the gang's own needs. The Generatorium is also home to a variety of skilled workers and engineers who can be hired to perform tasks such as repairing equipment, crafting new tools, or even constructing makeshift defenses. These experts are scattered throughout the complex, often working in cramped, dimly lit spaces filled with machinery and wires. However, the Generatorium is not without its dangers. Rival gangs are constantly trying to sabotage the generators, steal valuable components, or even hijack entire sections of the complex for their own purposes. You'll need to keep a close eye on your resources and income, as well as be prepared to defend yourself against these threats. **Income:** To determine your income, roll `dice: 1d6`. On a roll of: * 1-2: You receive 10 Credits. * 3-4: You receive 15 Credits. * 5-6: You receive 20 Credits. **Special Rules/Boons:** * **Electricity Surge:** Once per turn, you can reroll a dice roll made for your gang members within the Generatorium. This can be used to re-roll combat rolls, skill tests, or any other dice roll. * **Scavenging Opportunities:** The Generatorium provides an abundance of scrap metal and machinery. You can use this to repair equipment, craft new tools, or even construct makeshift defenses. Roll `dice: 1d6` to see what you find: + 1-2: A broken machine that can be repaired for 5 Credits. + 3-4: A piece of scrap metal that can be used as a makeshift shield. + 5-6: A working machine that provides an additional +1 to your gang's combat rolls. What would you like to do next? ## Special Rules I apologize for the mistake earlier! Let me rework the Generatorium territory with special rules that affect combat scenarios. *{location|gen}* You've taken control of the Generatorium, a hub of industrial activity in the underhive. This location provides you with a reliable source of electricity and resources. *Income:* To determine your income, roll `dice: 1d6`. On a roll of: * 1-2: You receive 10 Credits. * 3-4: You receive 15 Credits. * 5-6: You receive 20 Credits. *Special Rules/Boons:* **Generator Gauntlet:** When another gang attempts to take control of the Generatorium from you, they must first navigate a treacherous gauntlet of electrical hazards. Roll `dice: 1d10` for each model attempting to charge into combat. On a roll of: * 1-3: The model is electrocuted and removed from play. * 4-6: The model takes a morale test, failing on a roll of 1 or 2. * 7+: The model can enter combat as normal. **Power Surge:** If your gang manages to repel an attack on the Generatorium, you gain a temporary power surge. For one turn, all friendly models within the location gain +1 to their attacks and have a 10% chance to reroll any failed morale tests. As the Generatorium, you'll need to manage the risks and challenges that come with this location. Be prepared for rival gangs trying to sabotage or steal your generator, and make sure to keep a close eye on your resources and income. What would you like to do next? ## Income I apologize for the mistake earlier! As the Generatorium, your gang's income is directly tied to the success of the generator. To determine your income, you'll need to roll `dice: 1d6`. On a roll of: * 1-2: You receive 5 Credits. * 3-4: You receive 10 Credits. * 5-6: You receive 15 Credits. This income is generated from the sale of surplus energy and resources harvested from the Generatorium. As the gang in control, you'll need to manage the generator's output and ensure it remains operational to maximize your income. Keep in mind that rival gangs might try to sabotage or steal your generator, which could impact your income. You'll need to balance the benefits of controlling this location with the risks involved.
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# Location Details #location ## Description ***Generatorium*** You've taken control of the Generatorium, a sprawling industrial complex that hums with the constant thrum of machinery. The air is thick with the smell of ozone and burning wire as sparks fly from the countless devices scattered throughout the area. The Generatorium is a hub of activity, with gangs vying for control of this vital resource. As you explore the Generatorium, you notice the sheer scale of the operation. Rows upon rows of humming generators line the walls, providing power to the surrounding districts. Crates and boxes filled with spare parts, wiring, and other components are stacked haphazardly, waiting to be claimed by scavengers or repurposed for the gang's own needs. The Generatorium is also home to a variety of skilled workers and engineers who can be hired to perform tasks such as repairing equipment, crafting new tools, or even constructing makeshift defenses. These experts are scattered throughout the complex, often working in cramped, dimly lit spaces filled with machinery and wires. However, the Generatorium is not without its dangers. Rival gangs are constantly trying to sabotage the generators, steal valuable components, or even hijack entire sections of the complex for their own purposes. You'll need to keep a close eye on your resources and income, as well as be prepared to defend yourself against these threats. **Income:** To determine your income, roll `dice: 1d6`. On a roll of: * 1-2: You receive 10 Credits. * 3-4: You receive 15 Credits. * 5-6: You receive 20 Credits. **Special Rules/Boons:** * **Electricity Surge:** Once per turn, you can reroll a dice roll made for your gang members within the Generatorium. This can be used to re-roll combat rolls, skill tests, or any other dice roll. * **Scavenging Opportunities:** The Generatorium provides an abundance of scrap metal and machinery. You can use this to repair equipment, craft new tools, or even construct makeshift defenses. Roll `dice: 1d6` to see what you find: + 1-2: A broken machine that can be repaired for 5 Credits. + 3-4: A piece of scrap metal that can be used as a makeshift shield. + 5-6: A working machine that provides an additional +1 to your gang's combat rolls. What would you like to do next? ## Special Rules I apologize for the mistake earlier! Let me rework the Generatorium territory with special rules that affect combat scenarios. *{location|gen}* You've taken control of the Generatorium, a hub of industrial activity in the underhive. This location provides you with a reliable source of electricity and resources. *Income:* To determine your income, roll `dice: 1d6`. On a roll of: * 1-2: You receive 10 Credits. * 3-4: You receive 15 Credits. * 5-6: You receive 20 Credits. *Special Rules/Boons:* **Generator Gauntlet:** When another gang attempts to take control of the Generatorium from you, they must first navigate a treacherous gauntlet of electrical hazards. Roll `dice: 1d10` for each model attempting to charge into combat. On a roll of: * 1-3: The model is electrocuted and removed from play. * 4-6: The model takes a morale test, failing on a roll of 1 or 2. * 7+: The model can enter combat as normal. **Power Surge:** If your gang manages to repel an attack on the Generatorium, you gain a temporary power surge. For one turn, all friendly models within the location gain +1 to their attacks and have a 10% chance to reroll any failed morale tests. As the Generatorium, you'll need to manage the risks and challenges that come with this location. Be prepared for rival gangs trying to sabotage or steal your generator, and make sure to keep a close eye on your resources and income. What would you like to do next? ## Income I apologize for the mistake earlier! As the Generatorium, your gang's income is directly tied to the success of the generator. To determine your income, you'll need to roll `dice: 1d6`. On a roll of: * 1-2: You receive 5 Credits. * 3-4: You receive 10 Credits. * 5-6: You receive 15 Credits. This income is generated from the sale of surplus energy and resources harvested from the Generatorium. As the gang in control, you'll need to manage the generator's output and ensure it remains operational to maximize your income. Keep in mind that rival gangs might try to sabotage or steal your generator, which could impact your income. You'll need to balance the benefits of controlling this location with the risks involved.
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### Reckless Reckless weapons are indiscriminate in what they target: - Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model’s line of sight and range of the weapon. - Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter. - Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon’s Long range. If the weapon also has the Rapid Fire (X) trait, then any additional hits generated from the Firepower dice must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hits are allocated.
Unknown
Reckless
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Reckless weapons are indiscriminate in what they target:- Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model’s line of sight and range of the weapon.- Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter.- Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon’s Long range.If the weapon also has the Rapid Fire (X) trait, thenany additional hits generated from the Firepower dicemust be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hitsare allocated.
necrovox
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Unknown
Unknown
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0
### Reckless Reckless weapons are indiscriminate in what they target: - Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model’s line of sight and range of the weapon. - Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter. - Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon’s Long range. If the weapon also has the Rapid Fire (X) trait, then any additional hits generated from the Firepower dice must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hits are allocated.
Unknown
Unknown
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0
0
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prompt: reply to this email negatively in professional way. email: {{context}} reply:
Unknown
✉️ Reply to Email negatively 😡
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2024-06-13 20:34:24.508078
communication, email
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select the email content and negative reply will be generated
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getEmailNeg
Noureddine
0.0.1
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Unknown
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0
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Unknown
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prompt: reply to this email negatively in professional way. email: {{context}} reply:
Unknown
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0
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# Using The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of Imperial law. In the Uprising Campaign, players take sides, allying themselves with the Imperial authorities, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. :::note DESIGNER’S NOTE Whilst the Uprising Campaign is designed to allow players to recreate the events within the doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ### The Arbitrator The Uprising 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 Uprising 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 whether Chaos or Order are in Ascendancy (see page 80). - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends. ### The Gangs Hive rebellions and daemonic incursions are notoriously indifferent when it comes to who they affect, and all kinds of local factions can find themselves caught up in the fighting. The Uprising Campaign can be played with any Necromunda gangs – and guidelines for including different kinds of gangs are presented in the Setting up the Campaign section on page 76. ### Uprising Territories While the focus of the Uprising Campaign is the struggle between Order and Chaos, Territories still play a large part in the conflict. These represent the turf controlled by the gangs and provide them with a steady supply of resources along with various other benefits. Players begin the campaign in control of one or more Territories, and have the opportunity to capture various Territories as the campaign progresses. In the Uprising Campaign, each Territory can be under the influence of Order, or under the influence of Chaos. When the campaign begins, all Territories are under the influence of Order, but as the campaign progresses they can be Ruined and come under the influence of Chaos, representing the gradual corruption of the hive. The Boons gangs gain from Territories change depending upon which influence the Territory is under (see page 88). ### Pre- and Post-Battle Sequence The Uprising Campaign uses all of the standard rules for the pre- and post-battle sequences presented in the Necromunda Core Rulebook, including the gaining and spending of XP. ### Winning Victory in the Uprising Campaign goes beyond the final domination of Chaos or Order. At the end of the campaign, the Arbitrator awards various Triumphs (see page 86) based upon such things as the most victories for Order or Chaos, the most people consumed or saved, or which gang has the highest Reputation.
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# Using The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of Imperial law. In the Uprising Campaign, players take sides, allying themselves with the Imperial authorities, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. :::note DESIGNER’S NOTE Whilst the Uprising Campaign is designed to allow players to recreate the events within the doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ### The Arbitrator The Uprising 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 Uprising 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 whether Chaos or Order are in Ascendancy (see page 80). - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends. ### The Gangs Hive rebellions and daemonic incursions are notoriously indifferent when it comes to who they affect, and all kinds of local factions can find themselves caught up in the fighting. The Uprising Campaign can be played with any Necromunda gangs – and guidelines for including different kinds of gangs are presented in the Setting up the Campaign section on page 76. ### Uprising Territories While the focus of the Uprising Campaign is the struggle between Order and Chaos, Territories still play a large part in the conflict. These represent the turf controlled by the gangs and provide them with a steady supply of resources along with various other benefits. Players begin the campaign in control of one or more Territories, and have the opportunity to capture various Territories as the campaign progresses. In the Uprising Campaign, each Territory can be under the influence of Order, or under the influence of Chaos. When the campaign begins, all Territories are under the influence of Order, but as the campaign progresses they can be Ruined and come under the influence of Chaos, representing the gradual corruption of the hive. The Boons gangs gain from Territories change depending upon which influence the Territory is under (see page 88). ### Pre- and Post-Battle Sequence The Uprising Campaign uses all of the standard rules for the pre- and post-battle sequences presented in the Necromunda Core Rulebook, including the gaining and spending of XP. ### Winning Victory in the Uprising Campaign goes beyond the final domination of Chaos or Order. At the end of the campaign, the Arbitrator awards various Triumphs (see page 86) based upon such things as the most victories for Order or Chaos, the most people consumed or saved, or which gang has the highest Reputation.
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content: {{context}} prompt: brainstorm ideas about this content
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💡BrainStorm Ideas
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2024-06-13 20:34:24.508078
ideas, writing
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Brainstorm idea about the context.
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getIdeas
Noureddine
0.0.1
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content: {{context}} prompt: brainstorm ideas about this content
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# Mounts :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: _In the vast wastes there is a dizzying array of personal transport options used by gangers. The mounts represented here can be used to represent anything you wish from humble dirtbike to choppers, exotic cyber-animals or anything else!_ ## 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). The following applies to all mounted fighters: #### Hands Full - -1 Weapon slots. - Cannot equip non-Lance Unwieldy weapons. - Cannot use more than 1 weapon in close combat. #### Ride By Attack while moving: - Can move within 1" of a single enemy (during movement). - Can interrupt movement to make a single close combat attack against an enemy if moving within 1" (or Versatile range). - Target may attempt to make a single Reaction attack. If hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see [I Get Knocked Down…](#i-get-knocked-down)). #### Quick Retreat - +2 Initiative to Retreat (Basic). #### Grounded - Cannot climb terrain or vehicles. #### My Mount Is My Life The fighter can join battles with or without the Mount, but cannot dismount mid-battle. #### "I Get Knocked Down…" If Pinned when hit by a ranged attack, make an Initiative test (-1 modifier if hit by Blast or Knockback): - Pass: Avoid being Pinned. - Fail: Become Knocked Down (Pinned). When Knocked Down, suffer an automatic hit. The severity is determined by how far the fighter moved during their last activation, rounded up to the nearest inch \[Think of this as their speed - servo_scribe\]. If this happens during the Mounted fighter's own movement, use the currently moved distance instead. | Distance Moved | Strength | AP | Damage | | -------------- | -------- | --- | ------ | | 0"-5" | 3 | - | 1 | | 6"-9" | 5 | -1 | 1 | | 10"+ | 7 | -2 | 2 | #### Pinned & Stand Up When Pinned, a Stand Up (Basic) action requires passing an Initiative test. If failed, the action is wasted (remain Pinned). :::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). :::
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2024-06-13 20:34:24.508078
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# Mounts :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: _In the vast wastes there is a dizzying array of personal transport options used by gangers. The mounts represented here can be used to represent anything you wish from humble dirtbike to choppers, exotic cyber-animals or anything else!_ ## 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). The following applies to all mounted fighters: #### Hands Full - -1 Weapon slots. - Cannot equip non-Lance Unwieldy weapons. - Cannot use more than 1 weapon in close combat. #### Ride By Attack while moving: - Can move within 1" of a single enemy (during movement). - Can interrupt movement to make a single close combat attack against an enemy if moving within 1" (or Versatile range). - Target may attempt to make a single Reaction attack. If hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see [I Get Knocked Down…](#i-get-knocked-down)). #### Quick Retreat - +2 Initiative to Retreat (Basic). #### Grounded - Cannot climb terrain or vehicles. #### My Mount Is My Life The fighter can join battles with or without the Mount, but cannot dismount mid-battle. #### "I Get Knocked Down…" If Pinned when hit by a ranged attack, make an Initiative test (-1 modifier if hit by Blast or Knockback): - Pass: Avoid being Pinned. - Fail: Become Knocked Down (Pinned). When Knocked Down, suffer an automatic hit. The severity is determined by how far the fighter moved during their last activation, rounded up to the nearest inch \[Think of this as their speed - servo_scribe\]. If this happens during the Mounted fighter's own movement, use the currently moved distance instead. | Distance Moved | Strength | AP | Damage | | -------------- | -------- | --- | ------ | | 0"-5" | 3 | - | 1 | | 6"-9" | 5 | -1 | 1 | | 10"+ | 7 | -2 | 2 | #### Pinned & Stand Up When Pinned, a Stand Up (Basic) action requires passing an Initiative test. If failed, the action is wasted (remain Pinned). :::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). :::
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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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### Master-Crafted Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll.
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Master-Crafted
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Once per battle, a weapon with the Master-crafted traitmay re-roll a single failed hit roll.
necrovox
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### Master-Crafted Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll.
Unknown
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# Multi-player Scenarios - [Pit Fight](/docs/scenarios/scenario-list/pit-fight) [View all Multiplayer scenarios](/docs/tags/multi-player-scenario)
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2024-06-13 20:34:24.508078
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A compilation of recently published multi-player scenarios.
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# Multi-player Scenarios - [Pit Fight](/docs/scenarios/scenario-list/pit-fight) [View all Multiplayer scenarios](/docs/tags/multi-player-scenario)
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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. ::: # Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the Infiltrate skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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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. ::: # Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the Infiltrate skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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# Being Captured :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Being Captured If only one gang has fighters on the battlefield at the end of a battle, roll 2D6 and add modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. ### Capture Levels **Default (Dominion, Uprising & Outlander):** 13+<br /> **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). A captured fighter is unavailable until freed. **Hired Guns:** Can be sold without any rescue attempt. ### Captured Enemies Any time the same two gangs fight, the captured fighter’s gang can declare a rescue mission, superseding any step to Determine Scenario. If failed, this can be repeated next battle. If a gang fails to rescue the Captive, or the gang doesn't want to rescue, the capturing gang can choose any of the following: - Trade back to the gang (or any other gang that wants the Captive). - Sell to the Guilders (not Uprising campaign). - Gain half the cost (rounded up to nearest 5 credits). - Law Abiding: Claim a bounty on Outlaw Captives. - Gain the full cost. - Outlaw: 'Dispose' of the Captive. Gangs can trade back Captives at any time, regardless of whether a rescue mission has already been attempted. The two gangs can try to negotiate a trade for the Captive. This could be a payment of credits, a trade for another Captive, a Resource, an item, equipment or anything else - this is entirely up to the two gangs, and the capturing gang is free to refuse an offer. If an agreement is reached and the trade is made, the captured fighter is immediately handed over to the other gang.
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# Being Captured :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Being Captured If only one gang has fighters on the battlefield at the end of a battle, roll 2D6 and add modifiers: - +1 per enemy fighter taken Out of Action (including those who succumbed to their injuries). - +1 per friendly hired Bounty Hunter. - +1 per webbed enemy fighter that went Out of Action. - +1 per restrained enemy fighter (Enforcer skill). - +1 per friendly Water Guild fighter not Out of Action if the Master Nautican (Leader) has not gone Out of Action. ### Capture Levels **Default (Dominion, Uprising & Outlander):** 13+<br /> **Law & Misrule:** 11+ If the result is higher than the capture level, one random fighter that went Out of Action is captured. Critically Injured fighters can't be captured (randomize another fighter). A captured fighter is unavailable until freed. **Hired Guns:** Can be sold without any rescue attempt. ### Captured Enemies Any time the same two gangs fight, the captured fighter’s gang can declare a rescue mission, superseding any step to Determine Scenario. If failed, this can be repeated next battle. If a gang fails to rescue the Captive, or the gang doesn't want to rescue, the capturing gang can choose any of the following: - Trade back to the gang (or any other gang that wants the Captive). - Sell to the Guilders (not Uprising campaign). - Gain half the cost (rounded up to nearest 5 credits). - Law Abiding: Claim a bounty on Outlaw Captives. - Gain the full cost. - Outlaw: 'Dispose' of the Captive. Gangs can trade back Captives at any time, regardless of whether a rescue mission has already been attempted. The two gangs can try to negotiate a trade for the Captive. This could be a payment of credits, a trade for another Captive, a Resource, an item, equipment or anything else - this is entirely up to the two gangs, and the capturing gang is free to refuse an offer. If an agreement is reached and the trade is made, the captured fighter is immediately handed over to the other gang.
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# 126. Defend the House _“It may have a kick like a rogue ambull, but it’ll make you unbeatable in a fight!”_ \- Esmer Tul, Clan Chymist, House of Gilded Grace, House Escher In this scenario, one gang makes a desperate defence of their turf. **Source: Apocrypha: Queen of Ash Town** ## 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 (Sector Mechanicus). ## Crews - **Attacker:** Random (D3+4) + Reinforcements. - **Defender:** Custom (D3+4). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Standard. ## Clouds Of Incense The air is fi lled with incense and strange chems. The Visibility (9") rule is in effect for this battle. ## Reinforcements - Attacker: D3. - Start of each End phase. ## 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). ## Ending the Battle The battle ends if max 1 gang remains (end of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win/Draw: 2D6x10. - Lose: D6x10. #### Experience Scenario specific rewards: - +1 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 - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Queen of Ash Town If players wish, they may use this scenario to represent Athera and the Ash Wyld’s defence of the House of Gilded Grace. In order to do this, make the following changes: - The attacker’s gang should be a Goliath gang. - The defender’s gang should be an Escher gang with a large number of Wyld Runners led by [Athera](/docs/gangs/gang-additions/hired-guns/agents/#athera--stix) and accompanied by an [Apprentice Clan Chymist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-1-apprentice-clan-chymist). - The House of Gilded Grace rule is in effect and each defending fighter starts the battle with a dose of either [Blood Boil](/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo) or [Skin Fire](/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo), while Athera starts with a dose of [Predator’s Kiss](/docs/gangs/gang-lists/house-escher/chem-alchemy#stims-1). :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Apocrypha Necromunda', 'Narrative Scenario']
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# 126. Defend the House _“It may have a kick like a rogue ambull, but it’ll make you unbeatable in a fight!”_ \- Esmer Tul, Clan Chymist, House of Gilded Grace, House Escher In this scenario, one gang makes a desperate defence of their turf. **Source: Apocrypha: Queen of Ash Town** ## 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 (Sector Mechanicus). ## Crews - **Attacker:** Random (D3+4) + Reinforcements. - **Defender:** Custom (D3+4). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment Standard. ## Clouds Of Incense The air is fi lled with incense and strange chems. The Visibility (9") rule is in effect for this battle. ## Reinforcements - Attacker: D3. - Start of each End phase. ## 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). ## Ending the Battle The battle ends if max 1 gang remains (end of a round). ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win/Draw: 2D6x10. - Lose: D6x10. #### Experience Scenario specific rewards: - +1 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 - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## Queen of Ash Town If players wish, they may use this scenario to represent Athera and the Ash Wyld’s defence of the House of Gilded Grace. In order to do this, make the following changes: - The attacker’s gang should be a Goliath gang. - The defender’s gang should be an Escher gang with a large number of Wyld Runners led by [Athera](/docs/gangs/gang-additions/hired-guns/agents/#athera--stix) and accompanied by an [Apprentice Clan Chymist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-1-apprentice-clan-chymist). - The House of Gilded Grace rule is in effect and each defending fighter starts the battle with a dose of either [Blood Boil](/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo) or [Skin Fire](/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo), while Athera starts with a dose of [Predator’s Kiss](/docs/gangs/gang-lists/house-escher/chem-alchemy#stims-1). :::
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# Uprising Territories _Source: Necromunda: Apocrypha Necromunda (2024)_ As the insidious threat of Chaos spreads, the hive districts are reduced to cannibal-haunted wastelands, and locals are driven into madness and depravity. This inevitable societal decay is reflected in the Territories controlled by the gangs. At the start of the campaign, gangs might have dominion over bustling underhive settlements or lucrative crossroads, reaping the benefits of trade and a large populace to draw recruits from. As the campaign wears on, these same settlements and byways can be reduced to ruins, inhabited by haunted survivors and ravenous beasts, from which the gang must scavenge equipment and food. ## Starting Territories At the start of the Uprising Campaign, each player’s gang begins in control of three Territories. One of these is determined by the type of gang they are playing as detailed below. This represents the gang’s home base or hideout and can never be lost, even if it is the only Territory the gang controls. The two remaining Territories are generated randomly. To determine these Territories, each player rolls on the Uprising Territories table that follows. Gangs may have the same Territory multiple times, though only Palanite Enforcer gangs may have a Precinct-Fortress, and only Corpse Grinder Cult and Helot Chaos Cult gangs may have a Chaos Fane. ### Gang Starting Territory **Palanite Enforcer Gangs:** Precinct-Fortress **Corpse Grinder Cult Gangs and Chaos Cult Gangs:** Chaos Fane **All Other Gangs:** Settlement ### Uprising Territories Table | D66 | Territory | | :---: | :----------------- | | 11-13 | Hab Level | | 14-16 | Reclamation Zones | | 21-23 | Underhive Shrine | | 24-26 | Manufactorum Level | | 31-33 | Guilder Stronghold | | 34-36 | Slave Pits | | 41-43 | Settlement | | 44-46 | Ash Gate | | 51-53 | Fungal Sprawl | | 54-56 | Thermal Vent | | 61-63 | Wastelands | | 64-66 | Wall Outpost | ## Using Uprising Territories Each Territory provides Boons to the gang who controls it. At the beginning of each Campaign Week, each player generates any Boons listed on their Territories, such as Income and Recruits. In the case of variable rolls or other random results, these dice rolls can be made during the pre-battle sequence of the first game of the Campaign Week with their results taking effect immediately – i.e., recruited fighters can be used right away. Territories provide two sets of Boons: a standard one, reflecting the Territory as it is under the influence of Order, and a Ruined one, representing the Territory once it has fallen under the influence of Chaos. Only one of these sets of Boons applies at any time depending on the state of the Territory, and Boons that apply to rules that are not in effect – such as portions of Meat gained while the Starvation rules are not being used – are ignored. Once a Territory has been Ruined and fallen under the influence of Chaos, it remains Ruined for the remainder of the campaign. ## List of Territories ### Precinct-Fortress _Each hive zone operates under the watchful eye of an Enforcer Precinct-Fortress – each one an impressive fortification and a symbol of Lord Helmawr’s authority._ #### #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Chaos Fane _Chaos fanes are focal points for the worship of the Dark Gods; each gore-spattered temple a place for heretics to muster their forces and practise their profane rituals._ #### Territory Boon **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Skinner or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add an Initiate or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add 2D6 portions of Meat to the controlling gang’s Stash. ### Hab Level _Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles._ #### Territory Boon **Reputation:** Whist it controls this Territory, the gang adds D6 to its Reputation. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add D3 Scavenging rolls to the controlling gang’s Stash. ### Settlement _Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities._ #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their Gang Equipment List at no additional cost. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Wastelands _Wastelands offer isolation and protection from the watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes._ #### Territory Boon **Ambush:** Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Ambush:** Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. **Starvation:** Add 1 portion of Meat to the controlling gang’s Stash. ### Reclamation Zones _Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them._ #### Territory Boon **Equipment:** Reduce the cost of items on the controlling gang’s Gang Equipment List by 10 credits, to a minimum of 5 credits. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add 2D3 Scavenging rolls to the controlling gang’s Stash. ### Underhive Shrine _Hives are filled with places holy to their inhabitants, where they might offer up prayers to the God-Emperor or the spirits of the hive itself._ #### Territory Boon **Blessings:** At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a natural roll of a 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Blessings:** At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a 5 or 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. ### Manufactorum Level _Heavy industry is the heart and soul of Necromunda, the hives churning out vast amounts of weapons and wargear for its people and the greater Imperium._ #### Territory Boon **Equipment:** The controlling gang can add up to 30 credits worth of weapons or Wargear from its Gang Equipment List to its Stash for free. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add D3 Scavenging rolls to the controlling gang’s Stash. ### Thermal Vent _Heat and light are vital commodities in a hive, and controlling them provides a powerful resource to trade for a gang as well as significantly better living conditions._ #### Territory Boon **Better Living:** The controlling gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a 6, a constant supply of good food has helped them recover more quickly – their In Recovery box on the gang roster is cleared, and they are now available for this battle. **Income:** Add 2D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add a Scavenging roll to the controlling gang’s Stash. ### Guilder Stronghold _The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive._ #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their Gang Equipment List at no additional cost. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Scavenging:** Add a Scavenging roll to the controlling gang’s Stash. ### Slave Pits _Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers._ #### Territory Boon **Training:** Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Training:** Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP. **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. ### Fungal Sprawl _Fungal growths can dominate entire hive levels, and are both dangerous and profitable in equal measure; there being much wealth a gang can find among their wilds._ #### Territory Boon **Equipment:** Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Equipment:** Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Wall Outpost _The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it._ #### Territory Boon **Finest Things:** When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Finest Things:** The controlling gang may re-roll one Scavenging roll in each post-battle sequence. **Scavenging:** Add one Scavenging roll to the controlling gang’s Stash. ### Ash Gate _The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world._ #### Territory Boon **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add 2D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add 2D3 Scavenging rolls to the controlling gang’s Stash.
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# Uprising Territories _Source: Necromunda: Apocrypha Necromunda (2024)_ As the insidious threat of Chaos spreads, the hive districts are reduced to cannibal-haunted wastelands, and locals are driven into madness and depravity. This inevitable societal decay is reflected in the Territories controlled by the gangs. At the start of the campaign, gangs might have dominion over bustling underhive settlements or lucrative crossroads, reaping the benefits of trade and a large populace to draw recruits from. As the campaign wears on, these same settlements and byways can be reduced to ruins, inhabited by haunted survivors and ravenous beasts, from which the gang must scavenge equipment and food. ## Starting Territories At the start of the Uprising Campaign, each player’s gang begins in control of three Territories. One of these is determined by the type of gang they are playing as detailed below. This represents the gang’s home base or hideout and can never be lost, even if it is the only Territory the gang controls. The two remaining Territories are generated randomly. To determine these Territories, each player rolls on the Uprising Territories table that follows. Gangs may have the same Territory multiple times, though only Palanite Enforcer gangs may have a Precinct-Fortress, and only Corpse Grinder Cult and Helot Chaos Cult gangs may have a Chaos Fane. ### Gang Starting Territory **Palanite Enforcer Gangs:** Precinct-Fortress **Corpse Grinder Cult Gangs and Chaos Cult Gangs:** Chaos Fane **All Other Gangs:** Settlement ### Uprising Territories Table | D66 | Territory | | :---: | :----------------- | | 11-13 | Hab Level | | 14-16 | Reclamation Zones | | 21-23 | Underhive Shrine | | 24-26 | Manufactorum Level | | 31-33 | Guilder Stronghold | | 34-36 | Slave Pits | | 41-43 | Settlement | | 44-46 | Ash Gate | | 51-53 | Fungal Sprawl | | 54-56 | Thermal Vent | | 61-63 | Wastelands | | 64-66 | Wall Outpost | ## Using Uprising Territories Each Territory provides Boons to the gang who controls it. At the beginning of each Campaign Week, each player generates any Boons listed on their Territories, such as Income and Recruits. In the case of variable rolls or other random results, these dice rolls can be made during the pre-battle sequence of the first game of the Campaign Week with their results taking effect immediately – i.e., recruited fighters can be used right away. Territories provide two sets of Boons: a standard one, reflecting the Territory as it is under the influence of Order, and a Ruined one, representing the Territory once it has fallen under the influence of Chaos. Only one of these sets of Boons applies at any time depending on the state of the Territory, and Boons that apply to rules that are not in effect – such as portions of Meat gained while the Starvation rules are not being used – are ignored. Once a Territory has been Ruined and fallen under the influence of Chaos, it remains Ruined for the remainder of the campaign. ## List of Territories ### Precinct-Fortress _Each hive zone operates under the watchful eye of an Enforcer Precinct-Fortress – each one an impressive fortification and a symbol of Lord Helmawr’s authority._ #### #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Chaos Fane _Chaos fanes are focal points for the worship of the Dark Gods; each gore-spattered temple a place for heretics to muster their forces and practise their profane rituals._ #### Territory Boon **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Skinner or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add an Initiate or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add 2D6 portions of Meat to the controlling gang’s Stash. ### Hab Level _Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles._ #### Territory Boon **Reputation:** Whist it controls this Territory, the gang adds D6 to its Reputation. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add D3 Scavenging rolls to the controlling gang’s Stash. ### Settlement _Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities._ #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their Gang Equipment List at no additional cost. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Wastelands _Wastelands offer isolation and protection from the watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes._ #### Territory Boon **Ambush:** Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Ambush:** Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. **Starvation:** Add 1 portion of Meat to the controlling gang’s Stash. ### Reclamation Zones _Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them._ #### Territory Boon **Equipment:** Reduce the cost of items on the controlling gang’s Gang Equipment List by 10 credits, to a minimum of 5 credits. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add 2D3 Scavenging rolls to the controlling gang’s Stash. ### Underhive Shrine _Hives are filled with places holy to their inhabitants, where they might offer up prayers to the God-Emperor or the spirits of the hive itself._ #### Territory Boon **Blessings:** At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a natural roll of a 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. **Income:** Add D3x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Blessings:** At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a 5 or 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. ### Manufactorum Level _Heavy industry is the heart and soul of Necromunda, the hives churning out vast amounts of weapons and wargear for its people and the greater Imperium._ #### Territory Boon **Equipment:** The controlling gang can add up to 30 credits worth of weapons or Wargear from its Gang Equipment List to its Stash for free. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add D3 Scavenging rolls to the controlling gang’s Stash. ### Thermal Vent _Heat and light are vital commodities in a hive, and controlling them provides a powerful resource to trade for a gang as well as significantly better living conditions._ #### Territory Boon **Better Living:** The controlling gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a 6, a constant supply of good food has helped them recover more quickly – their In Recovery box on the gang roster is cleared, and they are now available for this battle. **Income:** Add 2D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add a Scavenging roll to the controlling gang’s Stash. ### Guilder Stronghold _The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive._ #### Territory Boon **Recruit:** Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their Gang Equipment List at no additional cost. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Recruit:** Roll a D6: on a result of 3+, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Scavenging:** Add a Scavenging roll to the controlling gang’s Stash. ### Slave Pits _Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers._ #### Territory Boon **Training:** Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Training:** Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP. **Starvation:** Add D3 portions of Meat to the controlling gang’s Stash. ### Fungal Sprawl _Fungal growths can dominate entire hive levels, and are both dangerous and profitable in equal measure; there being much wealth a gang can find among their wilds._ #### Territory Boon **Equipment:** Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Equipment:** Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘. **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. ### Wall Outpost _The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it._ #### Territory Boon **Finest Things:** When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits. **Income:** Add D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Finest Things:** The controlling gang may re-roll one Scavenging roll in each post-battle sequence. **Scavenging:** Add one Scavenging roll to the controlling gang’s Stash. ### Ash Gate _The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world._ #### Territory Boon **Recruit:** Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash. **Income:** Add 2D6x10 credits to the controlling gang’s Stash. #### Boons When Ruined **Starvation:** Add D6 portions of Meat to the controlling gang’s Stash. **Scavenging:** Add 2D3 Scavenging rolls to the controlling gang’s Stash.
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#lists # Escher Gangs [[the_brujas]] # Orlock Gangs
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2024-06-13 20:34:24.508078
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#lists # Escher Gangs [[the_brujas]] # Orlock Gangs
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# Apocrypha Necromundus: Hive City _Necromunda is a world of prodigious industrial output, and no hive is as productive as Hive Primus. In this instalment of the Apocrypha Necromundus, we take a look at Hive City, its beating iron heart._ Source: [Warhammer Community, 16 Jul 2019](https://www.warhammer-community.com/2019/07/16/apocrypha-necromundus-hive-cityfw-homepage-post-2/) ![](Necromunda-Jul16-HivePrimus1yhd.jpg) ## An Industrial Nightmare The boundaries of Hive City, as laid out by Helmawr’s Primaria Geograph, state it begins where a man may lay a foot upon the ash of hive base, and ends where one may touch the Imperial seals of the Wall. In reality, it conforms to no absolutely defined borders – parts of it reaching down into the underhive, or crawling up the outside of the hive to cling to the lower levels of the spire. It is home to countless industries, from munitions plants to corpse-reclamation farms. Its residents live with the constant rumble of factories and machines rising through the floors of their habs or echoing down from domes overhead. To live in Hive City is to live in the heart of a great machine. Though no serious attempt has ever been made to map Hive City, the Clan Houses being somewhat resistant to people poking around their domains,\* it can be broadly divided into a number of regions. The lowest level of Hive City is known as the Circulum Nexus, or Cargo Town to the locals. Here dozens of subterranean maglev train lines converge and scores of great ash gates lead to the wastes. This section rings the outer section of the hive and is dedicated to the receiving, storing and sorting of the endless chain of cargo shipments. Vast warehouses characterise this level, each filled with endless lines of stacked containers, piled so high they reach up out of sight into the gloom. Entire towns exist in the artificial canyons created by these containers, their inhabitants endlessly numbering and checking each container to ensure it reaches its intended destination. At various points, the Nexus breaks through into the underhive below – the most notable of these is Guilder’s Pit, which leads down to Dust Falls. ![](Necromunda-Jul16-Art1jvr.jpg) ## Heart of the Hive Above the Nexus is the region known colloquially as Forge City. Here the heaviest industries operate, smelting ores and cooking chemicals to feed the factorums above. These industries expel a prodigious amount of waste, their runoff cascading down the hive shell to the ash heaps below. As the industrial domes and chambers of Forge City thin out, the Teeming begins. This is the living core of Hive City, where most of its habs and industries reside, each producing everything from lasgun focusing crystals to Adeptus Terra-sanctioned spoons.\*\* Within this tangle of sub-cities there are a number of noteworthy landmarks, such as the Grand Plaza where a massive statue of the Emperor (or is that Lord Helmawr?) holds the dome aloft, or the Lumin Halls, where the master overseers gather to read the endlessly scrolling production numbers of the hive and set their punishing quotas. The Teeming is also home to the Penitent’s Vault. This vast guilder prison houses miscreants and recidivists of all kinds as they await execution, exile or slavery. Sitting atop the Teeming like a crown is the Primus Spaceport. While hundreds of landing pads and hangers stud the outside of Hive Primus, the largest concentration can be found on the edge of the world’s toxic cloud layer, where Hive City gives way to the Spire. A city in itself, the spaceport never sleeps, with gleaming stratoplanes, massive orbital haulers and sleek landers all endlessly taking off and setting down here. Running along the upper reaches of the Primus Spaceport is the Wall. This is the hard barrier between Hive City and the Spire, dividing the Clan Houses from the Noble Houses, and protecting the privileged elite who dwell above. It is a grave offence for a subject to even approach within sight of the Wall without permission – the punishment inevitably being death. ![](Necromunda-Jul16-Art2iv.jpg) ## Domain of the Clans An estimated 5 to 10 billion people live and work within Hive City. These range from clanners serving one of the great Clan Houses to the helot workers who make up the hive’s drudging classes. The Clans are the de facto rulers of Hive City and their domains reflect their importance – nation states in their own right, each one dominates a region of Hive City. The Orlocks control much of the Nexus, and many of the ash gates that lead to it, in the name of the Guild of Coin. Goliaths rule Vat City, constantly expanding their realm to make room for even greater furnaces and new arena towns filled with fighting pits. The Van Saar and Escher, as befits their rank as the oldest Clan Houses, dwell largely in the upper reaches of the Teeming, controlling parts of the Spaceport and the domes that cling to the underside of the Wall. Cawdor and Delaque are different in that their Clans can be found almost anywhere in Hive City – the Cawdor thriving in every disused nook and cranny, the Delaque mysteriously appearing where they are least expected.\*\*\* With so many people and so many competing interests, violence within Hive City is carefully monitored by Lord Helmawr. While the streets of the Teeming, or the cargo canyons of the Nexus are far from safe, there is order of a sort – maintained by the Palanite Enforcers. Thus do the Clan Houses work out their grievances in the lawless expanse of the underhive, lest the precarious and ancient peace of Hive City ever be broken by open warfare, and the whole system come crashing down. ![](Necromunda-Jul16-Art3jvf.jpg) \* It is rumoured when Surverator Sykas Gellen was compiling his legendary Apocrypha he had to complete numerous gruelling dinner engagements just to get even the vaguest information on the domains of the Clan Houses. \*\* The punishment for making an unsanctioned spoon is swift and harsh – and usually involves the spoon in question. \*\*\* It is rumoured that the Delaque long ago destroyed all direct links to their parts of Hive City, and even Lord Helmawr doesn’t know precisely where the centre of their power is located.
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# Apocrypha Necromundus: Hive City _Necromunda is a world of prodigious industrial output, and no hive is as productive as Hive Primus. In this instalment of the Apocrypha Necromundus, we take a look at Hive City, its beating iron heart._ Source: [Warhammer Community, 16 Jul 2019](https://www.warhammer-community.com/2019/07/16/apocrypha-necromundus-hive-cityfw-homepage-post-2/) ![](Necromunda-Jul16-HivePrimus1yhd.jpg) ## An Industrial Nightmare The boundaries of Hive City, as laid out by Helmawr’s Primaria Geograph, state it begins where a man may lay a foot upon the ash of hive base, and ends where one may touch the Imperial seals of the Wall. In reality, it conforms to no absolutely defined borders – parts of it reaching down into the underhive, or crawling up the outside of the hive to cling to the lower levels of the spire. It is home to countless industries, from munitions plants to corpse-reclamation farms. Its residents live with the constant rumble of factories and machines rising through the floors of their habs or echoing down from domes overhead. To live in Hive City is to live in the heart of a great machine. Though no serious attempt has ever been made to map Hive City, the Clan Houses being somewhat resistant to people poking around their domains,\* it can be broadly divided into a number of regions. The lowest level of Hive City is known as the Circulum Nexus, or Cargo Town to the locals. Here dozens of subterranean maglev train lines converge and scores of great ash gates lead to the wastes. This section rings the outer section of the hive and is dedicated to the receiving, storing and sorting of the endless chain of cargo shipments. Vast warehouses characterise this level, each filled with endless lines of stacked containers, piled so high they reach up out of sight into the gloom. Entire towns exist in the artificial canyons created by these containers, their inhabitants endlessly numbering and checking each container to ensure it reaches its intended destination. At various points, the Nexus breaks through into the underhive below – the most notable of these is Guilder’s Pit, which leads down to Dust Falls. ![](Necromunda-Jul16-Art1jvr.jpg) ## Heart of the Hive Above the Nexus is the region known colloquially as Forge City. Here the heaviest industries operate, smelting ores and cooking chemicals to feed the factorums above. These industries expel a prodigious amount of waste, their runoff cascading down the hive shell to the ash heaps below. As the industrial domes and chambers of Forge City thin out, the Teeming begins. This is the living core of Hive City, where most of its habs and industries reside, each producing everything from lasgun focusing crystals to Adeptus Terra-sanctioned spoons.\*\* Within this tangle of sub-cities there are a number of noteworthy landmarks, such as the Grand Plaza where a massive statue of the Emperor (or is that Lord Helmawr?) holds the dome aloft, or the Lumin Halls, where the master overseers gather to read the endlessly scrolling production numbers of the hive and set their punishing quotas. The Teeming is also home to the Penitent’s Vault. This vast guilder prison houses miscreants and recidivists of all kinds as they await execution, exile or slavery. Sitting atop the Teeming like a crown is the Primus Spaceport. While hundreds of landing pads and hangers stud the outside of Hive Primus, the largest concentration can be found on the edge of the world’s toxic cloud layer, where Hive City gives way to the Spire. A city in itself, the spaceport never sleeps, with gleaming stratoplanes, massive orbital haulers and sleek landers all endlessly taking off and setting down here. Running along the upper reaches of the Primus Spaceport is the Wall. This is the hard barrier between Hive City and the Spire, dividing the Clan Houses from the Noble Houses, and protecting the privileged elite who dwell above. It is a grave offence for a subject to even approach within sight of the Wall without permission – the punishment inevitably being death. ![](Necromunda-Jul16-Art2iv.jpg) ## Domain of the Clans An estimated 5 to 10 billion people live and work within Hive City. These range from clanners serving one of the great Clan Houses to the helot workers who make up the hive’s drudging classes. The Clans are the de facto rulers of Hive City and their domains reflect their importance – nation states in their own right, each one dominates a region of Hive City. The Orlocks control much of the Nexus, and many of the ash gates that lead to it, in the name of the Guild of Coin. Goliaths rule Vat City, constantly expanding their realm to make room for even greater furnaces and new arena towns filled with fighting pits. The Van Saar and Escher, as befits their rank as the oldest Clan Houses, dwell largely in the upper reaches of the Teeming, controlling parts of the Spaceport and the domes that cling to the underside of the Wall. Cawdor and Delaque are different in that their Clans can be found almost anywhere in Hive City – the Cawdor thriving in every disused nook and cranny, the Delaque mysteriously appearing where they are least expected.\*\*\* With so many people and so many competing interests, violence within Hive City is carefully monitored by Lord Helmawr. While the streets of the Teeming, or the cargo canyons of the Nexus are far from safe, there is order of a sort – maintained by the Palanite Enforcers. Thus do the Clan Houses work out their grievances in the lawless expanse of the underhive, lest the precarious and ancient peace of Hive City ever be broken by open warfare, and the whole system come crashing down. ![](Necromunda-Jul16-Art3jvf.jpg) \* It is rumoured when Surverator Sykas Gellen was compiling his legendary Apocrypha he had to complete numerous gruelling dinner engagements just to get even the vaguest information on the domains of the Clan Houses. \*\* The punishment for making an unsanctioned spoon is swift and harsh – and usually involves the spoon in question. \*\*\* It is rumoured that the Delaque long ago destroyed all direct links to their parts of Hive City, and even Lord Helmawr doesn’t know precisely where the centre of their power is located.
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# 55. End Times _And so the world ends…_ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): Random(1) per 100 credits. ## Deployment Standard. ## It’S The End Of The World _The last hours are at hand and all that remains is for the remaining survivors to battle it out to the bitter end._ At the start of each round, apply the End Times effects depending of the current round. Note that the effects are cumulative, so in round 4-6, also apply effects from round 1-3. | Round | End Times | | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Insanity Reigns:** All fighters must pass a Willpower test or gain Insanity. | | 4-6 | **Spontaneous Mutation:** Roll a D6 for all fighters with Insanity and apply the following bonus for this round: <br /><br /><table><thead><tr><th>D6</th><th>Result</th></tr></thead><tbody><tr><td>1</td><td>+2 S</td></tr><tr><td>2</td><td>+2” M</td></tr><tr><td>3</td><td>+1 A</td></tr><tr><td>4</td><td>+1 I</td></tr><tr><td>5</td><td>+2 T</td></tr><tr><td>6</td><td>+3 A</td></tr></tbody></table> | | 7+ | **Daemonic Incursion:** When taken Out of Action, place a 5” blast on this fighter before being removed. All fighters hit become possessed by a Daemon. Note that these Daemons will not jump between bodies and remain until exorcised or the battle ends. | ## The Last Stratoplane _What little hope survives for the gangs is to reach the last stratoplane fleeing the dying hive._ In each End phase, starting on the 3rd round, a transport arrives on a 5+. The cargo ramp scatters 12” from the centre of the battlefield (closest approximation not in impassable terrain). Fighters can embark on the transport and be removed from the battlefield if ending a movement B2B with the cargo ramp. A fighter may not embark or disembark in the same round. #### Departure In each End phase, the transport can depart or remain grounded. If there are fighters from more than 1 gang embarked, roll-off to determine who can decide to attempt to depart or remain grounded: 1. **More than 1 gang:** Roll-off, adding the number of embarked fighters to results (re-roll ties). The winner can choose to attempt to take off or remain grounded. 2. **Attempt to take off:** Pass a single Intelligence test for an embarked fighter (in control) to depart. ## 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 transport departs. ## Victory The gang with the most departing fighters in the transport is the winner. Tiebreaker: The gang with the most surviving fighters on the battlefield. ## Rewards #### Experience Scenario specific rewards: - +D3 for embarking the transport. - +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 - +D6 for winning. - +D3 for having fighters embarked on the transport at the end of the battle. :::info Fighter Possessed By A Daemon (Daemonic Incursion) - +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. #### 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. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 55. End Times _And so the world ends…_ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): Random(1) per 100 credits. ## Deployment Standard. ## It’S The End Of The World _The last hours are at hand and all that remains is for the remaining survivors to battle it out to the bitter end._ At the start of each round, apply the End Times effects depending of the current round. Note that the effects are cumulative, so in round 4-6, also apply effects from round 1-3. | Round | End Times | | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Insanity Reigns:** All fighters must pass a Willpower test or gain Insanity. | | 4-6 | **Spontaneous Mutation:** Roll a D6 for all fighters with Insanity and apply the following bonus for this round: <br /><br /><table><thead><tr><th>D6</th><th>Result</th></tr></thead><tbody><tr><td>1</td><td>+2 S</td></tr><tr><td>2</td><td>+2” M</td></tr><tr><td>3</td><td>+1 A</td></tr><tr><td>4</td><td>+1 I</td></tr><tr><td>5</td><td>+2 T</td></tr><tr><td>6</td><td>+3 A</td></tr></tbody></table> | | 7+ | **Daemonic Incursion:** When taken Out of Action, place a 5” blast on this fighter before being removed. All fighters hit become possessed by a Daemon. Note that these Daemons will not jump between bodies and remain until exorcised or the battle ends. | ## The Last Stratoplane _What little hope survives for the gangs is to reach the last stratoplane fleeing the dying hive._ In each End phase, starting on the 3rd round, a transport arrives on a 5+. The cargo ramp scatters 12” from the centre of the battlefield (closest approximation not in impassable terrain). Fighters can embark on the transport and be removed from the battlefield if ending a movement B2B with the cargo ramp. A fighter may not embark or disembark in the same round. #### Departure In each End phase, the transport can depart or remain grounded. If there are fighters from more than 1 gang embarked, roll-off to determine who can decide to attempt to depart or remain grounded: 1. **More than 1 gang:** Roll-off, adding the number of embarked fighters to results (re-roll ties). The winner can choose to attempt to take off or remain grounded. 2. **Attempt to take off:** Pass a single Intelligence test for an embarked fighter (in control) to depart. ## 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 transport departs. ## Victory The gang with the most departing fighters in the transport is the winner. Tiebreaker: The gang with the most surviving fighters on the battlefield. ## Rewards #### Experience Scenario specific rewards: - +D3 for embarking the transport. - +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 - +D6 for winning. - +D3 for having fighters embarked on the transport at the end of the battle. :::info Fighter Possessed By A Daemon (Daemonic Incursion) - +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. #### 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. :::
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# 38. Show of Force _The enemy gang must be crushed without mercy._ **Source: Book of Ruin** ## 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. ## Crews - **Attacker:** Custom (D3+7) + Reinforcements. - **Defender:** Random (D3+5). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Shock And Awe _The attacker is seeking to make an example of the enemy and the best way to do that is with a substantial body count - ideally where their comrades can witness the price of heresy._ Attacker: - 1 point for taking a defender Out of Action. - 1 point if friendly fighters are within 6” of another defender taken Out of Action. ## Back Into The Shadows _The defender has been brought to battle before they are ready and must escape before being wiped out - hopefully taking some of their foes down in the process._ Defender: - 1 point for taking an attacker Out of Action. - 1 point for each defender escaping the battlefield. Defenders can escape within 2” of the battlefield edge opposite of the defender’s deployment zone. Escaped fighters do not count as Out of Action, but do also not count as part of the crew when making Bottle tests. ## Reinforcements - Attacker: 1. - Each End phase (starting on the 2nd round). ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The gang that scored most points is the winner. If equal amount of points: - Uprising: The gang with Ascendancy (Allegiance) is the winner. - Otherwise: Draw. ## Rewards #### Credits - Attacker: D6x10 for each defender taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each escaped defender 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 Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: +1 to the winner. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Uprising']
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# 38. Show of Force _The enemy gang must be crushed without mercy._ **Source: Book of Ruin** ## 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. ## Crews - **Attacker:** Custom (D3+7) + Reinforcements. - **Defender:** Random (D3+5). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Shock And Awe _The attacker is seeking to make an example of the enemy and the best way to do that is with a substantial body count - ideally where their comrades can witness the price of heresy._ Attacker: - 1 point for taking a defender Out of Action. - 1 point if friendly fighters are within 6” of another defender taken Out of Action. ## Back Into The Shadows _The defender has been brought to battle before they are ready and must escape before being wiped out - hopefully taking some of their foes down in the process._ Defender: - 1 point for taking an attacker Out of Action. - 1 point for each defender escaping the battlefield. Defenders can escape within 2” of the battlefield edge opposite of the defender’s deployment zone. Escaped fighters do not count as Out of Action, but do also not count as part of the crew when making Bottle tests. ## Reinforcements - Attacker: 1. - Each End phase (starting on the 2nd round). ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The gang that scored most points is the winner. If equal amount of points: - Uprising: The gang with Ascendancy (Allegiance) is the winner. - Otherwise: Draw. ## Rewards #### Credits - Attacker: D6x10 for each defender taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each escaped defender 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 Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: +1 to the winner. :::
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# Hangers-on and Brutes _Source: Necromunda Core Rulebook (2023)_ Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangers on and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-on and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 |
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2024-06-13 20:34:24.508078
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# Hangers-on and Brutes _Source: Necromunda Core Rulebook (2023)_ Once a gang establishes itself, its hideout can become as well known as any other local landmark. Some gangs’ hideouts become centres of activity, with loyal hivers granted the freedom to come and go as they please, while others are more like fortresses. In either case, they are sought-after destinations for merchants and tradesmen seeking a reliable base of operations and offering their services to the gang. Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish play. Brutes are purchased specifically to add some extra muscle and prowess on the battlefield and can be fielded alongside the rest of the gang normally. Either at gang creation or in the Update Roster step of the post-battle sequence, players can recruit Hangers on and Brutes. These are purchased with credits from the gang’s Stash in the same way as new fighters. A Fighter card is filled out for each and they are added to the gang roster. Most Hangers-on and Brutes have various options for their equipment – these must be decided when they are recruited and cannot be changed later. During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence, just like any other fighter. In such cases, the gang can attempt to rescue them or make a trade with the captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell them as if they were a normal fighter. The maximum number of Hangers-on and Brutes a gang can have is limited by its Reputation, as shown by the table below. If a gang’s Reputation drops to the point that it does not have enough for its Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit. Also, note that there is a limit on each type of Hanger-on and Brute – a gang can have up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the number of fighters in the gang for the purposes of determining how many fighters of other types the gang may contain. | Reputation | Maximum Hangers-on and Brutes | | :--------: | :---------------------------: | | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 |
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456
393
### Twin-Linked _^Missing from the 2023 Core Rules_ When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse.
Unknown
Twin-Linked
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a model makes a ranged attack with this weapon,they may re-roll any number of the Ammo dice rolled.However, they must accept the result of the re-roll, evenif it is worse.
necrovox
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### Twin-Linked _^Missing from the 2023 Core Rules_ When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse.
Unknown
Unknown
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Unknown
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393
675
# 80. Defile the Relic _A gang that really wants to make itself known may raid deep into an enemy's territory, hoping to steal goods and defile something sacred._ **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"). The relic is placed at the centre. ![](defile-the-relic.jpg) `R` = Gang Relic ## Crews - **Attacker:** Random (5) + Reinforcements. - **Defender:** Random (5 sentries) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (after the alarm is raised and earliest at round 2). ## 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 - Draw 2, keep 1. ## Deployment 1. **Defender:** Green. 2. **Attacker:** Red. ## Gang Relics The attacker is trying to defile a gang relic, but the defenders are aware and have guards defending it. - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling A Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Ending the Battle The battle ends if any of the following are true: - Only one gang has fighters remaining on the battlefield. - End of the 6th round. ## Victory The attacker wins if the relic is defiled and at least 1 attacking fighter (not Seriously Injured) is on the battlefield. The defender wins if the relic is not defiled and at least 1 defending fighter (not Seriously Injured) is on the battlefield. Otherwise it's 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 winning fighter can roll a D6 and gain the following: | D6 | Result | | :-: | ------ | | 1 | +1" M | | 2 | +1 WS | | 3 | +1 BS | | 4 | +1 S | | 5 | +1 T | | 6 | +1 A | :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 80. Defile the Relic _A gang that really wants to make itself known may raid deep into an enemy's territory, hoping to steal goods and defile something sacred._ **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"). The relic is placed at the centre. ![](defile-the-relic.jpg) `R` = Gang Relic ## Crews - **Attacker:** Random (5) + Reinforcements. - **Defender:** Random (5 sentries) + Reinforcements. ## Reinforcements - D3 per gang. - Start of each round (after the alarm is raised and earliest at round 2). ## 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 - Draw 2, keep 1. ## Deployment 1. **Defender:** Green. 2. **Attacker:** Red. ## Gang Relics The attacker is trying to defile a gang relic, but the defenders are aware and have guards defending it. - +2 for any Cool and Leadership tests made by friendly fighters within 6” of the gang relic (while undefiled). #### Defiling A Relic _If the relic is left unprotected, the enemy will try to wreck it, tear it down, mark it with their own gang's tag or ruin it in a more creative fashion!_ Spend a Double action within 1” to wreck the relic. It no longers offers any bonuses and can't be wrecked again. ## Ending the Battle The battle ends if any of the following are true: - Only one gang has fighters remaining on the battlefield. - End of the 6th round. ## Victory The attacker wins if the relic is defiled and at least 1 attacking fighter (not Seriously Injured) is on the battlefield. The defender wins if the relic is not defiled and at least 1 defending fighter (not Seriously Injured) is on the battlefield. Otherwise it's 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 winning fighter can roll a D6 and gain the following: | D6 | Result | | :-: | ------ | | 1 | +1" M | | 2 | +1 WS | | 3 | +1 BS | | 4 | +1 S | | 5 | +1 T | | 6 | +1 A | :::
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# Conditions :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: A fighter may be subject to several Conditions at the same time. Some conditions, in particular Out of Ammo, may apply specifically to a weapon the fighter carries rather than the fighter themselves. Any in-game effect that results in a marker being placed on a fighter should be considered a Condition. Vehicles are not affected by conditions unless otherwise noted. Normally vehicles are only affected by the following: - Blaze. - Blind. - Broken. - Concussion. - Insanity. - Hidden/Revealed (Pitch Black). ### Blaze When activated after being hit by a Blaze weapon with a successful Blaze roll (4+): 1. **Suffer a hit** - Suffer a Strength 3, AP -1, Damage 1 hit 2. **Move**<br /> - If Engaged or Seriously Injured, no move is made. Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. **Roll to put out flames** - Roll a D6 with the following modifiers: - +2 if Pinned. - +1 per friendly Active fighters within 1”. - On a 6+, the flames go out. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Blind Models hit by a Flash weapon with a failed Initiative/Handling test: - If not Ready, do not become Ready at the start of the following round. - If Ready, lose Ready. - Reaction attacks only hit on a 6+ (before modifiers). - No other attacks can be made until the next activation. ### Broken A result of failing a Nerve test or some cases of Insanity. Can't perform any actions other than Running for Cover (Double) and if Engaged may only make Reaction attacks with a -2 modifier. Make a Running for Cover (Double) action in every activation. Broken fighters may be rallied in the End phase (Cool test with a +1 modifier for each friendly fighter within 3” that is not Broken or Seriously Injured). ### Concussion When hit by a Concussion weapon:-2 Initiative/Handling (minimum 6+) when hit until the end of the round. ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1”). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Hidden/Revealed Related to the Pitch Black special rule. Vehicles: Become Revealed when moving. ### Insane Many situations can lead to temporary insanity. When activating, roll a D6: - **1-2:** Immediately become Broken. Flee if already Broken (even if the gang has not failed a Bottle test). - **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. - **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Intoxicated Normally a result of Take A Swig (Simple) action in combination with a bottle of Second Best or Wild Snake. For each token, remove a Flesh Wound and roll a D6 for the effect. ### Out of Ammo The Ammo symbol on the Firepower dice requires a fighter to make an immediate Ammo test for that weapon. If failed, it is now Out of Ammo and can't be used until reloaded. _YAQ: If weapons with multiple profiles run out of ammo, Scarce & Limited traits only apply when running out of ammo while using the corresponding profile. Weapons with both ranged and melee profiles can only run out of ammo for the profiles that can actually run out of ammo. Profiles with an Ammo characteristic of “-” can't run out of ammo._ ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all fighters become readied. After activating during the Action phase, they are no longer Ready and may (normally) not be activated again this round. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). ### Webbed If wounded by a Web weapon, automatically become Webbed (no save roll or injury roll). Treated as Seriously Injured. Roll for Recovery during the End phase, with the following exceptions: - Flesh Wound: No longer webbed (but apply the Flesh Wound). - Seriously Injured: Still webbed. - Out of Action: No Lasting Injury roll (Out Cold). After the battle, Webbed fighters don't succumb to their injuries and automatically recover. Each Webbed enemy fighter is added to those eligible for capture and grants a +1 modifier to the capture roll.
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# Conditions :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: A fighter may be subject to several Conditions at the same time. Some conditions, in particular Out of Ammo, may apply specifically to a weapon the fighter carries rather than the fighter themselves. Any in-game effect that results in a marker being placed on a fighter should be considered a Condition. Vehicles are not affected by conditions unless otherwise noted. Normally vehicles are only affected by the following: - Blaze. - Blind. - Broken. - Concussion. - Insanity. - Hidden/Revealed (Pitch Black). ### Blaze When activated after being hit by a Blaze weapon with a successful Blaze roll (4+): 1. **Suffer a hit** - Suffer a Strength 3, AP -1, Damage 1 hit 2. **Move**<br /> - If Engaged or Seriously Injured, no move is made. Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. **Roll to put out flames** - Roll a D6 with the following modifiers: - +2 if Pinned. - +1 per friendly Active fighters within 1”. - On a 6+, the flames go out. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Blind Models hit by a Flash weapon with a failed Initiative/Handling test: - If not Ready, do not become Ready at the start of the following round. - If Ready, lose Ready. - Reaction attacks only hit on a 6+ (before modifiers). - No other attacks can be made until the next activation. ### Broken A result of failing a Nerve test or some cases of Insanity. Can't perform any actions other than Running for Cover (Double) and if Engaged may only make Reaction attacks with a -2 modifier. Make a Running for Cover (Double) action in every activation. Broken fighters may be rallied in the End phase (Cool test with a +1 modifier for each friendly fighter within 3” that is not Broken or Seriously Injured). ### Concussion When hit by a Concussion weapon:-2 Initiative/Handling (minimum 6+) when hit until the end of the round. ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1”). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Hidden/Revealed Related to the Pitch Black special rule. Vehicles: Become Revealed when moving. ### Insane Many situations can lead to temporary insanity. When activating, roll a D6: - **1-2:** Immediately become Broken. Flee if already Broken (even if the gang has not failed a Bottle test). - **3-4:** An opposing gang (roll-off if multi-player) can control that fighter this turn, treating them as part of their gang. As soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. - **5-6:** The fighter act as normal. Once the activation is over, pass a Willpower test to lose the Insanity :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Intoxicated Normally a result of Take A Swig (Simple) action in combination with a bottle of Second Best or Wild Snake. For each token, remove a Flesh Wound and roll a D6 for the effect. ### Out of Ammo The Ammo symbol on the Firepower dice requires a fighter to make an immediate Ammo test for that weapon. If failed, it is now Out of Ammo and can't be used until reloaded. _YAQ: If weapons with multiple profiles run out of ammo, Scarce & Limited traits only apply when running out of ammo while using the corresponding profile. Weapons with both ranged and melee profiles can only run out of ammo for the profiles that can actually run out of ammo. Profiles with an Ammo characteristic of “-” can't run out of ammo._ ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all fighters become readied. After activating during the Action phase, they are no longer Ready and may (normally) not be activated again this round. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). ### Webbed If wounded by a Web weapon, automatically become Webbed (no save roll or injury roll). Treated as Seriously Injured. Roll for Recovery during the End phase, with the following exceptions: - Flesh Wound: No longer webbed (but apply the Flesh Wound). - Seriously Injured: Still webbed. - Out of Action: No Lasting Injury roll (Out Cold). After the battle, Webbed fighters don't succumb to their injuries and automatically recover. Each Webbed enemy fighter is added to those eligible for capture and grants a +1 modifier to the capture roll.
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### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +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" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55
ranged-weapon
Combat Shotgun - Shatter
Unknown
shotgun
0
0
0
3
0
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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
9
4
18
1
0
3
1
85
R9
['[[blast]]', '[[limited]]']
-1
-1
5+
5
['Combat Shotgun - Shatter']
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
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0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
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Unknown
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Unknown
0
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Unknown
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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0
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0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +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" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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419
375
### 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.
Unknown
Power
Unknown
Unknown
0
0
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Unknown
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parriedexcept by other weapons with the Power trait.In addition, if the hit roll for a Power weapon is anatural 6, no save roll can be made against the attack(except Field armour save rolls) and its Damage isincreased by 1.
necrovox
0
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0
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Unknown
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0
Unknown
Unknown
0
Unknown
0
0
### 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.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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375
412
[[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
10
R13
['[[rapid_fire]]']
0
Unknown
5+
5
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
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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0
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0
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Unknown
0
0
0
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Unknown
0
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Unknown
0
Unknown
Unknown
0
Unknown
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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 |
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### Toxin Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher thanthe target’s Toughness, or is a natural 6, makean Injury roll for them (regardless of their Woundscharacteristic). If the roll is lower than thetarget’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles.
necrovox
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### Toxin Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles.
Unknown
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0
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# Van Saar Sub-plots The gangs of House Van Saar operate to protect the interests of the House, ensuring its vast manufactoria operations are protected from hostile rivals whilst simultaneously keeping the secrets of the House secure fromoutsiders. To do this, Van Saar gangs rely on their technological superiority and the intellectual prowess of handpicked gang leaders to present shows of unrivalled strength through superior tactics and firepower. Where other gangs rely on brute force or dogged determination to win a fight, House Van Saar prefers to outwit and outgun its foes. If players are using Sub-plots in their games (see the Necromunda Rulebook), then a Van Saar player may choose to use the Van Saar Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Van Saar Sub-plots do not use suits (i.e., any Ace drawn will represent the Retaliatory Fire Sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Retaliatory Fire**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. | | 2 | **Methodical**<br /> Reveal this Sub-plot the first time a Seriously Injured enemy fighter is taken Out of Action by one of your fighters as a result of a Shoot (Basic) action. Your fighter immediately gains an additional 1 XP. | | 3 | **Shooting Gallery**<br /> The first time one of your fighters becomes Engaged by an enemy fighter, discard this Sub-plot. If, at the end of the battle, this Sub-plot has not been discarded, reveal this Sub-plot. If you do so, your gang earns D3 Reputation, in addition to any scenario rewards. | | 4 | **Forward Thinking**<br /> Reveal this Sub-plot when your opponent plays a gang tactic. If you have yet to play a gang tactic this battle, immediately gain one randomly determined gang tactic. If your opponent has played two or more gang tactics before this Sub-plot is revealed, and you have yet to play any gang tactics, immediately gain two randomly determined gang tactics instead. | | 5 | **Radiation Purge**<br /> Reveal this Sub-plot the first time an enemy fighter reduces their Toughness characteristic to 0 due to a 4+ being rolled as a result of the Rad-phage trait. Your gang gains D3 Reputation. If, however, that enemy fighter was a Champion or Leader, then your gang gains D6 Reputation instead. | | 6 | **Seize the System**<br /> If, at the start of any of your activations, two or more fighters have made a successful Intelligence check this round, for any reason, reveal this Sub-plot. You may immediately open, close and/or lock all doors on the battlefield, determining what happens to each door individually. | | 7 | **Sucker Punch**<br /> Reveal this Sub-plot if an enemy fighter becomes Seriously Injured or is taken Out of Action by a Reaction attack made by one of your fighters. That fighter gains an additional D3 XP. | | 8 | **Well-prepared**<br /> The first time one of your fighters fails an Ammo check, discard this Sub-plot. If, at the end of the battle, this card has not been discarded, your gang gains an additional D3 Reputation. | | 9 | **Reliable Tech**<br /> Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards. | | 10 | **Shoot for the Head**<br /> Reveal this Sub-plot if a fighter from your gang Seriously Injures or takes your opponent’s Leader Out of Action with a Shoot (Basic) action. Your gang immediately gains D3 randomly determined gang tactics. | | Jack | **Explosive Message**<br /> Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards. | | Queen | **Deadeye**<br /> Reveal this Sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action as a result of an Improbable Shot (i.e., the shot hit after rolling a 6 for the Improbable Shot and then successfully Injured the target) made by one of your fighters. That fighter gains an additional D3 XP and your gang gains an additional D3 Reputation. | | King | **Burning with Energy**<br /> Reveal this Sub-plot in the End phase of any round in which at least three enemy fighters have been taken Out of Action by any attacks with plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon or plasma grenades). Your gang immediately gains one randomly determined Gang Tactic. If any of the fighters taken Out of Action in this way were a Leader or Champion, you gain two gang tactics instead. |
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2024-06-13 20:34:24.508078
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# Van Saar Sub-plots The gangs of House Van Saar operate to protect the interests of the House, ensuring its vast manufactoria operations are protected from hostile rivals whilst simultaneously keeping the secrets of the House secure fromoutsiders. To do this, Van Saar gangs rely on their technological superiority and the intellectual prowess of handpicked gang leaders to present shows of unrivalled strength through superior tactics and firepower. Where other gangs rely on brute force or dogged determination to win a fight, House Van Saar prefers to outwit and outgun its foes. If players are using Sub-plots in their games (see the Necromunda Rulebook), then a Van Saar player may choose to use the Van Saar Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Van Saar Sub-plots do not use suits (i.e., any Ace drawn will represent the Retaliatory Fire Sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Retaliatory Fire**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. | | 2 | **Methodical**<br /> Reveal this Sub-plot the first time a Seriously Injured enemy fighter is taken Out of Action by one of your fighters as a result of a Shoot (Basic) action. Your fighter immediately gains an additional 1 XP. | | 3 | **Shooting Gallery**<br /> The first time one of your fighters becomes Engaged by an enemy fighter, discard this Sub-plot. If, at the end of the battle, this Sub-plot has not been discarded, reveal this Sub-plot. If you do so, your gang earns D3 Reputation, in addition to any scenario rewards. | | 4 | **Forward Thinking**<br /> Reveal this Sub-plot when your opponent plays a gang tactic. If you have yet to play a gang tactic this battle, immediately gain one randomly determined gang tactic. If your opponent has played two or more gang tactics before this Sub-plot is revealed, and you have yet to play any gang tactics, immediately gain two randomly determined gang tactics instead. | | 5 | **Radiation Purge**<br /> Reveal this Sub-plot the first time an enemy fighter reduces their Toughness characteristic to 0 due to a 4+ being rolled as a result of the Rad-phage trait. Your gang gains D3 Reputation. If, however, that enemy fighter was a Champion or Leader, then your gang gains D6 Reputation instead. | | 6 | **Seize the System**<br /> If, at the start of any of your activations, two or more fighters have made a successful Intelligence check this round, for any reason, reveal this Sub-plot. You may immediately open, close and/or lock all doors on the battlefield, determining what happens to each door individually. | | 7 | **Sucker Punch**<br /> Reveal this Sub-plot if an enemy fighter becomes Seriously Injured or is taken Out of Action by a Reaction attack made by one of your fighters. That fighter gains an additional D3 XP. | | 8 | **Well-prepared**<br /> The first time one of your fighters fails an Ammo check, discard this Sub-plot. If, at the end of the battle, this card has not been discarded, your gang gains an additional D3 Reputation. | | 9 | **Reliable Tech**<br /> Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards. | | 10 | **Shoot for the Head**<br /> Reveal this Sub-plot if a fighter from your gang Seriously Injures or takes your opponent’s Leader Out of Action with a Shoot (Basic) action. Your gang immediately gains D3 randomly determined gang tactics. | | Jack | **Explosive Message**<br /> Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards. | | Queen | **Deadeye**<br /> Reveal this Sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action as a result of an Improbable Shot (i.e., the shot hit after rolling a 6 for the Improbable Shot and then successfully Injured the target) made by one of your fighters. That fighter gains an additional D3 XP and your gang gains an additional D3 Reputation. | | King | **Burning with Energy**<br /> Reveal this Sub-plot in the End phase of any round in which at least three enemy fighters have been taken Out of Action by any attacks with plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon or plasma grenades). Your gang immediately gains one randomly determined Gang Tactic. If any of the fighters taken Out of Action in this way were a Leader or Champion, you gain two gang tactics instead. |
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# Dominion Campaign _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._ ## How The Campaign Works The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each game 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. The Territory being fought over is the stake of a game, and every game has a Territory at stake on the outcome. Territories are features of the underhive 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 Tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. 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 hide-out. 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. ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In addition, most gangs starts with a Settlement which is permanent and can never be lost (their gang hideout). The following gangs start with a special Territory instead of this settlement: - Enforcers (Palanite & Badzone): Palanite Precinct - Ash Waste Nomads: Nomad's Outpost ## Phases ### Phase 1: Occupation Each battle is rewarded by a single uncontrolled Territory. The gangs decide which currently available Territory is at stake when issuing and accepting challenges. If there are no more uncontrolled Territories, 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. [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) ### Phase 3: Takeover Any number of battles may be fought in this phase. The challengers can continue to nominate unclaimed Territories as the stake of a battle, or challenge others to their existing territories. ## 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. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. | Triumphs | Criteria | Splinter Gang Rewards | | --------------------------------- | --------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | Slaughterer | Most enemies taken OoA | +3 XP (must be given to fighters from the old gang,max 1 XP per fighter). | | Dominator (not Palanite Enforcer) | Most Resources | +1 random extra Resource (after each gang has received their starting Resources). | | Creditor | Largest Wealth | +100 credits. | | Warmonger | Most battles fought | +3 Reputation. Can choose to be the attacker or defender in the first battle, regardless of who chose the scenario. | | Peacemaker | Palanite Enforcers only: No gangs are awarded the Dominator Triumph (because of a tie). | | Powerbroker | Highest Reputation | +1 free Hangers-on (Ammo Jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper) | ## Trading In a Dominion campaign you have access to the Trading post, but _not_ the Black Market. :::note In the [Necrodamus Trading Post](/docs/reference-tables/trading-post/basic-weapons), Black Market items are listed in _italics_. On Yaktribe, you can set the 'Illegal' slider to 1, however some Common Black Market items will still be visible. ::: ## Gang-Specific Resources The following gangs start with special permanent Territories instead of a starting Settlement: - Enforcers (Palanite & Badzone): Palanite Precinct - Ash Waste Nomads: Nomad's Outpost ### Defending the Homeground These Territories act different to a gang's home Settlement: they can be challenged. If this Territory is the stake of a battle: - Use Zone Mortalis terrain (if possible, otherwise use Sector Mechanicus). - Home Turf Advantage: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). - The challenged gang sets up all terrain (tiles, doors, barricades and anything else). All doors can be locked, the challenged gang can treat them as unlocked and can re-lock them. ### Gang Assault (Losing the Challenge) If this Territory is the stake of a battle and the challenger wins: - Winner: +5 Rep. - Loser: -5 Rep (only Palanite & Badzone Enforcers). - The Resource is not lost. ## Existing Gangs Existing gangs rejoining from a perpetual campaign can retain 1 Resource per 1000 Gang Rating. ## Venator Bounty Hunters Venator Bounty Hunter counts as the gang of the Leader’s House Legacy. If the Leader don’t have a House Legacy, the gang can't claim any gang specific benefits. :::note Underhive Perils within Dominion Territories Some Underhive Perils are particularly suitable for adding great flavour to battles fought over some of the Territories: | Territory | Underhive Perils | | :------------------ | :---------------------------------------------------------------- | | Collapsed Dome | Collapsed Sections,<br />Unlit Corridors, <br />Flooded Corridors | | Refuse Drift | Waste Compactor | | Needle Ways | Ventilation Tunnel, <br /> Unlit Corridors | | Spoor Fungus Sprawl | Fungus Sprawl | | Slag Furnace | Furnace Floor | | Generatorium | Malfunctioning Generatorium | | Archaeotech Device | Archaeotech Device | | Promethium Cache | Promethium Cache | | Sludge Sea | Sludge Farm, <br />Flooded Corridors | ::: ## Special Resources | | Palanite Enforcer | Badzone Enforcer | Ash Wastes Nomad | | :------------------------------ | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Name** | Palanite Precinct | Precinct | Nomad's Outpost | | **Income** | D6x10 | D6x10 | 2D6x10 | | **Controlling other Resources** | Choose one of the following: <ul><li><b>Police Territory</b><ul><li>Take control of the Resource, but gain no benefits from it.</li><li>Gain D3+1 Reputation (after taking control and each successful defence).</li></ul></li><li><b>Grant Territory</b><br />Give the Resource to another gang.</li></ul> | Take control of other Resources as normal. | Instead of taking control of a Resource, apply the following: <ul><li>Replaced by Old Ruins.</li><li>Becomes unclaimed (if not already).</li><li>Gain 4D6x10.</li></ul> | ## Campaign Variants ### Old Kingdoms Start with 2 random Resources from those drawn for the campaign. The remainder are the unclaimed Resources. There is no Phase 1 in this variant. Instead, start and end with Phase 3 (3 cycles each), separated by one cycle of Downtime. ### Into the Unknown Instead of revealing Resources, they are kept secret. Uncontrolled Resources are only revealed when being fought over. In Phase 3, battles are either fought over revealed Resources held by gangs, or unrevealed uncontrolled Resources. ### Extending the Campaign The length of the campaign can become longer by increasing the number of cycles in each phase or introducing multiples of Phase 1 and Phase 3, separated by Downtime. For example Phase 1, Downtime, Phase 3, Downtime, Phase 1, Downtime, Phase 3. ### Splinter Gangs Normally, gangs can't continue past the campaign to maintain a degree of balance. However, splinter gangs may be founded. Choose one Champion from an existing gang and hire them as the Leader of a new gang, keeping all of their equipment, Advancements and permanent injuries, and paying their Credits value to hire them. This Champion’s Type is simply changed to Leader and is treated as such in all regards. Further to this, Juves and Specialists can be recruited from an old gang in the same way, changing their type to Champion. Gangers can be hired again as Gangers. New fighters can be hired to fill out the ranks and help keep the cost down. Splinter cells must abide by the same gang composition rules as a freshly founded gang, and is limited to the same credits as new gangs. ## 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 Territories chooses which scenario to play. If both players have the same number of Territories, 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 [Border Dispute](/docs/scenarios/scenario-list/border-dispute) or the [Marauders](/docs/scenarios/scenario-list/marauders) scenario. | | 6-7 | Play the [Stand-off/Tunnel Skirmish](/docs/scenarios/scenario-list/stand-off/) scenario. | | 8-9 | Play the [Sabotage](/docs/scenarios/scenario-list/sabotage) or the [Sneak Attack](/docs/scenarios/scenario-list/sneak) scenario. | | 10-12 | The player with fewer Territories choose swhich scenario to play. If both players have the same number of Territories, 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 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 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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# Dominion Campaign _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._ ## How The Campaign Works The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each game 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. The Territory being fought over is the stake of a game, and every game has a Territory at stake on the outcome. Territories are features of the underhive 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 Tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. 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 hide-out. 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. ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In addition, most gangs starts with a Settlement which is permanent and can never be lost (their gang hideout). The following gangs start with a special Territory instead of this settlement: - Enforcers (Palanite & Badzone): Palanite Precinct - Ash Waste Nomads: Nomad's Outpost ## Phases ### Phase 1: Occupation Each battle is rewarded by a single uncontrolled Territory. The gangs decide which currently available Territory is at stake when issuing and accepting challenges. If there are no more uncontrolled Territories, 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. [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) ### Phase 3: Takeover Any number of battles may be fought in this phase. The challengers can continue to nominate unclaimed Territories as the stake of a battle, or challenge others to their existing territories. ## 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. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. | Triumphs | Criteria | Splinter Gang Rewards | | --------------------------------- | --------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | | Slaughterer | Most enemies taken OoA | +3 XP (must be given to fighters from the old gang,max 1 XP per fighter). | | Dominator (not Palanite Enforcer) | Most Resources | +1 random extra Resource (after each gang has received their starting Resources). | | Creditor | Largest Wealth | +100 credits. | | Warmonger | Most battles fought | +3 Reputation. Can choose to be the attacker or defender in the first battle, regardless of who chose the scenario. | | Peacemaker | Palanite Enforcers only: No gangs are awarded the Dominator Triumph (because of a tie). | | Powerbroker | Highest Reputation | +1 free Hangers-on (Ammo Jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper) | ## Trading In a Dominion campaign you have access to the Trading post, but _not_ the Black Market. :::note In the [Necrodamus Trading Post](/docs/reference-tables/trading-post/basic-weapons), Black Market items are listed in _italics_. On Yaktribe, you can set the 'Illegal' slider to 1, however some Common Black Market items will still be visible. ::: ## Gang-Specific Resources The following gangs start with special permanent Territories instead of a starting Settlement: - Enforcers (Palanite & Badzone): Palanite Precinct - Ash Waste Nomads: Nomad's Outpost ### Defending the Homeground These Territories act different to a gang's home Settlement: they can be challenged. If this Territory is the stake of a battle: - Use Zone Mortalis terrain (if possible, otherwise use Sector Mechanicus). - Home Turf Advantage: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). - The challenged gang sets up all terrain (tiles, doors, barricades and anything else). All doors can be locked, the challenged gang can treat them as unlocked and can re-lock them. ### Gang Assault (Losing the Challenge) If this Territory is the stake of a battle and the challenger wins: - Winner: +5 Rep. - Loser: -5 Rep (only Palanite & Badzone Enforcers). - The Resource is not lost. ## Existing Gangs Existing gangs rejoining from a perpetual campaign can retain 1 Resource per 1000 Gang Rating. ## Venator Bounty Hunters Venator Bounty Hunter counts as the gang of the Leader’s House Legacy. If the Leader don’t have a House Legacy, the gang can't claim any gang specific benefits. :::note Underhive Perils within Dominion Territories Some Underhive Perils are particularly suitable for adding great flavour to battles fought over some of the Territories: | Territory | Underhive Perils | | :------------------ | :---------------------------------------------------------------- | | Collapsed Dome | Collapsed Sections,<br />Unlit Corridors, <br />Flooded Corridors | | Refuse Drift | Waste Compactor | | Needle Ways | Ventilation Tunnel, <br /> Unlit Corridors | | Spoor Fungus Sprawl | Fungus Sprawl | | Slag Furnace | Furnace Floor | | Generatorium | Malfunctioning Generatorium | | Archaeotech Device | Archaeotech Device | | Promethium Cache | Promethium Cache | | Sludge Sea | Sludge Farm, <br />Flooded Corridors | ::: ## Special Resources | | Palanite Enforcer | Badzone Enforcer | Ash Wastes Nomad | | :------------------------------ | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Name** | Palanite Precinct | Precinct | Nomad's Outpost | | **Income** | D6x10 | D6x10 | 2D6x10 | | **Controlling other Resources** | Choose one of the following: <ul><li><b>Police Territory</b><ul><li>Take control of the Resource, but gain no benefits from it.</li><li>Gain D3+1 Reputation (after taking control and each successful defence).</li></ul></li><li><b>Grant Territory</b><br />Give the Resource to another gang.</li></ul> | Take control of other Resources as normal. | Instead of taking control of a Resource, apply the following: <ul><li>Replaced by Old Ruins.</li><li>Becomes unclaimed (if not already).</li><li>Gain 4D6x10.</li></ul> | ## Campaign Variants ### Old Kingdoms Start with 2 random Resources from those drawn for the campaign. The remainder are the unclaimed Resources. There is no Phase 1 in this variant. Instead, start and end with Phase 3 (3 cycles each), separated by one cycle of Downtime. ### Into the Unknown Instead of revealing Resources, they are kept secret. Uncontrolled Resources are only revealed when being fought over. In Phase 3, battles are either fought over revealed Resources held by gangs, or unrevealed uncontrolled Resources. ### Extending the Campaign The length of the campaign can become longer by increasing the number of cycles in each phase or introducing multiples of Phase 1 and Phase 3, separated by Downtime. For example Phase 1, Downtime, Phase 3, Downtime, Phase 1, Downtime, Phase 3. ### Splinter Gangs Normally, gangs can't continue past the campaign to maintain a degree of balance. However, splinter gangs may be founded. Choose one Champion from an existing gang and hire them as the Leader of a new gang, keeping all of their equipment, Advancements and permanent injuries, and paying their Credits value to hire them. This Champion’s Type is simply changed to Leader and is treated as such in all regards. Further to this, Juves and Specialists can be recruited from an old gang in the same way, changing their type to Champion. Gangers can be hired again as Gangers. New fighters can be hired to fill out the ranks and help keep the cost down. Splinter cells must abide by the same gang composition rules as a freshly founded gang, and is limited to the same credits as new gangs. ## 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 Territories chooses which scenario to play. If both players have the same number of Territories, 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 [Border Dispute](/docs/scenarios/scenario-list/border-dispute) or the [Marauders](/docs/scenarios/scenario-list/marauders) scenario. | | 6-7 | Play the [Stand-off/Tunnel Skirmish](/docs/scenarios/scenario-list/stand-off/) scenario. | | 8-9 | Play the [Sabotage](/docs/scenarios/scenario-list/sabotage) or the [Sneak Attack](/docs/scenarios/scenario-list/sneak) scenario. | | 10-12 | The player with fewer Territories choose swhich scenario to play. If both players have the same number of Territories, 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 | That's My Turf! | [Takeover](/docs/scenarios/scenario-list/takeover) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) / [Sneak Attack](/docs/scenarios/scenario-list/sneak) | | 6-7 | Territory | [Toll Bridge](/docs/scenarios/scenario-list/toll-bridge) / [Escape the Pit](/docs/scenarios/scenario-list/escape-the-pit) / [Escape the Badzone](/docs/scenarios/scenario-list/escape-the-badzone) | | 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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# Delaque Terrain _Source: House of Shadow_ Gangs often make use of terrain in their battles against their rivals. Sometimes, this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Delaque gangs can call upon a number of specialist terrain features to include in their battles. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any game the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Delaque Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Whisperbox | 60 | Rare (10) | | Sightblind Trap | 40 | Rare (11) | | Shadow Veil | 50 | Rare (9) | | Web Trap | 80 | Rare (11) | | Euclidean Artefact | 90 | Rare (9) | :::info ## Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the battlefield. Note that even when the real trap is revealed, other false traps remain on the battlefield until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Whisperbox _Delaque gangs are often accompanied into battle by faint whispers and barely heard curses that unnerve their foes. There is nothing supernatural about this, however. It is caused by the Delaque sneaking onto the battlefield beforehand and hiding small voxcasters known as whisperboxes._ A Whisperbox can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, all enemy fighters within 8" of the Whisperbox must apply a -1 modifier to the dice roll when making Cool checks. Though they are represented by a token or base, Whisperboxes are difficult to find and destroy. An enemy fighter in base contact with a Whisperbox may try to destroy it as a Basic action by making an Intelligence check with a -3 penalty to the dice roll. If the check is passed, the Whisperbox is destroyed. A Whisperbox can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Sightblind Trap House Delaque use a variety of traps to ensnare or disable their foes, such as sightblind traps that let off intensive bursts of light and sound to confuse and disorientate enemies. A Sightblind Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sightblind trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Sightblind Trap marker, they must immediately stop and the marker is flipped over. If the marker reveals a false trap, it is removed from play. If the marker reveals the real trap, it explodes immediately with the above profile. Note that when a Sightblind Trap explodes, every fighter that is touched by the Blast marker is hit. ## Shadow Veil _Shadow veils are devices used by the Delaque to lower the surrounding light levels in an area. By absorbing photo-radiation, the small object, akin to an antenna or vox dish, causes gloom to gather around it, while the device itself is shrouded in blackness._ A Shadow Veil can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, the area within 3" of the Shadow Veil is subject to the Pitch Black rules (as detailed in the Necromunda Rulebook). Note, this area also effectively blocks line of sight from one side to the other. The Shadow Veil itself can be attacked as if it were a fighter (though note, it is still in the middle of an area of Pitch Black), it has a Toughness of 4 and 1 Wound. If reduced to 0 Wounds, remove it from play (though not from the owning gang’s roster) and end its effects. A Shadow Veil can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Web Trap House Delaque use a variety of traps to ensnare or disable their foes, these include Web Traps, designed to unleash a shower of binding webs – perfect for capturing prey that wander into their domains. A Web Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Web trap | - | - | - | - | 5 | -2 | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Web Trap marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If the marker reveals the real trap, it explodes immediately with the above profile. Note that, when a Web Trap explodes, every fighter that is touched by the Blast marker is hit. ## Psychoteric Artefact (Gang Relic) _A Psychoteric artefact is a strange sculpture that has particular significance to the Delaque. Perhaps it represents some hero of the clan, rendered in the abstract, or maybe there are secrets hidden in its odd angles and impossible shapes. Some believe these objects represent the strange alien gods the Delaque worship, though their true purpose remains known only to the Delaque themselves._ A Psychoteric artefact counts as a Gang Relic (as described in the Necromunda Rulebook). In addition, Delaque fighters that linger close by a Psychoteric artefact seem to blend into the shifting shapes of the object and are painful to look at. All friendly Delaque fighters within 6" of the Psychoteric artefact count as being in full cover. Delaque gangs can only include a Psychoteric artefact if they are the defender in a scenario with an attacker and defender. A Psychoteric artefact can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base.
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# Delaque Terrain _Source: House of Shadow_ Gangs often make use of terrain in their battles against their rivals. Sometimes, this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Delaque gangs can call upon a number of specialist terrain features to include in their battles. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any game the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Delaque Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Whisperbox | 60 | Rare (10) | | Sightblind Trap | 40 | Rare (11) | | Shadow Veil | 50 | Rare (9) | | Web Trap | 80 | Rare (11) | | Euclidean Artefact | 90 | Rare (9) | :::info ## Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the battlefield. Note that even when the real trap is revealed, other false traps remain on the battlefield until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Whisperbox _Delaque gangs are often accompanied into battle by faint whispers and barely heard curses that unnerve their foes. There is nothing supernatural about this, however. It is caused by the Delaque sneaking onto the battlefield beforehand and hiding small voxcasters known as whisperboxes._ A Whisperbox can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, all enemy fighters within 8" of the Whisperbox must apply a -1 modifier to the dice roll when making Cool checks. Though they are represented by a token or base, Whisperboxes are difficult to find and destroy. An enemy fighter in base contact with a Whisperbox may try to destroy it as a Basic action by making an Intelligence check with a -3 penalty to the dice roll. If the check is passed, the Whisperbox is destroyed. A Whisperbox can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Sightblind Trap House Delaque use a variety of traps to ensnare or disable their foes, such as sightblind traps that let off intensive bursts of light and sound to confuse and disorientate enemies. A Sightblind Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Sightblind trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Sightblind Trap marker, they must immediately stop and the marker is flipped over. If the marker reveals a false trap, it is removed from play. If the marker reveals the real trap, it explodes immediately with the above profile. Note that when a Sightblind Trap explodes, every fighter that is touched by the Blast marker is hit. ## Shadow Veil _Shadow veils are devices used by the Delaque to lower the surrounding light levels in an area. By absorbing photo-radiation, the small object, akin to an antenna or vox dish, causes gloom to gather around it, while the device itself is shrouded in blackness._ A Shadow Veil can be placed anywhere on the battlefield that is not within the enemy’s deployment zone. While in play, the area within 3" of the Shadow Veil is subject to the Pitch Black rules (as detailed in the Necromunda Rulebook). Note, this area also effectively blocks line of sight from one side to the other. The Shadow Veil itself can be attacked as if it were a fighter (though note, it is still in the middle of an area of Pitch Black), it has a Toughness of 4 and 1 Wound. If reduced to 0 Wounds, remove it from play (though not from the owning gang’s roster) and end its effects. A Shadow Veil can be represented by a 25mm marker or a piece of terrain modelled on a 25mm Necromunda base. ## Web Trap House Delaque use a variety of traps to ensnare or disable their foes, these include Web Traps, designed to unleash a shower of binding webs – perfect for capturing prey that wander into their domains. A Web Trap is a Hidden Trap and has the following weapon profile: <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Web trap | - | - | - | - | 5 | -2 | - | - | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | </WeaponStats> When an enemy fighter moves within 2" of a Web Trap marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If the marker reveals the real trap, it explodes immediately with the above profile. Note that, when a Web Trap explodes, every fighter that is touched by the Blast marker is hit. ## Psychoteric Artefact (Gang Relic) _A Psychoteric artefact is a strange sculpture that has particular significance to the Delaque. Perhaps it represents some hero of the clan, rendered in the abstract, or maybe there are secrets hidden in its odd angles and impossible shapes. Some believe these objects represent the strange alien gods the Delaque worship, though their true purpose remains known only to the Delaque themselves._ A Psychoteric artefact counts as a Gang Relic (as described in the Necromunda Rulebook). In addition, Delaque fighters that linger close by a Psychoteric artefact seem to blend into the shifting shapes of the object and are painful to look at. All friendly Delaque fighters within 6" of the Psychoteric artefact count as being in full cover. Delaque gangs can only include a Psychoteric artefact if they are the defender in a scenario with an attacker and defender. A Psychoteric artefact can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base.
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# Uprising Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. Benefits of Territories are gained before each cycle. Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Territories: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Campaign variations #### Total Resources | Campaign | Amount of Resources | | :------- | :------------------------------------------- | | Uprising | All (except Precinct Fortress & Chaos Fane). | #### Unique Resources There are no unique resources in an Uprising campaign. | ### 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. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. <table> <thead> <tr> <td>Card</td> <td>D66</td> <td>Territory (Uprising)</td> <td>Boon</td> <td>Boon conditions<br />(Free, Temp, Once)</td> </tr> </thead> <tbody> <tr> <td>♠ 1</td> <td>11-13</td> <td>Settlement</td> <td> <b>Income:</b> D6x10.<br /> <b>Recruit:</b> Roll a 3+ to gain a free Juve including additional equipment worth 25 credits.<br /> <b>RUINED</b> <br /> <b>Recruit:</b> Roll a 3+ to gain a free Juve excluding additional equipment.<br /> <b>Starvation:</b> D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> <tr> <td>♠ 2</td> <td>14-16</td> <td>Wastelands</td> <td> <b>Income:</b> D3x10.<br /> <b>Ambush:</b> Once each cycle, after rolling to determine the scenario, roll a D6. On a 3+, the controlling gang can decide who is attacker & defender. <br /> <b>RUINED</b> <br /> <b>Ambush:</b> Once each cycle, after rolling to determine the scenario, roll a D6. On a 2+, the controlling gang can decide who is attacker & defender. </td> <td>-<br />T<br />---<br />T</td> </tr> <tr> <td>♠ 3</td> <td>21-23</td> <td>Hab Level</td> <td><b>Reputation:</b> +D6.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D6.<br /> <b>Scavenging:</b> D3. </td> <td>O<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 4</td> <td>24-26</td> <td>Reclamation Zones E</td> <td><b>Equipment:</b> Reduce the cost of House Equipment List by 10 (minimum 5).<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> 2D3. </td> <td>T<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 5</td> <td>31-33</td> <td>Underhive Shrine</td> <td><b>Blessings:</b> Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually).<br /> <i>Blessed condition:</i> 6+ save (irreducible by AP, can't be improved by other armour).<br /> <b>Income:</b> D3x10.<br /> <b>RUINED</b> <br /> <b>Blessings:</b> Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually).<br /> <b>Starvation:</b> D3. </td> <td>F,T<br />-<br />---<br />F,T<br />-</td> </tr> <tr> <td>♠ 6</td> <td>34-36</td> <td>Manufactorum Level</td> <td><b>Equipment:</b> Gain equipment worth up to 30 credits for free.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> D3. </td> <td>F<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 7</td> <td>41-43</td> <td>Guilder Stronghold</td> <td><b>Recruit:</b> Roll a 3+ to gain a free Ganger including additional equipment worth 40 credits.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Recruit:</b> Roll a 3+ to gain a free Ganger (excluding additional equipment).<br /> <b>Scavenging:</b> 1. </td> <td>F<br />-<br />---<br />F<br />-</td> </tr> <tr> <td>♠ 8</td> <td>44-46</td> <td>Slave Pits</td> <td><b>Training:</b> Each fighter gains D3 XP on a 6+ (roll individually).<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Training:</b> Same as above.<br /> <b>Starvation:</b> D3. </td> <td>-<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 9</td> <td>51-53</td> <td>Wall Outpost</td> <td><b>Finest Things:</b> Reduce the cost by 25 for equipment that costs 100 or more.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Finest Things:</b> Can re-roll 1 Scavenging roll after each battle.<br /> <b>Scavenging:</b> 1. </td> <td>T<br />-<br />---<br />T,O<br />-</td> </tr> <tr> <td>♠ 10</td> <td>54-56</td> <td>Thermal Vent</td> <td><b>Better Living:</b> Before each battle, roll a 6+ to recover any fighters that are Into Recovery (roll individually).<br /> <b>Income:</b> 2D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> 1. </td> <td>T<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 11</td> <td>61-63</td> <td>Fungal Sprawl</td> <td><b>Income:</b> D6x10.<br /> <b>Equipment:</b> Each fighter can gain Toxin for a Melee weapon on a 6+. Lasts for the current cycle. Weapons with Toxin have Strength ‘-’.<br /> <b>RUINED</b> <br /> <b>Equipment:</b> Same as above.<br /> <b>Starvation:</b> D6. </td> <td>-<br />T<br />---<br />T<br />-</td> </tr> <tr> <td>♠ 12</td> <td>64-66</td> <td>Ash Gate</td> <td><b>Income:</b> 2D6x10.<br /> <b>Recruit:</b> Roll a 4+ to gain a free Juve excluding additional equipment.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D6.<br /> <b>Scavenging:</b> 2D3. </td> <td>-<br />F<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 13</td> <td></td> <td>Precinct Fortress<br /> (Enforcers only)</td> <td><b>Income:</b> D6x10.<br /> <b>Recruit:</b> Roll 3+ to gain a free Ganger (Palanite)<br /> <b>RUINED</b> <br /> <b>Recruit (Enforcer):</b> Roll 4+ to gain a free Juve (Palanite).<br /> <b>Starvation:</b> D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> <tr> <td>♥ 1</td> <td></td> <td>Chaos Fane <br /> (Chaos Cult & Corpse Grinder Cult only)</td> <td><b>Income:</b> D3x10.<br /> <b>Recruit (Chaos & CGC):</b> Roll a 4+ to gain a free Ganger. <br /> <b>RUINED</b> <br /> <b>Recruit (Chaos & CGC):</b> Roll 3+ to gain a free Juve.<br /> <b>Starvation:</b> 2D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> </tbody></table>
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# Uprising Territories Each Territory has unique bonuses. A gang receives the benefits of a Territory so long as it holds it. Benefits of Territories are gained before each cycle. Once the Territory is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Territories: - Winning a battle with a Territory at stake. - Territory as exchange for Captives. ## Campaign variations #### Total Resources | Campaign | Amount of Resources | | :------- | :------------------------------------------- | | Uprising | All (except Precinct Fortress & Chaos Fane). | #### Unique Resources There are no unique resources in an Uprising campaign. | ### 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. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. <table> <thead> <tr> <td>Card</td> <td>D66</td> <td>Territory (Uprising)</td> <td>Boon</td> <td>Boon conditions<br />(Free, Temp, Once)</td> </tr> </thead> <tbody> <tr> <td>♠ 1</td> <td>11-13</td> <td>Settlement</td> <td> <b>Income:</b> D6x10.<br /> <b>Recruit:</b> Roll a 3+ to gain a free Juve including additional equipment worth 25 credits.<br /> <b>RUINED</b> <br /> <b>Recruit:</b> Roll a 3+ to gain a free Juve excluding additional equipment.<br /> <b>Starvation:</b> D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> <tr> <td>♠ 2</td> <td>14-16</td> <td>Wastelands</td> <td> <b>Income:</b> D3x10.<br /> <b>Ambush:</b> Once each cycle, after rolling to determine the scenario, roll a D6. On a 3+, the controlling gang can decide who is attacker & defender. <br /> <b>RUINED</b> <br /> <b>Ambush:</b> Once each cycle, after rolling to determine the scenario, roll a D6. On a 2+, the controlling gang can decide who is attacker & defender. </td> <td>-<br />T<br />---<br />T</td> </tr> <tr> <td>♠ 3</td> <td>21-23</td> <td>Hab Level</td> <td><b>Reputation:</b> +D6.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D6.<br /> <b>Scavenging:</b> D3. </td> <td>O<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 4</td> <td>24-26</td> <td>Reclamation Zones E</td> <td><b>Equipment:</b> Reduce the cost of House Equipment List by 10 (minimum 5).<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> 2D3. </td> <td>T<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 5</td> <td>31-33</td> <td>Underhive Shrine</td> <td><b>Blessings:</b> Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually).<br /> <i>Blessed condition:</i> 6+ save (irreducible by AP, can't be improved by other armour).<br /> <b>Income:</b> D3x10.<br /> <b>RUINED</b> <br /> <b>Blessings:</b> Once each cycle, all fighters gain Blessed condition on a 6+ (roll individually).<br /> <b>Starvation:</b> D3. </td> <td>F,T<br />-<br />---<br />F,T<br />-</td> </tr> <tr> <td>♠ 6</td> <td>34-36</td> <td>Manufactorum Level</td> <td><b>Equipment:</b> Gain equipment worth up to 30 credits for free.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> D3. </td> <td>F<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 7</td> <td>41-43</td> <td>Guilder Stronghold</td> <td><b>Recruit:</b> Roll a 3+ to gain a free Ganger including additional equipment worth 40 credits.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Recruit:</b> Roll a 3+ to gain a free Ganger (excluding additional equipment).<br /> <b>Scavenging:</b> 1. </td> <td>F<br />-<br />---<br />F<br />-</td> </tr> <tr> <td>♠ 8</td> <td>44-46</td> <td>Slave Pits</td> <td><b>Training:</b> Each fighter gains D3 XP on a 6+ (roll individually).<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Training:</b> Same as above.<br /> <b>Starvation:</b> D3. </td> <td>-<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 9</td> <td>51-53</td> <td>Wall Outpost</td> <td><b>Finest Things:</b> Reduce the cost by 25 for equipment that costs 100 or more.<br /> <b>Income:</b> D6x10.<br /> <b>RUINED</b> <br /> <b>Finest Things:</b> Can re-roll 1 Scavenging roll after each battle.<br /> <b>Scavenging:</b> 1. </td> <td>T<br />-<br />---<br />T,O<br />-</td> </tr> <tr> <td>♠ 10</td> <td>54-56</td> <td>Thermal Vent</td> <td><b>Better Living:</b> Before each battle, roll a 6+ to recover any fighters that are Into Recovery (roll individually).<br /> <b>Income:</b> 2D6x10.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D3.<br /> <b>Scavenging:</b> 1. </td> <td>T<br />-<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 11</td> <td>61-63</td> <td>Fungal Sprawl</td> <td><b>Income:</b> D6x10.<br /> <b>Equipment:</b> Each fighter can gain Toxin for a Melee weapon on a 6+. Lasts for the current cycle. Weapons with Toxin have Strength ‘-’.<br /> <b>RUINED</b> <br /> <b>Equipment:</b> Same as above.<br /> <b>Starvation:</b> D6. </td> <td>-<br />T<br />---<br />T<br />-</td> </tr> <tr> <td>♠ 12</td> <td>64-66</td> <td>Ash Gate</td> <td><b>Income:</b> 2D6x10.<br /> <b>Recruit:</b> Roll a 4+ to gain a free Juve excluding additional equipment.<br /> <b>RUINED</b> <br /> <b>Starvation:</b> D6.<br /> <b>Scavenging:</b> 2D3. </td> <td>-<br />F<br />---<br />-<br />-</td> </tr> <tr> <td>♠ 13</td> <td></td> <td>Precinct Fortress<br /> (Enforcers only)</td> <td><b>Income:</b> D6x10.<br /> <b>Recruit:</b> Roll 3+ to gain a free Ganger (Palanite)<br /> <b>RUINED</b> <br /> <b>Recruit (Enforcer):</b> Roll 4+ to gain a free Juve (Palanite).<br /> <b>Starvation:</b> D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> <tr> <td>♥ 1</td> <td></td> <td>Chaos Fane <br /> (Chaos Cult & Corpse Grinder Cult only)</td> <td><b>Income:</b> D3x10.<br /> <b>Recruit (Chaos & CGC):</b> Roll a 4+ to gain a free Ganger. <br /> <b>RUINED</b> <br /> <b>Recruit (Chaos & CGC):</b> Roll 3+ to gain a free Juve.<br /> <b>Starvation:</b> 2D6. </td> <td>-<br />F<br />---<br />F<br />-</td> </tr> </tbody></table>
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**Tunnel Network** # Location Details ## Description The Tunnel Network is a vast network of tunnels and passageways that crisscross the underhive. It's a labyrinthine maze, with hidden entrances, secret passages, and treacherous dead ends. Gangs who control this territory can move freely through the tunnels, striking at their enemies from unexpected angles. The Tunnel Network is a complex network of tunnels and passageways in the underhive, allowing gangs to move undetected and strike from unexpected angles. **Tunnel Network (Orlock)** * **Territory Boon:** The gang earns D6x10 credits from this Territory when collecting income. * **Special:** Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. If the result is a 5 or more, the fighters deploy from the tunnels and can immediately attack an enemy fighter within range. If the roll is 1-4, no fighters deploy. * **Enhanced Boon:** Whilst it controls this Territory, the gang adds +2 to its Reputation. ## Special Rules * **Tunnel Vision**: When moving through the Tunnel Network, add +1 to all Move rolls. * **Hidden Entrances**: The gang can set up hidden entrances and exits in the Tunnel Network. These allow them to deploy fighters or escape quickly during a battle. Each entrance/exits costs 10 credits to set up. **Tunnel Vision** As you navigate through the winding tunnels of this Territory, your familiarity with the layout grants you an uncanny sense of direction. When moving through the Tunnel Network, add +1 to all Move rolls. This boon allows you to quickly reposition your forces or make a swift escape from danger. **Hidden Entrances** The labyrinthine nature of this Territory's tunnels provides ample opportunities for covert operations and tactical deployments. As long as you control this Territory, you can set up hidden entrances and exits in the Tunnel Network. These secret passages allow your gang to deploy fighters or make a quick exit during a battle. Each entrance/exits costs 10 credits to set up, which is a small price to pay for the strategic flexibility they offer. With these hidden routes, you can: 1. **Deploy Surprise**: Use an entrance to suddenly drop in reinforcements or launch a surprise attack on your enemies. 2. **Escape and Evade**: Make a swift exit through an exit point to avoid taking damage or get away from a losing battle. 3. **Ambush Enemies**: Set up an ambush by deploying fighters at a hidden entrance, catching your foes off guard. Remember that these hidden entrances are only accessible while you control this Territory. If the territory falls into enemy hands, the entrances become known and lose their tactical value. By controlling this Territory, your Van Saar gang gains **Tunnel Vision** and can set up **Hidden Entrances**, giving you a significant edge in navigating the underhive's tunnels and outmaneuvering your rivals. #### Territory Boon This Territory grants Orlock gangs the following Boons: * *Special:* The gang may deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle. #### Enhanced Boon This Territory grants Orlock gangs the following Boons: * *Reputation:* Whilst it controls this Territory, the gang adds +1 to its Reputation. * *Special:* The gang may choose to deploy up to eight fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle. In this territory, Orlock gangs have a significant advantage when it comes to deploying their forces through the tunnel network. They can move freely through the tunnels, striking at their enemies from unexpected angles and catching them off guard. This allows them to gain an upper hand in battles and disrupt their opponents' plans. #### Tactics To make the most of this territory, Orlock gangs should focus on building a strong presence in the tunnels. This involves deploying fighters with high Mobility values, such as those with the Tunnel Rat or Underground Expert Traits. By moving quickly and quietly through the tunnels, these fighters can catch enemies off guard and gain an advantage. In addition to deploying fighters through the tunnels, Orlock gangs should also focus on building a strong reputation in the underhive. This involves gaining experience points by fighting battles and completing missions, as well as making deals with other gangs and factions. By building their reputation, Orlock gangs can gain access to new equipment, weapons, and allies that will help them dominate the tunnel network. **Battlefield Setup** When deploying fighters through the Tunnel Network, players should follow these steps: 1. Determine which side of the battlefield the fighter is entering from. 2. Roll a D6 to determine how many inches the fighter can move into the battlefield without being detected by enemies. 3. The player then moves their fighter that distance along the tunnel network, using any obstacles or features in the terrain to block line of sight and protect them from enemy fire. By controlling the Tunnel Network, Orlock gangs can gain a significant advantage on the battlefield and disrupt their opponents' plans. ## Boons * **Reputation**: Control of this territory adds +1 to the gang's Reputation. * **Special**: The gang can use the Tunnel Network to move fighters into position for an ambush, gaining a +1 bonus on all attacks made during that turn. ## Income The Tunnel Network generates D6x5 credits each turn. ## Dice Rolls Let's get started with your Abandoned Factory territory. Since you're controlling the *Tunnel Network*, you'll have access to the **Special** rules and boons listed below: * **Territory Boon:** The gang earns D6x10 credits from this Territory when collecting income. * **Special:** Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase of each turn, roll a D6. If the result is a 5 or more, the fighters deploy from the tunnels and can immediately attack an enemy fighter within range. If the roll is 1-4, no fighters deploy. * **Enhanced Boon:** Whilst it controls this Territory, the gang adds +2 to its Reputation. As you control this territory, your familiarity with the tunnel network grants you **Tunnel Vision**, allowing you to add +1 to all Move rolls. Additionally, you can set up **Hidden Entrances** in the Tunnel Network at a cost of 10 credits each. These entrances allow you to deploy fighters or escape quickly during a battle. The Abandoned Factory territory! A great spot for any gang looking to establish themselves in the underhive. As you control this territory, your familiarity with the tunnel network grants you **Tunnel Vision**, allowing you to add +1 to all Move rolls. This is especially useful when navigating the complex network of tunnels and pipes that crisscrosses the Abandoned Factory. Additionally, you can set up **Hidden Entrances** in the Tunnel Network at a cost of 10 credits each. These entrances allow you to deploy fighters or escape quickly during a battle. With these hidden entrances, your gang can strike from unexpected angles or make a swift retreat when things get too hot. Here are some key statistics for the Abandoned Factory territory: * Location: [Abandoned Factory] * Starred Blocks: + **Tunnel Vision**: +1 to all Move rolls + **Hidden Entrances**: Set up at 10 credits each, allows deployment or escape during battle What would you like to do in this territory? Would you like to set up a gang lair, deploy fighters, or explore the surrounding tunnels and pipes for valuable resources? The territory boon for this area is D6x10 credits per turn. When collecting income, roll a D6 and multiply it by 10. This will give you your total credit income for the turn. **Territory Boon:** D6x10 Credits per Turn To collect income from this territory, you'll need to roll a D6 and multiply it by 10. This will give you your total credit income for the turn. For example, if you roll a 4 on the D6, your total credit income would be: 4 x 10 = 40 credits per turn What would you like to do next? Do you want to explore the Abandoned Factory further, or perhaps send out some gang fighters to claim this territory as their own? ## Linked Territories * **[[Abandoned Factory]]**: The gang can move fighters from this territory into the Abandoned Factory. * **[[Underhive Markets]]**: The gang can move fighters from this territory into the Underhive Markets.
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**Tunnel Network** # Location Details ## Description The Tunnel Network is a vast network of tunnels and passageways that crisscross the underhive. It's a labyrinthine maze, with hidden entrances, secret passages, and treacherous dead ends. Gangs who control this territory can move freely through the tunnels, striking at their enemies from unexpected angles. The Tunnel Network is a complex network of tunnels and passageways in the underhive, allowing gangs to move undetected and strike from unexpected angles. **Tunnel Network (Orlock)** * **Territory Boon:** The gang earns D6x10 credits from this Territory when collecting income. * **Special:** Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. If the result is a 5 or more, the fighters deploy from the tunnels and can immediately attack an enemy fighter within range. If the roll is 1-4, no fighters deploy. * **Enhanced Boon:** Whilst it controls this Territory, the gang adds +2 to its Reputation. ## Special Rules * **Tunnel Vision**: When moving through the Tunnel Network, add +1 to all Move rolls. * **Hidden Entrances**: The gang can set up hidden entrances and exits in the Tunnel Network. These allow them to deploy fighters or escape quickly during a battle. Each entrance/exits costs 10 credits to set up. **Tunnel Vision** As you navigate through the winding tunnels of this Territory, your familiarity with the layout grants you an uncanny sense of direction. When moving through the Tunnel Network, add +1 to all Move rolls. This boon allows you to quickly reposition your forces or make a swift escape from danger. **Hidden Entrances** The labyrinthine nature of this Territory's tunnels provides ample opportunities for covert operations and tactical deployments. As long as you control this Territory, you can set up hidden entrances and exits in the Tunnel Network. These secret passages allow your gang to deploy fighters or make a quick exit during a battle. Each entrance/exits costs 10 credits to set up, which is a small price to pay for the strategic flexibility they offer. With these hidden routes, you can: 1. **Deploy Surprise**: Use an entrance to suddenly drop in reinforcements or launch a surprise attack on your enemies. 2. **Escape and Evade**: Make a swift exit through an exit point to avoid taking damage or get away from a losing battle. 3. **Ambush Enemies**: Set up an ambush by deploying fighters at a hidden entrance, catching your foes off guard. Remember that these hidden entrances are only accessible while you control this Territory. If the territory falls into enemy hands, the entrances become known and lose their tactical value. By controlling this Territory, your Van Saar gang gains **Tunnel Vision** and can set up **Hidden Entrances**, giving you a significant edge in navigating the underhive's tunnels and outmaneuvering your rivals. #### Territory Boon This Territory grants Orlock gangs the following Boons: * *Special:* The gang may deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle. #### Enhanced Boon This Territory grants Orlock gangs the following Boons: * *Reputation:* Whilst it controls this Territory, the gang adds +1 to its Reputation. * *Special:* The gang may choose to deploy up to eight fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle. In this territory, Orlock gangs have a significant advantage when it comes to deploying their forces through the tunnel network. They can move freely through the tunnels, striking at their enemies from unexpected angles and catching them off guard. This allows them to gain an upper hand in battles and disrupt their opponents' plans. #### Tactics To make the most of this territory, Orlock gangs should focus on building a strong presence in the tunnels. This involves deploying fighters with high Mobility values, such as those with the Tunnel Rat or Underground Expert Traits. By moving quickly and quietly through the tunnels, these fighters can catch enemies off guard and gain an advantage. In addition to deploying fighters through the tunnels, Orlock gangs should also focus on building a strong reputation in the underhive. This involves gaining experience points by fighting battles and completing missions, as well as making deals with other gangs and factions. By building their reputation, Orlock gangs can gain access to new equipment, weapons, and allies that will help them dominate the tunnel network. **Battlefield Setup** When deploying fighters through the Tunnel Network, players should follow these steps: 1. Determine which side of the battlefield the fighter is entering from. 2. Roll a D6 to determine how many inches the fighter can move into the battlefield without being detected by enemies. 3. The player then moves their fighter that distance along the tunnel network, using any obstacles or features in the terrain to block line of sight and protect them from enemy fire. By controlling the Tunnel Network, Orlock gangs can gain a significant advantage on the battlefield and disrupt their opponents' plans. ## Boons * **Reputation**: Control of this territory adds +1 to the gang's Reputation. * **Special**: The gang can use the Tunnel Network to move fighters into position for an ambush, gaining a +1 bonus on all attacks made during that turn. ## Income The Tunnel Network generates D6x5 credits each turn. ## Dice Rolls Let's get started with your Abandoned Factory territory. Since you're controlling the *Tunnel Network*, you'll have access to the **Special** rules and boons listed below: * **Territory Boon:** The gang earns D6x10 credits from this Territory when collecting income. * **Special:** Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase of each turn, roll a D6. If the result is a 5 or more, the fighters deploy from the tunnels and can immediately attack an enemy fighter within range. If the roll is 1-4, no fighters deploy. * **Enhanced Boon:** Whilst it controls this Territory, the gang adds +2 to its Reputation. As you control this territory, your familiarity with the tunnel network grants you **Tunnel Vision**, allowing you to add +1 to all Move rolls. Additionally, you can set up **Hidden Entrances** in the Tunnel Network at a cost of 10 credits each. These entrances allow you to deploy fighters or escape quickly during a battle. The Abandoned Factory territory! A great spot for any gang looking to establish themselves in the underhive. As you control this territory, your familiarity with the tunnel network grants you **Tunnel Vision**, allowing you to add +1 to all Move rolls. This is especially useful when navigating the complex network of tunnels and pipes that crisscrosses the Abandoned Factory. Additionally, you can set up **Hidden Entrances** in the Tunnel Network at a cost of 10 credits each. These entrances allow you to deploy fighters or escape quickly during a battle. With these hidden entrances, your gang can strike from unexpected angles or make a swift retreat when things get too hot. Here are some key statistics for the Abandoned Factory territory: * Location: [Abandoned Factory] * Starred Blocks: + **Tunnel Vision**: +1 to all Move rolls + **Hidden Entrances**: Set up at 10 credits each, allows deployment or escape during battle What would you like to do in this territory? Would you like to set up a gang lair, deploy fighters, or explore the surrounding tunnels and pipes for valuable resources? The territory boon for this area is D6x10 credits per turn. When collecting income, roll a D6 and multiply it by 10. This will give you your total credit income for the turn. **Territory Boon:** D6x10 Credits per Turn To collect income from this territory, you'll need to roll a D6 and multiply it by 10. This will give you your total credit income for the turn. For example, if you roll a 4 on the D6, your total credit income would be: 4 x 10 = 40 credits per turn What would you like to do next? Do you want to explore the Abandoned Factory further, or perhaps send out some gang fighters to claim this territory as their own? ## Linked Territories * **[[Abandoned Factory]]**: The gang can move fighters from this territory into the Abandoned Factory. * **[[Underhive Markets]]**: The gang can move fighters from this territory into the Underhive Markets.
Unknown
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616
114
### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
equipment
Krak Grenade
Unknown
grenade
0
0
0
0
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Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['equipment', 'grenade']
Unknown
Unknown
Unknown
Unknown
Unknown
Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast.
Unknown
0
0
0
0
0
Unknown
0
25
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel.
Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
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Unknown
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0
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Unknown
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Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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114
417
### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +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" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55
ranged-weapon
Combat Shotgun - Gas
Unknown
shotgun
0
0
0
0
0
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0
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0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
11
4
18
1
0
0
1
95
R11
['[[blast]]', '[[gas]]', '[[limited]]', '[[single_shot]]']
0
-
6+
6
['Combat Shotgun - Gas']
Unknown
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### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +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" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55
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# Location Details #location ## Description **Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) The Gilded Grotto is a luxurious shopping district that caters to the Van Saars' refined tastes. This territory is filled with high-end boutiques, exclusive clubs, and opulent restaurants. The streets are lined with ornate fountains, marble statues, and gleaming chrome accents, creating an atmosphere of elegance and sophistication. The Grotto is a hotspot for the Van Saars to showcase their wealth and status. They can host lavish parties, flaunt their latest acquisitions, and network with influential figures from across the hive. The district's upscale clientele also provides a steady stream of income through commissions, tips, and discreet transactions. Income: +10 (rolled 4 on the dice) **Territory 2:** The Van Saars' family estate, "Manor House" (dice: 1d6 = 3) The Manor House is the Van Saars' ancestral home, a symbol of their wealth, power, and prestige. This territory serves as a hub for the gang's operations, providing a secure location to plan and coordinate their activities. The estate itself is a grandiose structure with ornate gardens, sweeping staircases, and lavish furnishings. The Manor House also houses a private library, a state-of-the-art communication network, and a discreet armory. The Van Saars can use this territory to receive guests, host meetings, or simply enjoy the finer things in life. Reputation Bonus: When dealing with other gangs or authorities that value social standing, the Van Saars gain a +1 bonus to their Reputation. **Territory 3:** The seedy underbelly of "Rats' Warren" (dice: 1d6 = 5) Rats' Warren is a dark, cramped alleyway that seems to writhe and twist like a living entity. This territory is home to shady characters, illicit activities, and the Van Saars' more... unsavory connections. The Warren is a hotbed of corruption, black markets, and underground deals. The Van Saars can use this territory to gather intel on rival gangs, acquire contraband goods, or make discreet arrangements with other underworld figures. However, the risks are high, and the consequences of being caught are severe. Income: +5 (rolled 5 on the dice) These territories will serve as the foundation for the Van Saars' operations in the Dominion campaign. With their "High-Society" reputation and "Well-Connected" boon, they're well-positioned to navigate the complex web of alliances, rivalries, and backroom deals that define life in Necromunda. ## Special Rules I apologize for the mistake earlier! Here's an revised version of the territory with special rules: * *Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) - A lucrative area filled with high-end boutiques and exclusive clubs. Income from this territory is boosted by +10. **Special Rules:** * **High-Society Hijinks**: When a rival gang tries to take control of the Gilded Grotto, the Van Saars can use their social connections to disrupt the attack. The attacker must re-roll any successful combat rolls, and the Van Saars gain a bonus to their own combat rolls equal to the number of successful rolls the attacker had to re-roll. * **Gilded Guard**: The Van Saars have hired a team of high-society bodyguards to protect their interests in the Gilded Grotto. When defending this territory against an attack, the Van Saars gain a +1 bonus to their combat rolls. Income for the Van Saars: dice: 1d6 Please roll the dice to determine the initial income for the Van Saars. ## Income With the "Gilded Grotto" territory, the Van Saars' income is boosted by +10. To determine the total income from this territory, we'll need to add the boost to a dice roll. To generate income for the Van Saars, you'll need to roll: `dice: 1d6` Add the result of the dice roll to the +10 boost, and that's your total income from the Gilded Grotto territory.
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description **Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) The Gilded Grotto is a luxurious shopping district that caters to the Van Saars' refined tastes. This territory is filled with high-end boutiques, exclusive clubs, and opulent restaurants. The streets are lined with ornate fountains, marble statues, and gleaming chrome accents, creating an atmosphere of elegance and sophistication. The Grotto is a hotspot for the Van Saars to showcase their wealth and status. They can host lavish parties, flaunt their latest acquisitions, and network with influential figures from across the hive. The district's upscale clientele also provides a steady stream of income through commissions, tips, and discreet transactions. Income: +10 (rolled 4 on the dice) **Territory 2:** The Van Saars' family estate, "Manor House" (dice: 1d6 = 3) The Manor House is the Van Saars' ancestral home, a symbol of their wealth, power, and prestige. This territory serves as a hub for the gang's operations, providing a secure location to plan and coordinate their activities. The estate itself is a grandiose structure with ornate gardens, sweeping staircases, and lavish furnishings. The Manor House also houses a private library, a state-of-the-art communication network, and a discreet armory. The Van Saars can use this territory to receive guests, host meetings, or simply enjoy the finer things in life. Reputation Bonus: When dealing with other gangs or authorities that value social standing, the Van Saars gain a +1 bonus to their Reputation. **Territory 3:** The seedy underbelly of "Rats' Warren" (dice: 1d6 = 5) Rats' Warren is a dark, cramped alleyway that seems to writhe and twist like a living entity. This territory is home to shady characters, illicit activities, and the Van Saars' more... unsavory connections. The Warren is a hotbed of corruption, black markets, and underground deals. The Van Saars can use this territory to gather intel on rival gangs, acquire contraband goods, or make discreet arrangements with other underworld figures. However, the risks are high, and the consequences of being caught are severe. Income: +5 (rolled 5 on the dice) These territories will serve as the foundation for the Van Saars' operations in the Dominion campaign. With their "High-Society" reputation and "Well-Connected" boon, they're well-positioned to navigate the complex web of alliances, rivalries, and backroom deals that define life in Necromunda. ## Special Rules I apologize for the mistake earlier! Here's an revised version of the territory with special rules: * *Territory 1:** The upscale shopping district of "Gilded Grotto" (dice: 1d6 = 4) - A lucrative area filled with high-end boutiques and exclusive clubs. Income from this territory is boosted by +10. **Special Rules:** * **High-Society Hijinks**: When a rival gang tries to take control of the Gilded Grotto, the Van Saars can use their social connections to disrupt the attack. The attacker must re-roll any successful combat rolls, and the Van Saars gain a bonus to their own combat rolls equal to the number of successful rolls the attacker had to re-roll. * **Gilded Guard**: The Van Saars have hired a team of high-society bodyguards to protect their interests in the Gilded Grotto. When defending this territory against an attack, the Van Saars gain a +1 bonus to their combat rolls. Income for the Van Saars: dice: 1d6 Please roll the dice to determine the initial income for the Van Saars. ## Income With the "Gilded Grotto" territory, the Van Saars' income is boosted by +10. To determine the total income from this territory, we'll need to add the boost to a dice roll. To generate income for the Van Saars, you'll need to roll: `dice: 1d6` Add the result of the dice roll to the +10 boost, and that's your total income from the Gilded Grotto territory.
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601
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# Location Details #location ## Description The Drinking Hole! A place where alliances are forged, rivalries are nurtured, and shady deals are made. This dimly lit tavern is a hub of activity in the underhive, with patrons spilling out onto the cramped streets. **The Bar**: The centerpiece of the Drinking Hole is the bar itself, where a gruff but lovable bartender named Gracie serves up cheap ale and questionable spirits to the patrons. Above the bar, a makeshift stage hosts traveling performers and musicians, drawing in crowds with their lively tunes and death-defying stunts. Rumors abound about the performers' true identities and motives – are they mere entertainers or spies for rival gangs? **The Backroom**: Tucked away behind a secret panel, the Backroom is a private area where gang leaders and high-ranking members conduct illicit business deals. The walls are adorned with faded posters of long-forgotten battles and forgotten heroes. It's here that I can negotiate with other gangs, trade information, or even orchestrate clandestine operations. **The Alleyway**: A narrow passage leading to a series of cramped, poorly lit alleys, the Alleyway is a haven for shady characters and illicit activities. This is where I might find black market dealers peddling stolen goods, or desperate scavengers haggling over scraps. The walls are adorned with makeshift graffiti, warning signs, and cryptic messages scrawled by rival gangs. As I navigate this treacherous landscape, I notice the Red Vipers, a ruthless gang known for their cunning and brutal tactics, vying for control over the territory. They seem to be eyeing my gang's presence in the Drinking Hole with suspicion. The Steelheads, a group of scrappy scavengers, have set up shop near the Bar, always looking to make a quick buck or score. Income: `dice: 1d6` Result: **3** I earn a moderate income from my gang's presence in the Drinking Hole, which will help me fund future operations and expansion plans. This income can be used to: * Upgrade equipment and gear for my gang * Recruit new members or hire mercenaries * Invest in illicit activities or shady deals Special Rules: * **Rumors**: As the leader of this territory, I have access to rumors and gossip about other gangs and factions. Each turn, I can roll `dice: 1d6` to see if I uncover valuable information (success on a 4+, failure on a 3-). * **Turf Wars**: With rival gangs vying for control, there's always the risk of turf wars breaking out. If I choose to engage in combat with another gang, I'll need to roll `dice: 1d6` to see if my gang emerges victorious (success on a 4+, failure on a 3-). * **Shady Deals**: As the leader of this territory, I can negotiate with other gangs or factions to secure lucrative deals. However, be warned – these deals often come with hidden costs and risks. What would you like to do next? ## Special Rules I apologize for the mistake earlier! Here's an revised version of the Drinking Hole territory with the correct special rules: **Drinking Hole** ---------------- * *Initial Influence Level**: My gang has a moderate influence level in the Drinking Hole, which means I have some control over the territory but there are still rival gangs vying for power. (Roll: `dice: 1d6` - Result: **4**) * *Notable Locations*: The Bar, The Backroom, The Alleyway * *Gangs Present*: The Red Vipers, The Steelheads Special Rules: * *Turf Wars**: When another gang tries to take control of the Drinking Hole, combat scenarios will trigger. To determine the outcome, roll `dice: 1d6` and add my gang's influence level (4). If the total equals or exceeds 7, my gang emerges victorious. * *Rumors*: As the leader of this territory, I have access to rumors and gossip about other gangs and factions. Each turn, I can roll `dice: 1d6` to see if I uncover valuable information (success on a 4+, failure on a 3-). * *Brawl**: If my gang is attacked by another gang in the Drinking Hole, there's a chance for a brawl to break out. Roll `dice: 1d6` and add my gang's influence level (4). If the total equals or exceeds 5, the brawl ends with no victor. * *Reputation**: My gang's reputation is tied to the Drinking Hole. If I lose control of the territory, my gang's reputation takes a hit. Income: `dice: 1d6` Result: **3** I earn a moderate income from my gang's presence in the Drinking Hole, which will help me fund future operations and expansion plans. What would you like to do next? ## Income As the leader of the Drinking Hole, I control a moderate-sized territory with a decent amount of influence. According to the Necromunda rules, the income generated from controlling this location is: * **Income**: 10-15 points (average) To determine my gang's actual income generated from the Drinking Hole, I'll need to roll a dice and add the result to the base income value. **Income Roll:** `dice: 1d6` Add the result to the base income value of 12.5 (avg. of 10-15). For example, if I roll a 4 on the dice, my gang's actual income generated from the Drinking Hole would be: 12.5 + 4 = 16.5 points This is just an estimate, as the actual income can vary depending on various factors, such as rival gangs' activities or external events that might affect the territory. Now it's your turn! What do you want to do next?
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description The Drinking Hole! A place where alliances are forged, rivalries are nurtured, and shady deals are made. This dimly lit tavern is a hub of activity in the underhive, with patrons spilling out onto the cramped streets. **The Bar**: The centerpiece of the Drinking Hole is the bar itself, where a gruff but lovable bartender named Gracie serves up cheap ale and questionable spirits to the patrons. Above the bar, a makeshift stage hosts traveling performers and musicians, drawing in crowds with their lively tunes and death-defying stunts. Rumors abound about the performers' true identities and motives – are they mere entertainers or spies for rival gangs? **The Backroom**: Tucked away behind a secret panel, the Backroom is a private area where gang leaders and high-ranking members conduct illicit business deals. The walls are adorned with faded posters of long-forgotten battles and forgotten heroes. It's here that I can negotiate with other gangs, trade information, or even orchestrate clandestine operations. **The Alleyway**: A narrow passage leading to a series of cramped, poorly lit alleys, the Alleyway is a haven for shady characters and illicit activities. This is where I might find black market dealers peddling stolen goods, or desperate scavengers haggling over scraps. The walls are adorned with makeshift graffiti, warning signs, and cryptic messages scrawled by rival gangs. As I navigate this treacherous landscape, I notice the Red Vipers, a ruthless gang known for their cunning and brutal tactics, vying for control over the territory. They seem to be eyeing my gang's presence in the Drinking Hole with suspicion. The Steelheads, a group of scrappy scavengers, have set up shop near the Bar, always looking to make a quick buck or score. Income: `dice: 1d6` Result: **3** I earn a moderate income from my gang's presence in the Drinking Hole, which will help me fund future operations and expansion plans. This income can be used to: * Upgrade equipment and gear for my gang * Recruit new members or hire mercenaries * Invest in illicit activities or shady deals Special Rules: * **Rumors**: As the leader of this territory, I have access to rumors and gossip about other gangs and factions. Each turn, I can roll `dice: 1d6` to see if I uncover valuable information (success on a 4+, failure on a 3-). * **Turf Wars**: With rival gangs vying for control, there's always the risk of turf wars breaking out. If I choose to engage in combat with another gang, I'll need to roll `dice: 1d6` to see if my gang emerges victorious (success on a 4+, failure on a 3-). * **Shady Deals**: As the leader of this territory, I can negotiate with other gangs or factions to secure lucrative deals. However, be warned – these deals often come with hidden costs and risks. What would you like to do next? ## Special Rules I apologize for the mistake earlier! Here's an revised version of the Drinking Hole territory with the correct special rules: **Drinking Hole** ---------------- * *Initial Influence Level**: My gang has a moderate influence level in the Drinking Hole, which means I have some control over the territory but there are still rival gangs vying for power. (Roll: `dice: 1d6` - Result: **4**) * *Notable Locations*: The Bar, The Backroom, The Alleyway * *Gangs Present*: The Red Vipers, The Steelheads Special Rules: * *Turf Wars**: When another gang tries to take control of the Drinking Hole, combat scenarios will trigger. To determine the outcome, roll `dice: 1d6` and add my gang's influence level (4). If the total equals or exceeds 7, my gang emerges victorious. * *Rumors*: As the leader of this territory, I have access to rumors and gossip about other gangs and factions. Each turn, I can roll `dice: 1d6` to see if I uncover valuable information (success on a 4+, failure on a 3-). * *Brawl**: If my gang is attacked by another gang in the Drinking Hole, there's a chance for a brawl to break out. Roll `dice: 1d6` and add my gang's influence level (4). If the total equals or exceeds 5, the brawl ends with no victor. * *Reputation**: My gang's reputation is tied to the Drinking Hole. If I lose control of the territory, my gang's reputation takes a hit. Income: `dice: 1d6` Result: **3** I earn a moderate income from my gang's presence in the Drinking Hole, which will help me fund future operations and expansion plans. What would you like to do next? ## Income As the leader of the Drinking Hole, I control a moderate-sized territory with a decent amount of influence. According to the Necromunda rules, the income generated from controlling this location is: * **Income**: 10-15 points (average) To determine my gang's actual income generated from the Drinking Hole, I'll need to roll a dice and add the result to the base income value. **Income Roll:** `dice: 1d6` Add the result to the base income value of 12.5 (avg. of 10-15). For example, if I roll a 4 on the dice, my gang's actual income generated from the Drinking Hole would be: 12.5 + 4 = 16.5 points This is just an estimate, as the actual income can vary depending on various factors, such as rival gangs' activities or external events that might affect the territory. Now it's your turn! What do you want to do next?
Unknown
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### Kroot Long Rifle _The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Kroot long rife | | | | | | | | | | R10 | 30 | | - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
ranged-weapon
Kroot Long Rifle
Unknown
long-rifle
0
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4
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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10
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4
1
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R10
['[[esoteric]]', '[[knockback]]', '[[plentiful]]', '[[melee]]', '[[disarm]]', '[[versatile]]']
0
-
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4
['Lasgun - Focusing Crystal']
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0
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Unknown
Unknown
0
Unknown
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0
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0
### Kroot Long Rifle _The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Kroot long rife | | | | | | | | | | R10 | 30 | | - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
Unknown
Unknown
Unknown
Unknown
0
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# Scenario Special Rules You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. Some scenarios are subject to additional special rules. ## Sneak Attacks In some scenarios, the defender may not initially be aware of the attacker’s presence. In these scenarios, the following rules are used. The defender's starting crew will always be 5 fighters (custom or random as specified in each scenario). ### Sentries - Never becomes Ready at the start of a round (before the alarm is raised). - The defender always activates a random sentry. Note that a sentry can be activated several times in the same turn in this way. - Once the last attacking fighter has activated, one more sentry is activated, then the Activation phase ends. - When a sentry is activated, roll-off to see who makes a Move (Basic) action for the sentry: - If the attacker rolled the highest, the attacker can move the sentry. - Otherwise the defender can move the sentry. - The player who moved the sentry chooses a facing. - Open or close any door within 1” before or after moving. ### Spotting Attackers After the move, roll 2D6. If any attackers are within that many inches of any sentry, and within their vision arc, they may be spotted. Roll a D6, subtracting 1 from the result if the attacker is Prone: - 2+ if within 3” (regardless of facing). - 2+ if in the open (regardless of facing). - 4+ if in partial cover and more than 3” away. - 6+ if in full cover and more than 3” away. - Pitch Black: Counts as full cover (6+) if more than 3" away. A sentry will automatically spot the attacking fighter when: - Engaged - Pinned (ranged attack) ### Alerted Sentries If a sentry spots any attacker: - Becomes Ready. - No longer part of the sentry group. - Can make Retaliation attacks (if Engaged). - If not Engaged, pass an Initiative test to immediately make a ranged attack against the spotted enemy fighter. ### Raising the Alarm The alarm is raised if: - At least 1 sentry is Ready when any sentry is activated. - If an attacker fires a weapon, roll 2D6 and add the weapon’s Strength after the attack has been resolved. If the weapon has the Blast trait, add 2 to the result. If the result is 10+, the alarm is raised. - From the 5th round onwards, if the attacker rolls 1 or 2 for the Priority, the alarm is raised. Once the alarm is raised: - The Sentry Round ends. - Resolve the End phase. - Continue the battle as normal (sentry rules are no longer used). ## Reinforcements These are the default rules for when and how Reinforcements arrive (unless otherwise specified): - Arrive at the end of the End phase. - Randomize which fighters arrive. - Roll a D6: - 1-2: The opponent deploys them. - 3+: The controlling player deploys them. The scenario will always specify the following: - If Reinforcements are used. - How many fighters are part of the Reinforcements. - How many arrive each round. - Which round they arrive. **Bottle Tests:** Reinforcements do not count as models in the crew when making Bottle tests (only starting crew is counted). **N17:** Tactics cards that equip a model with a piece of wargear from the start of the battle (for example a frag trap) must usually be played during deployment, however they can instead be played when a model arrives as Reinforcements. :::danger House Rules #### Reinforcements Include Reinforcements when making Bottle tests. Some scenarios could reward one gang with 10 custom fighters and the other gang random 4 (min) + reinforcements. The small gang would bottle 50% after first Seriously Injured or OoA. The big gang would bottle on 17% after suffering 5 casualties! This will cause massive imbalance. ::: ## Home Turf Advantage While a gang defends on its own turf, gain the following: Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Roll a D6 (individually). - 1-3: The hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. - 4-6: The hangers-on escapes before the battle and is not part of the crew. ## Pitch Black All fighters are Hidden unless having the following: - Ablaze. - [Refractor field](/docs/armoury/field-armour#refractor-field). - Photo-lumens. - Holochromatic Field (while operational). - Rad-phaged (Tech skill). Fighters are Revealed (no longer Hidden) in the following situations: - Ablaze. - Refractor field: Always. - Photo-lumens: Always. - Holochromatic Field: While operational. - Rad-phaged: Always. - Ranged weapon: When used (except Silent). - Power weapon: When used. - Irradiated Coolant (Toxic Downpour): While in effect. - Vehicles: When moving. Ranged attacks and Charges can only be made against targets that meet at least one of the following criterias: - Revealed. - Within 3”. - Within 12” with infra-scope, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) or photo-lumens. - Within 4" of a Rally Point (Assault On Precinct 17). - Within any range with "And Lo His Gaze did Illuminate them!" (Cawdor Path of the Faithful). In each End phase, Revealed fighters become Hidden (no longer Revealed), unless being affected by any of the exceptions above. :::info N21 PITCH BLACK (IMPROVED VERSION) Charge is not affected by Pitch Black. ::: :::note ASH WASTES NOTES Should probably use some common sense to restrict several special rules that can enable/disable Pitch Black, as most of these were designed for battles inside the hive, not out in the open wastes. ::: ## Ammo Cache Apply the following effects within 1”: - +2 modifier for Ammo tests. - Ignore the Scarce trait. - If the Ammo roll is a 6 (before modifiers), the ammo cache is has no further effect (exhausted). ## Booby Trap A fighter risks triggering a boby trap in the following situations (but only once per booby trap in a single activation): - Comes within 2” of a booby trap (for any reason) - Ends an action within 2". Roll a D6: - **1:** A dud, remove it from play. - **2-3:** Not triggered, leave it in place. - **4+:** Triggered and explodes. #### Exploding While Moving If triggered during movement, the move is interrupted while resolving the booby trap (resolved where the fighter was while moving). If Pinned or Injured, the move action ends. #### Shooting at Booby Trabs Can be targeted with ranged attacks: - Short range: -1 to hit. - Long Range: -2 to hit. If hit, roll a D6: - **1-2:** No effect. - **3-4:** Triggered and explodes. - **5-6:** Disarmed and removed. :::info N21 (HIVE WAR) BOOBY TRAPS These are alternative rules for triggering traps: #### Melta Replace the trap with a pitfall marker (centered on the trap). Any fighter partially or completely covered by the marker: - Completely: Out of Action. - Partially: Make an Initiative test. - Success: Pinned and moved as short as possible outside the marker. - Fail: Out of Action. The pitfall remains in play. #### Gas 2D6" range (instead of 5" blast). ::: ## Treasure Casket #### Forgotten Ordance, Hive Ruins Terrain Counts as a Loot Casket, with different contents. If opened, roll a D6: | D6 | Result | | -------- | :------------------------------------------------------------------------------------------------------------------- | | **1:** | **Click!:** Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible) | | **2-3:** | **Fancy Threads:** The fighter immediately gains Uphive Raiments Status item. | | **4-6:** | **A Noble’s Ransom:** The fighter immediately gains a Personal Equipment item, chosen by the controlling player. | ## Gang Relics +2 to any Cool and Leadership tests made by friendly fighters within 6”. ## The Beast's Lair If any model ends an activation within 6”, roll a D6. The beast will attack if at least one condition is met: - The result is a 6. - The result is higher than the number of inches between the fighter and the Beast’s Lair. The Beast’s Lair is not a model. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1” of the Beast’s Lair and may move into base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If reduced to 0 Wounds, remove it from play. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - | Weapon: Beast’s Tentacles<br /> (Str S, AP -2, D 3, Knockback, Melee, Versatile 6”) ## Brainleaf Zombies | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) 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. ## Crazed Cannibals | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel. Weapons: Unarmed attacks (claws & teeth) #### Special Rules - Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority. - Can't choose not to use the skills (if able). Take actions as normal, with the following exceptions: - Must charge (if able). - Must Fight if Engaged. - Otherwise, must move toward the closest fighter from any crew. ## Houseless Gangers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle). ## Ambull | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ | Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br /> Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br /> Wargear: Chitin Armour (3+) ## Borewyrm Infestiation | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ | Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br /> Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br /> Wargear: Chitin Armour (4+) ## Purestrain Genestealer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ | Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br /> Weapons: Custom razor-sharp talons, custom venomous bite<br /> Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh _Note: This is an example using the Xenos Abomination from Horrors of the Underhive._ Genestealer Cult Favour: - Also has Infiltrate. - Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round. - Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar). ## Horrors in the Dark When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: | D6 | Result | | --- | :-------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. | | 2-3 | The fighter can't make any actions this turn. | | 4-5 | The fighter can only make one action this turn. | | 6 | The fighter activates normally. | :::danger House Rule Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Defence Servitor - Immobile (can't move). - 360° vision arc - Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0). - Can't be Pinned. - Automatically passes any Cool tests. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ | Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br /> Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace) #### Overwatch Routine The servitor will make Shoot (Basic) actions whenever all of the following are true: - Not Engaged. - A fighter ends an activation within LOS of the servitor. - Passes an Initiative test. This test is automatically passed if at least one of the following is true: - The first time each round. - The activated fighter made an attack against the servitor. If Engaged, make Reaction attacks as normal. ## Hive Dwellers HIVE DWELLERS Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions: - A fighter makes a Shoot action within 12” - A fighter makes a Fight action within 6” - A blast is placed (after scatter) within 6” - A fighter or hiver is hit by a ranged attack within 6” After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- | | **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) | | **3-4** | **OK, take it Easy Fella:** Take no action | | **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) | During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain). ## Corrupt Enforcer - Counts as a normal fighter. - Can't take part in a Group Activation. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br /> Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ## Multi-player games Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating: - Stronger gangs can deploy in the most exposed area. - Stronger gangs can deploy further away from the objective. - Stronger gangs can have random crew while weaker gangs can have custom crew. Multi-player games use all the normal rules for battles with the following clarifications: #### Priority Roll for Priority as normal, taking turns activating the fighters. Re-roll ties. #### Melee Combat Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang. #### Defenders and Attackers In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides. ## Loot Caskets There will always be at least 2 loot caskets on any battlefield. The content is unknown until opened. Active fighters within 1” of a loot casket may perform actions to open or carry a loot casket. :::info SMASH OPEN (BASIC) Requires the fighter to be within 1”. Roll a D6 and add the fighter’s Strength. On a 6+, the casket is opened; however, subtract 1 from the result when rolling to determine the casket’s contents (minimum 1). ::: :::info BYPASS LOCK (BASIC) Requires the fighter to be within 1”. Pass an Intelligence test to open the casket. ::: :::info CARRY (SIMPLE) Requires the fighter to be within 1”. Make a Move (Simple) action, carrying the loot casket or ammo cache with them. When the action ends, the casket is placed in base contact with this fighter. ::: #### Opening Loot Caskets If opened, roll a D6 | D6 | Result | | -------- | :----------------------------------------------------------------------------- | | **1:** | **Dangerous Goods:** The casket is booby trapped. Replace it with a Frag trap. | | **2-3:** | **Nothing Useful:** Receive D6 credits. | | **4-6:** | **Ammo Cache:** Replace it with an Ammo Cache. | ## Rolling Roads (Ash Wastes) ROLLING ROADS (ASH WASTES) Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides Battlefield sides can have the following special rules: - **Impassable:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). - **Cliff:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous activation. #### Rolling Road Phase At the start of each End phase, resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with Move 7"+ can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Touching the Leading Edge. - At least 3" from any model or terrain. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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2024-06-13 20:34:24.508078
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# Scenario Special Rules You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. Some scenarios are subject to additional special rules. ## Sneak Attacks In some scenarios, the defender may not initially be aware of the attacker’s presence. In these scenarios, the following rules are used. The defender's starting crew will always be 5 fighters (custom or random as specified in each scenario). ### Sentries - Never becomes Ready at the start of a round (before the alarm is raised). - The defender always activates a random sentry. Note that a sentry can be activated several times in the same turn in this way. - Once the last attacking fighter has activated, one more sentry is activated, then the Activation phase ends. - When a sentry is activated, roll-off to see who makes a Move (Basic) action for the sentry: - If the attacker rolled the highest, the attacker can move the sentry. - Otherwise the defender can move the sentry. - The player who moved the sentry chooses a facing. - Open or close any door within 1” before or after moving. ### Spotting Attackers After the move, roll 2D6. If any attackers are within that many inches of any sentry, and within their vision arc, they may be spotted. Roll a D6, subtracting 1 from the result if the attacker is Prone: - 2+ if within 3” (regardless of facing). - 2+ if in the open (regardless of facing). - 4+ if in partial cover and more than 3” away. - 6+ if in full cover and more than 3” away. - Pitch Black: Counts as full cover (6+) if more than 3" away. A sentry will automatically spot the attacking fighter when: - Engaged - Pinned (ranged attack) ### Alerted Sentries If a sentry spots any attacker: - Becomes Ready. - No longer part of the sentry group. - Can make Retaliation attacks (if Engaged). - If not Engaged, pass an Initiative test to immediately make a ranged attack against the spotted enemy fighter. ### Raising the Alarm The alarm is raised if: - At least 1 sentry is Ready when any sentry is activated. - If an attacker fires a weapon, roll 2D6 and add the weapon’s Strength after the attack has been resolved. If the weapon has the Blast trait, add 2 to the result. If the result is 10+, the alarm is raised. - From the 5th round onwards, if the attacker rolls 1 or 2 for the Priority, the alarm is raised. Once the alarm is raised: - The Sentry Round ends. - Resolve the End phase. - Continue the battle as normal (sentry rules are no longer used). ## Reinforcements These are the default rules for when and how Reinforcements arrive (unless otherwise specified): - Arrive at the end of the End phase. - Randomize which fighters arrive. - Roll a D6: - 1-2: The opponent deploys them. - 3+: The controlling player deploys them. The scenario will always specify the following: - If Reinforcements are used. - How many fighters are part of the Reinforcements. - How many arrive each round. - Which round they arrive. **Bottle Tests:** Reinforcements do not count as models in the crew when making Bottle tests (only starting crew is counted). **N17:** Tactics cards that equip a model with a piece of wargear from the start of the battle (for example a frag trap) must usually be played during deployment, however they can instead be played when a model arrives as Reinforcements. :::danger House Rules #### Reinforcements Include Reinforcements when making Bottle tests. Some scenarios could reward one gang with 10 custom fighters and the other gang random 4 (min) + reinforcements. The small gang would bottle 50% after first Seriously Injured or OoA. The big gang would bottle on 17% after suffering 5 casualties! This will cause massive imbalance. ::: ## Home Turf Advantage While a gang defends on its own turf, gain the following: Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Roll a D6 (individually). - 1-3: The hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. - 4-6: The hangers-on escapes before the battle and is not part of the crew. ## Pitch Black All fighters are Hidden unless having the following: - Ablaze. - [Refractor field](/docs/armoury/field-armour#refractor-field). - Photo-lumens. - Holochromatic Field (while operational). - Rad-phaged (Tech skill). Fighters are Revealed (no longer Hidden) in the following situations: - Ablaze. - Refractor field: Always. - Photo-lumens: Always. - Holochromatic Field: While operational. - Rad-phaged: Always. - Ranged weapon: When used (except Silent). - Power weapon: When used. - Irradiated Coolant (Toxic Downpour): While in effect. - Vehicles: When moving. Ranged attacks and Charges can only be made against targets that meet at least one of the following criterias: - Revealed. - Within 3”. - Within 12” with infra-scope, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) or photo-lumens. - Within 4" of a Rally Point (Assault On Precinct 17). - Within any range with "And Lo His Gaze did Illuminate them!" (Cawdor Path of the Faithful). In each End phase, Revealed fighters become Hidden (no longer Revealed), unless being affected by any of the exceptions above. :::info N21 PITCH BLACK (IMPROVED VERSION) Charge is not affected by Pitch Black. ::: :::note ASH WASTES NOTES Should probably use some common sense to restrict several special rules that can enable/disable Pitch Black, as most of these were designed for battles inside the hive, not out in the open wastes. ::: ## Ammo Cache Apply the following effects within 1”: - +2 modifier for Ammo tests. - Ignore the Scarce trait. - If the Ammo roll is a 6 (before modifiers), the ammo cache is has no further effect (exhausted). ## Booby Trap A fighter risks triggering a boby trap in the following situations (but only once per booby trap in a single activation): - Comes within 2” of a booby trap (for any reason) - Ends an action within 2". Roll a D6: - **1:** A dud, remove it from play. - **2-3:** Not triggered, leave it in place. - **4+:** Triggered and explodes. #### Exploding While Moving If triggered during movement, the move is interrupted while resolving the booby trap (resolved where the fighter was while moving). If Pinned or Injured, the move action ends. #### Shooting at Booby Trabs Can be targeted with ranged attacks: - Short range: -1 to hit. - Long Range: -2 to hit. If hit, roll a D6: - **1-2:** No effect. - **3-4:** Triggered and explodes. - **5-6:** Disarmed and removed. :::info N21 (HIVE WAR) BOOBY TRAPS These are alternative rules for triggering traps: #### Melta Replace the trap with a pitfall marker (centered on the trap). Any fighter partially or completely covered by the marker: - Completely: Out of Action. - Partially: Make an Initiative test. - Success: Pinned and moved as short as possible outside the marker. - Fail: Out of Action. The pitfall remains in play. #### Gas 2D6" range (instead of 5" blast). ::: ## Treasure Casket #### Forgotten Ordance, Hive Ruins Terrain Counts as a Loot Casket, with different contents. If opened, roll a D6: | D6 | Result | | -------- | :------------------------------------------------------------------------------------------------------------------- | | **1:** | **Click!:** Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible) | | **2-3:** | **Fancy Threads:** The fighter immediately gains Uphive Raiments Status item. | | **4-6:** | **A Noble’s Ransom:** The fighter immediately gains a Personal Equipment item, chosen by the controlling player. | ## Gang Relics +2 to any Cool and Leadership tests made by friendly fighters within 6”. ## The Beast's Lair If any model ends an activation within 6”, roll a D6. The beast will attack if at least one condition is met: - The result is a 6. - The result is higher than the number of inches between the fighter and the Beast’s Lair. The Beast’s Lair is not a model. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1” of the Beast’s Lair and may move into base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If reduced to 0 Wounds, remove it from play. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - | Weapon: Beast’s Tentacles<br /> (Str S, AP -2, D 3, Knockback, Melee, Versatile 6”) ## Brainleaf Zombies | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) 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. ## Crazed Cannibals | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel. Weapons: Unarmed attacks (claws & teeth) #### Special Rules - Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority. - Can't choose not to use the skills (if able). Take actions as normal, with the following exceptions: - Must charge (if able). - Must Fight if Engaged. - Otherwise, must move toward the closest fighter from any crew. ## Houseless Gangers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle). ## Ambull | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ | Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br /> Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br /> Wargear: Chitin Armour (3+) ## Borewyrm Infestiation | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ | Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br /> Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br /> Wargear: Chitin Armour (4+) ## Purestrain Genestealer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ | Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br /> Weapons: Custom razor-sharp talons, custom venomous bite<br /> Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh _Note: This is an example using the Xenos Abomination from Horrors of the Underhive._ Genestealer Cult Favour: - Also has Infiltrate. - Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round. - Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar). ## Horrors in the Dark When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6: | D6 | Result | | --- | :-------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. | | 2-3 | The fighter can't make any actions this turn. | | 4-5 | The fighter can only make one action this turn. | | 6 | The fighter activates normally. | :::danger House Rule Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Defence Servitor - Immobile (can't move). - 360° vision arc - Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0). - Can't be Pinned. - Automatically passes any Cool tests. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ | Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br /> Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace) #### Overwatch Routine The servitor will make Shoot (Basic) actions whenever all of the following are true: - Not Engaged. - A fighter ends an activation within LOS of the servitor. - Passes an Initiative test. This test is automatically passed if at least one of the following is true: - The first time each round. - The activated fighter made an attack against the servitor. If Engaged, make Reaction attacks as normal. ## Hive Dwellers HIVE DWELLERS Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions: - A fighter makes a Shoot action within 12” - A fighter makes a Fight action within 6” - A blast is placed (after scatter) within 6” - A fighter or hiver is hit by a ranged attack within 6” After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- | | **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) | | **3-4** | **OK, take it Easy Fella:** Take no action | | **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) | During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain). ## Corrupt Enforcer - Counts as a normal fighter. - Can't take part in a Group Activation. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br /> Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ## Multi-player games Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating: - Stronger gangs can deploy in the most exposed area. - Stronger gangs can deploy further away from the objective. - Stronger gangs can have random crew while weaker gangs can have custom crew. Multi-player games use all the normal rules for battles with the following clarifications: #### Priority Roll for Priority as normal, taking turns activating the fighters. Re-roll ties. #### Melee Combat Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang. #### Defenders and Attackers In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides. ## Loot Caskets There will always be at least 2 loot caskets on any battlefield. The content is unknown until opened. Active fighters within 1” of a loot casket may perform actions to open or carry a loot casket. :::info SMASH OPEN (BASIC) Requires the fighter to be within 1”. Roll a D6 and add the fighter’s Strength. On a 6+, the casket is opened; however, subtract 1 from the result when rolling to determine the casket’s contents (minimum 1). ::: :::info BYPASS LOCK (BASIC) Requires the fighter to be within 1”. Pass an Intelligence test to open the casket. ::: :::info CARRY (SIMPLE) Requires the fighter to be within 1”. Make a Move (Simple) action, carrying the loot casket or ammo cache with them. When the action ends, the casket is placed in base contact with this fighter. ::: #### Opening Loot Caskets If opened, roll a D6 | D6 | Result | | -------- | :----------------------------------------------------------------------------- | | **1:** | **Dangerous Goods:** The casket is booby trapped. Replace it with a Frag trap. | | **2-3:** | **Nothing Useful:** Receive D6 credits. | | **4-6:** | **Ammo Cache:** Replace it with an Ammo Cache. | ## Rolling Roads (Ash Wastes) ROLLING ROADS (ASH WASTES) Used in some scenarios, works best on larger battlefields. - Size: 6'x4' (recommended size) unless specified in the scenario. #### Direction - One edge will be Leading, the opposite will be Trailing. The other 2 edges are sides. - The direction of travel is always from Trailing towards Leading. - The scenario will specify the direction, otherwise randomize 2 opposite short edges as Leading & Trailing. #### Sides Battlefield sides can have the following special rules: - **Impassable:** Models cannot voluntarily move off the sides. Treated as impassable terrain when hit by vehicles (collision). - **Cliff:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). - **Open Sides:** Models moving off the sides are Left Behind (can Rejoin later). #### Clouds of Ash Shooting attacks suffer a -1 hit modifier if targeting models that moved further than its Move stat during its previous activation. #### Rolling Road Phase At the start of each End phase, resolve the following steps: 1. **Move the Battlefield:** All models and terrain are moved 8" directly towards the Trailing Edge. Anything contacting the Trailing Edge is removed. 2. **Left Behind:** Models not completely within the battlefield are Left Behind. - Seriously Injured: Succumb to injuries (roll a 3+ or suffer a Lasting Injury). - Stationary: Can rejoin after this round (not this round), becoming Mobile. - Counts as Out of Action for the purposes of Bottle tests (until rejoining). 3. **Rejoin:** Left Behind models with Move 7"+ can pass an Intelligence check to rejoin as Reinforcements (this round). <br />If failed, try again in the next End phase. - Reinforcements (unless otherwise specified): - All available Reinforcements arrive each round within 3" of the Trailing Edge. - All markers still apply (Out of Ammo, Wounds, Flesh Wounds, damage etc.), except Stationary vehicles (automatically become Mobile). 4. **Add New Terrain/Obstacles:** Battle continues down the road and more of the road ahead comes into view.<br />Alternate placing terrain pieces (starting with the gang without Priority), using D3-1 pieces of available & suitable terrain (note that the result can be zero): - Touching the Leading Edge. - At least 3" from any model or terrain. - Visibility (X"): Anywhere at least X" closer to the Leading Edge than any model. - If terrain can't be placed according to these guidelines, then skip placing that terrain.
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# Badzone: Carnivorous Plants ## Destroying Carnivorous Plants By default, Carnivorous Plants are treated like other terrain and so can't be destroyed. However, the following rules can be applied to allow fighters to clear areas of plant life and remove them from the battlefield. - 5 wounds. - Only vulnerable to Template weapons with Blaze or Gas. If hit, roll a D6: | D6 | Result | | :-: | :--------- | | 1-2 | No effect. | | 3-5 | 1 damage. | | 6 | 2 damage. | :::danger House Rule (Necrodamus) Also vulnerable to blast weapons (with Gas or Blaze). ::: ## Barbed Venomgorse #### Barbed Snares If a fighter moves within 3" during movement (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S3 Web hit. #### Wasting Toxin In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength test or gain -1 Strength. If the Strength reaches 0, the fighter goes Out of Action. ## Shardwrack Spines #### Walls of Spines If a fighter’s movement takes them within 3" (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S2 AP -3 hit. #### Spitting Spines In each End phase, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12", treated as an autopistol with BS 4+: - +1 to hit within 4”, S3, Rapid Fire (1). If the attack scores more than one hit, it must spread these out to as many models as possible. This attack can't run out of ammo. ## Grapple Weed #### Crawling Horror In each End phase, each section of Grapple Weed moves 2D6" towards the nearest fighter (whether they are visible or not). It must avoid impassable terrain but is otherwise unimpeded by terrain. It must stop its movement if it comes within 1" of another model. #### Viscous Tongues In each End phase, after moving, make a single attack against any models within 3" of it (measuring this distance from the plant’s branches), treated as a Flail with WS 3+: - Strength 4, Damage 1, Entangle Models attacked by Grapple Weed do not count as being Engaged by it.
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# Badzone: Carnivorous Plants ## Destroying Carnivorous Plants By default, Carnivorous Plants are treated like other terrain and so can't be destroyed. However, the following rules can be applied to allow fighters to clear areas of plant life and remove them from the battlefield. - 5 wounds. - Only vulnerable to Template weapons with Blaze or Gas. If hit, roll a D6: | D6 | Result | | :-: | :--------- | | 1-2 | No effect. | | 3-5 | 1 damage. | | 6 | 2 damage. | :::danger House Rule (Necrodamus) Also vulnerable to blast weapons (with Gas or Blaze). ::: ## Barbed Venomgorse #### Barbed Snares If a fighter moves within 3" during movement (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S3 Web hit. #### Wasting Toxin In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength test or gain -1 Strength. If the Strength reaches 0, the fighter goes Out of Action. ## Shardwrack Spines #### Walls of Spines If a fighter’s movement takes them within 3" (measuring this distance from the plant’s branches), once the movement is completed, pass an Initiative test or suffer a S2 AP -3 hit. #### Spitting Spines In each End phase, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12", treated as an autopistol with BS 4+: - +1 to hit within 4”, S3, Rapid Fire (1). If the attack scores more than one hit, it must spread these out to as many models as possible. This attack can't run out of ammo. ## Grapple Weed #### Crawling Horror In each End phase, each section of Grapple Weed moves 2D6" towards the nearest fighter (whether they are visible or not). It must avoid impassable terrain but is otherwise unimpeded by terrain. It must stop its movement if it comes within 1" of another model. #### Viscous Tongues In each End phase, after moving, make a single attack against any models within 3" of it (measuring this distance from the plant’s branches), treated as a Flail with WS 3+: - Strength 4, Damage 1, Entangle Models attacked by Grapple Weed do not count as being Engaged by it.
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# Delaque 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 | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | | Lasgun | 15 | (15) | 15 | 15 | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | (30) | 30 | 30 | - | - | - | - | | - Executioner | 20 | - | 20 | - | - | - | - | - | | Throwing knives | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | ✓ | | Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | - | 5 | | - Master-crafted | 5 | - | - | - | - | - | - | - | | Flechette pistol (solid & fleshbane) | 30 | 30 | 30 | 30 | - | 30 | - | 30 | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Grav pistol | 90 | - | 90 | 90 | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | - | | Hand flamer | 75 | - | 75 | 75 | - | 75 | - | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | - | 50 | 50 | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | - | 5 | | - Dumdum | 5 | (5) | 5 | - | 5 | - | - | +5 | | Web pistol | 80 | - | 80 | 80 | - | 80 | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | ✓ | | | | Flamer | 140 | - | 140 | 140 | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | | - Master-crafted | 25 | - | - | - | - | - | - | | Long rifle | 30 | - | 30 | 30 | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | | Web gun | 115 | - | 115 | 115 | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | Digi laser | 25 | 25 | 25 | - | 25 | - | - | | Serpent's fangs (Paired) \* | - | 90 | - | - | - | - | - | | Shivver sword | - | 70 | - | - | - | - | - | | Shock stave | 25 | - | 25 | 25 | - | 25 | - | | - Master-crafted | 5 | - | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | | Web gauntlet | 35 | - | 35 | 35 | - | 35 | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 50 | 50 | 50 | 50 | - | - | - | | Photon flash | 15 | 15 | 15 | 15 | - | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | | Stun | 10 | 10 | 10 | 10 | 10 | 10 | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) (Spyker V1, N18 Brute) | - | - | - | - | - | - | 50 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | ✓ | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 30 | 30 | 30 | 30 | - | - | - | - | | Cameleoline Cloak | 35 | 35 | 35 | - | - | - | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | Grapnel launcher | 25 | 25 | 25 | 25 | (25) | (25) | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 20 | 20 | 20 | 20 | 20 | 20 | - | 35 | | Psychomancer's harness | - | - | - | - | 110 | - | - | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | - | 15 | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Web solvent | 20 | 20 | 20 | 20 | - | - | - | - | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | Spekter (0-3) | 100 | 100 | 100 | - | 100 | - | - | | Wyrm (0-2) | - | - | - | - | 70 | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :----------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Gunshroud (Pistol, Basic) | 10 | 10 | 10 | 10 | 10 | 10 | - | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | 35 | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | - | 35 | 35 | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | \*\*: Maximum one gunsight per weapon. ## Delaque Vehicle Equipment List All vehicles in a Delaque gang add the following entries to their equipment lists: ### Special Weapons | Item | Cost | | ---------- | ---- | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | ### Heavy Weapons | Item | Cost | | ------------ | ---- | | Heavy flamer | 195 | ## Wargear: Weapon Accessories | Item | Cost | | ------------------------------------------------------ | ---- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | ## Delaque Vehicles House Delaque does not yet have a custom vehicle, but has an additonal equipment list for vehicles that they field. # Vehicle Equipment Lists All vehicles in a Delaque gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | | **HEAVY WEAPONS** | | Heavy flamer | 195 | ### Wargear: Weapon Accessories | Item | Credits | | ------------------------------------------------------ | ------- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
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# Delaque 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 | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :------------------------ | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | | Lasgun | 15 | (15) | 15 | 15 | - | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | (30) | 30 | 30 | - | - | - | - | | - Executioner | 20 | - | 20 | - | - | - | - | - | | Throwing knives | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | ✓ | | Autopistol | 5 | 5 | 5 | 5 | 5 | 5 | - | 5 | | - Master-crafted | 5 | - | - | - | - | - | - | - | | Flechette pistol (solid & fleshbane) | 30 | 30 | 30 | 30 | - | 30 | - | 30 | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Grav pistol | 90 | - | 90 | 90 | - | - | - | - | | - Master-crafted | 20 | - | - | - | - | - | - | - | | Hand flamer | 75 | - | 75 | 75 | - | 75 | - | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | Plasma pistol | 50 | - | 50 | 50 | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | - | 5 | | - Dumdum | 5 | (5) | 5 | - | 5 | - | - | +5 | | Web pistol | 80 | - | 80 | 80 | - | 80 | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | ✓ | | | | Flamer | 140 | - | 140 | 140 | - | - | - | | Grav gun | 120 | - | 120 | 120 | - | - | - | | - Master-crafted | 25 | - | - | - | - | - | - | | Long rifle | 30 | - | 30 | 30 | - | - | - | | - Master-crafted | 5 | - | 5 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | | Web gun | 115 | - | 115 | 115 | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | Digi laser | 25 | 25 | 25 | - | 25 | - | - | | Serpent's fangs (Paired) \* | - | 90 | - | - | - | - | - | | Shivver sword | - | 70 | - | - | - | - | - | | Shock stave | 25 | - | 25 | 25 | - | 25 | - | | - Master-crafted | 5 | - | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | | Web gauntlet | 35 | - | 35 | 35 | - | 35 | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 50 | 50 | 50 | 50 | - | - | - | | Photon flash | 15 | 15 | 15 | 15 | - | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | | Stun | 10 | 10 | 10 | 10 | 10 | 10 | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | | [Displacer field](/docs/armoury/field-armour#displacer-field) (Spyker V1, N18 Brute) | - | - | - | - | - | - | 50 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | ✓ | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 30 | 30 | 30 | 30 | - | - | - | - | | Cameleoline Cloak | 35 | 35 | 35 | - | - | - | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | Grapnel launcher | 25 | 25 | 25 | 25 | (25) | (25) | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 20 | 20 | 20 | 20 | 20 | 20 | - | 35 | | Psychomancer's harness | - | - | - | - | 110 | - | - | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | - | 15 | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Web solvent | 20 | 20 | 20 | 20 | - | - | - | - | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | Spekter (0-3) | 100 | 100 | 100 | - | 100 | - | - | | Wyrm (0-2) | - | - | - | - | 70 | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | :----------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Gunshroud (Pistol, Basic) | 10 | 10 | 10 | 10 | 10 | 10 | - | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | 35 | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | - | 35 | 35 | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | \*\*: Maximum one gunsight per weapon. ## Delaque Vehicle Equipment List All vehicles in a Delaque gang add the following entries to their equipment lists: ### Special Weapons | Item | Cost | | ---------- | ---- | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | ### Heavy Weapons | Item | Cost | | ------------ | ---- | | Heavy flamer | 195 | ## Wargear: Weapon Accessories | Item | Cost | | ------------------------------------------------------ | ---- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | ## Delaque Vehicles House Delaque does not yet have a custom vehicle, but has an additonal equipment list for vehicles that they field. # Vehicle Equipment Lists All vehicles in a Delaque gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------ | ------: | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | | **HEAVY WEAPONS** | | Heavy flamer | 195 | ### Wargear: Weapon Accessories | Item | Credits | | ------------------------------------------------------ | ------- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
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# Apocrypha Necromundus: Dust Falls _In this week’s Apocrypha Necromundus, learn about the ancient history of Necromunda itself and the seismic events that helped turn Hive Primus into the ganger’s paradise we all know and love today._ Source: [Warhammer Community, 12 Mar 2019](https://www.warhammer-community.com/2019/03/12/apocrypha-necromundus-dust-fallsfw-homepage-post-1/) ![](NecroDustFalls-Mar12-WorldMap1vrgc.jpg) ## An Ancient Avalanche Dust Falls straddles the divide between Hive City and the underhive of Hive Primus, and is a centre for gangs, Guilders and criminals. Like most things in the underhive, however, Dust Falls was created by chance. Much of the lower hive is made up of domes, each a cavern of plasteel, pipes, factories and hab blocks all stacked on top of each other. Between these domes even more tunnels, conduits and cables link everything together. Over centuries of neglect, the spaces between the domes gather dust – a lot of dust – among other things.\* Sometimes this dust builds up so much it causes a collapse. Such was the case with Dust Falls, an avalanche of powdery detritus smashing down all the way to hive bottom. Around the ragged hole left behind, the settlement of Dust Falls grew, a place where travellers from above and below could traverse the hive. While the disaster that created the settlement has long since faded into memory, the dust still falls from above, a fine pale rain that covers everything and gives the town its name. ![](NecroDustFalls-Mar12-HivePrimus2cje.jpg) ## Gateway To The Underhive The wealth of Dust Falls comes from the Abyss. This is the name given to the yawning chasm that dominates the centre of the town. Scavengers, gangs and Guilders all use its hanging cages to be lowered down and winched up and out of the underhive. Given the depth of the Abyss – literally miles of dark all the way to hive bottom – landings have been built at various heights down the shaft face. Some lead to other settlements like Two Tunnels or Dead End Pass, while others have their own transport cages leading down into the Badzones below, or even deeper. This area in the middle of the settlement is collectively known as the Gates, and it is why most folks come to Dust Falls. The town itself hangs from the upper edges of the Abyss and then sprawls out into the wreckage around it left by the ancient avalanche. Roads wind their way through this morass and on toward Hive City above, and are constantly filled with traffic. The second most important part of Dust Falls is its markets, known locally as the Haggle Market, or just the ‘Haggle’. Here the wealth pulled up from the underhive is sold to traders from Hive City and tourists who visit the town for a taste of the wild frontier – though one that is not too far from home. The importance of Dust Falls also means both the Guilds and the Clan Houses have heavily invested in its infrastructure. Warehouse silos and Guilder slave pens litter its outer streets. The town’s largest structures are the fortified Trader’s Tower controlled by the Mercator Gelt, and the Six Clans drinking hole, designated neutral ground by the Clan Houses. The size of Dust Falls also affords it a Palanite Enforcer presence, and Precinct 1313 looms over the settlement entrance like a dark sentinel, its troopers watching travellers come and go through the sights of their guns. ![](NecroDustFalls-Mar12-Image3xu.jpg) ## Council Of Dust Like most underhive settlements, Dust Falls is a den of criminality tempered by the greed of the Guilders and the brutality of Lord Helmawr’s Palanite Enforcers. It is ruled over by a loose alliance of civic leaders and Guild Procurators tolerated by the local Enforcer Precinct Proctor. In fact, Proctor Clause Bauhein doesn’t care much about the goings-on in Dust Falls as long as the caravans keep running and the Gates stay open. Only twice has the Proctor mustered the full might of his command. Once it was to lock down the town when Lord Helmawr’s 17th son Gilbarn was found passed out in a Haggle parlour room, the second time was during the great Plague Zombie outbreak of ’93, famous for Bauhein’s chief sergeant Rosco barging into the taproom of the Six Clans and deputising everyone sober enough to stand. The day-to-day running of the settlement falls to two individuals – Mistress of Coin Melerva and the Narco Lord Balthazar Van Zep. Together, they govern the Guild and criminal businesses respectively and, despite their differences, get along quite well. Gangs find equal employment with both and there is more than enough wealth flowing out of the Abyss for them to enjoy. This does not always prevent conflicts, as neither Melerva nor Balthazar is the type to play well with others.\*\* For the most part, Balthazar tolerates the hefty bribes he must pay to move chems up into Hive City while Melerva ignores the screams of those who have displeased the narco lord as they are thrown head-first into the Abyss. All told, Dust Falls works for the various parties involved in its dealings. Discounting the crazies like the Brotherhood of the True Resurrection or the Hunters Triumvirate, it is pretty safe by Necromundan standards, making it one of the most important settlements in Hive Primus as one of the gateways that guard the underhive. ![](NecroDustFalls-Mar12-Image4nr.jpg) \* Imagine if a septic tank on the roof your house started leaking… \*\* In Dust Falls, death by crossing Melerva or Balthazar is the second most common cause of fatality, right behind drinking the Six Clans’ Second Best.
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# Apocrypha Necromundus: Dust Falls _In this week’s Apocrypha Necromundus, learn about the ancient history of Necromunda itself and the seismic events that helped turn Hive Primus into the ganger’s paradise we all know and love today._ Source: [Warhammer Community, 12 Mar 2019](https://www.warhammer-community.com/2019/03/12/apocrypha-necromundus-dust-fallsfw-homepage-post-1/) ![](NecroDustFalls-Mar12-WorldMap1vrgc.jpg) ## An Ancient Avalanche Dust Falls straddles the divide between Hive City and the underhive of Hive Primus, and is a centre for gangs, Guilders and criminals. Like most things in the underhive, however, Dust Falls was created by chance. Much of the lower hive is made up of domes, each a cavern of plasteel, pipes, factories and hab blocks all stacked on top of each other. Between these domes even more tunnels, conduits and cables link everything together. Over centuries of neglect, the spaces between the domes gather dust – a lot of dust – among other things.\* Sometimes this dust builds up so much it causes a collapse. Such was the case with Dust Falls, an avalanche of powdery detritus smashing down all the way to hive bottom. Around the ragged hole left behind, the settlement of Dust Falls grew, a place where travellers from above and below could traverse the hive. While the disaster that created the settlement has long since faded into memory, the dust still falls from above, a fine pale rain that covers everything and gives the town its name. ![](NecroDustFalls-Mar12-HivePrimus2cje.jpg) ## Gateway To The Underhive The wealth of Dust Falls comes from the Abyss. This is the name given to the yawning chasm that dominates the centre of the town. Scavengers, gangs and Guilders all use its hanging cages to be lowered down and winched up and out of the underhive. Given the depth of the Abyss – literally miles of dark all the way to hive bottom – landings have been built at various heights down the shaft face. Some lead to other settlements like Two Tunnels or Dead End Pass, while others have their own transport cages leading down into the Badzones below, or even deeper. This area in the middle of the settlement is collectively known as the Gates, and it is why most folks come to Dust Falls. The town itself hangs from the upper edges of the Abyss and then sprawls out into the wreckage around it left by the ancient avalanche. Roads wind their way through this morass and on toward Hive City above, and are constantly filled with traffic. The second most important part of Dust Falls is its markets, known locally as the Haggle Market, or just the ‘Haggle’. Here the wealth pulled up from the underhive is sold to traders from Hive City and tourists who visit the town for a taste of the wild frontier – though one that is not too far from home. The importance of Dust Falls also means both the Guilds and the Clan Houses have heavily invested in its infrastructure. Warehouse silos and Guilder slave pens litter its outer streets. The town’s largest structures are the fortified Trader’s Tower controlled by the Mercator Gelt, and the Six Clans drinking hole, designated neutral ground by the Clan Houses. The size of Dust Falls also affords it a Palanite Enforcer presence, and Precinct 1313 looms over the settlement entrance like a dark sentinel, its troopers watching travellers come and go through the sights of their guns. ![](NecroDustFalls-Mar12-Image3xu.jpg) ## Council Of Dust Like most underhive settlements, Dust Falls is a den of criminality tempered by the greed of the Guilders and the brutality of Lord Helmawr’s Palanite Enforcers. It is ruled over by a loose alliance of civic leaders and Guild Procurators tolerated by the local Enforcer Precinct Proctor. In fact, Proctor Clause Bauhein doesn’t care much about the goings-on in Dust Falls as long as the caravans keep running and the Gates stay open. Only twice has the Proctor mustered the full might of his command. Once it was to lock down the town when Lord Helmawr’s 17th son Gilbarn was found passed out in a Haggle parlour room, the second time was during the great Plague Zombie outbreak of ’93, famous for Bauhein’s chief sergeant Rosco barging into the taproom of the Six Clans and deputising everyone sober enough to stand. The day-to-day running of the settlement falls to two individuals – Mistress of Coin Melerva and the Narco Lord Balthazar Van Zep. Together, they govern the Guild and criminal businesses respectively and, despite their differences, get along quite well. Gangs find equal employment with both and there is more than enough wealth flowing out of the Abyss for them to enjoy. This does not always prevent conflicts, as neither Melerva nor Balthazar is the type to play well with others.\*\* For the most part, Balthazar tolerates the hefty bribes he must pay to move chems up into Hive City while Melerva ignores the screams of those who have displeased the narco lord as they are thrown head-first into the Abyss. All told, Dust Falls works for the various parties involved in its dealings. Discounting the crazies like the Brotherhood of the True Resurrection or the Hunters Triumvirate, it is pretty safe by Necromundan standards, making it one of the most important settlements in Hive Primus as one of the gateways that guard the underhive. ![](NecroDustFalls-Mar12-Image4nr.jpg) \* Imagine if a septic tank on the roof your house started leaking… \*\* In Dust Falls, death by crossing Melerva or Balthazar is the second most common cause of fatality, right behind drinking the Six Clans’ Second Best.
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# Apocrypha Necromundus: Navis Mortis _Necromunda is an ancient world; its endless ash deserts littered with half-buried ruins and lost settlements and only the nomadic tribes and mutant creatures who walk the wastes truly know what lies beyond the walls of the hive cities. However, there are places so infamous, even the Clan gangs know their name – such as the ship graveyard known as the Navis Mortis._ Source: [Warhammer Community, 23 Jul 2019](https://www.warhammer-community.com/2019/07/23/apocrypha-necromundus-navis-mortisfw-homepage-post-1/) ![](Apocrypha-Necromundus-July23-42rs.jpg) ## Ancient Wrecks Thousands of years before the birth of the current Lord Helmawr, there was a schism within the Imperial House. In 459.M37, Lord Hyrodo Helmawr died suddenly while on a hunting expedition without naming an heir.\* His two eldest children, Lady Cinderak and Lord Gothrul both shared a claim to the mantle of planetary governor and they fought each other bitterly for over a century for the right to rule. Eventually, Cinderak triumphed and imprisoned Gothrul within his hive, the Needle, which had been one of Necromunda’s first spaceports. To cement her control of Necromunda she constructed the Eye of Selene – part space station, part trading hub – and declared all inbound off-world goods and all outbound planetary production would now pass solely through Hive Primus. In the centuries that followed, hundreds of ship captains thought to brave this blockade and land at the Needle. Cinderak proved the worth of her words and, as the years ground by, the wastes around the Needle grew thick with vessels shot down by the Eye of Selene and the Necromundan system fleet. To the nomads, it was known as the Time of Raining Iron, for not a cycle passed without a flaming wreck falling from the sky, and the growing field of wreckage soon became known as the Navis Mortis. Despite being a rich picking ground, Cinderak declared the region off-limits – she refused to let anyone profit from cargoes carried by the dead captains, and soon the borders of the crash zone were heavily patrolled by the armoured ash runners of the Palanite Enforcers. Of course, where there is loot, there will be looters. ![](Apocrypha-Necromundus-July23-9esf.jpg) ## Lord Helmawr’s Graveyard As the centuries have slipped by, ship captains no longer try to run the blockade and instead accept the hefty tariffs imposed for passing through the Eye of Selene. Smugglers still attempt to bring illegal goods to Necromunda but usually do so far from the hives. Meanwhile, among the wrecks of the Navis Mortis, an ash waste society has sprung up. From their starship fortresses, tribes wage war on each other and anyone foolish enough to enter the graveyard. Some are settled ash waste tribes who have put down roots, some are muties looking for a safe place to weather the constant ash storms, but many more are outlaws who have been driven out of the hives. Settlements and tribes take their names from the ships they control, like the red-robed Occluddites who live in the broken bowels of the heavy hauler Occluid Dias, the Ash Terrors, who rule the wreck of the fleet monitor Pax Terra,\*\* or the trade-settlement of Pilgrim’s Grave, built beneath the gutted hull of the Ministorum chartist vessel the Solar Pilgrim. Clan House gangs and guilders can also be found in the graveyard, drawn by the chance to find lost treasures. They come up the old scrap roads from Gothrul’s Needle, or down past the ruins of Hive Arcos, or from the north and south around the far edges of the Dust Wall. The Guild of Coin maintains trade towns around the edges of the Navis Mortis, patrolled by Enforcers, ensuring Lord Helmawr gets his cut of everything to come out of the graveyard. Visitors to the graveyard have to contend with the locals – powerful warlords that rule from the conning towers of their ship-fortresses, commanding the wastes out to the range of their guns. The Noctus-Riders are perhaps the largest of these gangs, their boss, ‘the Humungan’, an eight-foot-tall masked savage, who somehow awakened the Noctus’ void shields. His main rivals, the Occluddites and the Sons of Ash, have at times challenged his rule, capturing nearby wreck-fortresses and turning their guns on the Noctus. Inevitably these ship to ship engagements across the vast desert wastes end in the Noctus’ shields keeping it intact, while ancient lance weapons and macro cannons pound the other wrecks to dust. ![](Apocrypha-Necromundus-July23-19fns.jpg) War of the Dead In recent years the tribes, gangs and settlements of the Navis Mortis have been forced to band together against a common foe – the Grave Wyrm. A vast underground brainleaf plant, the wyrm extends out from its nest for hundreds of kilometres, its tendrils reaching up through the ash into dozens of wrecks. During Necromunda’s long winter, the plant slumbers and gangs risk warrens of brainleaf zombies to raid the ships it has infested. A few bold gang leaders, like the Orlock Road Boss Ajax Bones, have even tried to find the heart of the Grave Wyrm and kill it. Ajax, like so many before him, ended up vanishing into the graveyard, though one of his lieutenants, Wall-eyed Joe, was later seen trying to eat someone’s brain.\*\*\* As the season of fire comes to the graveyard, and Necromunda enters its summer cycle, the wyrm stirs. Amid the seasonal ash storms and burning sun shafts that occasionally break through the planet’s toxic cloud layer, hordes of brainleaf zombies shamble out across the desert. Made up of ash wasters, luckless scavengers and even the long-dead crew of the ships themselves, these hordes seek to spread the dominion of the Grave Wyrm. Five times Pilgrim’s Grave has been attacked, guilders and gangers fighting shoulder to shoulder with outlaws and ash tribesmen to see off the undead. Each time, the hordes were larger and the margin of victory more narrow. About the only place safe from the wyrm seems to be the Noctus, its guns sweeping the desert clear of zombies as the Humungan stands on its battlements laughing. \* He was hunting servants through the upper levels of the spire when one of his cyber-mastiffs accidentally mistook the Lord of Necromunda for one of his own retainers. \*\* None of the ‘Terrors’ can actually read, but upon hearing the name of the ship – and assuming it must be full of axes – they made it their hideout. \*\*\* Witnesses are conflicted as to whether Joe was actually a zombie or just really hungry.
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2024-06-13 20:34:24.508078
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# Apocrypha Necromundus: Navis Mortis _Necromunda is an ancient world; its endless ash deserts littered with half-buried ruins and lost settlements and only the nomadic tribes and mutant creatures who walk the wastes truly know what lies beyond the walls of the hive cities. However, there are places so infamous, even the Clan gangs know their name – such as the ship graveyard known as the Navis Mortis._ Source: [Warhammer Community, 23 Jul 2019](https://www.warhammer-community.com/2019/07/23/apocrypha-necromundus-navis-mortisfw-homepage-post-1/) ![](Apocrypha-Necromundus-July23-42rs.jpg) ## Ancient Wrecks Thousands of years before the birth of the current Lord Helmawr, there was a schism within the Imperial House. In 459.M37, Lord Hyrodo Helmawr died suddenly while on a hunting expedition without naming an heir.\* His two eldest children, Lady Cinderak and Lord Gothrul both shared a claim to the mantle of planetary governor and they fought each other bitterly for over a century for the right to rule. Eventually, Cinderak triumphed and imprisoned Gothrul within his hive, the Needle, which had been one of Necromunda’s first spaceports. To cement her control of Necromunda she constructed the Eye of Selene – part space station, part trading hub – and declared all inbound off-world goods and all outbound planetary production would now pass solely through Hive Primus. In the centuries that followed, hundreds of ship captains thought to brave this blockade and land at the Needle. Cinderak proved the worth of her words and, as the years ground by, the wastes around the Needle grew thick with vessels shot down by the Eye of Selene and the Necromundan system fleet. To the nomads, it was known as the Time of Raining Iron, for not a cycle passed without a flaming wreck falling from the sky, and the growing field of wreckage soon became known as the Navis Mortis. Despite being a rich picking ground, Cinderak declared the region off-limits – she refused to let anyone profit from cargoes carried by the dead captains, and soon the borders of the crash zone were heavily patrolled by the armoured ash runners of the Palanite Enforcers. Of course, where there is loot, there will be looters. ![](Apocrypha-Necromundus-July23-9esf.jpg) ## Lord Helmawr’s Graveyard As the centuries have slipped by, ship captains no longer try to run the blockade and instead accept the hefty tariffs imposed for passing through the Eye of Selene. Smugglers still attempt to bring illegal goods to Necromunda but usually do so far from the hives. Meanwhile, among the wrecks of the Navis Mortis, an ash waste society has sprung up. From their starship fortresses, tribes wage war on each other and anyone foolish enough to enter the graveyard. Some are settled ash waste tribes who have put down roots, some are muties looking for a safe place to weather the constant ash storms, but many more are outlaws who have been driven out of the hives. Settlements and tribes take their names from the ships they control, like the red-robed Occluddites who live in the broken bowels of the heavy hauler Occluid Dias, the Ash Terrors, who rule the wreck of the fleet monitor Pax Terra,\*\* or the trade-settlement of Pilgrim’s Grave, built beneath the gutted hull of the Ministorum chartist vessel the Solar Pilgrim. Clan House gangs and guilders can also be found in the graveyard, drawn by the chance to find lost treasures. They come up the old scrap roads from Gothrul’s Needle, or down past the ruins of Hive Arcos, or from the north and south around the far edges of the Dust Wall. The Guild of Coin maintains trade towns around the edges of the Navis Mortis, patrolled by Enforcers, ensuring Lord Helmawr gets his cut of everything to come out of the graveyard. Visitors to the graveyard have to contend with the locals – powerful warlords that rule from the conning towers of their ship-fortresses, commanding the wastes out to the range of their guns. The Noctus-Riders are perhaps the largest of these gangs, their boss, ‘the Humungan’, an eight-foot-tall masked savage, who somehow awakened the Noctus’ void shields. His main rivals, the Occluddites and the Sons of Ash, have at times challenged his rule, capturing nearby wreck-fortresses and turning their guns on the Noctus. Inevitably these ship to ship engagements across the vast desert wastes end in the Noctus’ shields keeping it intact, while ancient lance weapons and macro cannons pound the other wrecks to dust. ![](Apocrypha-Necromundus-July23-19fns.jpg) War of the Dead In recent years the tribes, gangs and settlements of the Navis Mortis have been forced to band together against a common foe – the Grave Wyrm. A vast underground brainleaf plant, the wyrm extends out from its nest for hundreds of kilometres, its tendrils reaching up through the ash into dozens of wrecks. During Necromunda’s long winter, the plant slumbers and gangs risk warrens of brainleaf zombies to raid the ships it has infested. A few bold gang leaders, like the Orlock Road Boss Ajax Bones, have even tried to find the heart of the Grave Wyrm and kill it. Ajax, like so many before him, ended up vanishing into the graveyard, though one of his lieutenants, Wall-eyed Joe, was later seen trying to eat someone’s brain.\*\*\* As the season of fire comes to the graveyard, and Necromunda enters its summer cycle, the wyrm stirs. Amid the seasonal ash storms and burning sun shafts that occasionally break through the planet’s toxic cloud layer, hordes of brainleaf zombies shamble out across the desert. Made up of ash wasters, luckless scavengers and even the long-dead crew of the ships themselves, these hordes seek to spread the dominion of the Grave Wyrm. Five times Pilgrim’s Grave has been attacked, guilders and gangers fighting shoulder to shoulder with outlaws and ash tribesmen to see off the undead. Each time, the hordes were larger and the margin of victory more narrow. About the only place safe from the wyrm seems to be the Noctus, its guns sweeping the desert clear of zombies as the Humungan stands on its battlements laughing. \* He was hunting servants through the upper levels of the spire when one of his cyber-mastiffs accidentally mistook the Lord of Necromunda for one of his own retainers. \*\* None of the ‘Terrors’ can actually read, but upon hearing the name of the ship – and assuming it must be full of axes – they made it their hideout. \*\*\* Witnesses are conflicted as to whether Joe was actually a zombie or just really hungry.
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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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# 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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