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content: {{context}} prompt: summarize the content
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🗞️ Summarize
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2024-06-13 20:34:24.508078
writing, thinking, learning
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select a content and it will be summarized.
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summarize
Noureddine
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content: {{context}} prompt: summarize the content
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# 19. Escort Mission _Gangs fight over the fate of an uphive agent._ **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 This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up). ## Crews - **Attacker:** Custom (D3+5) + Reinforcements. - **Defender:** Random (D3+7) + Agent. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: The Agent The defender is trying to guide an uphive agent to safety. For the duration of the battle, the agent is considered to be part of the defender’s crew. <FighterCard> ### Upgive Agent | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 4” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [displacer field](/docs/armoury/field-armour#displacer-field). </FighterCard> ## Special Rule: Extraction The defender’s goal is to get the agent to the extraction point. The agent needs to reach the battlefield edge closest to the attacker and roll 5+ in the End phase to escape. If the roll failed, add a cumulative +1 in each subsequent End phase. ## Reinforcements - Attacker: 1. - Each End phase (starting on the 2nd round). :::danger Alternative Variant The defender may be a single Cyborg Assassin with Bodyguard (any hit against the agent can be transferred to the Cyborg on a 3+, provided that the two are within 2” of each other). :: :::danger Alternative Variant (Hangers-on) Any Hangers-on could be used instead of the Agent. ::: ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - The agent has escaped. ## Victory The defender wins if the agent is extracted, otherwise the attackers wins. ## Rewards #### Credits - D6x10 to the defender if the agent is extracted. - D6x10 to the attacker if the agent is taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the agent Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the defender for extracting the agent. - +D3 to the attacker for taking the agent Out of Action. - -1 to any gang that bottled out
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 19. Escort Mission _Gangs fight over the fate of an uphive agent._ **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 This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up). ## Crews - **Attacker:** Custom (D3+5) + Reinforcements. - **Defender:** Random (D3+7) + Agent. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: The Agent The defender is trying to guide an uphive agent to safety. For the duration of the battle, the agent is considered to be part of the defender’s crew. <FighterCard> ### Upgive Agent | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 4” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [displacer field](/docs/armoury/field-armour#displacer-field). </FighterCard> ## Special Rule: Extraction The defender’s goal is to get the agent to the extraction point. The agent needs to reach the battlefield edge closest to the attacker and roll 5+ in the End phase to escape. If the roll failed, add a cumulative +1 in each subsequent End phase. ## Reinforcements - Attacker: 1. - Each End phase (starting on the 2nd round). :::danger Alternative Variant The defender may be a single Cyborg Assassin with Bodyguard (any hit against the agent can be transferred to the Cyborg on a 3+, provided that the two are within 2” of each other). :: :::danger Alternative Variant (Hangers-on) Any Hangers-on could be used instead of the Agent. ::: ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - The agent has escaped. ## Victory The defender wins if the agent is extracted, otherwise the attackers wins. ## Rewards #### Credits - D6x10 to the defender if the agent is extracted. - D6x10 to the attacker if the agent is taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the agent Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the defender for extracting the agent. - +D3 to the attacker for taking the agent Out of Action. - -1 to any gang that bottled out
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# Gaining Experience _Source: Necromunda Core Rulebook (2023)_ During any battle, a fighter (including vehicle crew) can gain Experience (XP) in a number of ways. The standard ways in which Experience is gained are detailed here. Experience is also gained by completing scenario objectives – these will be detailed in the scenario. Players should note that, for the purposes of gaining Experience, vehicle crew are considered to be fighters. A model gains XP for any of the following actions: - 1 XP if their action directly causes an enemy fighter to suffer one or more Serious Injuries.\* - 2 XP if their action causes an enemy vehicle to become Wrecked. - 2 XP if their action directly causes an enemy fighter to go Out of Action.\* - If the enemy fighter is a Leader or a Champion, gain an extra 1 XP. - 1 XP if they took part in a battle (this XP is only gained if the scenario does not grant XP for a model taking part in the battle). - 1 XP if they are Broken and successfully rally. - 1 XP if they provide Assistance to another fighter making a Recovery test who becomes Prone and Pinned. _\*Note that fighters can only gain XP for Seriously Injuring or taking an enemy fighter Out of Action once per enemy fighter per activation. For instance, if a fighter causes an enemy fighter to suffer a Serious Injury, and then performs a Coup De Grace (Free) action, they would only gain the 2 XP for causing the enemy fighter to go Out of Action._ :::danger House Rule (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ::: ## Advancements At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating. The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum – see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles)) for the basic XP cost shown each time. | Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves & Specialists) | Cost Increase | | :---: | :------------------------------------------------------------------------------------------------------------------ | :-----------: | | 3 XP | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 4 XP | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits | | 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits | | 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 6 XP | The fighter gains a random skill from one of their Primary Skill Sets. | +20 credits | | 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 9 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits | | 9 XP | The fighter gains a random skill from one of their Secondary Skill Sets. | +35 credits | | 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits | | 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits | | 12 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits | | 15 XP | The fighter gains a random skill from ANY Skill Set. | +50 credits | ### Gangers Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner. If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6. | 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase | | :---: | :-------------------------------------------------------------------------------------------------------- | :-----------: | | 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | | 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits | | 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | **Specialists:** Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list. ## Maximum Characteristics As mentioned in [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles), each of a fighter’s characteristics has a maximum value. In addition to these maximums, no fighter may improve their Movement, Strength or Toughness characteristics more than twice beyond that given in the basic profile for a fighter of their current category. No fighter may improve their Wounds or Attacks characteristics more than once beyond that given in the basic profile for a fighter of their current category. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum, treat it as a roll of 12 instead. :::tip YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ::: ## Skills Skills can be obtained by Leaders, Champions, Prospects, Juves, crews and Specialists. The skills that are available are divided into a number of universal [Skill Sets](/docs/gang-fighters-and-their-weaponry/skills). In addition, most gangs have their own unique Skill Set that represents the unique character of that gang or the House to which it belongs. These Skill Sets are presented alongside that Gang list. Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the fighters that make up that gang. All fighters have different levels of skill access depending upon their type and the gang to which they belong; for example, a House Goliath Forge Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Juve). In each Gang list, and for certain other types of fighter (Exotic Beasts and Brutes, for example), details are given showing the Skill Sets available to those fighters. Fighters have Primary access to some Skill Sets, and Secondary access to others. Certain fighters can access skills from other sets, but to do so is more expensive in terms of XP. ### Gaining A New Skill Whenever a fighter gains a new skill, it will either be chosen by the controlling player or determined randomly. How a new skill is determined will depend upon how much XP has been spent to gain the skill or if the skill is Primary, Secondary or neither, as detailed in the [Advancements table](/docs/the-rules/gaining-experience#advancements). **Choosing a Skill:** Choosing a skill is a simple matter of selecting a desirable skill from one of the Skill Sets available to that fighter. **Gaining a Random Skill:** Every skill in each Skill Set is numbered between 1 and 6. When a fighter gains a random skill, the player chooses a Skill Set to generate that skill from and rolls a D6. This roll determines which skill from the chosen Skill Set the fighter gains. If the fighter already has that skill, or cannot take that skill, simply re-roll the D6 until a skill the fighter does not have or can take is rolled.
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# Gaining Experience _Source: Necromunda Core Rulebook (2023)_ During any battle, a fighter (including vehicle crew) can gain Experience (XP) in a number of ways. The standard ways in which Experience is gained are detailed here. Experience is also gained by completing scenario objectives – these will be detailed in the scenario. Players should note that, for the purposes of gaining Experience, vehicle crew are considered to be fighters. A model gains XP for any of the following actions: - 1 XP if their action directly causes an enemy fighter to suffer one or more Serious Injuries.\* - 2 XP if their action causes an enemy vehicle to become Wrecked. - 2 XP if their action directly causes an enemy fighter to go Out of Action.\* - If the enemy fighter is a Leader or a Champion, gain an extra 1 XP. - 1 XP if they took part in a battle (this XP is only gained if the scenario does not grant XP for a model taking part in the battle). - 1 XP if they are Broken and successfully rally. - 1 XP if they provide Assistance to another fighter making a Recovery test who becomes Prone and Pinned. _\*Note that fighters can only gain XP for Seriously Injuring or taking an enemy fighter Out of Action once per enemy fighter per activation. For instance, if a fighter causes an enemy fighter to suffer a Serious Injury, and then performs a Coup De Grace (Free) action, they would only gain the 2 XP for causing the enemy fighter to go Out of Action._ :::danger House Rule (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ::: ## Advancements At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating. The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum – see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles)) for the basic XP cost shown each time. | Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves & Specialists) | Cost Increase | | :---: | :------------------------------------------------------------------------------------------------------------------ | :-----------: | | 3 XP | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 4 XP | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits | | 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits | | 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 6 XP | The fighter gains a random skill from one of their Primary Skill Sets. | +20 credits | | 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 9 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits | | 9 XP | The fighter gains a random skill from one of their Secondary Skill Sets. | +35 credits | | 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits | | 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits | | 12 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits | | 15 XP | The fighter gains a random skill from ANY Skill Set. | +50 credits | ### Gangers Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner. If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6. | 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase | | :---: | :-------------------------------------------------------------------------------------------------------- | :-----------: | | 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | | 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits | | 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | **Specialists:** Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list. ## Maximum Characteristics As mentioned in [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles), each of a fighter’s characteristics has a maximum value. In addition to these maximums, no fighter may improve their Movement, Strength or Toughness characteristics more than twice beyond that given in the basic profile for a fighter of their current category. No fighter may improve their Wounds or Attacks characteristics more than once beyond that given in the basic profile for a fighter of their current category. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum, treat it as a roll of 12 instead. :::tip YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ::: ## Skills Skills can be obtained by Leaders, Champions, Prospects, Juves, crews and Specialists. The skills that are available are divided into a number of universal [Skill Sets](/docs/gang-fighters-and-their-weaponry/skills). In addition, most gangs have their own unique Skill Set that represents the unique character of that gang or the House to which it belongs. These Skill Sets are presented alongside that Gang list. Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the fighters that make up that gang. All fighters have different levels of skill access depending upon their type and the gang to which they belong; for example, a House Goliath Forge Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Juve). In each Gang list, and for certain other types of fighter (Exotic Beasts and Brutes, for example), details are given showing the Skill Sets available to those fighters. Fighters have Primary access to some Skill Sets, and Secondary access to others. Certain fighters can access skills from other sets, but to do so is more expensive in terms of XP. ### Gaining A New Skill Whenever a fighter gains a new skill, it will either be chosen by the controlling player or determined randomly. How a new skill is determined will depend upon how much XP has been spent to gain the skill or if the skill is Primary, Secondary or neither, as detailed in the [Advancements table](/docs/the-rules/gaining-experience#advancements). **Choosing a Skill:** Choosing a skill is a simple matter of selecting a desirable skill from one of the Skill Sets available to that fighter. **Gaining a Random Skill:** Every skill in each Skill Set is numbered between 1 and 6. When a fighter gains a random skill, the player chooses a Skill Set to generate that skill from and rolls a D6. This roll determines which skill from the chosen Skill Set the fighter gains. If the fighter already has that skill, or cannot take that skill, simply re-roll the D6 until a skill the fighter does not have or can take is rolled.
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# Fighter Actions _Source: Necromunda Core Rulebook (2023)_ The following pages detail all of the core actions fighters may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that fighters may perform. ## Standing Fighters Standing fighters can perform a wide range of actions. The exact actions available to them depend upon their Secondary Status: Active or Engaged. ## Standing & Active Fighters Fighters that are Standing and Active are able to perform any of the following actions: ### Move (Simple) The fighter may: - Move a distance up to their Movement characteristic. - [Climb](/docs/the-rules/terrain#climbing) vertically upwards or downwards. - Cross any gap between two platforms that is no wider than their base. - Attempt to [leap across a bigger gap](/docs/the-rules/terrain#leaping-gaps) provided that they have enough movement left to do so. - Attempt to [jump down](/docs/the-rules/terrain#jumping-down) to a level below. ### Charge (Double) The fighter moves as if making a Move (Simple) action, but adds D3" to the distance they can move. A charging fighter can move to within 1" of one or more enemy fighters that are Standing and either Active or Engaged, or that are Prone and either Pinned or Seriously Injured, but if they do move to within 1" they must have sufficient movement to get into base to base contact with at least one enemy fighter. If they do not have sufficient movement to get into base to base contact, they must stop 1" away. If they are Standing and Engaged at the end of this move, they must immediately make a free Fight (Basic) action. If they are Standing and Engaged with a Prone and Pinned fighter at the end of this move, that fighter changes their status to Standing and Active. ### Crawl Through Ductway (Double) If the fighter is within 1" of a ductway, they may be placed within 1" of the other end of the ductway, provided they can be set up so that they are not within 1" of an enemy fighter and so that their base does not overlap that of another friendly model or an obstacle. ### Take Cover (Basic) This fighter moves up to half their Movement characteristic and is then Prone and Pinned. ### Shoot (Basic) The fighter makes an attack with a ranged weapon – see [Shooting](/docs/the-rules/shooting). ### Aim (Basic) If the fighter makes a subsequent Shoot (Basic) action this activation, apply a +1 modifier to any Hit rolls they make. ### Fire Through Ductway (Basic) If this fighter is within 1" of a ductway, they may make a ranged attack against an enemy model that is within 1" of the other end of the same ductway. The attack will hit on a 5+, regardless of BS or modifiers. Weapons that normally use a Flame template instead automatically hit all models within 2" of the other end of the ductway. :::tip YAQ For Blasts, target a fighter within 1" of the ductway or any point within 1" of the ductway. Then roll to hit (5+) and scatter if it misses as normal. ::: ### Reload (Simple) Pick one of the fighter’s weapons that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Reload Vehicle Weapon (Simple) Pick a weapon with the Passenger Operated trait mounted on a vehicle within 1" that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Coup de Grace (Simple) If this fighter is not engaged with any other fighters, choose one Prone and Seriously Injured enemy fighter within 1" and within the vision arc of this fighter. That enemy fighter immediately goes Out of Action. A fighter performing a Charge (Double) action may make a free Coup De Grace (Simple) action instead of a free Fight (Basic) action if they end their move within 1" of a Prone and Seriously Injured fighter and are not engaged with any other enemy fighters. :::tip YAQ Do not make a 2nd Nerve test for fighters that became Seriously Injured and then taken Out of Action by a free Coup de Grace action in the same activation. ::: ### Operate Door (Simple) Either open a closed door or close an open door within 1" of this fighter. ### Access Terminal (Basic) If this fighter is within 1" of a door terminal, make an Intelligence test with a -2 modifier. If the test is passed, this fighter immediately makes a free Operate Door (Simple) action on the door that the terminal operates, regardless of their distance from the door. ### Force Door (Basic) If this fighter is within 1" of a locked door, roll a D6 and add this fighter’s Strength, adding 2 for each friendly fighter that is also in base contact with the door. If the total is 9 or more, the door is opened. ### Smash Open Loot Casket (Basic) If this fighter is within 1" of a Loot Casket, roll a D6 and add their Strength. If the total is 6 or more, the casket is opened. However, subtract 1 from the roll to determine the casket’s contents, to a minimum of 1 (see [Opening Loot Caskets](/docs/battlefield-setup/scenario-rules#opening-loot-caskets)). ### Bypass Loot Casket Lock (Basic) If this fighter is within 1" of a Loot Casket, make an Intelligence test for this fighter. If the test is passed, the casket is opened. ### Carry Loot Casket (Simple) If this fighter is within 1" of a Loot Casket, they may make a Move (Simple) action, carrying the Loot Casket with them. When the action ends, the casket is placed in base contact with this fighter. ## Standing & Engaged Fighters Fighters that are Standing and Engaged may only perform the following actions: ### Fight (Basic) The fighter makes close combat attacks against one or more enemy fighters they are engaged with (see [Close Combat](/docs/the-rules/close-combat)). ### Retreat (Basic) Make an Initiative test for this fighter. If it is passed, they can make a Move (Basic) action, moving up to D6" instead of their Movement characteristic. Regardless of the result of the Initiative test, each enemy fighter that is engaged with them can make an Initiative test. If they pass, they can make Reaction attacks against the retreating fighter. ## Prone Fighters Prone fighters are not able to perform as many actions as Standing fighters. The exact actions available to them depend upon their Secondary Status: Pinned (face-up) or Seriously Injured (face-down). ## Prone & Pinned Fighters Fighters that are Prone and Pinned are able to perform any of the following actions: ### Stand Up (Basic) For most fighters, quickly getting back to their feet when they have been knocked down is a priority. The fighter stands up, returning to Standing and Active status. The controlling player can choose the fighter’s facing. ### Crawl (Double) Wanting to stay low, close to the ground and hidden from enemy fire, the fighter crawls along the ground. The fighter may move up to half of their Movement characteristic. ### Blind Fire (Double) Staying close to the ground, safely hidden from the enemy by terrain or barricades, the fighter fires blindly towards the enemy. The fighter makes a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any Hit rolls. ### Reload (Simple) (See previous Reload entry). ## Prone & Seriously Injured Fighters Fighters that are Prone and Seriously Injured have more pressing concerns than the battle that rages around them. Often in considerable pain and usually bleeding profusely, Prone and Seriously Injured fighters are concerned primarily with making their way to safety, away from their enemies. Therefore, Prone and Seriously Injured fighters may only perform the following action: ### Crawl (Double) (See previous Crawl entry). ## Broken Fighters Fighters can be subject to the [Broken condition](/docs/general-principles/conditions#broken). A Broken fighter is one that has lost their nerve, a fighter that wants nothing more than to get to a safe place where they can regain their composure. Any fighter subject to the Broken condition must perform a Running for Cover (Double) action when activated. ### Running For Cover (Double) If the fighter is Standing and Active, they will move 2D6". If the fighter is Prone and Pinned or Prone and Seriously Injured, they can only move half of their Movement characteristic. When a Broken fighter moves they must attempt to end their move, in order of priority: - So that they are more than 3" away from enemy models. - So that they are out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. If a Broken fighter is Standing and Engaged when activated, they must make an Initiative test. If it is passed, they must move as described previously. Each enemy fighter that is engaged with them makes an Initiative test and if passed, they can make Reaction attacks before the Broken fighter is moved. If the Broken fighter fails the Initiative test, they remain engaged and can perform no further actions.
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# Fighter Actions _Source: Necromunda Core Rulebook (2023)_ The following pages detail all of the core actions fighters may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that fighters may perform. ## Standing Fighters Standing fighters can perform a wide range of actions. The exact actions available to them depend upon their Secondary Status: Active or Engaged. ## Standing & Active Fighters Fighters that are Standing and Active are able to perform any of the following actions: ### Move (Simple) The fighter may: - Move a distance up to their Movement characteristic. - [Climb](/docs/the-rules/terrain#climbing) vertically upwards or downwards. - Cross any gap between two platforms that is no wider than their base. - Attempt to [leap across a bigger gap](/docs/the-rules/terrain#leaping-gaps) provided that they have enough movement left to do so. - Attempt to [jump down](/docs/the-rules/terrain#jumping-down) to a level below. ### Charge (Double) The fighter moves as if making a Move (Simple) action, but adds D3" to the distance they can move. A charging fighter can move to within 1" of one or more enemy fighters that are Standing and either Active or Engaged, or that are Prone and either Pinned or Seriously Injured, but if they do move to within 1" they must have sufficient movement to get into base to base contact with at least one enemy fighter. If they do not have sufficient movement to get into base to base contact, they must stop 1" away. If they are Standing and Engaged at the end of this move, they must immediately make a free Fight (Basic) action. If they are Standing and Engaged with a Prone and Pinned fighter at the end of this move, that fighter changes their status to Standing and Active. ### Crawl Through Ductway (Double) If the fighter is within 1" of a ductway, they may be placed within 1" of the other end of the ductway, provided they can be set up so that they are not within 1" of an enemy fighter and so that their base does not overlap that of another friendly model or an obstacle. ### Take Cover (Basic) This fighter moves up to half their Movement characteristic and is then Prone and Pinned. ### Shoot (Basic) The fighter makes an attack with a ranged weapon – see [Shooting](/docs/the-rules/shooting). ### Aim (Basic) If the fighter makes a subsequent Shoot (Basic) action this activation, apply a +1 modifier to any Hit rolls they make. ### Fire Through Ductway (Basic) If this fighter is within 1" of a ductway, they may make a ranged attack against an enemy model that is within 1" of the other end of the same ductway. The attack will hit on a 5+, regardless of BS or modifiers. Weapons that normally use a Flame template instead automatically hit all models within 2" of the other end of the ductway. :::tip YAQ For Blasts, target a fighter within 1" of the ductway or any point within 1" of the ductway. Then roll to hit (5+) and scatter if it misses as normal. ::: ### Reload (Simple) Pick one of the fighter’s weapons that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Reload Vehicle Weapon (Simple) Pick a weapon with the Passenger Operated trait mounted on a vehicle within 1" that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Coup de Grace (Simple) If this fighter is not engaged with any other fighters, choose one Prone and Seriously Injured enemy fighter within 1" and within the vision arc of this fighter. That enemy fighter immediately goes Out of Action. A fighter performing a Charge (Double) action may make a free Coup De Grace (Simple) action instead of a free Fight (Basic) action if they end their move within 1" of a Prone and Seriously Injured fighter and are not engaged with any other enemy fighters. :::tip YAQ Do not make a 2nd Nerve test for fighters that became Seriously Injured and then taken Out of Action by a free Coup de Grace action in the same activation. ::: ### Operate Door (Simple) Either open a closed door or close an open door within 1" of this fighter. ### Access Terminal (Basic) If this fighter is within 1" of a door terminal, make an Intelligence test with a -2 modifier. If the test is passed, this fighter immediately makes a free Operate Door (Simple) action on the door that the terminal operates, regardless of their distance from the door. ### Force Door (Basic) If this fighter is within 1" of a locked door, roll a D6 and add this fighter’s Strength, adding 2 for each friendly fighter that is also in base contact with the door. If the total is 9 or more, the door is opened. ### Smash Open Loot Casket (Basic) If this fighter is within 1" of a Loot Casket, roll a D6 and add their Strength. If the total is 6 or more, the casket is opened. However, subtract 1 from the roll to determine the casket’s contents, to a minimum of 1 (see [Opening Loot Caskets](/docs/battlefield-setup/scenario-rules#opening-loot-caskets)). ### Bypass Loot Casket Lock (Basic) If this fighter is within 1" of a Loot Casket, make an Intelligence test for this fighter. If the test is passed, the casket is opened. ### Carry Loot Casket (Simple) If this fighter is within 1" of a Loot Casket, they may make a Move (Simple) action, carrying the Loot Casket with them. When the action ends, the casket is placed in base contact with this fighter. ## Standing & Engaged Fighters Fighters that are Standing and Engaged may only perform the following actions: ### Fight (Basic) The fighter makes close combat attacks against one or more enemy fighters they are engaged with (see [Close Combat](/docs/the-rules/close-combat)). ### Retreat (Basic) Make an Initiative test for this fighter. If it is passed, they can make a Move (Basic) action, moving up to D6" instead of their Movement characteristic. Regardless of the result of the Initiative test, each enemy fighter that is engaged with them can make an Initiative test. If they pass, they can make Reaction attacks against the retreating fighter. ## Prone Fighters Prone fighters are not able to perform as many actions as Standing fighters. The exact actions available to them depend upon their Secondary Status: Pinned (face-up) or Seriously Injured (face-down). ## Prone & Pinned Fighters Fighters that are Prone and Pinned are able to perform any of the following actions: ### Stand Up (Basic) For most fighters, quickly getting back to their feet when they have been knocked down is a priority. The fighter stands up, returning to Standing and Active status. The controlling player can choose the fighter’s facing. ### Crawl (Double) Wanting to stay low, close to the ground and hidden from enemy fire, the fighter crawls along the ground. The fighter may move up to half of their Movement characteristic. ### Blind Fire (Double) Staying close to the ground, safely hidden from the enemy by terrain or barricades, the fighter fires blindly towards the enemy. The fighter makes a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any Hit rolls. ### Reload (Simple) (See previous Reload entry). ## Prone & Seriously Injured Fighters Fighters that are Prone and Seriously Injured have more pressing concerns than the battle that rages around them. Often in considerable pain and usually bleeding profusely, Prone and Seriously Injured fighters are concerned primarily with making their way to safety, away from their enemies. Therefore, Prone and Seriously Injured fighters may only perform the following action: ### Crawl (Double) (See previous Crawl entry). ## Broken Fighters Fighters can be subject to the [Broken condition](/docs/general-principles/conditions#broken). A Broken fighter is one that has lost their nerve, a fighter that wants nothing more than to get to a safe place where they can regain their composure. Any fighter subject to the Broken condition must perform a Running for Cover (Double) action when activated. ### Running For Cover (Double) If the fighter is Standing and Active, they will move 2D6". If the fighter is Prone and Pinned or Prone and Seriously Injured, they can only move half of their Movement characteristic. When a Broken fighter moves they must attempt to end their move, in order of priority: - So that they are more than 3" away from enemy models. - So that they are out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. If a Broken fighter is Standing and Engaged when activated, they must make an Initiative test. If it is passed, they must move as described previously. Each enemy fighter that is engaged with them makes an Initiative test and if passed, they can make Reaction attacks before the Broken fighter is moved. If the Broken fighter fails the Initiative test, they remain engaged and can perform no further actions.
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822
46
### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
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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
### Hexagrammatic The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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46
349
### Cursed A fighter hit by a weapon with the Cursed trait must pass a Willpower test or gain the [[Insane condition]].
Unknown
Cursed
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
A fighter hit by a weapon with the Cursed trait mustpass a Willpower test or gain the Insane condition.
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Cursed A fighter hit by a weapon with the Cursed trait must pass a Willpower test or gain the [[Insane condition]].
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
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# Armour Unless stated otherwise, a fighter may only be equipped with one type of armour at a time. However, certain types of armour can be combined with others. Where this is the case, the rules will state it. ## Trading Post Armour ### Ablative Overlay **20 Credits** _Source: Necromunda Core Rulebook (2023)_ _Sometimes, the best way to improve a suit of armour is to add even more armour over the top. An ablative overlay is a layer of armour that can be worn in addition to another suit of armour, or can be worn on its own. It can range from sophisticated gel coatings and reactive plates, to more primitive furs quilted with ballistic cloth and fragments from ruined armour pieces._ The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the battle, but is retained by the fighter and may be used again in future battles. ### Archaeo-Carapace **120 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _An ancient device from the Dark Age of Technology, the Archaeo-carapace is a piston-driven rig that grafts itself to the user. It offers impressive protection, but at the same time slowly begins to take over the wearer, until there is little distinction between them and the machine._ An Archaeo-carapace grants its wearer a 4+ save. If the wearer suffers a Lasting Injury result of Humiliated, Head Injury, Eye Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled, instead of suffering the effects of the injury they gain a bionic (see [Bionics](/docs/armoury/bionics)) appropriate to the location damaged (i.e., if a Head Injury was suffered, they would gain a Cortex-cogitator bionic). These bionics do not increase the fighter’s characteristics. Unlike normal bionics, they cannot be damaged or destroyed, and if the fighter suffers an injury to a location already replaced by a bionic then the injury is ignored. Transformation into a blasphemous cyber-creature is not without its perils, however. Whenever the fighter activates they must roll a D6. If the result is less than the number of bionics they currently have, they gain the Insane condition. If the fighter ever has six or more bionics, they vanish into the underhive never to be seen again – the player must remove the fighter from their gang roster ### Armourweave **20 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _A product of xenos science, the armourweave suit combines psycho-reactive plastics and kinetic bafflers to deaden blows. Armourweave is also practically impossible to tear or cut, meaning even against the most powerful attacks it will offer some measure of protection._ Armourweave grants its wearer a save of 5+. This save cannot be reduced to lower than 6+ by AP or other modifiers, though attacks that do not allow a save will ignore Armourweave as normal. ### Carapace _Source: Necromunda Core Rulebook (2023)_ _Carapace armour falls into two broad categories. Light carapace armour offers good protection all over but falls short of covering the wearer from head to toe. Heavy carapace armour is a more complete suit of armour and offers extra protection._ **Light:** _80 credits – Rare (10)_ Light carapace armour grants a 4+ save roll. **Heavy:** _100 credits – Rare (11)_ Heavy carapace armour grants a 4+ save roll. This is increased to 3+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 3+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 4+ save roll. However, due to the extra weight of this armour, the fighter’s Initiative is reduced by -1 and their movement by 1" when making a Charge action. ### Ceramite Shield **40 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Ceramite shields are made from scavenged armoured plating destined for the military vehicles of the Imperium. As much mobile cover as personal protection, they are lugged into battle by burly gangers who don’t mind the weight compared to the benefits the shield affords._ A fighter with a Ceramite shield adds +2 to their save against attacks originating in their line of sight provided they are Standing, however for the wielder the Move action becomes a (Basic) action rather than a (Simple) action. A fighter with a Ceramite shield ignores the effects of the Melta trait if an attack originates in their line of sight. A fighter can be equipped with a Ceramite shield in addition to a suit of armour, however a fighter carrying a Ceramite shield reduces the number of weapons they can carry by one. ### Flak _Source: Necromunda Core Rulebook (2023)_ _Flak armour is perhaps the most common type seen in the underhive. Made with layers of thick, protective material bonded together, it offers protection against cuts and abrasions without hampering mobility. Certain improved types, however, are only readily available to Lord Helmawr’s Enforcers, though versions (sometimes with the blood of fallen Enforcers still on them) do appear on the Black Market._ **Flak Armour:** _10 credits_ Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 5+ save roll. ### Gutterforged Cloak **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Made from fragments of ruined armour, a Gutterforged cloak provides protection at a very modest price. Common among badzones settlers, the cloak is also designed to offer some measure of defence against the hazards of the underhive or ash wastes._ A Gutterforged cloak grants its wearer a save of 6+, or a save of 5+ against damage resulting from Underhive Perils or environmental effects. ### Hazard Suit **10 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _The ash wastes are a hostile place, their dunes frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protect them from the dangers of their working environment._ A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits.3 ### Mantle Malifica **75 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ _Constructed from pieces of gore-forged metal, a Mantle Malifica incorporates profane icons and Warp-infused materials to protect its wearer from harm. Unfortunately, wearing such a tainted garment will slowly erode the mind and soul of all but the most strong-willed – or those already insane._ A Mantle Malifica grants its wearer a 5+ save, or an unmodifiable 4+ save against the effects of psychic powers. Note that this save, if successful, does not cancel the use of a psychic power, it only renders the wearer immune to the power’s effects. In the End phase of each round, the wearer must make a Willpower test or gain the [Insane condition](/docs/general-principles/conditions#insane). ### Mesh Armour **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Constructed from tiny metal rings linked together, mesh armour offers more protection than flak without sacrificing any of the wearer’s mobility. Worn in large quantities however, it can become extremely heavy._ Mesh armour grants a 5+ save roll. ### Reflec Shroud **30 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Created from layers of reflective metals, a reflec shroud provides an effective ward against energy weapons._ A reflec shroud grants its wearer a save of 5+. The wearer also counts the AP of las, plasma and melta weapons as ‘-’ regardless of their actual AP. ### Scrap Shield **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Sometimes, fighters fashion crude shields from bits of barricades or simply panels prised from tunnel walls. These are then painted in gang colours and affixed to other suits of armour, either strapped to an arm or mounted over a shoulder._ A fighter can be equipped with a scrap shield in addition to a suit of armour. The scrap shield offers no protection against ranged attacks, but while Standing and Engaged, the fighter increases their save by 1 against Reaction attacks. ## Exclusive Armour ### Armoured Bodyglove **Van Saar only** _Source: House of Artifice_ The fighters of House Van Saar 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) unless otherwise noted. In addition, if a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save. Unlike other types of armour, an armoured bodyglove may be combined with other types of armour. It may not, however, be combined with an armoured undersuit. ### Armoured Undersuit See [Personal Equipment: Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ### Furance Plates 6+ save (5+ in the front vision arc). ### Flak (Hardened, Layered) **Hardened Flak Armour:** 6+ save (5+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1). **Layered Flak Armour:** 5+ save (4+ against Blast/Template). **Hardened Layered Flak Armour:** 5+ save (4+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1). ### Plate Mail Plate mail grants 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 model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, plate mail always grants a 5+ save roll. ### Shield (Energy/Assault) - Melee attacks: +2 front. - Ranged attacks: +1 front. :::note This is a close combat weapon (Str S, Knockback). :::
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# Armour Unless stated otherwise, a fighter may only be equipped with one type of armour at a time. However, certain types of armour can be combined with others. Where this is the case, the rules will state it. ## Trading Post Armour ### Ablative Overlay **20 Credits** _Source: Necromunda Core Rulebook (2023)_ _Sometimes, the best way to improve a suit of armour is to add even more armour over the top. An ablative overlay is a layer of armour that can be worn in addition to another suit of armour, or can be worn on its own. It can range from sophisticated gel coatings and reactive plates, to more primitive furs quilted with ballistic cloth and fragments from ruined armour pieces._ The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the battle, but is retained by the fighter and may be used again in future battles. ### Archaeo-Carapace **120 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _An ancient device from the Dark Age of Technology, the Archaeo-carapace is a piston-driven rig that grafts itself to the user. It offers impressive protection, but at the same time slowly begins to take over the wearer, until there is little distinction between them and the machine._ An Archaeo-carapace grants its wearer a 4+ save. If the wearer suffers a Lasting Injury result of Humiliated, Head Injury, Eye Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled, instead of suffering the effects of the injury they gain a bionic (see [Bionics](/docs/armoury/bionics)) appropriate to the location damaged (i.e., if a Head Injury was suffered, they would gain a Cortex-cogitator bionic). These bionics do not increase the fighter’s characteristics. Unlike normal bionics, they cannot be damaged or destroyed, and if the fighter suffers an injury to a location already replaced by a bionic then the injury is ignored. Transformation into a blasphemous cyber-creature is not without its perils, however. Whenever the fighter activates they must roll a D6. If the result is less than the number of bionics they currently have, they gain the Insane condition. If the fighter ever has six or more bionics, they vanish into the underhive never to be seen again – the player must remove the fighter from their gang roster ### Armourweave **20 Credits – Illegal (9)** _Source: Necromunda Core Rulebook (2023)_ _A product of xenos science, the armourweave suit combines psycho-reactive plastics and kinetic bafflers to deaden blows. Armourweave is also practically impossible to tear or cut, meaning even against the most powerful attacks it will offer some measure of protection._ Armourweave grants its wearer a save of 5+. This save cannot be reduced to lower than 6+ by AP or other modifiers, though attacks that do not allow a save will ignore Armourweave as normal. ### Carapace _Source: Necromunda Core Rulebook (2023)_ _Carapace armour falls into two broad categories. Light carapace armour offers good protection all over but falls short of covering the wearer from head to toe. Heavy carapace armour is a more complete suit of armour and offers extra protection._ **Light:** _80 credits – Rare (10)_ Light carapace armour grants a 4+ save roll. **Heavy:** _100 credits – Rare (11)_ Heavy carapace armour grants a 4+ save roll. This is increased to 3+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 3+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 4+ save roll. However, due to the extra weight of this armour, the fighter’s Initiative is reduced by -1 and their movement by 1" when making a Charge action. ### Ceramite Shield **40 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Ceramite shields are made from scavenged armoured plating destined for the military vehicles of the Imperium. As much mobile cover as personal protection, they are lugged into battle by burly gangers who don’t mind the weight compared to the benefits the shield affords._ A fighter with a Ceramite shield adds +2 to their save against attacks originating in their line of sight provided they are Standing, however for the wielder the Move action becomes a (Basic) action rather than a (Simple) action. A fighter with a Ceramite shield ignores the effects of the Melta trait if an attack originates in their line of sight. A fighter can be equipped with a Ceramite shield in addition to a suit of armour, however a fighter carrying a Ceramite shield reduces the number of weapons they can carry by one. ### Flak _Source: Necromunda Core Rulebook (2023)_ _Flak armour is perhaps the most common type seen in the underhive. Made with layers of thick, protective material bonded together, it offers protection against cuts and abrasions without hampering mobility. Certain improved types, however, are only readily available to Lord Helmawr’s Enforcers, though versions (sometimes with the blood of fallen Enforcers still on them) do appear on the Black Market._ **Flak Armour:** _10 credits_ Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 5+ save roll. ### Gutterforged Cloak **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Made from fragments of ruined armour, a Gutterforged cloak provides protection at a very modest price. Common among badzones settlers, the cloak is also designed to offer some measure of defence against the hazards of the underhive or ash wastes._ A Gutterforged cloak grants its wearer a save of 6+, or a save of 5+ against damage resulting from Underhive Perils or environmental effects. ### Hazard Suit **10 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _The ash wastes are a hostile place, their dunes frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protect them from the dangers of their working environment._ A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits.3 ### Mantle Malifica **75 Credits – Illegal (13)** _Source: Necromunda Core Rulebook (2023)_ _Constructed from pieces of gore-forged metal, a Mantle Malifica incorporates profane icons and Warp-infused materials to protect its wearer from harm. Unfortunately, wearing such a tainted garment will slowly erode the mind and soul of all but the most strong-willed – or those already insane._ A Mantle Malifica grants its wearer a 5+ save, or an unmodifiable 4+ save against the effects of psychic powers. Note that this save, if successful, does not cancel the use of a psychic power, it only renders the wearer immune to the power’s effects. In the End phase of each round, the wearer must make a Willpower test or gain the [Insane condition](/docs/general-principles/conditions#insane). ### Mesh Armour **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Constructed from tiny metal rings linked together, mesh armour offers more protection than flak without sacrificing any of the wearer’s mobility. Worn in large quantities however, it can become extremely heavy._ Mesh armour grants a 5+ save roll. ### Reflec Shroud **30 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ _Created from layers of reflective metals, a reflec shroud provides an effective ward against energy weapons._ A reflec shroud grants its wearer a save of 5+. The wearer also counts the AP of las, plasma and melta weapons as ‘-’ regardless of their actual AP. ### Scrap Shield **15 Credits** _Source: Necromunda Core Rulebook (2023)_ _Sometimes, fighters fashion crude shields from bits of barricades or simply panels prised from tunnel walls. These are then painted in gang colours and affixed to other suits of armour, either strapped to an arm or mounted over a shoulder._ A fighter can be equipped with a scrap shield in addition to a suit of armour. The scrap shield offers no protection against ranged attacks, but while Standing and Engaged, the fighter increases their save by 1 against Reaction attacks. ## Exclusive Armour ### Armoured Bodyglove **Van Saar only** _Source: House of Artifice_ The fighters of House Van Saar 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) unless otherwise noted. In addition, if a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save. Unlike other types of armour, an armoured bodyglove may be combined with other types of armour. It may not, however, be combined with an armoured undersuit. ### Armoured Undersuit See [Personal Equipment: Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). ### Furance Plates 6+ save (5+ in the front vision arc). ### Flak (Hardened, Layered) **Hardened Flak Armour:** 6+ save (5+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1). **Layered Flak Armour:** 5+ save (4+ against Blast/Template). **Hardened Layered Flak Armour:** 5+ save (4+ against Blast/Template). Reduce the AP by 1 (to a minimum of -1). ### Plate Mail Plate mail grants 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 model is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, plate mail always grants a 5+ save roll. ### Shield (Energy/Assault) - Melee attacks: +2 front. - Ranged attacks: +1 front. :::note This is a close combat weapon (Str S, Knockback). :::
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# House Catallus _Source: House of Artifice_ _Among the Noble Houses, Catallus is known as the House of Masks. Brokers of diplomacy and deals, they are the matchmakers and social overseers of Necromunda, facilitating the connections between the Great Houses and off-world organisations through their agents. Some Houses look down upon them, considering them little more than middlemen in the great workings of the nobility, but without their expertise at bringing people together and mediating deals, little would get done. They are also one of the most mysterious of the Great Houses, and its nobles never venture forth from their chambers without their traditional carnival masks firmly in place. This is all part of the mystery that House Catallus cultivates in its dealings with the rest of Necromunda, and while there is a complex and subtle pattern to the shape, design and expressions of their masks – the meaning of which remains largely known only to the Great House itself – members of House Catallus are often considered a single entity by outsiders. The masks, and the anonymity they bring, are all part of the power of the Noble House, who believe in the Invisible Truth – a philosophy that teaches that the only way to endure the unendurable brutality of their world is to not exist at all. After all, how can a lord, lady or family be extinguished from history if they never lived in the first place?_ _Over its long history, House Catallus has taken many forms, and as the political winds of Necromunda have changed so too have the masters of the Noble House changed with them in their pursuit of the Invisible Truth. There is an old saying within the spire: ‘Catallus turns from friend to foe like the hands of the Great Clock, and just as regularly’. At one time or another the Noble House has been close allies or hated enemies of almost every House and clan on the hive world, including the Imperial House, and history records their hand in many of the great wars and disasters to have befallen Necromunda. The only constant in this long history of broken alliances has been the Noble House’s connection to House Van Saar. For a reason perhaps known only to Duke Otto XXIInd and the Faceless Lord – the honorary title given to the head of House Catallus – there is an unbreakable bond between the House of Artifice and the House of Masks. Some have speculated that it is the Van Saar who engineer the sophisticated carnival masks worn by the nobles of Catallus, others claim that House Catallus knows some dark secret about Van Saar, such as where all their wondrous technology is manufactured. Whatever the reason, the two are often seen working together._ ## Benefits **Noble Intrigues:** Any gang may form an Alliance with House Catallus. In addition, House Catallus does not care if a gang is Law Abiding or Outlaw – what matters is that the Alliance benefits House Catallus! **Strong Alliance (House Van Saar):** The first time a gang belonging to House Van Saar is required to Test the Alliance (see page 75) with this ally, do not roll. Instead count the result as Disquiet. **Faceless Allies:** House Catallus excels at making people disappear from Imperial records, or covering up their misdeeds. When attempting to sell to the Guilders any Captive fighter taken from a gang that is allied to House Catallus, enemy gangs gain no bounty (though they may still sell the fighter, effectively removing them from the campaign). In addition, once each Campaign week, if a gang allied to House Catallus would be declared Outlaw for any reason, they may choose to ignore this change in alignment and remain a Law Abiding gang, though the gang must then Test the Alliance immediately. **Carnival of Death:** During the pre-battle sequence, the gang may add a [House Catallus Carnival](#house-catallus-carnival) to their gang. If the gang is facing an enemy crew with any fighter worth 250 credits or more, they must include a House Catallus Carnival, unless they choose to Test the Alliance instead. ## Drawbacks **Debts to be Paid:** During the post-battle sequence of any battle in which a House Catallus Carnival took part, and if the gang contains any fighters with the Gang Fighter (Juve) special rule, roll a D6 for each. On a roll of 1, the House demands that fighter be turned over to serve as a Mindfrayed. The fighter and all of their weapons and Wargear are immediately deleted from the gang roster. The gang may choose to ignore this roll and keep all of its fighters, but if they do they must Test the Alliance. **The Invisible Truth:** Once a gang has made an alliance with House Catallus, make a note on the gang’s roster and do not delete this note even if the alliance is later broken. From this point onwards, should the gang ever attempt to form an alliance (with any organisation), roll a D6. On a result of 1, the gang immediately forms a new alliance with House Catallus instead of the alliance they were about to form. ## House Catallus Carnival _A House Catallus Carnival is a strange collection of individuals, even by the standards of Necromunda. Like dancers gathering for a performance, a Carnival arrives for its audience – usually someone who has drawn the ire of the Great House – before launching into a display of horrific violence and bloodshed. A Carnival can include any number of individuals, sometimes dozens of masked murderers gathering to do the work of House Catallus, other times only a handful or even one masked individual appearing from the crowd. In all cases, however, a Carnival is led by a Masked Killer – a nobleman or woman of House Catallus with a skill for killing, and armed extravagantly by the Great House with the finest blades, guns or energy weapons – often supplied by House Van Saar._ _Often helping the Masked Killer in their work is a Mindfrayed. If the Masked Killer is a vision of serene indifference amid the violence of combat then the Mindfrayed is a howling horror, their mask shaped in an expression of utter terror that in turn infects those around them. The purpose of the Mindfrayed is much like that of a hound for a hunter, and the Masked Killer will send the Mindfrayed rushing forward into the unknown to flush out their enemies. This invariably means the Mindfrayed is the first to suffer at the hands of the Carnival’s opponents, but this too is part of the Masked Killer’s plan – and should a foe be foolish enough to cut down the Mindfrayed, they will find a nasty surprise waiting for them._ ### Composition A House Catallus Carnival consists of one Masked Killer and one Mindfrayed. ### House Catallus Carnival Special Rules **Many Faces, One Purpose:** During the Choose Crew step of the pre-battle sequence, if the scenario uses the Random (X) Crew selection method, the gang may instead choose one of their fighters to be included in the Crew in the place of one selected at random. If, however, the gang chooses to use this special rule, then they may not include the House Catallus Carnival in their crew for this battle. This special rule takes precedence over the “Here to Help” special rule. **A Band Apart:** Members of House Catallus take care of their own, especially valued representatives and their favoured attendants. A House Catallus Carnival will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a House Catallus Carnival fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold. **“Here to Help”:** Unlike other fighters, a House Catallus Carnival is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) 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. <FighterCard cost="245"> ### Masked Killer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Weapons:** [Master-crafted](/docs/gang-fighters-and-their-weaponry/weapon-traits#master-crafted) [power sword](/docs/armoury/close-combat#power-sword) and [laspistol](/docs/armoury/pistols#laspistol), or a [master-crafted](/docs/gang-fighters-and-their-weaponry/weapon-traits#master-crafted) [long rifle](/docs/armoury/special-weapons#long-rifle) and [laspistol](/docs/armoury/pistols#laspistol). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [infra-sight](/docs/armoury/weapon-accessories#infra-sight-pistols-basic-special-and-heavy-weapons). **Special Rules:** Catallus Carnival Hierarchy (Leader), Artistry of Murder. <details> <summary>Special Rules</summary> **Catallus Carnival Hierarchy (Leader):** During a battle, should this fighter pass a Bottle test, friendly Catallus Carnival fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round. **Artistry of Murder:** A Masked Killer is a master of violence, able to land killing blows upon foes as easily as other people might brush insects from their clothes. All weapons wielded by a Masked Killer count as having the Shock trait. In addition, when rolling the Injury dice to determine the effects of their attacks, a Masked Killer may re-roll any results of a Flesh Wound. </details> <details> <summary>Equipment</summary> The Masked Killer is armed with a master-crafted power sword and laspistol, or a master-crafted long rifle and laspistol. The Masked Killer counts as being equipped with an infra-sight and photo-goggles, and wears mesh armour. </details> </FighterCard> <FighterCard> ### Mindfrayed | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 4+ | 2 | 9+ | 10+ | 5+ | 8+ | **Skills:** [Beserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker). **Weapons:** 2x [flail](/docs/armoury/close-combat#flail). **Special Rules:** Indentured Fighter, Infectious Terror. <details> <summary>Special Rules</summary> **Indentured Fighter:** If the Masked Killer is removed from play for any reason, the Mindfrayed, without guidance, will automatically behave as if the crew they are part of has failed a Bottle test, regardless of how many fighters in total have been removed from play. **Infectious Terror:** When a Mindfrayed becomes Pinned, all fighters within 6" that are Standing and Active (friend or foe) with the exception only of a Masked Killer (friend or foe) must immediately make a Cool check. If this check is passed, nothing happens. If, however, this check is failed, the fighter immediately becomes Pinned. In addition, should a Mindfrayed ever fail a Nerve test, all fighters (friend or foe) within 6" of the Mindfrayed must also take a Nerve test or become Broken. While a Mindfrayed is Broken, fighters within 6" of it may not themselves recover from being Broken. </details> </FighterCard>
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# House Catallus _Source: House of Artifice_ _Among the Noble Houses, Catallus is known as the House of Masks. Brokers of diplomacy and deals, they are the matchmakers and social overseers of Necromunda, facilitating the connections between the Great Houses and off-world organisations through their agents. Some Houses look down upon them, considering them little more than middlemen in the great workings of the nobility, but without their expertise at bringing people together and mediating deals, little would get done. They are also one of the most mysterious of the Great Houses, and its nobles never venture forth from their chambers without their traditional carnival masks firmly in place. This is all part of the mystery that House Catallus cultivates in its dealings with the rest of Necromunda, and while there is a complex and subtle pattern to the shape, design and expressions of their masks – the meaning of which remains largely known only to the Great House itself – members of House Catallus are often considered a single entity by outsiders. The masks, and the anonymity they bring, are all part of the power of the Noble House, who believe in the Invisible Truth – a philosophy that teaches that the only way to endure the unendurable brutality of their world is to not exist at all. After all, how can a lord, lady or family be extinguished from history if they never lived in the first place?_ _Over its long history, House Catallus has taken many forms, and as the political winds of Necromunda have changed so too have the masters of the Noble House changed with them in their pursuit of the Invisible Truth. There is an old saying within the spire: ‘Catallus turns from friend to foe like the hands of the Great Clock, and just as regularly’. At one time or another the Noble House has been close allies or hated enemies of almost every House and clan on the hive world, including the Imperial House, and history records their hand in many of the great wars and disasters to have befallen Necromunda. The only constant in this long history of broken alliances has been the Noble House’s connection to House Van Saar. For a reason perhaps known only to Duke Otto XXIInd and the Faceless Lord – the honorary title given to the head of House Catallus – there is an unbreakable bond between the House of Artifice and the House of Masks. Some have speculated that it is the Van Saar who engineer the sophisticated carnival masks worn by the nobles of Catallus, others claim that House Catallus knows some dark secret about Van Saar, such as where all their wondrous technology is manufactured. Whatever the reason, the two are often seen working together._ ## Benefits **Noble Intrigues:** Any gang may form an Alliance with House Catallus. In addition, House Catallus does not care if a gang is Law Abiding or Outlaw – what matters is that the Alliance benefits House Catallus! **Strong Alliance (House Van Saar):** The first time a gang belonging to House Van Saar is required to Test the Alliance (see page 75) with this ally, do not roll. Instead count the result as Disquiet. **Faceless Allies:** House Catallus excels at making people disappear from Imperial records, or covering up their misdeeds. When attempting to sell to the Guilders any Captive fighter taken from a gang that is allied to House Catallus, enemy gangs gain no bounty (though they may still sell the fighter, effectively removing them from the campaign). In addition, once each Campaign week, if a gang allied to House Catallus would be declared Outlaw for any reason, they may choose to ignore this change in alignment and remain a Law Abiding gang, though the gang must then Test the Alliance immediately. **Carnival of Death:** During the pre-battle sequence, the gang may add a [House Catallus Carnival](#house-catallus-carnival) to their gang. If the gang is facing an enemy crew with any fighter worth 250 credits or more, they must include a House Catallus Carnival, unless they choose to Test the Alliance instead. ## Drawbacks **Debts to be Paid:** During the post-battle sequence of any battle in which a House Catallus Carnival took part, and if the gang contains any fighters with the Gang Fighter (Juve) special rule, roll a D6 for each. On a roll of 1, the House demands that fighter be turned over to serve as a Mindfrayed. The fighter and all of their weapons and Wargear are immediately deleted from the gang roster. The gang may choose to ignore this roll and keep all of its fighters, but if they do they must Test the Alliance. **The Invisible Truth:** Once a gang has made an alliance with House Catallus, make a note on the gang’s roster and do not delete this note even if the alliance is later broken. From this point onwards, should the gang ever attempt to form an alliance (with any organisation), roll a D6. On a result of 1, the gang immediately forms a new alliance with House Catallus instead of the alliance they were about to form. ## House Catallus Carnival _A House Catallus Carnival is a strange collection of individuals, even by the standards of Necromunda. Like dancers gathering for a performance, a Carnival arrives for its audience – usually someone who has drawn the ire of the Great House – before launching into a display of horrific violence and bloodshed. A Carnival can include any number of individuals, sometimes dozens of masked murderers gathering to do the work of House Catallus, other times only a handful or even one masked individual appearing from the crowd. In all cases, however, a Carnival is led by a Masked Killer – a nobleman or woman of House Catallus with a skill for killing, and armed extravagantly by the Great House with the finest blades, guns or energy weapons – often supplied by House Van Saar._ _Often helping the Masked Killer in their work is a Mindfrayed. If the Masked Killer is a vision of serene indifference amid the violence of combat then the Mindfrayed is a howling horror, their mask shaped in an expression of utter terror that in turn infects those around them. The purpose of the Mindfrayed is much like that of a hound for a hunter, and the Masked Killer will send the Mindfrayed rushing forward into the unknown to flush out their enemies. This invariably means the Mindfrayed is the first to suffer at the hands of the Carnival’s opponents, but this too is part of the Masked Killer’s plan – and should a foe be foolish enough to cut down the Mindfrayed, they will find a nasty surprise waiting for them._ ### Composition A House Catallus Carnival consists of one Masked Killer and one Mindfrayed. ### House Catallus Carnival Special Rules **Many Faces, One Purpose:** During the Choose Crew step of the pre-battle sequence, if the scenario uses the Random (X) Crew selection method, the gang may instead choose one of their fighters to be included in the Crew in the place of one selected at random. If, however, the gang chooses to use this special rule, then they may not include the House Catallus Carnival in their crew for this battle. This special rule takes precedence over the “Here to Help” special rule. **A Band Apart:** Members of House Catallus take care of their own, especially valued representatives and their favoured attendants. A House Catallus Carnival will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a House Catallus Carnival fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold. **“Here to Help”:** Unlike other fighters, a House Catallus Carnival is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) 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. <FighterCard cost="245"> ### Masked Killer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Weapons:** [Master-crafted](/docs/gang-fighters-and-their-weaponry/weapon-traits#master-crafted) [power sword](/docs/armoury/close-combat#power-sword) and [laspistol](/docs/armoury/pistols#laspistol), or a [master-crafted](/docs/gang-fighters-and-their-weaponry/weapon-traits#master-crafted) [long rifle](/docs/armoury/special-weapons#long-rifle) and [laspistol](/docs/armoury/pistols#laspistol). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [infra-sight](/docs/armoury/weapon-accessories#infra-sight-pistols-basic-special-and-heavy-weapons). **Special Rules:** Catallus Carnival Hierarchy (Leader), Artistry of Murder. <details> <summary>Special Rules</summary> **Catallus Carnival Hierarchy (Leader):** During a battle, should this fighter pass a Bottle test, friendly Catallus Carnival fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round. **Artistry of Murder:** A Masked Killer is a master of violence, able to land killing blows upon foes as easily as other people might brush insects from their clothes. All weapons wielded by a Masked Killer count as having the Shock trait. In addition, when rolling the Injury dice to determine the effects of their attacks, a Masked Killer may re-roll any results of a Flesh Wound. </details> <details> <summary>Equipment</summary> The Masked Killer is armed with a master-crafted power sword and laspistol, or a master-crafted long rifle and laspistol. The Masked Killer counts as being equipped with an infra-sight and photo-goggles, and wears mesh armour. </details> </FighterCard> <FighterCard> ### Mindfrayed | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 4+ | 2 | 9+ | 10+ | 5+ | 8+ | **Skills:** [Beserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker). **Weapons:** 2x [flail](/docs/armoury/close-combat#flail). **Special Rules:** Indentured Fighter, Infectious Terror. <details> <summary>Special Rules</summary> **Indentured Fighter:** If the Masked Killer is removed from play for any reason, the Mindfrayed, without guidance, will automatically behave as if the crew they are part of has failed a Bottle test, regardless of how many fighters in total have been removed from play. **Infectious Terror:** When a Mindfrayed becomes Pinned, all fighters within 6" that are Standing and Active (friend or foe) with the exception only of a Masked Killer (friend or foe) must immediately make a Cool check. If this check is passed, nothing happens. If, however, this check is failed, the fighter immediately becomes Pinned. In addition, should a Mindfrayed ever fail a Nerve test, all fighters (friend or foe) within 6" of the Mindfrayed must also take a Nerve test or become Broken. While a Mindfrayed is Broken, fighters within 6" of it may not themselves recover from being Broken. </details> </FighterCard>
Unknown
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195
102
### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - 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 Orlock: 25
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Shotgun - Solid
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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['Shotgun - Solid']
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### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - 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 Orlock: 25
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102
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**Voice:** David - deep **Model:** Eleven English v1 **Created:** 4/29/2024, 12:45:18 AM **Voice Settings Enabled:** false **Stability:** 0 **Similarity Boost:** 0 **Note:** [[4-vehicles]] > For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. ![[ElevenLabs/Audio/2024-04-29_00-45-18_David - deep.mp3]] ---
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2024-06-13 20:34:24.508078
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**Voice:** David - deep **Model:** Eleven English v1 **Created:** 4/29/2024, 12:45:18 AM **Voice Settings Enabled:** false **Stability:** 0 **Similarity Boost:** 0 **Note:** [[4-vehicles]] > For vehicle upgrades, see their relevant sections in the Trading Post. Note that universal vehicles have restrictions on weapons prior to accessing the Trading Post, which can be seen in their respective columns. ![[ElevenLabs/Audio/2024-04-29_00-45-18_David - deep.mp3]] ---
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David - deep
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# **INTRODUCTION** **Necromunda** is a sprawling, evolving game, with numerous rules published since its 2017 version. These rules vary across publications, with some contradictions. The community has created compilations to keep the game playable. The goal of this website is to make the rules clear and accessible, consolidating all content from the 2017 release onwards. Initially based on the Necrodamus rules compilation, the 2023 Core Rules are now used verbatim (RAW), covering both these and previous publications. **Note:** All original content is owned by Games Workshop and published here without permission. Supporting the game by purchasing gangs and their corresponding House/Books is encouraged, as Necromunda is narrative-rich with extensive backstories. # **WEAPONS OF (GANG) WAR** *Source: Necromunda Core Rulebook (2023)* The essential elements for playing Necromunda include models for fighters and vehicles, and terrain for the battlefield. Other necessary items include: ## **MARKERS** Markers represent various model statuses and conditions, track lost Wounds or Hull Points, and can be placed on the battlefield or on Fighter/Vehicle cards. Examples include: - **Ready markers**: Indicate a model is ready for activation. - **Out of Ammo markers**: Show a weapon is out of ammunition or malfunctioned. - **Blaze markers**: Signify a model is on fire or ‘subject to the Blaze condition’. ## **TEMPLATES** ### **BLAST MARKERS** A circular template, 3" or 5" in diameter, used for weapons with the Blast trait. ### **FLAME TEMPLATES** Teardrop-shaped, approximately 8" long, used for weapons with the Template trait. ## **RULER/TAPE MEASURE** All distances in Necromunda are measured in inches. Pre-measuring is not allowed, and ranges are measured only when required by the rules. ## **VISION ARC TEMPLATE** A triangular template to determine a model’s vision arc quickly and easily. ## **FIGHTER AND VEHICLE CARDS** Each fighter and vehicle is represented by a card filled with their characteristics and equipment. These cards provide a reference during battle and can be used to place markers, keeping the battlefield uncluttered. ## **YAKTRIBE** Yaktribe.games is widely used for arbitrating campaigns, featuring a gang builder for digital record-keeping of fighters. ## **NECROMUNDA DICE** Necromunda uses several dice types, including: - **D6**: A regular six-sided dice, often with a special logo on the '6'. - **D3**: Rolled by halving the result of a D6, rounding up. - **Firepower Dice**: Used for ranged attacks to determine ammunition depletion or malfunction. - **Scatter Dice**: Used for determining random directions, especially for Blast weapons. - **Injury Dice**: Determine the severity of injuries. - **Location Dice**: Determine where a vehicle is hit. - **Damage Dice**: Determine the severity of vehicle damage. - **Control Dice**: Determine outcomes when a vehicle loses control. !https://necrovox.org/assets/images/dice-8298eae729c3e9634c0b2d80f995005f.jpg # **GANG FIGHTERS & THEIR WEAPONRY** In Necromunda, players control a ‘gang’ composed of models referred to as ‘fighters’ or ‘vehicles’. Each model is of a named type, representing a rank within the gang’s hierarchy (e.g., Leader, Ganger, Underhive Scum, Brute). The terms ‘fighter’, ‘vehicle’, or ‘model’ encompass all within the rules. ## **FIGHTER PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **FIGHTER CHARACTERISTICS PROFILES** Each fighter has a characteristics profile detailing their battle capabilities. For instance, the profile for an Orlock Gunner is: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | Characteristics represent various traits or attributes: - **Movement (M), Strength (S), Toughness (T), Wounds (W), Attacks (A)**: Higher numbers are better. - **Weapon Skill (WS), Ballistic Skill (BS), Initiative (I)**: Shown as target numbers (e.g., 4+), where lower numbers are better. - **Psychology characteristics (Leadership (Ld), Cool (Cl), Willpower (Wil), Intelligence (Int))**: Also target numbers, with lower being better. **Maximum and Minimum Characteristic Values:** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Max 8" | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ | | Min 1" | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ | **Note**: Movement, Strength, Toughness can be improved twice, and Wounds, Attacks once beyond their basic profile. ### **FIGHTER CHARACTERISTICS & CHARACTERISTIC TESTS** A fighter’s characteristics are defined as follows: - **Movement (M)**: Distance in inches the fighter can move with a standard Move action. - **Weapon Skill (WS)**: Proficiency in close combat using Melee or Sidearm trait weapons. - **Ballistic Skill (BS)**: Proficiency with ranged weapons. - **Strength (S)**: Likelihood of inflicting damage in close combat. - **Toughness (T)**: Resistance to being wounded by attacks. - **Wounds (W)**: How much damage the fighter can endure before succumbing. - **Initiative (I)**: Agility, dexterity, and reflexes measure. - **Attacks (A)**: Speed and ability in melee. - **Leadership (LD)**: Ability to issue or follow commands in battle. - **Cool (CL)**: Capacity for keeping calm under fire. - **Willpower (WIL)**: Mental fortitude and resilience. - **Intelligence (INT)**: Mental acuity and knowledge application. **Modifying Characteristics**: - Simple numbers: Apply modifiers as written. - Target numbers: Apply modifiers to the dice roll, not the characteristic. **Characteristic Tests**: - **WS, BS, I tests**: Roll a D6; success if equal to or higher than the characteristic. - **Ld, Cl, Wil, Int tests**: Roll 2D6; success if equal to or higher than the characteristic. - **Strength/Toughness checks**: Roll a D6; success if equal to or lower than the characteristic. ### **FIGHTER CARDS** Fighters are represented by models on the battlefield and Fighter cards, detailing characteristics, equipment, and other information. Blank Fighter cards for each House are available in the Gang Tactics cards packs. # **GANG FIGHTERS & THEIR WEAPONRY (CONTINUED)** ### **FIGHTER CARDS** Each Fighter card includes several key areas: - **Fighter’s Name**: Including rank if they are a Leader or Champion. - **Cost in Credits**: The value of the fighter. - **Characteristics**: Last four (Ld, Cl, Wil, Int) are shaded for psychological characteristics. - **Weapons**: Carried by the fighter. - **Skills**: Possessed by the fighter. - **Equipment**: Including armor, carried by the fighter. !https://necrovox.org/assets/images/fighter-card-numbered-40334e6ebe314cd294bb8a19fb1e845c.jpg ## **WEAPON PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE: HEAVY STUBBER PROFILE** | Weapon | Range S/L | Accuracy S/L | Strength | AP | Damage | Ammo | Traits | AL | Credit Cost | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy stubber | 20"/40" | -/-1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | **Key Characteristics of Weapons:** - **Range (RNG)**: Short (S) and Long (L), in inches. - **Accuracy (ACC)**: Modifiers for hit rolls within Short or Long range. - **Strength (STR)**: Used for wound rolls. - **Armour Piercing (AP)**: Modifier applied to armor saves. - **Damage (D)**: Indicates how much damage the weapon inflicts. - **Ammo (AM)**: Determines the chance of running Out of Ammo. - **Traits**: Unique bonuses or changes in weapon functionality. - **Availability Level (AL)**: Indicates availability from the Trading Post. - **Credit Cost**: Cost of the weapon from the Trading Post. ## **VEHICLE PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE: GOLIATH ROAD THUG IN A GOLIATH MAULER** **Vehicle Characteristics** | M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | 4+ | 8+ | 5+ | 9+ | 8+ | **INFO**: Vehicle profiles may vary slightly in format for brevity on Necrodamus. # **VEHICLE PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE VEHICLE CHARACTERISTICS** | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each characteristic represents a different trait of the vehicle or its crew: - **Movement (M), Toughness (Front, Side, Rear), Hull Points (HP)**: Higher numbers are better. - **Save (Sv), Ballistic Skill (BS), Handling (Hnd)**: Lower numbers (target numbers) are better. - **Psychology Characteristics (Leadership (Ld), Cool (Cl), Willpower (Wil), Intelligence (Int))**: Lower target numbers are better. **Maximum and Minimum Characteristic Values:** **Vehicle Characteristics** | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | Max 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | Min 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | **Crew Characteristics** | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | Max 2+ | 3+ | 3+ | 3+ | 3+ | | Min 6+ | 10+ | 10+ | 10+ | 10+ | ### **VEHICLE CHARACTERISTICS & CHARACTERISTIC TESTS** - **MOVEMENT (M)**: Distance in inches the vehicle can move. - **TOUGHNESS (Front, Side, Rear)**: Measures vehicle's resilience. - **HULL POINTS (HP)**: Endurance before being Wrecked. - **HANDLING (Hnd)**: Manoeuvrability and responsiveness. - **SAVE (Sv)**: Armor level of the vehicle. - **BALLISTIC SKILL (BS)**: Crew's proficiency with ranged weapons. - **LEADERSHIP (Ld)**: Crew's command ability in battle. - **COOL (Cl)**: Crew's calmness under fire. - **WILLPOWER (Wil)**: Crew's mental fortitude. - **INTELLIGENCE (Int)**: Crew's mental acuity and knowledge. **Modifying Characteristics**: Apply modifiers as written for simple numbers, and to dice rolls for target numbers. **Characteristic Tests**: - **BS tests**: Roll a D6; success if equal to or higher than the characteristic. - **Hnd, Ld, Cl, Wil, Int tests**: Roll 2D6; success if equal to or higher than the characteristic. - **Toughness checks**: Roll a D6; success if less than or equal to the characteristic, but a natural 6 always fails. ### **VEHICLE CARDS** Vehicle cards represent each vehicle with their characteristics, upgrades, special rules, and other information. Each card includes: - **Vehicle’s Name** - **Vehicle’s Type** - **Cost in Credits** - **Characteristics**: Last five shaded for crew traits. - **Equipped Weapons** - **Special Rules** - **Upgrades and Wargear** !https://necrovox.org/assets/images/vehicle-card-numbered-85c7700257b3ddf5b6f8a04bd44c69c3.jpg ## **SKILLS** *Source: Necromunda Core Rulebook (2023)* This section lists universal skills available to models, split into nine Skill Sets. Skills are listed by name with their rules. Note that crew can only gain skills from the Driving, Leadership, Shooting, and Savant sets. ## **UNIVERSAL SKILLS AND GANG SPECIFIC SKILLS** Gangs have access to unique skill sets. These are detailed in Gang-Specific Skills. **Random Skill Determination Tables:** | D6 | Agility | Brawn | Combat | Cunning | Driving | | --- | --- | --- | --- | --- | --- | | 1 | Catfall | Bull Charge | Combat Master | Backstab | Jink | | 2 | Clamber | Bulging Biceps | Combat Master | Escape Artist | Expert Driver | | 3 | Dodge | Crushing Blow | Disarm | Evade | Heavy Foot | | 4 | Mighty Leap | Headbutt | Parry | Infiltrate | Slalom | | 5 | Spring Up | Hurl | Rain of Blows | Lie Low | T-Bone | | 6 | Sprint | Iron Jaw | Step Aside | Overwatch | Running Repairs | | D6 | Ferocity | Leadership | Savant | Shooting | | --- | --- | --- | --- | --- | | 1 | Berserker | Commanding Presence | Ballistics Expert | Fast Shot | | 2 | Fearsome | Inspirational | Connected | Gunfighter | | 3 | Impetuous | Iron Will | Fixer | Hip Shooting | | 4 | Nerves of Steel | Mentor | Medicae | Marksman | | 5 | True Grit | Overseer | Munitioneer | Precision Shot | | 6 | Unstoppable | Regroup | Savvy Trader | Trick Shot | ### **AGILITY SKILLS** 1. **Catfall**: Reduces fall/jump distance by half, rounded up. If not Seriously Injured or Out of Action, make an Initiative test to remain Standing. - *Optional House Rule*: 4+ to place fighter next to a pitfall at round end. 2. **Clamber**: Moves full distance when climbing. - *Optional House Rule*: Move freely through ductways without spending an action. 3. **Dodge**: Roll a D6 on being wounded. On a 6, the attack is dodged. 4. **Mighty Leap**: Ignore first 2" when leaping gaps. 5. **Spring Up**: Initiative test to stand up for free if Prone and Pinned. 6. **Sprint**: Double Movement characteristic on second Move action. ### **BRAWN SKILLS** 1. **Bull Charge**: +1 Strength and Knockback trait on Charge. 2. **Bulging Biceps**: Wield Unwieldy weapons in one hand. 3. **Crushing Blow**: Nominate one dice to increase Strength and Damage by one. 4. **Headbutt**: Basic action for Strength +2 hit, or self-damage if failed. 5. **Hurl**: Move enemy D3" and cause hit; usable after Charge. 6. **Iron Jaw**: +2 Toughness against AP - close combat weapons. ### **COMBAT SKILLS** 1. **Combat Master**: No hit roll penalties for interference; always grants assists. 2. **Counter-Attack**: Additional Attack dice for each missed enemy attack. 3. **Disarm**: Melee weapons gain Disarm trait. 4. **Parry**: Parry attacks without a Parry trait weapon. 5. **Rain of Blows**: Fight action counts as Simple. - *Optional House Rule*: Allow 2 consecutive Fight actions on Charge. 6. **Step Aside**: Initiative test to avoid a hit in close combat. ### **CUNNING SKILLS** 1. **Backstab**: Melee weapons gain Backstab trait. If already present, +2 Strength when used. - *Optional House Rule*: -1 AP when benefiting from this skill. 2. **Escape Artist**: +2 to Initiative tests on Retreat actions. +1 to escape rolls if equipped with a skinblade in Rescue Missions. 3. **Evade**: -1 modifier on enemy ranged attacks, -2 at Long range. 4. **Infiltrate**: Set up hidden, then deploy anywhere not visible to enemies and not within 6". - *Optional House Rule*: Make 2 move actions before the 1st round instead. 5. **Lie Low**: Cannot be targeted by ranged attacks beyond Short range while Prone. 6. **Overwatch**: Interrupt enemy action with a Shoot action if Ready. ### **DRIVING SKILLS** 1. **Jink**: Special save once per round on a 6+ when vehicle is hit. 2. **Expert Driver**: +1 on Loss of Control tests. 3. **Heavy Foot**: Increase Movement by D3" once per round, risking a Glancing Hit on a natural 1. 4. **Slalom**: Additional 45° turn once per round during Move action. 5. **T-Bone**: Add D3 to Front Toughness during Head-on Collisions. 6. **Running Repairs**: On a natural 6 on a Restart test, regain one Hull Point. ### **FEROCITY SKILLS** 1. **Berserker**: Additional Attack dice on Charge actions. 2. **Fearsome**: Enemies must pass a Willpower test to Charge. 3. **Impetuous**: Move up to 4" when consolidating. - *Optional House Rule*: Coup de Grace and Consolidate after a Fight action. 4. **Nerves of Steel**: Cool test to avoid being Prone and Pinned when hit. 5. **True Grit**: Roll one less Injury dice, or choose which to apply for Damage 1 attacks. 6. **Unstoppable**: Discard a Flesh Wound on a 4+ before a Recovery test. ### **LEADERSHIP SKILLS** 1. **Commanding Presence**: Include one extra fighter in group activations. 2. **Inspirational**: Leadership test to pass a Cool test for a nearby friendly model. 3. **Iron Will**: -1 on Bottle checks. 4. **Mentor**: Leadership test to grant additional XP to a nearby fighter. 5. **Overseer**: Order another fighter to make two actions immediately. 6. **Regroup**: Leadership test to recover nearby fighters from being Broken. ### **SAVANT SKILLS** 1. **Ballistics Expert**: Intelligence test for an additional +1 hit modifier on Aim action. - *Optional House Rule*: Pre-measure distance to one enemy when aiming. 2. **Connected**: Additional Trade action in post-battle sequence. 3. **Fixer**: Extra D3x10 credits in post-battle sequence. 4. **Medicae**: Treat Wounds action to regain Wound or lose Flesh Wound on a 3+. 5. **Munitioneer**: Reroll failed Ammo tests for self or nearby gang members. 6. **Savvy Trader**: +1 on rarity dice roll and 20 credits off one item in Trade actions. ### **SHOOTING SKILLS** 1. **Fast Shot**: Treats Shoot and Fire All actions as (Simple), except with Unwieldy weapons. - *Optional House Rule*: Apply -1 hit modifier when using this skill. 2. **Gunfighter**: No penalty when attacking with two Sidearm weapons and can target different enemies. 3. **Hip Shooting**: For vehicles, Move & Shoot as (Simple) without Unwieldy weapons. For fighters: Run and Gun (Double) to move double Movement and then attack with an additional -1 hit modifier. - *Optional House Rule*: Apply -1 hit modifier when using this skill. 4. **Marksman**: Ignores Target Priority rules and scores a critical hit on a natural 6, doubling weapon's Damage. 5. **Precision Shot**: Natural 6 on a ranged attack ignores enemy armor. 6. **Trick Shot**: No penalty for target engagement or partial cover; reduced penalty for full cover. - *Optional House Rule*: +1 modifier to ammo tests. ### **GANG-SPECIFIC SKILLS** ### Piety (House Cawdor) 1. Lord of the Rats 2. Scavenger's Eye 3. Blazing Faith 4. Unshakable Conviction 5. Devotional Frenzy 6. Restless Faith ### Obfuscation (House Delaque) 1. Faceless 2. Psi-touched 3. Take Down 4. Rumour-monger 5. Fake Out 6. Doppelganger ### Finesse (House Escher) 1. Acrobatic 2. Combat Focus 3. Combat Virtuoso 4. Hit & Run 5. Lightning Reflexes 6. Somersault ### Muscle (House Goliath) 1. Fists of Steel 2. Iron Man 3. Immovable Stance 4. Naaargah! 5. Unleash the Beast 6. Walk It Off ### Bravado (House Orlock) 1. Big Brother 2. Bring it on! 3. Guilder Contacts 4. King Hit 5. Shotgun Savant 6. Steady Hands ### Tech (House Van Saar) 1. Cold & Calculating 2. Gadgeteer 3. Mental Mastery 4. Photonic Engineer 5. Rad-phaged 6. Weaponsmith ### Palanite Drill (Palanite Enforcers) 1. Got Your Six 2. Helmar's Justice 3. Non-verbal Communication 4. Restraint Protocols 5. Team Work 6. Threat Response ### Savagery (Corpse Grinder Cult) 1. Avatar of Blood 2. Bloodlust 3. Crimson Haze 4. Frenzy 5. Killing Blow 6. Slaughterborn ### Wastelands (Ash Wastes Nomads) 1. Born of the Wastes 2. Stormwalker 3. Eyes of the Wasteland 4. Beast Handler 5. Ever Vigilant 6. Bring it Down ### Wisdom of the Ancients (Ironhead Squat Prospectors) 1. Where There's Scrap, There's Creds! 2. Nobody Pushes Kin Around 3. Chemical Bonds Never Break 4. Dependable Like Kin 5. Stubborn to the Last 6. There's Always Another Secret ### **Palanite Enforcers: Palanite Drill (Source: Book of Judgement)** 1. **Got Your Six**: Interrupt an enemy's Charge with a Shoot action; if they get Pinned or Seriously Injured, their activation ends. 2. **Helmar's Justice**: Inflict double Lasting Injury rolls on a Coup de Grace and choose which to apply. 3. **Non-Verbal Communication**: Use a Double action (Comms) to grant a friend within 6” 360° vision arc after passing a Cool test. 4. **Restraint Protocols**: +1 to Capturing an enemy for each Out of Action taken by Coup de Grace. 5. **Team Work**: Enable Group Activation for fighters who don’t already have it. 6. **Threat Response**: Charge an enemy who ends a Charge within 6", including making Fight action. ### **Corpse Grinder Cult: Savagery (Source: Book of Ruin)** 1. **Avatar of Blood**: Discard a Flesh Wound for each unsaved wound inflicted in Melee. 2. **Bloodlust**: Consolidate 2” after a Coup de Grace. 3. **Crimson Haze**: Automatically pass Nerve tests when Engaged. 4. **Frenzy**: +D3 Attacks with -1 hit modifier when charging. 5. **Killing Blow**: Opt for a single, powerful attack with double Strength and Damage; no Armour Save allowed. 6. **Slaughterborn**: +1” Move for each unsaved wound inflicted in Melee, lasting the battle. ### **Ash Wastes Nomads: Wastelands (Source: Book of the Outlands)** 1. **Born of the Wastes**: Ignore Battlefield Surface effects, perform Hide in Wastes action to become Hidden. 2. **Stormwalker**: +2" Movement if starting on the Battlefield Surface. 3. **Eyes of the Wasteland**: Increased Visibility (+6") and see 9" in Pitch Black. 4. **Beast Handler**: If Mounted, add an attack with S3 and AP-1 in Melee. 5. **Ever Vigilant**: +1 Attack and no turn penalty in Reaction Attacks. 6. **Bring It Down**: Spend Basic action to make an enemy easier to hit for all friendly fighters. ### **Ironhead Squat Prospectors: Wisdom of the Ancients (Source: Book of the Outlands)** 1. **Where There's Scrap, There's Creds!**: Gain additional D6x10 credits per wrecked enemy vehicle. 2. **Nobody Pushes Kin Around**: Immunity to movement from traits/skills and auto-pass Initiative tests near edges. 3. **Chemical Bonds Never Break**: Use a Chem twice. 4. **Dependable Like Kin**: Ignore Unstable on weapons and re-roll ammo tests. 5. **Stubborn to the Last**: Make a Shoot/Fight action before being taken Out of Action. 6. **There's Always Another Secret**: Gain D6x10 credits when opening a Loot casket. These skills highlight the tactical and combat advantages specific to each faction, enhancing their battlefield effectiveness in unique ways. ### **Necromunda Core Rulebook (2023) - Weapon Traits** **Assault Shield/Energy Shield** - +2 armor save against melee attacks from the front. - +1 armor save against ranged attacks from the front. - Uses Vision Arc to determine if the shield is effective. **Backstab** - +1 to attack’s Strength if attacker is not in the target's vision arc. **Blast (3"/5"/*)** - Uses a Blast marker. **Blaze** - If hit but not out, roll a D6; on a 4+, target catches fire. **Burrowing** - Fire at targets outside of line of sight; use a 3" Blast marker and scatter it. **Chem Delivery** - Choose a chem to fire; affected like taking a dose of the chem, bypassing Wound roll. **Combi** - Two profiles; pick one when firing. Ammo tests roll twice, take the worst. **Concussion** - Reduces Initiative by 2 or imposes -2 penalty to Handling tests for vehicles. **Crew Operated** - Used by vehicle crew, using their BS characteristic. Unwieldy trait doesn't apply. **Cursed** - Target must pass a Willpower test or gain the Insane condition. **Demolitions** - Grenades can be used against scenery targets in close combat. **Digi** - Additional close combat attack, not counted towards weapon limit. **Disarm** - Natural 6 hit roll prevents target from using weapons for Reaction attacks. **Drag** - Drag a hit target closer, if Strength roll is successful. **Entangle** - Negates Parry trait; natural 6 hit roll imposes additional -2 hit modifier on Reaction attacks. **Esoteric** - Cannot be upgraded or modified. **Exclusive** - Cannot be purchased from the Trading Post; gang specific. **Fear** - Target takes a Nerve test with -2 modifier if hit, potentially becoming Broken. **Flare** - Reveals models in darkness; leaves Blast marker in place for illumination. **Flash** - Causes Blind condition on failed Initiative or Handling test. **Force** - Normal in non-psyker hands; gains Power and Sever traits for Psykers. **Gas** - No wound roll; affected by gas on Toughness roll. **Graviton Pulse** - Affects Strength or Toughness instead of normal wounding, creates difficult terrain. **Grenade** - Thrown as a Shoot action, limited number, automatically Out of Ammo after use. **Hexagrammatic** - Ignores saves from psychic powers, double damage against Psykers. **Impale** - Projectile can hit multiple models in line, reducing Strength each time. **Knockback** - Moves hit fighter 1" away; increased damage if movement is blocked. ### **Necromunda Core Rulebook (2023) - Weapon Traits (Continued)** **Limited** - Special ammo types that run out after a failed Ammo test. - Ammo type is deleted from Fighter or Vehicle card until repurchased. - Weapon can be reloaded normally with remaining profiles. - Only one 'dose' of ammo can be carried per weapon. **Master-Crafted** - Once per battle, allows re-rolling a single failed hit roll. **Melee** - Weapon can be used in close combat attacks. **Melta** - At Short range, reduces fighter to 0 wounds = automatic Out of Action. - At Short range against a vehicle, roll an additional Damage dice. - If no Short range, applies to all attacks. **Paired** - Missing from the 2023 Core Rules. - Counts as dual weapons for Attack dice calculation. - Charge action doubles Attacks characteristic. - No benefit if Mounted. **Parry** - Force re-roll of one successful enemy hit in close combat. - If armed with two Parry weapons, re-roll two hits. **Phase** - Missing from the 2023 Core Rules. - Ignores armor and field armor saves. - Vehicles can't make armor saves against it. **Plentiful** - Ammo is common, automatically reloaded without Ammo test. **Power** - Attacks cannot be Parried except by other Power weapons. - Natural 6 hit = no save (except Field armor) and +1 Damage. **Pulverise** - After Injury roll, roll D6; on target's Toughness or 6, change Flesh Wound to Serious Injury. - Against vehicles, roll an additional Damage dice. **Rad-Phage** - After successful hits, roll D6; on 4+, cause an additional Flesh Wound. **Rapid Fire (X)** - Multiple hits equal to Firepower dice bullet holes. - Can roll up to X Firepower dice, allocate hits within 3" of target. **Reckless** - Randomly determine target including friendly models. - For Rapid Fire weapons, distribute hits among maximum eligible targets. **Rending** - Wound roll of 6 = +1 Damage (fighters) or extra Damage dice (vehicles). **Scarce** - Ammo hard to find; once Out of Ammo, can't be used again in battle. **Scattershot** - D6 wound rolls instead of 1 when a target is hit. **Seismic** - Hits always cause Prone and Pinned. - Vehicles must make Loss of Control test. - Natural 6 wound roll = no save. **Sever** - Reduces fighter to 0 wounds = automatic Out of Action. **Shield Breaker** - Ignores Assault/Energy Shield effects. - Against Field Armour, roll two dice for save, choose lower. **Shock** - Natural 6 hit roll = automatic wound success. **Sidearm** - Can be used for ranged and single close combat attacks. **Silent** - No alarm raised in Sneak Attack scenarios. - Hidden shooter doesn't become Revealed. **Single Shot** - One use per battle; counts as Out of Ammo after use. **Smoke** - Marks location with smoke, blocks line of sight. - Dissipates on roll of 4 or less in End phase. **Template** - Uses Flame template to determine hit targets. **Toxin** - Roll D6 against target's Toughness; on success, make Injury roll. - No effect on vehicles. **Twin-Linked** - Missing from the 2023 Core Rules. - Re-roll any number of Ammo dice, must accept re-roll result. ### **Necromunda Core Rulebook (2023) - Weapon Traits (Continued)** **Unstable** - If Ammo symbol is rolled on Firepower dice, roll a D6. - On 1, 2, or 3, the weapon malfunctions, potentially causing harm to the user. - For fighters: Taken Out of Action. - For vehicles: Suffers a Catastrophic Hit and the weapon can't be used for the rest of the battle. - The attack is still resolved against the target. **Unwieldy** - A Shoot action with this weapon is a Double action, not Basic. - Fighters using Unwieldy and Melee weapons in close combat cannot use a second weapon. - House Rule (Necrodamus, A&A): Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. **Versatile** - Engage and attack enemies in melee without needing base contact, up to Long range of the weapon. - Enemy considered engaged but not Engaging unless they have a Versatile weapon. - No effect outside of the fighter’s activation. **Web** - Successful wound roll = automatic Webbed condition, no injury inflicted. - Webbed status significantly restricts the target's actions. ### **General Principles & First Principles** **General Principles** - Covers measurement, line of sight, cover, terrain, dice usage, fighter and vehicle statuses. - Emphasizes the importance of understanding basic game concepts for smooth gameplay. **First Principles** - Establishes conventions like measurement rules, changing decisions, and understanding game terms. - Clarifies terms such as 'fighter', 'vehicle', and 'model' for consistent rule interpretation. - Encourages tolerance among players for occasional indecision, with finality once actions are measured or dice are rolled. ### **Measurement & Line of Sight** **Measuring Distances** - Distances measured in inches, only when rules call for it. - Measurement from closest points of bases or models. - Solid terrain features affect measurement rules. **Line of Sight & Cover** - Vision arcs and line of sight are key for targeting and shooting. - Fighters have a 90° vision arc to their front. - Vehicles may have up to four vision arcs. - Line of sight determined by terrain and model placement. - Disagreements resolved by rolling off if necessary. In summary, these detailed rules and principles from the Necromunda Core Rulebook (2023) lay out the foundation for understanding and engaging with the game's mechanics, ensuring players have a clear guide for fair and enjoyable gameplay. ### **Line of Sight & Solid Terrain Features** - **Solid Terrain:** Impossible to see through, e.g., walls, rock formations. - **Line of Sight:** Cannot be drawn through solid terrain features. ### **Designer's Note on Line of Sight** - **Gracious Play:** Be lenient with opponent's line of sight claims unless obviously impossible. - **Game Flow:** Adopting a more permissive approach to line of sight and cover enhances gameplay smoothness and satisfaction. ### **Cover** - **Determining Cover:** Check from the attacker's perspective, ignoring friendly fighters in base contact with the attacker. - **Cover Categories:** - **In the Open:** Fully visible, no cover. - **Partial Cover:** Less than half obscured. - **Full Cover:** At least half obscured. - **Resolving Disputes:** Roll off if players can't agree. - **Impact on Shooting:** Benefits detailed under Shooting rules. - **Images:** Illustrative examples provided. ### **Terrain** - **Importance in Gameplay:** Provides character and strategic challenges. - **Types of Terrain:** - **Impassable Terrain:** Cannot be moved through/over. - **Walls:** Usually impassable, may be scalable in multi-level battlefields. - **Solid Terrain Features:** Treated as impassable. - **Doors:** Initially closed, considered impassable until opened. - **Locked Doors & Terminals:** Require specific actions to unlock and open. - **Obstacles & Structures:** Affect line of sight and cover, may impact movement. ### **Rolling Dice** - **Single Dice Rolls:** Roll a D6 as instructed, consider each result separately. - **Multiple Dice Rolls:** Sum up results, e.g., rolling 2D6. - **Dice Pools:** Roll multiple dice, select one result. - **Target Number Rolls:** Succeed on rolling a specified number or higher. - **Modifying Dice Rolls:** Add or subtract modifiers to the roll. - **Rolling Off:** Both players roll, highest score wins. - **Natural Rolls:** Actual number rolled, unaffected by modifiers. - **Re-Rolls:** Limited to once, must accept the second result. ### **Fighter Status in Necromunda** **Overview:** Fighter status in Necromunda determines what actions a fighter can or cannot do during their activation. The status changes based on battlefield positioning and other factors. ### Standing - **Definition:** A fighter is 'Standing' when they are upright on the battlefield. - **Secondary Statuses:** - **Active:** Default status for a Standing fighter; not engaged with enemy fighters. - **Engaged:** A Standing fighter in base to base contact with an enemy fighter or within 1" of an enemy vehicle. Engaged fighters are limited to actions related to combat or retreat. ### Prone - **Definition:** A fighter is 'Prone' when laid down on the battlefield. - **Secondary Statuses:** - **Pinned:** Commonly occurs when hit by enemy fire. Prone and Pinned fighters need an action to stand up. If engaged by an enemy, they stand up for free. - **Seriously Injured:** Occurs from a Serious Injury result on an Injury dice. Prone and Seriously Injured fighters are vulnerable and have limited movement. ### **Vehicle Status** **Overview:** Vehicle status indicates the degree of mobility and determines the actions a vehicle can perform. ### Mobile - **Definition:** A 'Mobile' vehicle can move freely and perform various actions. ### Stationary - **Definition:** A 'Stationary' vehicle is unable to move. - **Secondary Statuses:** - **Stalled:** The vehicle has stopped due to an enemy attack or other in-game effect. It can often still fire weapons but needs to 'Restart' to move. - **Wrecked:** Indicates a vehicle is damaged to the point of inaction. Treated as terrain once Wrecked. ### **Determining Status** - Status can change during a model’s activation or due to other models' actions. - Confirm the Primary and Secondary Status at the end of each activation. ### **Conditions** - Fighters can have various conditions affecting them, denoted by markers. ### Common Conditions - **Ready:** Indicates a model can be activated. - **Broken:** Results from trauma; limited to Running for Cover or Reaction attacks. - **Out of Ammo:** Occurs when failing an Ammo test. Affects weapon usability. - **Fleshwound(s):** Reduces Toughness; multiple Flesh Wounds can lead to being Out of Action. ### Other Conditions - **Blaze:** Affects differently based on model type (fighter or vehicle). - **Blind:** Restricts attacks. - **Concussion:** Reduces Initiative or Handling tests. - **Hidden/Revealed:** Used in specific scenarios or with terrain rules. - **Intoxicated:** Varies based on cause. - **Insane:** Results in erratic behavior. - **Webbed:** Similar to Seriously Injured. - **Mounted:** Specific rules for fighters on mounts. ### **Founding a Gang** - Gang creation involves selecting fighters, weapons, Wargear, and vehicles within a credit budget. - Budgets differ for Campaign and Skirmish play. - Additional credits for vehicles and Mounted condition Wargear in campaigns. ### **Model Names, Categories & Types** - Each model type indicates rank within a House's hierarchy. - Rules often refer to model categories (e.g., Leader, Ganger) or specific types (e.g., Orlock Gunner). **Gang Composition:** 1. There must be one model with the Leader special rule. 2. The total number of models with the Gang Fighter (X) special rule must always be equal to or higher than the total number of models without this rule, excluding Hangers-on or Hired Guns. 3. To correct an imbalance during a campaign, retire models without the Gang Fighter (X) special rule or recruit new models with this rule. **Hiring Existing Fighters and Vehicles:** 1. Existing fighters, crew, and vehicles from a previous campaign can be added to a new gang by deducting their credits value from the budget. 2. When added, they retain all weapons, Wargear, skills, advancements, and Lasting Injuries. **Equipping Fighters and Crew:** 1. Fighters on foot can have up to three weapons; those with the Mounted condition can have two. 2. Weapons marked with an asterisk (*) count as two weapons. 3. Fighters can purchase Wargear listed in their entry. 4. Weapon accessories marked with a dagger (†) cannot be combined on the same weapon. 5. Crew can equip two weapons, and weapons gain the Arc (Front) trait. 6. Equipment limitations for campaign and skirmish play may vary. **Equipping Vehicles:** 1. Vehicles can be equipped with various weapons, Wargear, and upgrades. 2. No limit on the amount of Wargear; however, some Wargear cannot be combined. 3. Vehicles have a set number of Upgrade slots divided into Body, Drive, and Engine categories. **Vehicle Upgrades:** 1. Upgrades can be added during a campaign from either the Trading Post or equipment list. 2. Upgrades can be discarded in favor of new ones in the same slot. 3. Discarded upgrades can either be trashed or kept in the gang’s Stash. **Fighter and Vehicle Cards:** 1. Complete a blank Fighter card or Vehicle card for each model added to the gang. 2. Record the model’s characteristics and equipment on their respective card. **Equipment Sets:** 1. Fighters or Crew with the Tools of the Trade special rule can have multiple equipment sets represented by different Fighter or Vehicle cards. 2. There's no additional cost for multiple equipment sets. **Death of a Leader:** 1. If a gang’s Leader is killed, a new leader is nominated based on specific criteria. ## **Creating a Skirmish Gang** **Founding a Gang:** - For Skirmish battles, gangs should have 1,250 to 2,000 credits, with flexibility for larger gangs. - Recommended minimum: 10 fighters and one vehicle; maximum: 20 fighters and four vehicles. - Gang composition rules apply as in a campaign. - Unspent credits are not added to the gang’s Stash. **Leaders and Champions:** - Get a free starting skill or ability. - Record this on the fighter’s Fighter card. **Equipment:** - Follow standard equipment rules. - May include rare and/or illegal items from the Trading Post. - Pre-determine the Rare (X) and Illegal (X) level, e.g., up to Rare (10). **Hired Guns, Brutes, and Hangers-on:** - Do not count towards the minimum number of fighters. - Count towards the maximum number of fighters. - Number allowed is detailed in the Reputation section. - Must be represented by appropriate models. ## **Gang Attributes** **Reputation:** - Skirmish gangs may start with a Reputation of 5, 10, or 15. - Determines the number of Hangers-on and Brutes allowed. ## **Model Attributes** **Additional Skills:** - Allow certain fighters to start with free additional skills. - Number of additional skills based on gang's credits value: - 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. - Distribute skills among Leaders, Champions, Prospects, Juves, and Specialists. **Characteristic Increases:** - Allow a number of free characteristic increases. - The number of increases should be half the number of extra skills rounded down. - No model should have more than one characteristic increase. ## **The Gang Roster** - Complete a Fighter card or Vehicle card for each gang member and vehicle. - The roster includes gang's name, type, Gang Rating, Reputation, Wealth, Territories, Stash, and individual fighter details. - Gang Rating is the total cost of all fighters, vehicles, and their equipment. - Wealth includes the total cost of fighters, vehicles, and Stash contents. - Reputation starts at 1 and varies in campaigns. ## **Model Campaign Attributes** - **Experience (XP):** Used to purchase Advancements. - **Advancements:** Increases the cost of future Advancements. - **Captured By, In Recovery & In Repair:** - Models Out of Action may suffer Lasting Injuries leading to recovery time. - Models can be Captured by enemy gangs. - Wrecked vehicles may require repairs. For detailed guidance and rules, refer to the specific Necromunda supplements and campaign rules. ## **The Rules** **Pre-Battle Sequence***Source: Necromunda Core Rulebook (2023)* 1. **Make a Challenge & Stake Territory**: Challenges are issued and accepted between players. In Campaign play, this involves nominating a territory as the stake. 2. **Recruit Hired Guns**: Players can recruit Hired Guns using credits. The lower Gang Rating player recruits first. 3. **Determine Scenario**: Choose or roll for a scenario. The attacker and defender are determined, considering the Home Turf Advantage and specific scenarios like Rescue Missions. 4. **Set Up the Battlefield**: Follow scenario instructions or default methods for terrain setup. 5. **Choose Crews**: Select the starting crew as detailed in the scenario. 6. **Announce Territory Boons**: In Campaign play, announce any Territory Boons affecting the battle. 7. **Gang Tactics**: Determine gang tactics based on the scenario instructions. 8. **Deployment**: Set up gangs on the battlefield as per scenario deployment zones. **Game Structure***Source: Necromunda Core Rulebook (2023)* - **Round Sequence**: The game is split into rounds, each consisting of three phases: Priority Phase, Action Phase, and End Phase. **Priority Phase** 1. **Roll For Priority**: Determine who gets the Priority marker, giving them a significant advantage. 2. **Ready Gang**: Place Ready markers on each model (fighter or vehicle) in the gang. **Action Phase** - **Activate Gang**: Players alternate activating models, performing actions with them. **End Phase** - **Bottle Checks**: Check if gangs hold their nerve or flee. - **Recover & Restart**: Recovery tests for injured fighters and restart tests for stalled vehicles. - **Rally Tests**: Rally broken models. **Priority Phase***Source: Necromunda Core Rulebook (2023)* 1. **Roll For Priority**: Determines the round's Priority holder. 2. **Ready Gang**: Apply Ready markers to models for activation. **Action Phase***Source: Necromunda Core Rulebook (2023)* 1. **Activate Gang**: Take turns activating individual models or groups of fighters. **Types of Action***Source: Necromunda Core Rulebook (2023)* - **Simple Action**: Can be performed more than once per activation. - **Basic Actions**: Only performed once per activation. - **Double Actions**: Counts as two actions. - **Free Actions**: Do not count towards action limit. - **Changing Facing**: Adjusting model's facing during activation. This section provides a comprehensive overview of the rules and phases involved in a game of Necromunda, guiding players through the pre-battle preparations and the flow of the game rounds. ## **Fighter Actions** *Source: Necromunda Core Rulebook (2023)* Fighters in Necromunda can perform a variety of actions based on their status - Standing (Active or Engaged) or Prone (Pinned or Seriously Injured). ### **Standing & Active Fighters** - **Move (Simple)**: Move up to their Movement characteristic, climb, cross gaps, leap, or jump down. - **Charge (Double)**: Move with additional distance, potentially engage in combat. - **Crawl Through Ductway (Double)**: Move through ductways avoiding enemies. - **Take Cover (Basic)**: Move and then become Prone and Pinned. - **Shoot (Basic)**: Make a ranged attack. - **Aim (Basic)**: Gain a bonus for a subsequent Shoot action. - **Fire Through Ductway (Basic)**: Shoot through ductways with specific hit chances. - **Reload (Simple)**: Reload a weapon that's Out of Ammo. - **Reload Vehicle Weapon (Simple)**: Reload a vehicle weapon that's Out of Ammo. - **Coup De Grace (Simple)**: Take out a Prone and Seriously Injured enemy fighter. - **Operate Door (Simple)**: Open or close a door. - **Access Terminal (Basic)**: Use intelligence to operate a door remotely. - **Force Door (Basic)**: Force open a locked door. - **Smash Open Loot Casket (Basic)**: Open a loot casket by force. - **Bypass Loot Casket Lock (Basic)**: Open a loot casket using intelligence. - **Carry Loot Casket (Simple)**: Move while carrying a loot casket. ### **Standing & Engaged Fighters** - **Fight (Basic)**: Engage in close combat. - **Retreat (Basic)**: Attempt to disengage and move away. ### **Prone Fighters** ### Prone & Pinned - **Stand Up (Basic)**: Stand up to become Active. - **Crawl (Double)**: Move while staying low. - **Blind Fire (Double)**: Shoot blindly at enemies. ### Prone & Seriously Injured - **Crawl (Double)**: Same as for Prone & Pinned. ### **Broken Fighters** - **Running for Cover (Double)**: Move away from danger, dictated by several factors. ### **Vehicle Actions** *Source: Necromunda Core Rulebook (2023)* ### Mobile Vehicles - **Move (Simple)**: Standard movement for vehicles. - **Manoeuvre (Simple)**: Move with more flexibility. - **Move & Shoot (Basic)**: Move and fire one weapon. - **Fire All (Basic)**: Fire all Crew Operated weapons. - **Reload (Simple)**: Reload a vehicle weapon. - **Aim (Basic)**: Gain a bonus for subsequent Fire All action. - **Drift (Basic)**: Move half the distance and take a control test. - **Ram (Double)**: Move with added distance, possibly colliding with objects. - **Spin (Basic)**: Turn up to 180° and test for control. - **Full Throttle (Double)**: Move up to three times the distance, with control test on turn. ### Stationary Vehicles ### **Stationary & Stalled** - **Jump Start (Simple)**: Attempt to restart the vehicle. - **Turn-Over (Basic)**: Small movements while trying to restart. - **Free Wheel (Basic)**: Move due to gravity. - **Fire All (Basic)**: Fire all weapons. ### **Stationary & Wrecked** - No actions available; treated as a terrain feature. ### **Broken Vehicles** - **Break for Air (Double)**: Desperate movement to escape battle. - **Burn Out (Double)**: Attempt to restart and create smoke screens. ### **Movement** *Source: Necromunda Core Rulebook (2023)* - **Moving Models**: Models move by performing actions, with restrictions based on their type (fighter or vehicle). - **The 1" Rule**: Fighters cannot voluntarily move within 1" of an enemy, except when charging or if the enemy is Prone and Seriously Injured. - **Directly Towards & Directly Away From**: Specific movement directions, following a straight line between models. These rules cover a comprehensive range of actions for both fighters and vehicles, guiding players on how to maneuver and engage in combat in the diverse and dangerous environments of Necromunda. ### **Vehicles and Difficult Terrain** *Source: Necromunda Core Rulebook (2023)* Vehicles in Necromunda interact with different terrain types based on their locomotion method. These methods are defined under the Locomotion special rules. ### Locomotion Special Rules 1. **Wheeled**: Counts as moving 2" for every 1" in difficult terrain. 2. **Tracked**: Ignores movement penalties over difficult terrain. 3. **Skimmers**: Skips all difficult and dangerous terrain but requires a Handling test if ending on such terrain; failure leads to a Catastrophic hit to the Drive. 4. **Walker**: Can turn freely and counts as moving 2" for every 1" in difficult terrain. ### Vehicles and Dangerous Terrain Vehicles crossing dangerous terrain must pass a Handling check to avoid a Catastrophic Hit to the Drive. Failing this check results in immediate damage. ### Fighter Movement on Vehicles Fighters interact with vehicles like terrain, climbing and jumping on them. Balancing on a moving vehicle is challenging: - Fighters (excluding those in transport spaces) on moving vehicles must pass an Initiative check or fall off. - If they fall, they are placed 1" away in a direction determined by the Scatter dice. - Falling near impassable terrain or edges requires additional checks. - Objects like Loot caskets fall off unless secured by a successful Initiative check. ### Vehicle Impacts *Source: Necromunda Core Rulebook (2023)* ### **Running Over Fighters** - Fighters moved by a vehicle must pass an Initiative test or suffer a hit. - Seriously Injured fighters pass only on a natural 6. ### **Vehicle Collision Damage Table** - Impact strength varies based on the vehicle's Movement characteristic. - Collisions involve Strength, AP, and Damage calculations. ### **Types of Collisions** - **Head-On Collisions**: Depend on Toughness comparison; can push impacted vehicles. - **Side-On Collisions**: Require Handling tests; failure leads to adjustment of the active vehicle's course. ### **Colliding with Terrain** - Collisions with sturdy structures treat the vehicle as having collided with a tougher opponent. - Collisions with flimsy structures destroy them, potentially causing falls. ### Terrain *Source: Necromunda Core Rulebook (2023)* Terrain plays a significant role in Necromunda, affecting movement and interactions. ### **Difficult Terrain** - Movement through difficult terrain counts as double. ### **Dangerous Terrain** - Crossing requires Initiative or Handling tests to avoid going Out of Action or suffering a Catastrophic hit. ### **Obstacles** - Fighters crossing obstacles reduce their movement by the obstacle's height. - Vehicles destroy obstacles when crossing but may take damage. ### **Structures (Sturdy & Flimsy)** - Fighters can climb structures; vehicles may damage them upon collision. - Flimsy structures can be destroyed by vehicle collisions. ### **Impassable Terrain & Solid Terrain Features** - Impassable terrain cannot be traversed by models. - Ductways in Zone Mortalis battles allow crossing through certain impassable terrain using a specific action. These rules provide a comprehensive framework for how vehicles and fighters interact with various terrain types in Necromunda, adding depth and tactical complexity to the game. **Climbing:** - Fighters can climb vertical surfaces to reach higher levels. - Movement is counted as 2" for every 1" climbed vertically. - Fighters must finish their activation on a flat surface unless in the middle of a Move (Simple) action. **Leaping Gaps:** - Fighters can leap gaps bigger than their base if they have sufficient Movement. - An Initiative test determines success; failure results in falling. **Jumping Down:** - Fighters can jump down to lower levels or disembark from vehicles. - An Initiative test is required, with modifiers based on the height jumped. **Falling Hazards:** - Fighters risk falling if they become Prone within ½" of an edge. - An Initiative test determines if they fall, with railings providing a bonus to the test. **Falling:** - Falling fighters take hits based on the distance fallen, rounded up. - They become Prone and Pinned, and their activation ends. - If they land on another fighter, both are affected similarly. **Vehicles and Falling:** - Vehicles can fall off elevated heights due to various reasons. - They must pass a Loss of Control test and take hits as described in the rules. **Shooting:** - Involves assessing target priority, declaring the shot, measuring range, making the hit roll, and resolving hits. - Target priority requires targeting the closest eligible enemy unless a Cool test allows otherwise. - Various modifiers apply to the hit roll, including cover and engagement status. - Missed shots can potentially hit other fighters nearby. - The Firepower dice is rolled for each attack, indicating additional shots or ammo issues. 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 > Most of the faces on the Firepower dice feature a number of bullet holes: one, two or three. In most cases, rolling one of these symbols means the weapon hasn’t run out of ammo, jammed or otherwise malfunctioned. If, however, the weapon being fired has the Rapid Fire (X) trait, the number of bullet holes rolled indicates the number of shots made. 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 This symbol indicates that the weapon has run out of ammo, jammed or malfunctioned, and that an Ammo roll is required. Rolling this symbol doesn’t mean that the attack itself misses, based on the Ballistic Skill test the attack may still hit its target. However, regardless of the Ballistic Skill test, something has gone wrong and an Ammo test must be made. **Ammo Checks:** - When the ammo check symbol (an empty bullet casing) is rolled, it indicates an ammo problem like running out of ammo, jamming, or malfunction. - An Ammo test is required when this symbol is rolled, regardless of whether the Ballistic Skill test for the attack was successful. **Multiple Weapon Profiles:** - Weapons with multiple profiles (e.g., shotguns with different ammo types) must declare the profile being used when attacking. - If an Ammo test is failed for one profile, it is considered failed for all profiles. - The weapon can't be used until a successful Reload (Simple) action is performed. **Blast Markers:** - Used with weapons having the Blast (X) trait, allowing targeting a point on the battlefield instead of a model. - Placement involves a scatter mechanic if the attack misses. - All models under the Blast marker are hit by the attack. **Flame Templates:** - Weapons with the Template trait use the Flame template to determine hits. - The template is placed with the narrow end touching the attacker's base, hitting models beneath it automatically. **Cover and Templates:** - Models in partial or full cover from a Blast marker or Flame template receive a positive modifier to their Save roll. - Partial cover grants a +1 modifier, and full cover grants a +2 modifier. **Close Combat:** - Fighters engaged with an enemy can make close combat attacks using Melee or Sidearm weapons. - The sequence includes turning to face, choosing weapons, determining attack dice, declaring targets, making hit rolls, resolving hits, reaction attacks, and consolidating or executing a coup de grace. **Charging Prone or Out of Line of Sight Fighters:** - Charging a prone fighter changes their status to Standing and Engaged. - Charging fighters not in line of sight incurs a -1 modifier to hit rolls. **Combat Details:** - Fighters can turn to face any direction, but this may cause a -1 modifier to hit rolls. - Fighters can use up to two Melee or Sidearm weapons, or make unarmed attacks. - The number of attack dice is based on the fighter's Attacks characteristic, with modifiers for dual wielding or charging. ### Dual Weapons with the Melee or Sidearm trait (+1) - **Charging (+1):** If the fighter is attacking with more than one weapon, the Attack dice must be split as evenly as possible between the two weapons, ideally allocating an equal number of Attack dice to each weapon. Where this is not possible, for instance, if the fighter has an odd number of Attacks to make, the controlling player may choose which weapon is allocated the extra Attack dice. ### Pistols at Close Quarters - A weapon with the Sidearm trait can only have one Attack dice allocated to it. Any remaining Attack dice must be allocated to a weapon with the Melee trait. If a fighter has no other weapons with the Melee trait, any remaining Attack dice must be allocated to Unarmed attacks, as described previously. - If a fighter attacks with a weapon with the Sidearm trait in close combat, Accuracy modifiers do not apply – this is only used when making ranged attacks. ### INFO #### FIGHTING ACROSS BARRICADES - A fighter that is in base contact with an obstacle that is less than 1" wide counts as being engaged with an enemy fighter if that enemy fighter is in base contact with the other side of the obstacle, even though the fighters themselves are not in base to base contact. Fighters armed with weapons with the Versatile trait can fight across wider obstacles if the enemy fighter is within the range of the weapon. #### 4. DECLARE TARGETS - When a fighter makes a close combat attack, it must be against an eligible target. An eligible target is an enemy model that is within the vision arc of the fighter, and that the fighter is Engaging. If there is more than one eligible target, close combat attacks can be split between them as the player wishes. #### 5. MAKE HIT ROLL(S) - Each Attack dice is used to make a Hit roll. A Hit roll is a Weapon Skill test made against the WS of the attacking fighter. Roll separately for each different weapon being used by the fighter and/or for different targets. - Hit rolls may be modified by +1 for each assist from a friendly fighter also engaged with the target, or by -1 for each enemy fighter also Engaging the attacker. - Note that BS is not used to make Hit rolls in close combat, even when a ranged weapon with the Sidearm trait is used. When making a Hit roll for a weapon with the Sidearm trait, a WS test is made, exactly as described above. - Rolls of a Natural 1: If, when making a close combat attack, the Hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply. #### 6. RESOLVE HITS - Each attack that scores a hit is resolved as described in Resolving Hits. #### 7. REACTION ATTACKS - If there are still enemies that are Standing and Engaged with the attacker, they may make Reaction attacks, following steps 1-6. ### INFO #### ATTACKING VEHICLES - A fighter that is within 1" of a vehicle may make close combat attacks against it as if they were engaged with that vehicle, though in all other respects they count as Standing and Active. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice, choosing one result to apply and discarding the other(s). - A vehicle never counts as being engaged and may freely move out of engagement range of enemy fighters, however, when it does those fighters may make an Initiative test, and can make Reaction attacks against the vehicle if they pass. - A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. - Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate as described previously. #### 8. CONSOLIDATE OR COUP DE GRACE - If all enemy models the attacker was engaged with are now either Prone and Seriously Injured or Wrecked, the fighter may make a free Coup De Grace (Simple) action against one such enemy fighter. - Alternatively, if all enemy models the attacker was engaged with are now Prone and Seriously Injured, have gone Out of Action or are Wrecked, the fighter may move up to 2" in any direction. ### ASSISTS & INTERFERENCE Engaging more than one opponent is much more difficult than Engaging a lone fighter. When making close combat attacks, a fighter can claim ‘assists’ from friendly fighters who are also engaged with the target of the attack, and can suffer ‘interference’ from enemy fighters other than the target of the attack who are also engaged with them. #### ASSISTS - When a fighter makes a close combat attack, they can claim an assist from each other friendly fighter that is: - Engaged with the target of the attack. - Not engaged with any other fighters from the same gang as the target of the attack. - Each assist claimed in this way adds a +1 modifier to the Hit roll. #### INTERFERENCE - When a fighter makes a close combat attack, they may suffer interference from each other enemy fighter that is: - Engaged with the attacker. - Not engaged with any other fighters from the same gang as the attacker. - Each interference causes a -1 modifier to apply to the Hit roll. ### RESOLVE HITS **Source: Necromunda Core Rulebook (2023)** Whenever a successful Hit roll is made against a model, there is a good chance that hit will cause that model to suffer a degree of damage. Determining how badly damaged a model is and what the effects of that damage are differs between fighters and vehicles. #### RESOLVING HITS AGAINST FIGHTERS When a fighter suffers a Hit, follow this sequence: 1. **MAKE WOUND ROLL** - Whenever a Wound roll is made against a fighter, it is always the opposing player that makes it. Cross-reference the weapon’s Strength with the hit fighter’s Toughness and roll a D6 on the table below to determine if the fighter is wounded by the attack: | Strength vs Toughness | D6 Roll Required | |-----------------------|------------------| | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | 2. **MAKE A SAVE ROLL** - If a hit results in a successful Wound roll, or leads to an Injury roll being made against the fighter for any reason, the fighter may be able to make a Save roll. - Only one Save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made, regardless of how many different Save rolls a fighter may have. For example, if a fighter wears both mesh armour and a refractor field, they may only attempt a Save roll against a successful Wound roll with one of those items. - Save rolls are made either: - After the Wound roll is made but before the Wound is removed from the fighter, in which case the Wound is ‘saved’ and not removed. - If the attack has a Damage ‘-’ characteristic and causes an Injury dice to be rolled against the fighter for any reason, a Save roll is made before any Injury dice are rolled. - Players should note that some weapon traits will disallow Save rolls. For example, the Gas Weapon trait states that no Save roll can be made. In such cases, regardless of any modifiers, no Save roll can be made. - Armour Penetration: It may happen that the Armour Penetration (AP) characteristic of a weapon is greater than the Save roll granted by the armour a fighter wears, thus canceling out the Save roll. For example, a fighter wearing mesh armour has a Save roll of 5+, but if they are hit by a weapon with AP -3, no Save roll would be possible. - Positive Save Modifiers: In some situations, such as a fighter benefiting from partial or full cover against an attack that uses a Blast marker, a fighter’s Save roll may be improved. In such situations, this positive modifier may be added to a fighter’s normal Save roll but may not be added to Field armour. For example, if a fighter wearing mesh armour (5+ save) and a displacer field (4+ save) gains a +1 modifier to their Save roll, they may improve their mesh armour save to 4+ but may not improve their displacer field save to 3+. - If a fighter not wearing armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. For example, if a fighter wearing no armour gains a +2 save modifier, they will be able to make a Save roll of 5+. - Rolls of a Natural 1: A roll of a natural 1 when making a Save roll is always an automatic failure, regardless of any modifiers that may apply. ## LASTING INJURIES[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injuries) Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. HOUSE RULE (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ### GOING INTO CONVALESCENCE[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-convalescence) Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### GOING INTO RECOVERY[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-recovery) Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### FALLING[](https://necrovox.org/docs/the-rules/resolve-hits#falling) As described in [Terrain: Falling](https://necrovox.org/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | --- | --- | --- | --- | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | INFO ### CHARACTERISTIC REDUCTIONS[](https://necrovox.org/docs/the-rules/resolve-hits#characteristic-reductions) Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ### LASTING INJURY TABLE[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injury-table) | D66 | Lasting Injury | | --- | --- | | 11 | Lesson Learned: The fighter goes into Convalescence but gains D3 Experience. | | 12 | Impressive Scars: The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | Bitter Enmity: The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | Out Cold: The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | Convalescence: The fighter goes into Convalescence. | | 41 | Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | Multiple Injuries: The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | Captured: The fighter might be https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured. | | 61-65 | Critical Injury: The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## LASTING INJURIES[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injuries) Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. HOUSE RULE (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ### GOING INTO CONVALESCENCE[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-convalescence) Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### GOING INTO RECOVERY[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-recovery) Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### FALLING[](https://necrovox.org/docs/the-rules/resolve-hits#falling) As described in [Terrain: Falling](https://necrovox.org/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | --- | --- | --- | --- | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | INFO ### CHARACTERISTIC REDUCTIONS[](https://necrovox.org/docs/the-rules/resolve-hits#characteristic-reductions) Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ### LASTING INJURY TABLE[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injury-table) | D66 | Lasting Injury | | --- | --- | | 11 | Lesson Learned: The fighter goes into Convalescence but gains D3 Experience. | | 12 | Impressive Scars: The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | Bitter Enmity: The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | Out Cold: The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | Convalescence: The fighter goes into Convalescence. | | 41 | Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | Multiple Injuries: The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | Captured: The fighter might be https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured. | | 61-65 | Critical Injury: The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## NERVE TESTS[](https://necrovox.org/docs/the-rules/resolve-hits#nerve-tests) Seeing friends and comrades suffering serious injury can have quite a profound effect upon even the most hardened of underhive gangers. Therefore, fighters have to take a Nerve test when a friendly fighter is Prone and Seriously Injured or taken Out of Action within 3" of them, or a friendly vehicle is Wrecked within 6" of them. All fighters must test regardless of their Status and Secondary Status, though it should be noted that some fighters may be subject to a special rule that makes them immune to Nerve tests. NOTE No Nerve test is required when a Juve/Prospect is taken Out of Action, except by other Juves/Prospects. To make a Nerve test, make a Cool test for the fighter, applying a +1 modifier for each friendly fighter within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, nothing happens. - If the test is failed, the fighter becomes Broken. Place a Broken marker on their Fighter card to indicate that the fighter is subject to the Broken condition: - As soon as a fighter becomes Broken, they will immediately activate (even if they have already been activated this round) and make a [Running for Cover (Double)](https://necrovox.org/docs/the-rules/fighter-actions#running-for-cover-double) action. - If the fighter is Ready, they lose their Ready marker. - Broken fighters may be rallied in the End phase, as described in [Rally Tests](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken fighter activates in a subsequent round, they may not make any actions other than Running for Cover (Double). - If a Broken fighter is engaged by an enemy fighter, they may only make Reaction attacks with a -2 modifier. INFO ### VEHICLES AND NERVE TESTS[](https://necrovox.org/docs/the-rules/resolve-hits#vehicles-and-nerve-tests) Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool test for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the test is passed, nothing happens. - If the test is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile will make a [Break For Air (Double)](https://necrovox.org/docs/the-rules/vehicle-actions#break-for-air-double) action, or if Stationary and Stalled make a [Burn Out (Double)](https://necrovox.org/docs/the-rules/vehicle-actions#burn-out-double) action. - If the vehicle is Ready, they lose their Ready marker. - Broken vehicles may be rallied in the End phase, as described in [Rally Tests](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled. # RESOLVING HITS AGAINST VEHICLES *Source: Necromunda Core Rulebook (2023)* When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. DETERMINE FACING OF ATTACK[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#1-determine-facing-of-attack) As noted in [Vehicle Characteristics](https://necrovox.org/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-characteristics--characteristic-tests), all vehicles have three Toughness characteristics: Front, Side and Rear – each of which corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/01692a27-0b5d-4e5a-9315-7ebf43e42e5e/Untitled.png) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a [Blast marker](https://necrovox.org/docs/the-rules/shooting#blast-markers)) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. INFO ### HULL DOWN VEHICLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#hull-down-vehicles) Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ## 2. MAKE WOUND ROLL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#2-make-wound-roll) Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | --- | --- | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. MAKE SAVE ROLL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#3-make-save-roll) If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the [same way as for fighters](https://necrovox.org/docs/the-rules/resolve-hits#2-make-a-save-roll). ## 4. DETERMINE DAMAGE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#4-determine-damage) Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. ### A. LOCATION HIT[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#a-location-hit) One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice until a location that can be hit is rolled. ### MULTIPLE LOCATION DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#multiple-location-dice) Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. ROLL DAMAGE DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#b-roll-damage-dice) After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered – the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### DAMAGE DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#damage-dice) Damage dice are special dice used to determine the severity of the damage caused to a vehicle. Each face is marked with one of three different symbols. These are: ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/23f049ae-8e6d-4eca-9697-4a5b706121d8/Untitled.png) ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/af056db2-9eea-4a22-aa74-44a0a03077df/Untitled.png) ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/281b02ca-3b35-4396-ab9c-12a7ac1ac67e/Untitled.png) ## DAMAGE TABLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#damage-tables) Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### BODY DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#body-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Crew Shaken: The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | Structural Damage: The vehicle loses one Hull Point and immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Catastrophic Hit | Weapon Destroyed: One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no undamaged weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | ### ENGINE DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#engine-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Stutter: The vehicle immediately becomes Stationary and Stalled. | | Penetrating Hit | Loss of Power: The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | | Catastrophic Hit | Belching Smoke & Flame: The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier. | ### CREW DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Crew Shaken: The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | Driver Wounded: The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during the Recover & Restart step: • On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.• On a 2 or 3, the driver grits their teeth and carries on driving through the pain.• On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | Catastrophic Hit | Driver Black Out: The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests, changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during the Recover & Restart step:• On a 1-3, the driver remains unconscious.• On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round. | ### DRIVE DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Tank Slapper: The vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | | Penetrating Hit | Blow Out: The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | Catastrophic Hit | Major Malfunction: The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## WRECKED VEHICLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#wrecked-vehicles) When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### THROWN CLEAR[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#thrown-clear) When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative test. If this test is passed, the fighter remains Standing. If, however, this test is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Falling](https://necrovox.org/docs/the-rules/resolve-hits#falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. INFO ### VEHICLES WITH MULTIPLE CREW[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#vehicles-with-multiple-crew) Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ### INJURED CREW[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#injured-crew) Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | --- | --- | | 11 | Lesson Learned: The crew goes into Convalescence but gains D3 Experience. | | 12-26 | Out Cold: The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | Convalescence: The crew goes into Convalescence. | | 51-52 | Humiliated: The crew goes into Convalescence. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | Head Injury: The crew goes into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | Eye Injury: The crew goes into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | Critical Injury: The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## LASTING DAMAGE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#lasting-damage) Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### GOING INTO REPAIR[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#going-into-repair) In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired (see [Negotiate Repairs](https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs)). The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | --- | | 1 | Persistent Rattle: There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made for this vehicle. | | 2 | Handling Glitch: The vehicle suffers a -1 modifier to its Handling tests. | | 3 | Unreliable: At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | Loss of Power: The vehicle’s Movement characteristic is reduced by 1". | | 5 | Damaged Bodywork: Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | Damaged Frame: Reduce the vehicle’s Hull Points characteristic by 1. | | 7+ | Write-off: The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs. | ## LOSS OF CONTROL TESTS[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling test for the vehicle, applying any modifiers as required: - If the test is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the test is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. INFO ### FIGHTERS ON VEHICLES LOSING CONTROL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#fighters-on-vehicles-losing-control) If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must [test to avoid falling](https://necrovox.org/docs/the-rules/terrain#falling). ### LOSING CONTROL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#losing-control) When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. ![SwerveDice](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/579f9b1e-6f59-4bad-a6a0-6e192bc4eff1/Untitled.png) ![JackKnifeDice](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/9c37f611-e87c-4278-a3f4-89f809470e7f/Untitled.png) ![Roll](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/1eaa16c9-5c15-459c-b8bb-6c5496b40ad7/Untitled.png) In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ![Swerve](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/776166f9-22d7-478a-b874-e55f89c9daa5/Untitled.png) ![JackKnife](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/27aa9b28-a678-4229-9f66-13e0eec5d4ff/Untitled.png) > *Here we see a vehicle pivoted 45° and 90° to the left around its central point.* ### SWERVING AND JACKKNIFING[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#swerving-and-jackknifing) If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will pivot and then move a number of inches equal to half its Movement characteristic. ### ROLLING[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#rolling) If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3. The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an active model, does not change facing and all vehicle impacts are resolved as [Head-on Collisions](https://necrovox.org/docs/the-rules/vehicle-impacts#head-on-collisions). Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. !https://necrovox.org/assets/images/rolling-diagram-45615f3b108550889f3d916beabee810.jpg # THE END PHASE *Source: Necromunda Core Rulebook (2023)* After all models have been activated, the Action phase ends and play moves on to the End phase. The End phase has four steps: 1. **Bottle Checks:** If a player has at least one Prone and Seriously Injured or Out of Action fighter, or at least one Wrecked vehicle, they will have to make a Bottle check for their gang. 2. **Fleeing the Battlefield:** If either gang has failed a Bottle check, that gang’s controlling player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield. 3. **Recover & Restart:** Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters and/or Restart tests for any Stationary and Stalled vehicles belonging to their gang. 4. **Rally Tests:** Starting with the player that holds Priority, both players make Cool tests for Broken models belonging to their gang to see if they can Rally. NOTE ### REMOVE TEMPORARY EFFECTS[](https://necrovox.org/docs/the-rules/the-end-phase#remove-temporary-effects) **Smoke:** Roll a D6 per smoke cloud: on a 1-4 it is removed. **Graviton Pulse:** Remove any Graviton Pulse blasts. **Toxic Sludge:** Roll a 2+ for each Prone fighter that is at least partially in a pool of toxic sludge, or go Out of Action. ## 1. BOTTLE CHECKS[](https://necrovox.org/docs/the-rules/the-end-phase#1-bottle-checks) At the start of the End phase, a player will be required to make a Bottle check for their gang if one or more of their fighters are currently either Prone and Seriously Injured or Out of Action, or if one or more of their vehicles is currently Wrecked. If both players are required to make a Bottle check, the player that holds Priority should go first. To make a Bottle check for their gang, the controlling player rolls a D6 and adds to the result the total number of fighters belonging to their gang that are currently Prone and Seriously Injured or Out of Action and the total number of vehicles belonging to their gang that are currently Wrecked. If the final result is higher than the total number of models in its starting crew (the number of models that were present at the start of the battle, see [Choosing Crews](https://necrovox.org/docs/battlefield-setup/scenario-rules#choose-crew)), the Bottle check is failed and the gang has ‘bottled out’. If the scenario uses Reinforcements, instead of comparing to the number of models in its starting crew, compare the total to the number of models that were eligible to take part in the battle. Note that once a gang has bottled out, there is no need to make any further Bottle check for it. It is considered to have bottled out for the remainder of the battle. HOUSE RULE (A&A) - Reinforcements count towards bottle tests. - A voluntary fail automatically loses the match. ## 2. FLEEING THE BATTLEFIELD[](https://necrovox.org/docs/the-rules/the-end-phase#2-fleeing-the-battlefield) Once a gang has bottled out, both fighters and vehicles alike may begin to flee the battlefield. During this step of the End phase, starting with the gang that holds Priority if both gangs have bottled out, the controlling player makes a Cool test for each of their models that is currently on the battlefield: - If the test is passed, the model holds its nerve and remains on the battlefield. - If the test is failed, the model chooses discretion over valour and it (or in the case of a vehicle, its crew) flees the battlefield. What happens to a model when it flees the battlefield will depend firstly upon whether it is a fighter or a vehicle and, secondly, upon its current Secondary Status: 1. Should a fighter flee the battlefield whilst their Secondary Status is Active, Engaged or Pinned, they are simply removed from play with no ill effect. 2. Should a fighter flee the battlefield whilst their Secondary Status is Seriously Injured, they are removed from play and set to one side. During the Wrap-up, test to see if they [succumb to their injuries](https://necrovox.org/docs/the-rules/the-post-battle-sequence#succumbing-to-injuries). 3. Should a vehicle flee the battlefield, the crew will abandon the vehicle and flee the battlefield, returning later to collect their vehicle. Change the vehicle’s Status to Stationary and Wrecked but do not roll on the Lasting Damage table. ### VOLUNTARILY FLEEING THE BATTLEFIELD[](https://necrovox.org/docs/the-rules/the-end-phase#voluntarily-fleeing-the-battlefield) In the tense gang combat of Necromunda, it is often wise for a gang to quit a fight while they are still ahead. This is especially true in ambushes, and when smaller crews find themselves taking on larger and more dangerous ones! Once at least one of a gang’s starting crew is Prone and Seriously Injured, taken Out of Action or are Wrecked, a gang’s controlling player can choose to automatically fail any Bottle check the gang is required to make. Once a gang has bottled out (either voluntarily or by failing a Bottle check), the controlling player can declare that the gang will flee the battlefield at the start of any Action phase. Any Standing and Active or Prone and Pinned fighters, and all vehicles, immediately flee the battlefield as described above. Engaged fighters must attempt to break away from combat – make an Initiative test for each. If the test is passed, they flee the battlefield. If the test is failed, they become Prone and Seriously Injured. Once the gang that has declared that it will flee has only Prone and Seriously Injured fighters remaining on the battlefield, the battle ends. Roll to see if Prone and Seriously Injured fighters succumb to their injuries in the Wrap-up as usual. ### GANG HIERARCHY[](https://necrovox.org/docs/the-rules/the-end-phase#gang-hierarchy) Some models, most notably Leaders and Champions, have a special rule called ‘Gang Hierarchy (X)’ listed on their profile. In all such cases, the ‘X’ in brackets will be replaced by the model’s rank (‘Leader’ or ‘Champion’): **Gang Hierarchy (X):** During a battle, once this model’s gang has failed a Bottle check, during any End phase in which this model passes its Cool test and does not flee the battlefield, any friendly models that are within 12" (if this model is a Leader) or 6" (if this model is a Champion) of this model will automatically pass their Cool test and will not flee the battlefield. ## 3. RECOVER & RESTART[](https://necrovox.org/docs/the-rules/the-end-phase#3-recover--restart) Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters belonging to their gang to see if they recover sufficiently to return to the fight. Similarly, both players make Restart tests for any Stationary and Stalled vehicles belonging to their gang to see if they can be restarted and become Mobile once again. ### RECOVERY TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#recovery-tests) For each member of their gang that is Prone and Seriously Injured and still on the battlefield, the controlling player makes a Recovery test by rolling an Injury dice: - If the result is Out of Action, the fighter is removed from play. - If the result is Seriously Injured, the fighter suffers a Flesh Wound and remains as they are – Prone and Seriously Injured. - If the result is a Flesh Wound, the fighter suffers a Flesh Wound and becomes Prone and Pinned. **Assistance:** When making a Recovery test for a Prone and Seriously Injured fighter, one Standing and Active friendly fighter that is within 1" can offer assistance. If they do so, roll one extra Injury dice then pick one of the Injury dice to resolve and discard the other. In addition, a fighter that is being assisted does not suffer a Flesh Wound regardless of the result of the Injury dice. A fighter can only assist one Recovery test per End phase. **Multiple Injury Dice:** It may happen that, due to assistance, items of Wargear, Tactics cards or skills that, when making a Recovery test, several Injury dice are rolled. Regardless of how many are rolled, one Injury dice is picked and resolved – the others are discarded, as described previously. ### RESTART TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#restart-tests) For each vehicle belonging to their gang that is currently Stationary and Stalled, the controlling player makes a Restart test. To make a Restart test, make a Handling test for the vehicle, applying a +1 modifier unless the vehicle has only 1 HP remaining: 1. If the Handling test is passed, the vehicle immediately Restarts, changing its Status from Stationary and Stalled to Mobile. 2. If the Handling test is failed, the vehicle refuses to Restart and it remains Stationary and Stalled. ### WOUNDED DRIVERS[](https://necrovox.org/docs/the-rules/the-end-phase#wounded-drivers) Finally during this step, if any vehicles in a player’s gang have suffered a Driver Wounded damage effect, a D6 is rolled for that driver, as described in [Crew Damage Table: Drive Wounded](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). ## 4. RALLY TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests) During the final step of the End phase, players may attempt to Rally any Broken models belonging to their gang, starting with the gang that holds Priority if both gangs contain Broken models. To Rally a Broken model, make a Cool test for them, applying a +1 modifier to the result for each friendly model within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, the model is no longer Broken. - If the test is failed, the model remains Broken and may attempt to Rally again in the next End phase. FLOODED PASSAGE (SPECIAL TERRAIN FEATURE) At the end of each End phase, roll 2+ for each Seriously Injured fighter in the Flood Water or they are taken Out of Action (their injuries are too great to keep their head above water). BADZONE ENVIRONMENTS If using Badzone Environments, roll to see if the current is discarded. If discarded, generate a new Event. NOTE Leading by Example is not affected by any status or condition (Broken, Seriously Injured, Blaze etc.) # THE POST-BATTLE SEQUENCE Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. WRAP-UP[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#1-wrap-up) During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### SUCCUMBING TO INJURIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#succumbing-to-injuries) If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### BEING CAPTURED[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured) After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - 1 if the battle was a draw. - 2 if the fighter’s gang lost the battle. - 2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### CLAIMING SCRAP[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claiming-scrap) If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### CAPTIVE FIGHTERS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters) Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](https://necrovox.org/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](https://necrovox.org/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### TRADING CAPTIVE MODELS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#trading-captive-models) At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. ASSIGN/REASSIGN TERRITORY[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#2-assignreassign-territory) The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. RECEIVE REWARDS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#3-receive-rewards) Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. HOUSE RULE (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ### GAINING AND LOSING REPUTATION[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#gaining-and-losing-reputation) Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. COLLECT INCOME[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#4-collect-income) Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. POST-BATTLE ACTIONS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#5-post-battle-actions) During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### TRADE[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#trade) The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](https://necrovox.org/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### SELL TO THE GUILDERS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### CLAIM BOUNTIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claim-bounties) Law Abiding gangs can [claim bounties](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘DISPOSE’ OF CAPTIVES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#dispose-of-captives) As described in [Captive Fighters](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### MEDICAL ESCORT[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | --- | --- | | 1 | Complications: The fighter dies. | | 2-5 | Stabilised: Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | Full Recovery: The fighter goes into Recovery, but suffers no lasting effects. | ### NEGOTIATE REPAIRS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs) The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | --- | --- | | 1-3 | Almost Like New: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | Quality Repairs: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | Superficial Damage: The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. UPDATE ROSTER[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#6-update-roster) During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. CLEAN HOUSE[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#a-clean-house) After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. VISIT THE TRADING POST[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](https://necrovox.org/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. INFO ### THE BLACK MARKET, RARITY AND LEGALITY RATINGS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#the-black-market-rarity-and-legality-ratings) Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). INFO ### POST-BATTLE ACTIONS TIMINGS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#post-battle-actions-timings) Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ### C. GAIN BOONS FROM TERRITORIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#c-gain-boons-from-territories) Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. DISTRIBUTE EQUIPMENT[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#d-distribute-equipment) Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a * taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](https://necrovox.org/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](https://necrovox.org/docs/founding-a-gang/gang-creation#equipment-sets). ### E. PURCHASE ADVANCEMENTS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#e-purchase-advancements) In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](https://necrovox.org/docs/the-rules/gaining-experience#advancements). ### F. UPDATE GANG RATING[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#f-update-gang-rating) Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. REPORT RESULTS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#7-report-results) Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs. # GAINING EXPERIENCE *Source: Necromunda Core Rulebook (2023)* During any battle, a fighter (including vehicle crew) can gain Experience (XP) in a number of ways. The standard ways in which Experience is gained are detailed here. Experience is also gained by completing scenario objectives – these will be detailed in the scenario. Players should note that, for the purposes of gaining Experience, vehicle crew are considered to be fighters. A model gains XP for any of the following actions: - 1 XP if their action directly causes an enemy fighter to suffer one or more Serious Injuries.* - 2 XP if their action causes an enemy vehicle to become Wrecked. - 2 XP if their action directly causes an enemy fighter to go Out of Action.* - If the enemy fighter is a Leader or a Champion, gain an extra 1 XP. - 1 XP if they took part in a battle (this XP is only gained if the scenario does not grant XP for a model taking part in the battle). - 1 XP if they are Broken and successfully rally. - 1 XP if they provide Assistance to another fighter making a Recovery test who becomes Prone and Pinned. - *Note that fighters can only gain XP for Seriously Injuring or taking an enemy fighter Out of Action once per enemy fighter per activation. For instance, if a fighter causes an enemy fighter to suffer a Serious Injury, and then performs a Coup De Grace (Free) action, they would only gain the 2 XP for causing the enemy fighter to go Out of Action.* HOUSE RULE (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ## ADVANCEMENTS[](https://necrovox.org/docs/the-rules/gaining-experience#advancements) At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating. The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum – see [Fighter Profiles](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles)) for the basic XP cost shown each time. | Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves & Specialists) | Cost Increase | | --- | --- | --- | | 3 XP | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 4 XP | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits | | 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits | | 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 6 XP | The fighter gains a random skill from one of their Primary Skill Sets. | +20 credits | | 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 9 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits | | 9 XP | The fighter gains a random skill from one of their Secondary Skill Sets. | +35 credits | | 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits | | 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits | | 12 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits | | 15 XP | The fighter gains a random skill from ANY Skill Set. | +50 credits | ### GANGERS[](https://necrovox.org/docs/the-rules/gaining-experience#gangers) Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner. If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6. | 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase | | --- | --- | --- | | 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | | 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits | | 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | **Specialists:** Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list. ## MAXIMUM CHARACTERISTICS[](https://necrovox.org/docs/the-rules/gaining-experience#maximum-characteristics) As mentioned in [Fighter Profiles](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles), each of a fighter’s characteristics has a maximum value. In addition to these maximums, no fighter may improve their Movement, Strength or Toughness characteristics more than twice beyond that given in the basic profile for a fighter of their current category. No fighter may improve their Wounds or Attacks characteristics more than once beyond that given in the basic profile for a fighter of their current category. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum, treat it as a roll of 12 instead. YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ## SKILLS[](https://necrovox.org/docs/the-rules/gaining-experience#skills) Skills can be obtained by Leaders, Champions, Prospects, Juves, crews and Specialists. The skills that are available are divided into a number of universal [Skill Sets](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills). In addition, most gangs have their own unique Skill Set that represents the unique character of that gang or the House to which it belongs. These Skill Sets are presented alongside that Gang list. Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the fighters that make up that gang. All fighters have different levels of skill access depending upon their type and the gang to which they belong; for example, a House Goliath Forge Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Juve). In each Gang list, and for certain other types of fighter (Exotic Beasts and Brutes, for example), details are given showing the Skill Sets available to those fighters. Fighters have Primary access to some Skill Sets, and Secondary access to others. Certain fighters can access skills from other sets, but to do so is more expensive in terms of XP. ### GAINING A NEW SKILL[](https://necrovox.org/docs/the-rules/gaining-experience#gaining-a-new-skill) Whenever a fighter gains a new skill, it will either be chosen by the controlling player or determined randomly. How a new skill is determined will depend upon how much XP has been spent to gain the skill or if the skill is Primary, Secondary or neither, as detailed in the [Advancements table](https://necrovox.org/docs/the-rules/gaining-experience#advancements). **Choosing a Skill:** Choosing a skill is a simple matter of selecting a desirable skill from one of the Skill Sets available to that fighter. **Gaining a Random Skill:** Every skill in each Skill Set is numbered between 1 and 6. When a fighter gains a random skill, the player chooses a Skill Set to generate that skill from and rolls a D6. This roll determines which skill from the chosen Skill Set the fighter gains. If the fighter already has that skill, or cannot take that skill, simply re-roll the D6 until a skill the fighter does not have or can take is rolled. ## USING WYRD POWERS[](https://necrovox.org/docs/the-rules/psykers#using-wyrd-powers) When a psyker makes a Wyrd Power (X) action, they must make a Willpower test to see if the action is successful. If the test is passed, the Wyrd Power takes immediate effect. If it is failed, the Wyrd Power has no effect and the action is wasted. Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immediately expire. However, using Wyrd Powers is not without risk. If the Willpower test is failed on the roll of a double 1, the psyker must immediately roll on the [Perils of the Warp table](https://necrovox.org/docs/the-rules/psykers#perils-of-the-warp). If the Willpower test is passed on the roll of a double 6, the Wyrd Power takes effect, cannot be Disrupted (see [Psychic Duels](https://necrovox.org/docs/the-rules/psykers#psychic-duels)) and the psyker must immediately roll on the Perils of the Warp table. ## PSYCHIC DUELS[](https://necrovox.org/docs/the-rules/psykers#psychic-duels) Whenever a psyker is activated to make a Wyrd Power (X) action or to make a Maintain Control (Simple) action, if there is a Standing and Active or Prone and Pinned enemy psyker within 18", they may attempt to Disrupt the psyker’s successful Wyrd Power. To Disrupt a successful Wyrd Power (X) action, a psyker must roll 2D6. If the total is higher than the total rolled for the Willpower test made to successfully perform the action, the Wyrd Power is Disrupted and fails as if the psyker making the action had failed their own Willpower test. If the total is equal to or lower than the total of the Willpower test made to successfully perform the action, the Disruption attempt fails and the Wyrd Power (X) action is resolved. However, Disruption attempts can be just as risky as manifesting psychic powers. If a double 6 is rolled, the Wyrd Power is cancelled, but the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. If a double 1 is rolled, the Disruption attempt fails and the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. ## PERILS OF THE WARP[](https://necrovox.org/docs/the-rules/psykers#perils-of-the-warp) Whenever a psyker rolls a double 1 or a double 6 when making a Willpower test to perform a Wyrd Power (X) action, or when attempting to Disrupt a Wyrd Power, roll 2D6 and consult the table below: | 2D6 | Result | | --- | --- | | 2-3 | A Tear in Reality!: The psyker loses control and warp energy tears reality apart around them. Centre a 5" Blast marker on the psyker; any model touched by the marker must pass a Willpower test or lose a Wound or suffer the https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table. The psyker then goes Out of Action. | | 4-5 | Immaterium Inverse: The Warp inverts upon those attempting to control it. The psyker becomes the target of the power (regardless of range). If the power is beneficial, the psyker instead becomes Prone and Pinned and suffers a Strength 6 hit that inflicts 2 Damage, ignoring armour saves, and the power has no other effects. | | 6-8 | Whispers from the Warp: The psyker’s mind is filled with screaming daemonic voices. The psyker becomes subject to the Insane condition. Place an Insanity marker on the psyker’s Fighter card and roll a D6 on the https://necrovox.org/docs/general-principles/conditions#insane when they activate. | | 9-10 | Warp Surge!: The psyker’s power becomes overcharged with warp energy. The psyker may immediately try to manifest the same power again as a free action, or, if they were trying to Disrupt a power, they may immediately manifest one of their own powers as a free action – this additional manifestation of the power can trigger Perils of the Warp as normal. After working out the effects of the power, the psyker becomes Prone and Pinned and suffers a Strength 4 hit which inflicts 1 Damage, ignoring armour saves. | | 11-12 | Daemonic Possession: Daemonic energy courses through the psyker’s body. The psyker increases their Movement, Strength, Toughness and Attacks characteristics all by 3 and their Weapon Skill to 2+. Their unarmed attacks inflict 2 Damage and have an AP of -1. In the End phase of the following round, or if the psyker generates this result again, they go Out of Action. | HOUSE RULE ### WHISPER OF THE WARP (NECRODAMUS, A&A)[](https://necrovox.org/docs/the-rules/psykers#whisper-of-the-warp-necrodamus-aa) If the first action causes Insanity, apply Insanity immediately if the fighter makes a 2nd action. ## SANCTIONED AND NON-SANCTIONED PSYKERS[](https://necrovox.org/docs/the-rules/psykers#sanctioned-and-non-sanctioned-psykers) All psykers fall into two broad types, regardless of the powers they wield or where they originate from: sanctioned psykers and non-sanctioned psykers. Bearing the official approval of Imperial authorities, sanctioned psykers wield their powers under the control and vigilance of overseers and handlers. Trained from an early age in the correct use of their abilities and to minimise the risks of daemonic possession, sanctioned psykers are free to operate as they wish without the risk of censure by the authorities. A non-sanctioned psyker, by contrast, exists outside of the system and in secret, unaware of the great risks they present to themselves and others, and oblivious to the great efforts the Imperium goes to in controlling their kind. The rewards for bringing a non-sanctioned psyker to Imperial justice can be great, often significant enough to justify the risks of going against them! To reflect their sanctioned or unsanctioned status, all psykers will have one of the two following skills on their profile: **Sanctioned Psyker:** A psyker with this skill may re-roll a failed Willpower test once per battle. **Non-sanctioned Psykers:** Should a psyker with this skill be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a psyker with this skill be captured and sold to the Guilders, they are worth their full value. Note that when a psyker with this skill is captured, they can be sold immediately without the opportunity for a Rescue Mission. INFO ## WYRD POWERS AND THE FIREPOWER DICE[](https://necrovox.org/docs/the-rules/psykers#wyrd-powers-and-the-firepower-dice) Some Wyrd powers act as weapons that can be used by the psyker, however these powers can never run Out of Ammo. Therefore there is no need to roll a Firepower dice when attacking with a Wyrd power unless the attack has a Trait that triggers certain results on the Firepower dice. ## WYRD POWERS[](https://necrovox.org/docs/the-rules/psykers#wyrd-powers) There are many ways that a fighter may gain access to Wyrd Powers – one of the most common being the use of Ghast. Presented below are a selection of Wyrd Powers for players and Arbitrators to use in their campaigns. If a fighter gains a Wyrd Power, they may either roll a D6 to see which power they gain or in some cases may choose one of the following powers. TIP Below you will find the Wyrd Powers listed in the 2023 Core Rules. These were greatly expanded upon in the Book of the Outcast and can be found in [Wyrd Powers](https://necrovox.org/docs/the-rules/wyrd-powers). Most campaigns will use the extended powers list, but check with your arbitrator if uncertain. ### 1. TELEKINESIS – ASSAIL (BASIC)[](https://necrovox.org/docs/the-rules/psykers#1-telekinesis--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 Ballistic Skill. 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 S3, AP -, D1 hit. If they come into base contact with another Standing fighter, that fighter also suffers a S3, AP -, D1 hit and becomes Prone and Pinned. ### 2. PYROMANCY – FLAME BLAST (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/psykers#2-pyromancy--flame-blast-basic-continuous-effect) *Flames envelop 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. ### 3. CHRONOMANCY – FREEZE TIME (DOUBLE)[](https://necrovox.org/docs/the-rules/psykers#3-chronomancy--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. ### 4. TECHNOMANCY – WEAPON JINX (SIMPLE)[](https://necrovox.org/docs/the-rules/psykers#4-technomancy--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 test for one of their weapons, chosen by this fighter’s controlling player. ### 5. TELEPATHY – TERRIFY (DOUBLE)[](https://necrovox.org/docs/the-rules/psykers#5-telepathy--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 becomes Broken. ### 6. BIOMANCY – QUICKENING (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/psykers#6-biomancy--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 maximumof 2+). # 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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](https://necrovox.org/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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills. ### 2. CHAMELEON (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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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# **INTRODUCTION** **Necromunda** is a sprawling, evolving game, with numerous rules published since its 2017 version. These rules vary across publications, with some contradictions. The community has created compilations to keep the game playable. The goal of this website is to make the rules clear and accessible, consolidating all content from the 2017 release onwards. Initially based on the Necrodamus rules compilation, the 2023 Core Rules are now used verbatim (RAW), covering both these and previous publications. **Note:** All original content is owned by Games Workshop and published here without permission. Supporting the game by purchasing gangs and their corresponding House/Books is encouraged, as Necromunda is narrative-rich with extensive backstories. # **WEAPONS OF (GANG) WAR** *Source: Necromunda Core Rulebook (2023)* The essential elements for playing Necromunda include models for fighters and vehicles, and terrain for the battlefield. Other necessary items include: ## **MARKERS** Markers represent various model statuses and conditions, track lost Wounds or Hull Points, and can be placed on the battlefield or on Fighter/Vehicle cards. Examples include: - **Ready markers**: Indicate a model is ready for activation. - **Out of Ammo markers**: Show a weapon is out of ammunition or malfunctioned. - **Blaze markers**: Signify a model is on fire or ‘subject to the Blaze condition’. ## **TEMPLATES** ### **BLAST MARKERS** A circular template, 3" or 5" in diameter, used for weapons with the Blast trait. ### **FLAME TEMPLATES** Teardrop-shaped, approximately 8" long, used for weapons with the Template trait. ## **RULER/TAPE MEASURE** All distances in Necromunda are measured in inches. Pre-measuring is not allowed, and ranges are measured only when required by the rules. ## **VISION ARC TEMPLATE** A triangular template to determine a model’s vision arc quickly and easily. ## **FIGHTER AND VEHICLE CARDS** Each fighter and vehicle is represented by a card filled with their characteristics and equipment. These cards provide a reference during battle and can be used to place markers, keeping the battlefield uncluttered. ## **YAKTRIBE** Yaktribe.games is widely used for arbitrating campaigns, featuring a gang builder for digital record-keeping of fighters. ## **NECROMUNDA DICE** Necromunda uses several dice types, including: - **D6**: A regular six-sided dice, often with a special logo on the '6'. - **D3**: Rolled by halving the result of a D6, rounding up. - **Firepower Dice**: Used for ranged attacks to determine ammunition depletion or malfunction. - **Scatter Dice**: Used for determining random directions, especially for Blast weapons. - **Injury Dice**: Determine the severity of injuries. - **Location Dice**: Determine where a vehicle is hit. - **Damage Dice**: Determine the severity of vehicle damage. - **Control Dice**: Determine outcomes when a vehicle loses control. !https://necrovox.org/assets/images/dice-8298eae729c3e9634c0b2d80f995005f.jpg # **GANG FIGHTERS & THEIR WEAPONRY** In Necromunda, players control a ‘gang’ composed of models referred to as ‘fighters’ or ‘vehicles’. Each model is of a named type, representing a rank within the gang’s hierarchy (e.g., Leader, Ganger, Underhive Scum, Brute). The terms ‘fighter’, ‘vehicle’, or ‘model’ encompass all within the rules. ## **FIGHTER PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **FIGHTER CHARACTERISTICS PROFILES** Each fighter has a characteristics profile detailing their battle capabilities. For instance, the profile for an Orlock Gunner is: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | Characteristics represent various traits or attributes: - **Movement (M), Strength (S), Toughness (T), Wounds (W), Attacks (A)**: Higher numbers are better. - **Weapon Skill (WS), Ballistic Skill (BS), Initiative (I)**: Shown as target numbers (e.g., 4+), where lower numbers are better. - **Psychology characteristics (Leadership (Ld), Cool (Cl), Willpower (Wil), Intelligence (Int))**: Also target numbers, with lower being better. **Maximum and Minimum Characteristic Values:** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Max 8" | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ | | Min 1" | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ | **Note**: Movement, Strength, Toughness can be improved twice, and Wounds, Attacks once beyond their basic profile. ### **FIGHTER CHARACTERISTICS & CHARACTERISTIC TESTS** A fighter’s characteristics are defined as follows: - **Movement (M)**: Distance in inches the fighter can move with a standard Move action. - **Weapon Skill (WS)**: Proficiency in close combat using Melee or Sidearm trait weapons. - **Ballistic Skill (BS)**: Proficiency with ranged weapons. - **Strength (S)**: Likelihood of inflicting damage in close combat. - **Toughness (T)**: Resistance to being wounded by attacks. - **Wounds (W)**: How much damage the fighter can endure before succumbing. - **Initiative (I)**: Agility, dexterity, and reflexes measure. - **Attacks (A)**: Speed and ability in melee. - **Leadership (LD)**: Ability to issue or follow commands in battle. - **Cool (CL)**: Capacity for keeping calm under fire. - **Willpower (WIL)**: Mental fortitude and resilience. - **Intelligence (INT)**: Mental acuity and knowledge application. **Modifying Characteristics**: - Simple numbers: Apply modifiers as written. - Target numbers: Apply modifiers to the dice roll, not the characteristic. **Characteristic Tests**: - **WS, BS, I tests**: Roll a D6; success if equal to or higher than the characteristic. - **Ld, Cl, Wil, Int tests**: Roll 2D6; success if equal to or higher than the characteristic. - **Strength/Toughness checks**: Roll a D6; success if equal to or lower than the characteristic. ### **FIGHTER CARDS** Fighters are represented by models on the battlefield and Fighter cards, detailing characteristics, equipment, and other information. Blank Fighter cards for each House are available in the Gang Tactics cards packs. # **GANG FIGHTERS & THEIR WEAPONRY (CONTINUED)** ### **FIGHTER CARDS** Each Fighter card includes several key areas: - **Fighter’s Name**: Including rank if they are a Leader or Champion. - **Cost in Credits**: The value of the fighter. - **Characteristics**: Last four (Ld, Cl, Wil, Int) are shaded for psychological characteristics. - **Weapons**: Carried by the fighter. - **Skills**: Possessed by the fighter. - **Equipment**: Including armor, carried by the fighter. !https://necrovox.org/assets/images/fighter-card-numbered-40334e6ebe314cd294bb8a19fb1e845c.jpg ## **WEAPON PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE: HEAVY STUBBER PROFILE** | Weapon | Range S/L | Accuracy S/L | Strength | AP | Damage | Ammo | Traits | AL | Credit Cost | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy stubber | 20"/40" | -/-1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | **Key Characteristics of Weapons:** - **Range (RNG)**: Short (S) and Long (L), in inches. - **Accuracy (ACC)**: Modifiers for hit rolls within Short or Long range. - **Strength (STR)**: Used for wound rolls. - **Armour Piercing (AP)**: Modifier applied to armor saves. - **Damage (D)**: Indicates how much damage the weapon inflicts. - **Ammo (AM)**: Determines the chance of running Out of Ammo. - **Traits**: Unique bonuses or changes in weapon functionality. - **Availability Level (AL)**: Indicates availability from the Trading Post. - **Credit Cost**: Cost of the weapon from the Trading Post. ## **VEHICLE PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE: GOLIATH ROAD THUG IN A GOLIATH MAULER** **Vehicle Characteristics** | M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | 4+ | 8+ | 5+ | 9+ | 8+ | **INFO**: Vehicle profiles may vary slightly in format for brevity on Necrodamus. # **VEHICLE PROFILES** *Source: Necromunda Core Rulebook (2023)* ### **EXAMPLE VEHICLE CHARACTERISTICS** | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | Each characteristic represents a different trait of the vehicle or its crew: - **Movement (M), Toughness (Front, Side, Rear), Hull Points (HP)**: Higher numbers are better. - **Save (Sv), Ballistic Skill (BS), Handling (Hnd)**: Lower numbers (target numbers) are better. - **Psychology Characteristics (Leadership (Ld), Cool (Cl), Willpower (Wil), Intelligence (Int))**: Lower target numbers are better. **Maximum and Minimum Characteristic Values:** **Vehicle Characteristics** | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | Max 12" | 10 | 10 | 10 | 8 | 3+ | 2+ | | Min 1" | 3 | 3 | 3 | 1 | 10+ | 6+ | **Crew Characteristics** | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | Max 2+ | 3+ | 3+ | 3+ | 3+ | | Min 6+ | 10+ | 10+ | 10+ | 10+ | ### **VEHICLE CHARACTERISTICS & CHARACTERISTIC TESTS** - **MOVEMENT (M)**: Distance in inches the vehicle can move. - **TOUGHNESS (Front, Side, Rear)**: Measures vehicle's resilience. - **HULL POINTS (HP)**: Endurance before being Wrecked. - **HANDLING (Hnd)**: Manoeuvrability and responsiveness. - **SAVE (Sv)**: Armor level of the vehicle. - **BALLISTIC SKILL (BS)**: Crew's proficiency with ranged weapons. - **LEADERSHIP (Ld)**: Crew's command ability in battle. - **COOL (Cl)**: Crew's calmness under fire. - **WILLPOWER (Wil)**: Crew's mental fortitude. - **INTELLIGENCE (Int)**: Crew's mental acuity and knowledge. **Modifying Characteristics**: Apply modifiers as written for simple numbers, and to dice rolls for target numbers. **Characteristic Tests**: - **BS tests**: Roll a D6; success if equal to or higher than the characteristic. - **Hnd, Ld, Cl, Wil, Int tests**: Roll 2D6; success if equal to or higher than the characteristic. - **Toughness checks**: Roll a D6; success if less than or equal to the characteristic, but a natural 6 always fails. ### **VEHICLE CARDS** Vehicle cards represent each vehicle with their characteristics, upgrades, special rules, and other information. Each card includes: - **Vehicle’s Name** - **Vehicle’s Type** - **Cost in Credits** - **Characteristics**: Last five shaded for crew traits. - **Equipped Weapons** - **Special Rules** - **Upgrades and Wargear** !https://necrovox.org/assets/images/vehicle-card-numbered-85c7700257b3ddf5b6f8a04bd44c69c3.jpg ## **SKILLS** *Source: Necromunda Core Rulebook (2023)* This section lists universal skills available to models, split into nine Skill Sets. Skills are listed by name with their rules. Note that crew can only gain skills from the Driving, Leadership, Shooting, and Savant sets. ## **UNIVERSAL SKILLS AND GANG SPECIFIC SKILLS** Gangs have access to unique skill sets. These are detailed in Gang-Specific Skills. **Random Skill Determination Tables:** | D6 | Agility | Brawn | Combat | Cunning | Driving | | --- | --- | --- | --- | --- | --- | | 1 | Catfall | Bull Charge | Combat Master | Backstab | Jink | | 2 | Clamber | Bulging Biceps | Combat Master | Escape Artist | Expert Driver | | 3 | Dodge | Crushing Blow | Disarm | Evade | Heavy Foot | | 4 | Mighty Leap | Headbutt | Parry | Infiltrate | Slalom | | 5 | Spring Up | Hurl | Rain of Blows | Lie Low | T-Bone | | 6 | Sprint | Iron Jaw | Step Aside | Overwatch | Running Repairs | | D6 | Ferocity | Leadership | Savant | Shooting | | --- | --- | --- | --- | --- | | 1 | Berserker | Commanding Presence | Ballistics Expert | Fast Shot | | 2 | Fearsome | Inspirational | Connected | Gunfighter | | 3 | Impetuous | Iron Will | Fixer | Hip Shooting | | 4 | Nerves of Steel | Mentor | Medicae | Marksman | | 5 | True Grit | Overseer | Munitioneer | Precision Shot | | 6 | Unstoppable | Regroup | Savvy Trader | Trick Shot | ### **AGILITY SKILLS** 1. **Catfall**: Reduces fall/jump distance by half, rounded up. If not Seriously Injured or Out of Action, make an Initiative test to remain Standing. - *Optional House Rule*: 4+ to place fighter next to a pitfall at round end. 2. **Clamber**: Moves full distance when climbing. - *Optional House Rule*: Move freely through ductways without spending an action. 3. **Dodge**: Roll a D6 on being wounded. On a 6, the attack is dodged. 4. **Mighty Leap**: Ignore first 2" when leaping gaps. 5. **Spring Up**: Initiative test to stand up for free if Prone and Pinned. 6. **Sprint**: Double Movement characteristic on second Move action. ### **BRAWN SKILLS** 1. **Bull Charge**: +1 Strength and Knockback trait on Charge. 2. **Bulging Biceps**: Wield Unwieldy weapons in one hand. 3. **Crushing Blow**: Nominate one dice to increase Strength and Damage by one. 4. **Headbutt**: Basic action for Strength +2 hit, or self-damage if failed. 5. **Hurl**: Move enemy D3" and cause hit; usable after Charge. 6. **Iron Jaw**: +2 Toughness against AP - close combat weapons. ### **COMBAT SKILLS** 1. **Combat Master**: No hit roll penalties for interference; always grants assists. 2. **Counter-Attack**: Additional Attack dice for each missed enemy attack. 3. **Disarm**: Melee weapons gain Disarm trait. 4. **Parry**: Parry attacks without a Parry trait weapon. 5. **Rain of Blows**: Fight action counts as Simple. - *Optional House Rule*: Allow 2 consecutive Fight actions on Charge. 6. **Step Aside**: Initiative test to avoid a hit in close combat. ### **CUNNING SKILLS** 1. **Backstab**: Melee weapons gain Backstab trait. If already present, +2 Strength when used. - *Optional House Rule*: -1 AP when benefiting from this skill. 2. **Escape Artist**: +2 to Initiative tests on Retreat actions. +1 to escape rolls if equipped with a skinblade in Rescue Missions. 3. **Evade**: -1 modifier on enemy ranged attacks, -2 at Long range. 4. **Infiltrate**: Set up hidden, then deploy anywhere not visible to enemies and not within 6". - *Optional House Rule*: Make 2 move actions before the 1st round instead. 5. **Lie Low**: Cannot be targeted by ranged attacks beyond Short range while Prone. 6. **Overwatch**: Interrupt enemy action with a Shoot action if Ready. ### **DRIVING SKILLS** 1. **Jink**: Special save once per round on a 6+ when vehicle is hit. 2. **Expert Driver**: +1 on Loss of Control tests. 3. **Heavy Foot**: Increase Movement by D3" once per round, risking a Glancing Hit on a natural 1. 4. **Slalom**: Additional 45° turn once per round during Move action. 5. **T-Bone**: Add D3 to Front Toughness during Head-on Collisions. 6. **Running Repairs**: On a natural 6 on a Restart test, regain one Hull Point. ### **FEROCITY SKILLS** 1. **Berserker**: Additional Attack dice on Charge actions. 2. **Fearsome**: Enemies must pass a Willpower test to Charge. 3. **Impetuous**: Move up to 4" when consolidating. - *Optional House Rule*: Coup de Grace and Consolidate after a Fight action. 4. **Nerves of Steel**: Cool test to avoid being Prone and Pinned when hit. 5. **True Grit**: Roll one less Injury dice, or choose which to apply for Damage 1 attacks. 6. **Unstoppable**: Discard a Flesh Wound on a 4+ before a Recovery test. ### **LEADERSHIP SKILLS** 1. **Commanding Presence**: Include one extra fighter in group activations. 2. **Inspirational**: Leadership test to pass a Cool test for a nearby friendly model. 3. **Iron Will**: -1 on Bottle checks. 4. **Mentor**: Leadership test to grant additional XP to a nearby fighter. 5. **Overseer**: Order another fighter to make two actions immediately. 6. **Regroup**: Leadership test to recover nearby fighters from being Broken. ### **SAVANT SKILLS** 1. **Ballistics Expert**: Intelligence test for an additional +1 hit modifier on Aim action. - *Optional House Rule*: Pre-measure distance to one enemy when aiming. 2. **Connected**: Additional Trade action in post-battle sequence. 3. **Fixer**: Extra D3x10 credits in post-battle sequence. 4. **Medicae**: Treat Wounds action to regain Wound or lose Flesh Wound on a 3+. 5. **Munitioneer**: Reroll failed Ammo tests for self or nearby gang members. 6. **Savvy Trader**: +1 on rarity dice roll and 20 credits off one item in Trade actions. ### **SHOOTING SKILLS** 1. **Fast Shot**: Treats Shoot and Fire All actions as (Simple), except with Unwieldy weapons. - *Optional House Rule*: Apply -1 hit modifier when using this skill. 2. **Gunfighter**: No penalty when attacking with two Sidearm weapons and can target different enemies. 3. **Hip Shooting**: For vehicles, Move & Shoot as (Simple) without Unwieldy weapons. For fighters: Run and Gun (Double) to move double Movement and then attack with an additional -1 hit modifier. - *Optional House Rule*: Apply -1 hit modifier when using this skill. 4. **Marksman**: Ignores Target Priority rules and scores a critical hit on a natural 6, doubling weapon's Damage. 5. **Precision Shot**: Natural 6 on a ranged attack ignores enemy armor. 6. **Trick Shot**: No penalty for target engagement or partial cover; reduced penalty for full cover. - *Optional House Rule*: +1 modifier to ammo tests. ### **GANG-SPECIFIC SKILLS** ### Piety (House Cawdor) 1. Lord of the Rats 2. Scavenger's Eye 3. Blazing Faith 4. Unshakable Conviction 5. Devotional Frenzy 6. Restless Faith ### Obfuscation (House Delaque) 1. Faceless 2. Psi-touched 3. Take Down 4. Rumour-monger 5. Fake Out 6. Doppelganger ### Finesse (House Escher) 1. Acrobatic 2. Combat Focus 3. Combat Virtuoso 4. Hit & Run 5. Lightning Reflexes 6. Somersault ### Muscle (House Goliath) 1. Fists of Steel 2. Iron Man 3. Immovable Stance 4. Naaargah! 5. Unleash the Beast 6. Walk It Off ### Bravado (House Orlock) 1. Big Brother 2. Bring it on! 3. Guilder Contacts 4. King Hit 5. Shotgun Savant 6. Steady Hands ### Tech (House Van Saar) 1. Cold & Calculating 2. Gadgeteer 3. Mental Mastery 4. Photonic Engineer 5. Rad-phaged 6. Weaponsmith ### Palanite Drill (Palanite Enforcers) 1. Got Your Six 2. Helmar's Justice 3. Non-verbal Communication 4. Restraint Protocols 5. Team Work 6. Threat Response ### Savagery (Corpse Grinder Cult) 1. Avatar of Blood 2. Bloodlust 3. Crimson Haze 4. Frenzy 5. Killing Blow 6. Slaughterborn ### Wastelands (Ash Wastes Nomads) 1. Born of the Wastes 2. Stormwalker 3. Eyes of the Wasteland 4. Beast Handler 5. Ever Vigilant 6. Bring it Down ### Wisdom of the Ancients (Ironhead Squat Prospectors) 1. Where There's Scrap, There's Creds! 2. Nobody Pushes Kin Around 3. Chemical Bonds Never Break 4. Dependable Like Kin 5. Stubborn to the Last 6. There's Always Another Secret ### **Palanite Enforcers: Palanite Drill (Source: Book of Judgement)** 1. **Got Your Six**: Interrupt an enemy's Charge with a Shoot action; if they get Pinned or Seriously Injured, their activation ends. 2. **Helmar's Justice**: Inflict double Lasting Injury rolls on a Coup de Grace and choose which to apply. 3. **Non-Verbal Communication**: Use a Double action (Comms) to grant a friend within 6” 360° vision arc after passing a Cool test. 4. **Restraint Protocols**: +1 to Capturing an enemy for each Out of Action taken by Coup de Grace. 5. **Team Work**: Enable Group Activation for fighters who don’t already have it. 6. **Threat Response**: Charge an enemy who ends a Charge within 6", including making Fight action. ### **Corpse Grinder Cult: Savagery (Source: Book of Ruin)** 1. **Avatar of Blood**: Discard a Flesh Wound for each unsaved wound inflicted in Melee. 2. **Bloodlust**: Consolidate 2” after a Coup de Grace. 3. **Crimson Haze**: Automatically pass Nerve tests when Engaged. 4. **Frenzy**: +D3 Attacks with -1 hit modifier when charging. 5. **Killing Blow**: Opt for a single, powerful attack with double Strength and Damage; no Armour Save allowed. 6. **Slaughterborn**: +1” Move for each unsaved wound inflicted in Melee, lasting the battle. ### **Ash Wastes Nomads: Wastelands (Source: Book of the Outlands)** 1. **Born of the Wastes**: Ignore Battlefield Surface effects, perform Hide in Wastes action to become Hidden. 2. **Stormwalker**: +2" Movement if starting on the Battlefield Surface. 3. **Eyes of the Wasteland**: Increased Visibility (+6") and see 9" in Pitch Black. 4. **Beast Handler**: If Mounted, add an attack with S3 and AP-1 in Melee. 5. **Ever Vigilant**: +1 Attack and no turn penalty in Reaction Attacks. 6. **Bring It Down**: Spend Basic action to make an enemy easier to hit for all friendly fighters. ### **Ironhead Squat Prospectors: Wisdom of the Ancients (Source: Book of the Outlands)** 1. **Where There's Scrap, There's Creds!**: Gain additional D6x10 credits per wrecked enemy vehicle. 2. **Nobody Pushes Kin Around**: Immunity to movement from traits/skills and auto-pass Initiative tests near edges. 3. **Chemical Bonds Never Break**: Use a Chem twice. 4. **Dependable Like Kin**: Ignore Unstable on weapons and re-roll ammo tests. 5. **Stubborn to the Last**: Make a Shoot/Fight action before being taken Out of Action. 6. **There's Always Another Secret**: Gain D6x10 credits when opening a Loot casket. These skills highlight the tactical and combat advantages specific to each faction, enhancing their battlefield effectiveness in unique ways. ### **Necromunda Core Rulebook (2023) - Weapon Traits** **Assault Shield/Energy Shield** - +2 armor save against melee attacks from the front. - +1 armor save against ranged attacks from the front. - Uses Vision Arc to determine if the shield is effective. **Backstab** - +1 to attack’s Strength if attacker is not in the target's vision arc. **Blast (3"/5"/*)** - Uses a Blast marker. **Blaze** - If hit but not out, roll a D6; on a 4+, target catches fire. **Burrowing** - Fire at targets outside of line of sight; use a 3" Blast marker and scatter it. **Chem Delivery** - Choose a chem to fire; affected like taking a dose of the chem, bypassing Wound roll. **Combi** - Two profiles; pick one when firing. Ammo tests roll twice, take the worst. **Concussion** - Reduces Initiative by 2 or imposes -2 penalty to Handling tests for vehicles. **Crew Operated** - Used by vehicle crew, using their BS characteristic. Unwieldy trait doesn't apply. **Cursed** - Target must pass a Willpower test or gain the Insane condition. **Demolitions** - Grenades can be used against scenery targets in close combat. **Digi** - Additional close combat attack, not counted towards weapon limit. **Disarm** - Natural 6 hit roll prevents target from using weapons for Reaction attacks. **Drag** - Drag a hit target closer, if Strength roll is successful. **Entangle** - Negates Parry trait; natural 6 hit roll imposes additional -2 hit modifier on Reaction attacks. **Esoteric** - Cannot be upgraded or modified. **Exclusive** - Cannot be purchased from the Trading Post; gang specific. **Fear** - Target takes a Nerve test with -2 modifier if hit, potentially becoming Broken. **Flare** - Reveals models in darkness; leaves Blast marker in place for illumination. **Flash** - Causes Blind condition on failed Initiative or Handling test. **Force** - Normal in non-psyker hands; gains Power and Sever traits for Psykers. **Gas** - No wound roll; affected by gas on Toughness roll. **Graviton Pulse** - Affects Strength or Toughness instead of normal wounding, creates difficult terrain. **Grenade** - Thrown as a Shoot action, limited number, automatically Out of Ammo after use. **Hexagrammatic** - Ignores saves from psychic powers, double damage against Psykers. **Impale** - Projectile can hit multiple models in line, reducing Strength each time. **Knockback** - Moves hit fighter 1" away; increased damage if movement is blocked. ### **Necromunda Core Rulebook (2023) - Weapon Traits (Continued)** **Limited** - Special ammo types that run out after a failed Ammo test. - Ammo type is deleted from Fighter or Vehicle card until repurchased. - Weapon can be reloaded normally with remaining profiles. - Only one 'dose' of ammo can be carried per weapon. **Master-Crafted** - Once per battle, allows re-rolling a single failed hit roll. **Melee** - Weapon can be used in close combat attacks. **Melta** - At Short range, reduces fighter to 0 wounds = automatic Out of Action. - At Short range against a vehicle, roll an additional Damage dice. - If no Short range, applies to all attacks. **Paired** - Missing from the 2023 Core Rules. - Counts as dual weapons for Attack dice calculation. - Charge action doubles Attacks characteristic. - No benefit if Mounted. **Parry** - Force re-roll of one successful enemy hit in close combat. - If armed with two Parry weapons, re-roll two hits. **Phase** - Missing from the 2023 Core Rules. - Ignores armor and field armor saves. - Vehicles can't make armor saves against it. **Plentiful** - Ammo is common, automatically reloaded without Ammo test. **Power** - Attacks cannot be Parried except by other Power weapons. - Natural 6 hit = no save (except Field armor) and +1 Damage. **Pulverise** - After Injury roll, roll D6; on target's Toughness or 6, change Flesh Wound to Serious Injury. - Against vehicles, roll an additional Damage dice. **Rad-Phage** - After successful hits, roll D6; on 4+, cause an additional Flesh Wound. **Rapid Fire (X)** - Multiple hits equal to Firepower dice bullet holes. - Can roll up to X Firepower dice, allocate hits within 3" of target. **Reckless** - Randomly determine target including friendly models. - For Rapid Fire weapons, distribute hits among maximum eligible targets. **Rending** - Wound roll of 6 = +1 Damage (fighters) or extra Damage dice (vehicles). **Scarce** - Ammo hard to find; once Out of Ammo, can't be used again in battle. **Scattershot** - D6 wound rolls instead of 1 when a target is hit. **Seismic** - Hits always cause Prone and Pinned. - Vehicles must make Loss of Control test. - Natural 6 wound roll = no save. **Sever** - Reduces fighter to 0 wounds = automatic Out of Action. **Shield Breaker** - Ignores Assault/Energy Shield effects. - Against Field Armour, roll two dice for save, choose lower. **Shock** - Natural 6 hit roll = automatic wound success. **Sidearm** - Can be used for ranged and single close combat attacks. **Silent** - No alarm raised in Sneak Attack scenarios. - Hidden shooter doesn't become Revealed. **Single Shot** - One use per battle; counts as Out of Ammo after use. **Smoke** - Marks location with smoke, blocks line of sight. - Dissipates on roll of 4 or less in End phase. **Template** - Uses Flame template to determine hit targets. **Toxin** - Roll D6 against target's Toughness; on success, make Injury roll. - No effect on vehicles. **Twin-Linked** - Missing from the 2023 Core Rules. - Re-roll any number of Ammo dice, must accept re-roll result. ### **Necromunda Core Rulebook (2023) - Weapon Traits (Continued)** **Unstable** - If Ammo symbol is rolled on Firepower dice, roll a D6. - On 1, 2, or 3, the weapon malfunctions, potentially causing harm to the user. - For fighters: Taken Out of Action. - For vehicles: Suffers a Catastrophic Hit and the weapon can't be used for the rest of the battle. - The attack is still resolved against the target. **Unwieldy** - A Shoot action with this weapon is a Double action, not Basic. - Fighters using Unwieldy and Melee weapons in close combat cannot use a second weapon. - House Rule (Necrodamus, A&A): Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. **Versatile** - Engage and attack enemies in melee without needing base contact, up to Long range of the weapon. - Enemy considered engaged but not Engaging unless they have a Versatile weapon. - No effect outside of the fighter’s activation. **Web** - Successful wound roll = automatic Webbed condition, no injury inflicted. - Webbed status significantly restricts the target's actions. ### **General Principles & First Principles** **General Principles** - Covers measurement, line of sight, cover, terrain, dice usage, fighter and vehicle statuses. - Emphasizes the importance of understanding basic game concepts for smooth gameplay. **First Principles** - Establishes conventions like measurement rules, changing decisions, and understanding game terms. - Clarifies terms such as 'fighter', 'vehicle', and 'model' for consistent rule interpretation. - Encourages tolerance among players for occasional indecision, with finality once actions are measured or dice are rolled. ### **Measurement & Line of Sight** **Measuring Distances** - Distances measured in inches, only when rules call for it. - Measurement from closest points of bases or models. - Solid terrain features affect measurement rules. **Line of Sight & Cover** - Vision arcs and line of sight are key for targeting and shooting. - Fighters have a 90° vision arc to their front. - Vehicles may have up to four vision arcs. - Line of sight determined by terrain and model placement. - Disagreements resolved by rolling off if necessary. In summary, these detailed rules and principles from the Necromunda Core Rulebook (2023) lay out the foundation for understanding and engaging with the game's mechanics, ensuring players have a clear guide for fair and enjoyable gameplay. ### **Line of Sight & Solid Terrain Features** - **Solid Terrain:** Impossible to see through, e.g., walls, rock formations. - **Line of Sight:** Cannot be drawn through solid terrain features. ### **Designer's Note on Line of Sight** - **Gracious Play:** Be lenient with opponent's line of sight claims unless obviously impossible. - **Game Flow:** Adopting a more permissive approach to line of sight and cover enhances gameplay smoothness and satisfaction. ### **Cover** - **Determining Cover:** Check from the attacker's perspective, ignoring friendly fighters in base contact with the attacker. - **Cover Categories:** - **In the Open:** Fully visible, no cover. - **Partial Cover:** Less than half obscured. - **Full Cover:** At least half obscured. - **Resolving Disputes:** Roll off if players can't agree. - **Impact on Shooting:** Benefits detailed under Shooting rules. - **Images:** Illustrative examples provided. ### **Terrain** - **Importance in Gameplay:** Provides character and strategic challenges. - **Types of Terrain:** - **Impassable Terrain:** Cannot be moved through/over. - **Walls:** Usually impassable, may be scalable in multi-level battlefields. - **Solid Terrain Features:** Treated as impassable. - **Doors:** Initially closed, considered impassable until opened. - **Locked Doors & Terminals:** Require specific actions to unlock and open. - **Obstacles & Structures:** Affect line of sight and cover, may impact movement. ### **Rolling Dice** - **Single Dice Rolls:** Roll a D6 as instructed, consider each result separately. - **Multiple Dice Rolls:** Sum up results, e.g., rolling 2D6. - **Dice Pools:** Roll multiple dice, select one result. - **Target Number Rolls:** Succeed on rolling a specified number or higher. - **Modifying Dice Rolls:** Add or subtract modifiers to the roll. - **Rolling Off:** Both players roll, highest score wins. - **Natural Rolls:** Actual number rolled, unaffected by modifiers. - **Re-Rolls:** Limited to once, must accept the second result. ### **Fighter Status in Necromunda** **Overview:** Fighter status in Necromunda determines what actions a fighter can or cannot do during their activation. The status changes based on battlefield positioning and other factors. ### Standing - **Definition:** A fighter is 'Standing' when they are upright on the battlefield. - **Secondary Statuses:** - **Active:** Default status for a Standing fighter; not engaged with enemy fighters. - **Engaged:** A Standing fighter in base to base contact with an enemy fighter or within 1" of an enemy vehicle. Engaged fighters are limited to actions related to combat or retreat. ### Prone - **Definition:** A fighter is 'Prone' when laid down on the battlefield. - **Secondary Statuses:** - **Pinned:** Commonly occurs when hit by enemy fire. Prone and Pinned fighters need an action to stand up. If engaged by an enemy, they stand up for free. - **Seriously Injured:** Occurs from a Serious Injury result on an Injury dice. Prone and Seriously Injured fighters are vulnerable and have limited movement. ### **Vehicle Status** **Overview:** Vehicle status indicates the degree of mobility and determines the actions a vehicle can perform. ### Mobile - **Definition:** A 'Mobile' vehicle can move freely and perform various actions. ### Stationary - **Definition:** A 'Stationary' vehicle is unable to move. - **Secondary Statuses:** - **Stalled:** The vehicle has stopped due to an enemy attack or other in-game effect. It can often still fire weapons but needs to 'Restart' to move. - **Wrecked:** Indicates a vehicle is damaged to the point of inaction. Treated as terrain once Wrecked. ### **Determining Status** - Status can change during a model’s activation or due to other models' actions. - Confirm the Primary and Secondary Status at the end of each activation. ### **Conditions** - Fighters can have various conditions affecting them, denoted by markers. ### Common Conditions - **Ready:** Indicates a model can be activated. - **Broken:** Results from trauma; limited to Running for Cover or Reaction attacks. - **Out of Ammo:** Occurs when failing an Ammo test. Affects weapon usability. - **Fleshwound(s):** Reduces Toughness; multiple Flesh Wounds can lead to being Out of Action. ### Other Conditions - **Blaze:** Affects differently based on model type (fighter or vehicle). - **Blind:** Restricts attacks. - **Concussion:** Reduces Initiative or Handling tests. - **Hidden/Revealed:** Used in specific scenarios or with terrain rules. - **Intoxicated:** Varies based on cause. - **Insane:** Results in erratic behavior. - **Webbed:** Similar to Seriously Injured. - **Mounted:** Specific rules for fighters on mounts. ### **Founding a Gang** - Gang creation involves selecting fighters, weapons, Wargear, and vehicles within a credit budget. - Budgets differ for Campaign and Skirmish play. - Additional credits for vehicles and Mounted condition Wargear in campaigns. ### **Model Names, Categories & Types** - Each model type indicates rank within a House's hierarchy. - Rules often refer to model categories (e.g., Leader, Ganger) or specific types (e.g., Orlock Gunner). **Gang Composition:** 1. There must be one model with the Leader special rule. 2. The total number of models with the Gang Fighter (X) special rule must always be equal to or higher than the total number of models without this rule, excluding Hangers-on or Hired Guns. 3. To correct an imbalance during a campaign, retire models without the Gang Fighter (X) special rule or recruit new models with this rule. **Hiring Existing Fighters and Vehicles:** 1. Existing fighters, crew, and vehicles from a previous campaign can be added to a new gang by deducting their credits value from the budget. 2. When added, they retain all weapons, Wargear, skills, advancements, and Lasting Injuries. **Equipping Fighters and Crew:** 1. Fighters on foot can have up to three weapons; those with the Mounted condition can have two. 2. Weapons marked with an asterisk (*) count as two weapons. 3. Fighters can purchase Wargear listed in their entry. 4. Weapon accessories marked with a dagger (†) cannot be combined on the same weapon. 5. Crew can equip two weapons, and weapons gain the Arc (Front) trait. 6. Equipment limitations for campaign and skirmish play may vary. **Equipping Vehicles:** 1. Vehicles can be equipped with various weapons, Wargear, and upgrades. 2. No limit on the amount of Wargear; however, some Wargear cannot be combined. 3. Vehicles have a set number of Upgrade slots divided into Body, Drive, and Engine categories. **Vehicle Upgrades:** 1. Upgrades can be added during a campaign from either the Trading Post or equipment list. 2. Upgrades can be discarded in favor of new ones in the same slot. 3. Discarded upgrades can either be trashed or kept in the gang’s Stash. **Fighter and Vehicle Cards:** 1. Complete a blank Fighter card or Vehicle card for each model added to the gang. 2. Record the model’s characteristics and equipment on their respective card. **Equipment Sets:** 1. Fighters or Crew with the Tools of the Trade special rule can have multiple equipment sets represented by different Fighter or Vehicle cards. 2. There's no additional cost for multiple equipment sets. **Death of a Leader:** 1. If a gang’s Leader is killed, a new leader is nominated based on specific criteria. ## **Creating a Skirmish Gang** **Founding a Gang:** - For Skirmish battles, gangs should have 1,250 to 2,000 credits, with flexibility for larger gangs. - Recommended minimum: 10 fighters and one vehicle; maximum: 20 fighters and four vehicles. - Gang composition rules apply as in a campaign. - Unspent credits are not added to the gang’s Stash. **Leaders and Champions:** - Get a free starting skill or ability. - Record this on the fighter’s Fighter card. **Equipment:** - Follow standard equipment rules. - May include rare and/or illegal items from the Trading Post. - Pre-determine the Rare (X) and Illegal (X) level, e.g., up to Rare (10). **Hired Guns, Brutes, and Hangers-on:** - Do not count towards the minimum number of fighters. - Count towards the maximum number of fighters. - Number allowed is detailed in the Reputation section. - Must be represented by appropriate models. ## **Gang Attributes** **Reputation:** - Skirmish gangs may start with a Reputation of 5, 10, or 15. - Determines the number of Hangers-on and Brutes allowed. ## **Model Attributes** **Additional Skills:** - Allow certain fighters to start with free additional skills. - Number of additional skills based on gang's credits value: - 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. - Distribute skills among Leaders, Champions, Prospects, Juves, and Specialists. **Characteristic Increases:** - Allow a number of free characteristic increases. - The number of increases should be half the number of extra skills rounded down. - No model should have more than one characteristic increase. ## **The Gang Roster** - Complete a Fighter card or Vehicle card for each gang member and vehicle. - The roster includes gang's name, type, Gang Rating, Reputation, Wealth, Territories, Stash, and individual fighter details. - Gang Rating is the total cost of all fighters, vehicles, and their equipment. - Wealth includes the total cost of fighters, vehicles, and Stash contents. - Reputation starts at 1 and varies in campaigns. ## **Model Campaign Attributes** - **Experience (XP):** Used to purchase Advancements. - **Advancements:** Increases the cost of future Advancements. - **Captured By, In Recovery & In Repair:** - Models Out of Action may suffer Lasting Injuries leading to recovery time. - Models can be Captured by enemy gangs. - Wrecked vehicles may require repairs. For detailed guidance and rules, refer to the specific Necromunda supplements and campaign rules. ## **The Rules** **Pre-Battle Sequence***Source: Necromunda Core Rulebook (2023)* 1. **Make a Challenge & Stake Territory**: Challenges are issued and accepted between players. In Campaign play, this involves nominating a territory as the stake. 2. **Recruit Hired Guns**: Players can recruit Hired Guns using credits. The lower Gang Rating player recruits first. 3. **Determine Scenario**: Choose or roll for a scenario. The attacker and defender are determined, considering the Home Turf Advantage and specific scenarios like Rescue Missions. 4. **Set Up the Battlefield**: Follow scenario instructions or default methods for terrain setup. 5. **Choose Crews**: Select the starting crew as detailed in the scenario. 6. **Announce Territory Boons**: In Campaign play, announce any Territory Boons affecting the battle. 7. **Gang Tactics**: Determine gang tactics based on the scenario instructions. 8. **Deployment**: Set up gangs on the battlefield as per scenario deployment zones. **Game Structure***Source: Necromunda Core Rulebook (2023)* - **Round Sequence**: The game is split into rounds, each consisting of three phases: Priority Phase, Action Phase, and End Phase. **Priority Phase** 1. **Roll For Priority**: Determine who gets the Priority marker, giving them a significant advantage. 2. **Ready Gang**: Place Ready markers on each model (fighter or vehicle) in the gang. **Action Phase** - **Activate Gang**: Players alternate activating models, performing actions with them. **End Phase** - **Bottle Checks**: Check if gangs hold their nerve or flee. - **Recover & Restart**: Recovery tests for injured fighters and restart tests for stalled vehicles. - **Rally Tests**: Rally broken models. **Priority Phase***Source: Necromunda Core Rulebook (2023)* 1. **Roll For Priority**: Determines the round's Priority holder. 2. **Ready Gang**: Apply Ready markers to models for activation. **Action Phase***Source: Necromunda Core Rulebook (2023)* 1. **Activate Gang**: Take turns activating individual models or groups of fighters. **Types of Action***Source: Necromunda Core Rulebook (2023)* - **Simple Action**: Can be performed more than once per activation. - **Basic Actions**: Only performed once per activation. - **Double Actions**: Counts as two actions. - **Free Actions**: Do not count towards action limit. - **Changing Facing**: Adjusting model's facing during activation. This section provides a comprehensive overview of the rules and phases involved in a game of Necromunda, guiding players through the pre-battle preparations and the flow of the game rounds. ## **Fighter Actions** *Source: Necromunda Core Rulebook (2023)* Fighters in Necromunda can perform a variety of actions based on their status - Standing (Active or Engaged) or Prone (Pinned or Seriously Injured). ### **Standing & Active Fighters** - **Move (Simple)**: Move up to their Movement characteristic, climb, cross gaps, leap, or jump down. - **Charge (Double)**: Move with additional distance, potentially engage in combat. - **Crawl Through Ductway (Double)**: Move through ductways avoiding enemies. - **Take Cover (Basic)**: Move and then become Prone and Pinned. - **Shoot (Basic)**: Make a ranged attack. - **Aim (Basic)**: Gain a bonus for a subsequent Shoot action. - **Fire Through Ductway (Basic)**: Shoot through ductways with specific hit chances. - **Reload (Simple)**: Reload a weapon that's Out of Ammo. - **Reload Vehicle Weapon (Simple)**: Reload a vehicle weapon that's Out of Ammo. - **Coup De Grace (Simple)**: Take out a Prone and Seriously Injured enemy fighter. - **Operate Door (Simple)**: Open or close a door. - **Access Terminal (Basic)**: Use intelligence to operate a door remotely. - **Force Door (Basic)**: Force open a locked door. - **Smash Open Loot Casket (Basic)**: Open a loot casket by force. - **Bypass Loot Casket Lock (Basic)**: Open a loot casket using intelligence. - **Carry Loot Casket (Simple)**: Move while carrying a loot casket. ### **Standing & Engaged Fighters** - **Fight (Basic)**: Engage in close combat. - **Retreat (Basic)**: Attempt to disengage and move away. ### **Prone Fighters** ### Prone & Pinned - **Stand Up (Basic)**: Stand up to become Active. - **Crawl (Double)**: Move while staying low. - **Blind Fire (Double)**: Shoot blindly at enemies. ### Prone & Seriously Injured - **Crawl (Double)**: Same as for Prone & Pinned. ### **Broken Fighters** - **Running for Cover (Double)**: Move away from danger, dictated by several factors. ### **Vehicle Actions** *Source: Necromunda Core Rulebook (2023)* ### Mobile Vehicles - **Move (Simple)**: Standard movement for vehicles. - **Manoeuvre (Simple)**: Move with more flexibility. - **Move & Shoot (Basic)**: Move and fire one weapon. - **Fire All (Basic)**: Fire all Crew Operated weapons. - **Reload (Simple)**: Reload a vehicle weapon. - **Aim (Basic)**: Gain a bonus for subsequent Fire All action. - **Drift (Basic)**: Move half the distance and take a control test. - **Ram (Double)**: Move with added distance, possibly colliding with objects. - **Spin (Basic)**: Turn up to 180° and test for control. - **Full Throttle (Double)**: Move up to three times the distance, with control test on turn. ### Stationary Vehicles ### **Stationary & Stalled** - **Jump Start (Simple)**: Attempt to restart the vehicle. - **Turn-Over (Basic)**: Small movements while trying to restart. - **Free Wheel (Basic)**: Move due to gravity. - **Fire All (Basic)**: Fire all weapons. ### **Stationary & Wrecked** - No actions available; treated as a terrain feature. ### **Broken Vehicles** - **Break for Air (Double)**: Desperate movement to escape battle. - **Burn Out (Double)**: Attempt to restart and create smoke screens. ### **Movement** *Source: Necromunda Core Rulebook (2023)* - **Moving Models**: Models move by performing actions, with restrictions based on their type (fighter or vehicle). - **The 1" Rule**: Fighters cannot voluntarily move within 1" of an enemy, except when charging or if the enemy is Prone and Seriously Injured. - **Directly Towards & Directly Away From**: Specific movement directions, following a straight line between models. These rules cover a comprehensive range of actions for both fighters and vehicles, guiding players on how to maneuver and engage in combat in the diverse and dangerous environments of Necromunda. ### **Vehicles and Difficult Terrain** *Source: Necromunda Core Rulebook (2023)* Vehicles in Necromunda interact with different terrain types based on their locomotion method. These methods are defined under the Locomotion special rules. ### Locomotion Special Rules 1. **Wheeled**: Counts as moving 2" for every 1" in difficult terrain. 2. **Tracked**: Ignores movement penalties over difficult terrain. 3. **Skimmers**: Skips all difficult and dangerous terrain but requires a Handling test if ending on such terrain; failure leads to a Catastrophic hit to the Drive. 4. **Walker**: Can turn freely and counts as moving 2" for every 1" in difficult terrain. ### Vehicles and Dangerous Terrain Vehicles crossing dangerous terrain must pass a Handling check to avoid a Catastrophic Hit to the Drive. Failing this check results in immediate damage. ### Fighter Movement on Vehicles Fighters interact with vehicles like terrain, climbing and jumping on them. Balancing on a moving vehicle is challenging: - Fighters (excluding those in transport spaces) on moving vehicles must pass an Initiative check or fall off. - If they fall, they are placed 1" away in a direction determined by the Scatter dice. - Falling near impassable terrain or edges requires additional checks. - Objects like Loot caskets fall off unless secured by a successful Initiative check. ### Vehicle Impacts *Source: Necromunda Core Rulebook (2023)* ### **Running Over Fighters** - Fighters moved by a vehicle must pass an Initiative test or suffer a hit. - Seriously Injured fighters pass only on a natural 6. ### **Vehicle Collision Damage Table** - Impact strength varies based on the vehicle's Movement characteristic. - Collisions involve Strength, AP, and Damage calculations. ### **Types of Collisions** - **Head-On Collisions**: Depend on Toughness comparison; can push impacted vehicles. - **Side-On Collisions**: Require Handling tests; failure leads to adjustment of the active vehicle's course. ### **Colliding with Terrain** - Collisions with sturdy structures treat the vehicle as having collided with a tougher opponent. - Collisions with flimsy structures destroy them, potentially causing falls. ### Terrain *Source: Necromunda Core Rulebook (2023)* Terrain plays a significant role in Necromunda, affecting movement and interactions. ### **Difficult Terrain** - Movement through difficult terrain counts as double. ### **Dangerous Terrain** - Crossing requires Initiative or Handling tests to avoid going Out of Action or suffering a Catastrophic hit. ### **Obstacles** - Fighters crossing obstacles reduce their movement by the obstacle's height. - Vehicles destroy obstacles when crossing but may take damage. ### **Structures (Sturdy & Flimsy)** - Fighters can climb structures; vehicles may damage them upon collision. - Flimsy structures can be destroyed by vehicle collisions. ### **Impassable Terrain & Solid Terrain Features** - Impassable terrain cannot be traversed by models. - Ductways in Zone Mortalis battles allow crossing through certain impassable terrain using a specific action. These rules provide a comprehensive framework for how vehicles and fighters interact with various terrain types in Necromunda, adding depth and tactical complexity to the game. **Climbing:** - Fighters can climb vertical surfaces to reach higher levels. - Movement is counted as 2" for every 1" climbed vertically. - Fighters must finish their activation on a flat surface unless in the middle of a Move (Simple) action. **Leaping Gaps:** - Fighters can leap gaps bigger than their base if they have sufficient Movement. - An Initiative test determines success; failure results in falling. **Jumping Down:** - Fighters can jump down to lower levels or disembark from vehicles. - An Initiative test is required, with modifiers based on the height jumped. **Falling Hazards:** - Fighters risk falling if they become Prone within ½" of an edge. - An Initiative test determines if they fall, with railings providing a bonus to the test. **Falling:** - Falling fighters take hits based on the distance fallen, rounded up. - They become Prone and Pinned, and their activation ends. - If they land on another fighter, both are affected similarly. **Vehicles and Falling:** - Vehicles can fall off elevated heights due to various reasons. - They must pass a Loss of Control test and take hits as described in the rules. **Shooting:** - Involves assessing target priority, declaring the shot, measuring range, making the hit roll, and resolving hits. - Target priority requires targeting the closest eligible enemy unless a Cool test allows otherwise. - Various modifiers apply to the hit roll, including cover and engagement status. - Missed shots can potentially hit other fighters nearby. - The Firepower dice is rolled for each attack, indicating additional shots or ammo issues. 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 > Most of the faces on the Firepower dice feature a number of bullet holes: one, two or three. In most cases, rolling one of these symbols means the weapon hasn’t run out of ammo, jammed or otherwise malfunctioned. If, however, the weapon being fired has the Rapid Fire (X) trait, the number of bullet holes rolled indicates the number of shots made. 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Sfoa79p7sc4XI4OF3J4TyMXLOFG5OVrItB7li9FwaMXEm2kLociNkxGzT1t8O0wwjHdZ5lc8cjhcVg8HlyzcfGhdlcuXAYyE7swdpiQG0WPBjdNr22x4zMx/Avjsxi3CH5xdP3CJHx0C6WWDmY9v8l23ar9chGlTUtp1WNpxGVw7/yzkZZXI2+OsSkcDi4RxMO2QQ+wNKbf4pzcrxcHT40m8/vv+qfy+jO9sz8nK8t5CzDjOI4C0ITPHWd2TdA+sX7pMp237R7DqtXA0zN77ZzHnPT5R3+q3npEfB6h+17xq6czk/JLsGtwtjDxpHQynITuEe4QA+K6ctbYah1URGPSgQF3pqUEO3b3KKmugRDP9P0j3oEbq1EwrkGBO5ixAoiHhbMYiJ1LMR2QLWFwt3YoL23g6j2hAsYRNBQj5oFnHaTIEmXbog4fK8ZjcrxuTxmbAXcXMtTsX4y6wuR2lBp9fPK+lvmed47yVoZHCZNwG/CcHF/Gk4hch7WNfkub7j7fHIrmOmyv7ZbNezx+Tt7fjHp949y9rya1y4u8fsOVhYVJTqWDV3SESey488vl79c6Zpi/pM9m3xpWfLPR5b5Bl4WdzWbmYcJ28bIuyuwhcIMhvLkFva6+k42u1Nda26zEPPaczl17Bb0G1/q0Qdhx9+3Yzse9N9lu7CUmLFhIErXtr5UmI7wyzh6FyPIemWOM7nOKuX73NSMp4WJkD/Jhekf9QDbXa+4CUlwdWvnW8dWzxjX/AHTHrj4fVumaRmY9WD8fhcnz/N2sTGgcjkOQvNEAVlO4XJLdOpX0FaRWMR6Q0N1vCvF8LxbxzC4bE+sY0P8AOuM2+6azmffLRUd9IRlo47lRCEEUdx0KsAd0DBmfX2IIwEnBJB6dkUQYaMaogMO5RXM2Tqen6FJQ0YkRkSa9vYgQmBIFa1fqgUyoWch+qB4uP5ix0B6oDOUiA9TV0CGTFgH6OUGB+rHpdx/nvBfiltx+ZxATx+YQ+1//AG59dkv4aoNOfI/HOe8d5KfFc1jXMbIsEiEZuYGL/dbloYnuEgdXRURALf8ArfBByHqirsPEzM7LtYeHanfyb0hC1ZtgylKR0AAQbT+ifo8PE7H/AHnmYxuc/kxaFrWONbOsQesz/MfgpkesyALUb4oIIaPomQCCSQBoghFBWpREJ7h1FQO3uQFgzqhadveg7ESiwJRCm4wIY9GQVMTLc+mtUEO6BLyJieg7oHEpF9wajAoJGMi7v2KAxtQciqCSjGLOKdH/AFQdJ5Z4Z455TgHB5zAt5lkAm2ZBp2yetu4Pqj8EHgXlv7UcsTuX/FORhO25Iws0mMgO0bsQQf8AmATI85zfQ31Qwrmy9wN+baSsbb0fnbMgqKLXo96hzltjwOYJdzZlEfMsisr8d/bT57yF+B5T8PFYhYylcnG5dI/4bcDKv/iIUyNgPAfSfxTwvH/6HGGRyBj/AJvI3gJXi/SPSEfZFBmEY99dAUQSKiMo07oEkADRAhJ1bVAzRcOioYn3qCEzFHCoOtP7EA2l2TKLPyPV6FAPzS6k+woDLeC40PVA7UEndzVA8r0djCppXX5ICSG+olg5QNDbIBgz9UEmSAXqgQ1qx293QVM8TVupRQF1xtl9RajIJ9Ll3Dd0D7S0WNC1TqiLDboBFiTqgScdKP7kFZi1JUaoRS3I7huH2+xEIGAbsipqqISelfeoJ09qBhIt0QBuroBuhJ5Cg7KIcTtsYGrUdUGRGxgdPagAnExbWjllFS1O3CTyi70p0VRZcuwkCAD7P96C23dtgRoxHZAsr8CTTTUFAsbgoZM38UCzIl0IbQD9VFV7gKMQ/VUWCcRqHJ+SAxnEtvi5CIIyINoXQAXwARtckMgql9QrqEUwIjFmogrNCR3UBhCRFWVE2y7aKAycEEs6BVUNt69P4oqq3+qiDL7gkiyOsVRXDU+5FNLqoJD7PgqLYfYEQB9xUEkrAM9QoF/lCqgf5VIBH3y+CSJHUpIJ1KIWWpVUTrFQCepVBh0QMdFEJLQKqQ/cERaND7kV/9k= This symbol indicates that the weapon has run out of ammo, jammed or malfunctioned, and that an Ammo roll is required. Rolling this symbol doesn’t mean that the attack itself misses, based on the Ballistic Skill test the attack may still hit its target. However, regardless of the Ballistic Skill test, something has gone wrong and an Ammo test must be made. **Ammo Checks:** - When the ammo check symbol (an empty bullet casing) is rolled, it indicates an ammo problem like running out of ammo, jamming, or malfunction. - An Ammo test is required when this symbol is rolled, regardless of whether the Ballistic Skill test for the attack was successful. **Multiple Weapon Profiles:** - Weapons with multiple profiles (e.g., shotguns with different ammo types) must declare the profile being used when attacking. - If an Ammo test is failed for one profile, it is considered failed for all profiles. - The weapon can't be used until a successful Reload (Simple) action is performed. **Blast Markers:** - Used with weapons having the Blast (X) trait, allowing targeting a point on the battlefield instead of a model. - Placement involves a scatter mechanic if the attack misses. - All models under the Blast marker are hit by the attack. **Flame Templates:** - Weapons with the Template trait use the Flame template to determine hits. - The template is placed with the narrow end touching the attacker's base, hitting models beneath it automatically. **Cover and Templates:** - Models in partial or full cover from a Blast marker or Flame template receive a positive modifier to their Save roll. - Partial cover grants a +1 modifier, and full cover grants a +2 modifier. **Close Combat:** - Fighters engaged with an enemy can make close combat attacks using Melee or Sidearm weapons. - The sequence includes turning to face, choosing weapons, determining attack dice, declaring targets, making hit rolls, resolving hits, reaction attacks, and consolidating or executing a coup de grace. **Charging Prone or Out of Line of Sight Fighters:** - Charging a prone fighter changes their status to Standing and Engaged. - Charging fighters not in line of sight incurs a -1 modifier to hit rolls. **Combat Details:** - Fighters can turn to face any direction, but this may cause a -1 modifier to hit rolls. - Fighters can use up to two Melee or Sidearm weapons, or make unarmed attacks. - The number of attack dice is based on the fighter's Attacks characteristic, with modifiers for dual wielding or charging. ### Dual Weapons with the Melee or Sidearm trait (+1) - **Charging (+1):** If the fighter is attacking with more than one weapon, the Attack dice must be split as evenly as possible between the two weapons, ideally allocating an equal number of Attack dice to each weapon. Where this is not possible, for instance, if the fighter has an odd number of Attacks to make, the controlling player may choose which weapon is allocated the extra Attack dice. ### Pistols at Close Quarters - A weapon with the Sidearm trait can only have one Attack dice allocated to it. Any remaining Attack dice must be allocated to a weapon with the Melee trait. If a fighter has no other weapons with the Melee trait, any remaining Attack dice must be allocated to Unarmed attacks, as described previously. - If a fighter attacks with a weapon with the Sidearm trait in close combat, Accuracy modifiers do not apply – this is only used when making ranged attacks. ### INFO #### FIGHTING ACROSS BARRICADES - A fighter that is in base contact with an obstacle that is less than 1" wide counts as being engaged with an enemy fighter if that enemy fighter is in base contact with the other side of the obstacle, even though the fighters themselves are not in base to base contact. Fighters armed with weapons with the Versatile trait can fight across wider obstacles if the enemy fighter is within the range of the weapon. #### 4. DECLARE TARGETS - When a fighter makes a close combat attack, it must be against an eligible target. An eligible target is an enemy model that is within the vision arc of the fighter, and that the fighter is Engaging. If there is more than one eligible target, close combat attacks can be split between them as the player wishes. #### 5. MAKE HIT ROLL(S) - Each Attack dice is used to make a Hit roll. A Hit roll is a Weapon Skill test made against the WS of the attacking fighter. Roll separately for each different weapon being used by the fighter and/or for different targets. - Hit rolls may be modified by +1 for each assist from a friendly fighter also engaged with the target, or by -1 for each enemy fighter also Engaging the attacker. - Note that BS is not used to make Hit rolls in close combat, even when a ranged weapon with the Sidearm trait is used. When making a Hit roll for a weapon with the Sidearm trait, a WS test is made, exactly as described above. - Rolls of a Natural 1: If, when making a close combat attack, the Hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply. #### 6. RESOLVE HITS - Each attack that scores a hit is resolved as described in Resolving Hits. #### 7. REACTION ATTACKS - If there are still enemies that are Standing and Engaged with the attacker, they may make Reaction attacks, following steps 1-6. ### INFO #### ATTACKING VEHICLES - A fighter that is within 1" of a vehicle may make close combat attacks against it as if they were engaged with that vehicle, though in all other respects they count as Standing and Active. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice, choosing one result to apply and discarding the other(s). - A vehicle never counts as being engaged and may freely move out of engagement range of enemy fighters, however, when it does those fighters may make an Initiative test, and can make Reaction attacks against the vehicle if they pass. - A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. - Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate as described previously. #### 8. CONSOLIDATE OR COUP DE GRACE - If all enemy models the attacker was engaged with are now either Prone and Seriously Injured or Wrecked, the fighter may make a free Coup De Grace (Simple) action against one such enemy fighter. - Alternatively, if all enemy models the attacker was engaged with are now Prone and Seriously Injured, have gone Out of Action or are Wrecked, the fighter may move up to 2" in any direction. ### ASSISTS & INTERFERENCE Engaging more than one opponent is much more difficult than Engaging a lone fighter. When making close combat attacks, a fighter can claim ‘assists’ from friendly fighters who are also engaged with the target of the attack, and can suffer ‘interference’ from enemy fighters other than the target of the attack who are also engaged with them. #### ASSISTS - When a fighter makes a close combat attack, they can claim an assist from each other friendly fighter that is: - Engaged with the target of the attack. - Not engaged with any other fighters from the same gang as the target of the attack. - Each assist claimed in this way adds a +1 modifier to the Hit roll. #### INTERFERENCE - When a fighter makes a close combat attack, they may suffer interference from each other enemy fighter that is: - Engaged with the attacker. - Not engaged with any other fighters from the same gang as the attacker. - Each interference causes a -1 modifier to apply to the Hit roll. ### RESOLVE HITS **Source: Necromunda Core Rulebook (2023)** Whenever a successful Hit roll is made against a model, there is a good chance that hit will cause that model to suffer a degree of damage. Determining how badly damaged a model is and what the effects of that damage are differs between fighters and vehicles. #### RESOLVING HITS AGAINST FIGHTERS When a fighter suffers a Hit, follow this sequence: 1. **MAKE WOUND ROLL** - Whenever a Wound roll is made against a fighter, it is always the opposing player that makes it. Cross-reference the weapon’s Strength with the hit fighter’s Toughness and roll a D6 on the table below to determine if the fighter is wounded by the attack: | Strength vs Toughness | D6 Roll Required | |-----------------------|------------------| | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | 2. **MAKE A SAVE ROLL** - If a hit results in a successful Wound roll, or leads to an Injury roll being made against the fighter for any reason, the fighter may be able to make a Save roll. - Only one Save roll may be made for each hit that successfully wounds, or leads to an Injury roll being made, regardless of how many different Save rolls a fighter may have. For example, if a fighter wears both mesh armour and a refractor field, they may only attempt a Save roll against a successful Wound roll with one of those items. - Save rolls are made either: - After the Wound roll is made but before the Wound is removed from the fighter, in which case the Wound is ‘saved’ and not removed. - If the attack has a Damage ‘-’ characteristic and causes an Injury dice to be rolled against the fighter for any reason, a Save roll is made before any Injury dice are rolled. - Players should note that some weapon traits will disallow Save rolls. For example, the Gas Weapon trait states that no Save roll can be made. In such cases, regardless of any modifiers, no Save roll can be made. - Armour Penetration: It may happen that the Armour Penetration (AP) characteristic of a weapon is greater than the Save roll granted by the armour a fighter wears, thus canceling out the Save roll. For example, a fighter wearing mesh armour has a Save roll of 5+, but if they are hit by a weapon with AP -3, no Save roll would be possible. - Positive Save Modifiers: In some situations, such as a fighter benefiting from partial or full cover against an attack that uses a Blast marker, a fighter’s Save roll may be improved. In such situations, this positive modifier may be added to a fighter’s normal Save roll but may not be added to Field armour. For example, if a fighter wearing mesh armour (5+ save) and a displacer field (4+ save) gains a +1 modifier to their Save roll, they may improve their mesh armour save to 4+ but may not improve their displacer field save to 3+. - If a fighter not wearing armour benefits from a positive save modifier, treat their save as 7+ for the purposes of modification. For example, if a fighter wearing no armour gains a +2 save modifier, they will be able to make a Save roll of 5+. - Rolls of a Natural 1: A roll of a natural 1 when making a Save roll is always an automatic failure, regardless of any modifiers that may apply. ## LASTING INJURIES[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injuries) Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. HOUSE RULE (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ### GOING INTO CONVALESCENCE[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-convalescence) Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### GOING INTO RECOVERY[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-recovery) Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### FALLING[](https://necrovox.org/docs/the-rules/resolve-hits#falling) As described in [Terrain: Falling](https://necrovox.org/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | --- | --- | --- | --- | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | INFO ### CHARACTERISTIC REDUCTIONS[](https://necrovox.org/docs/the-rules/resolve-hits#characteristic-reductions) Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ### LASTING INJURY TABLE[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injury-table) | D66 | Lasting Injury | | --- | --- | | 11 | Lesson Learned: The fighter goes into Convalescence but gains D3 Experience. | | 12 | Impressive Scars: The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | Bitter Enmity: The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | Out Cold: The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | Convalescence: The fighter goes into Convalescence. | | 41 | Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | Multiple Injuries: The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | Captured: The fighter might be https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured. | | 61-65 | Critical Injury: The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## LASTING INJURIES[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injuries) Whenever a fighter goes Out of Action, the opposing player immediately rolls two D6, one after the other (a D66 roll) and looks up the result on the Lasting Injuries table (see opposite). During Campaign play, the result is applied against the fighter and a note of the Lasting Injury made on the Gang Roster. If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied. Rolling for Lasting Injuries must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play, though making the roll and noting the result can add greatly to the narrative of the battle. HOUSE RULE (A&A) When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice. ### GOING INTO CONVALESCENCE[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-convalescence) Some results will cause a fighter to go into Convalescence. During Campaign play, this means that the fighter cannot perform any post-battle actions or work any Territories. However, unlike going into Recovery, they will be available to fight in the gang’s next battle. ### GOING INTO RECOVERY[](https://necrovox.org/docs/the-rules/resolve-hits#going-into-recovery) Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter cannot take part in their gang’s next battle, as they are recovering from their injuries. The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post- battle sequence of the current battle and their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time. During the Wrap-up of the gang’s next battle, the fighter’s In Recovery box will be cleared, the fighter becomes available once again and Leaders and Champions may perform post-battle actions. Note that no matter how many Lasting Injury rolls are made, a fighter that goes into Recovery will only miss one battle rather than multiple battles. ### FALLING[](https://necrovox.org/docs/the-rules/resolve-hits#falling) As described in [Terrain: Falling](https://necrovox.org/docs/the-rules/terrain#falling), should a model ever fall 3" or more, they will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the model fell, rounded up to the nearest inch: | Distance Fallen | Strength | AP | Damage | | --- | --- | --- | --- | | 3"-5" | 3 | - | 1 | | 6"-7" | 5 | -1 | 1 | | 8"-9" | 7 | -2 | 2 | | 10"+ | 9 | -3 | 3 | INFO ### CHARACTERISTIC REDUCTIONS[](https://necrovox.org/docs/the-rules/resolve-hits#characteristic-reductions) Some results on the Lasting Injury table cause a permanent reduction to a fighter’s characteristics. Their Fighter card must be amended immediately and a note of the injury suffered made in the Captured By/Lasting Injury box of the gang roster for the injured fighter – note that their Credits value does not change. No characteristic may ever be reduced below the [minimum shown on the table](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles). Should a Lasting Injury cause a characteristic to be reduced below the minimum, the characteristic is not reduced. ### LASTING INJURY TABLE[](https://necrovox.org/docs/the-rules/resolve-hits#lasting-injury-table) | D66 | Lasting Injury | | --- | --- | | 11 | Lesson Learned: The fighter goes into Convalescence but gains D3 Experience. | | 12 | Impressive Scars: The fighter gains a set of impressive scars as testament to their bravery. Increase the fighter’s Cool by 1. This bonus only applies once, treat all further results as Out Cold. | | 13 | Horrid Scars: The fighter has been horrifically disfigured, leaving them with a fearsome visage. The fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome skill. If they already have the Fearsome skill, treat this result as Out Cold. | | 14 | Bitter Enmity: The fighter bears a bitter grudge against the gang that inflicted this injury. When fighting a battle against the gang that inflicted this injury, the fighter gains the https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker skill. If they already have the Berserker skill or roll this result a second time, treat it as Out Cold. | | 15-26 | Out Cold: The fighter misses the rest of the battle, but avoids any long term injuries. The fighter recovers in time to perform post-battle actions. | | 31-36 | Convalescence: The fighter goes into Convalescence. | | 41 | Old Battle Wound: At the end of each battle this fighter participates in roll a D6, on a 1 the fighter goes into Convalescence. | | 42 | Partially Deafened: The fighter suffers no penalty if they are partially deafened, however, suffering this injury again reduces their Leadership by 1. | | 43 | Humiliated: The fighter goes into Convalescence and their Leadership and Cool characteristics are each decreased by 1. | | 44 | Eye Injury: The fighter goes into Recovery and their Ballistic Skill characteristic is decreased by 1. | | 45 | Hand Injury: The fighter goes into Recovery and their Weapon Skill characteristic is decreased by 1. | | 46 | Hobbled: The fighter goes into Recovery and their Movement characteristic is decreased by 1. | | 51 | Spinal Injury: The fighter goes into Recovery and their Strength characteristic is decreased by 1. | | 52 | Enfeebled: The fighter goes into Recovery and their Toughness characteristic is decreased by 1. | | 53 | Head Injury: The fighter goes into Recovery and their Intelligence and Willpower characteristics are each decreased by 1. | | 54 | Multiple Injuries: The fighter is not dead but has suffered many serious wounds. Roll a further D3 times on this table re-rolling any results of Captured, Multiple Injuries, Memorable Death, Critical Injury or Out Cold. | | 55-56 | Captured: The fighter might be https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured. | | 61-65 | Critical Injury: The fighter is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The fighter is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## NERVE TESTS[](https://necrovox.org/docs/the-rules/resolve-hits#nerve-tests) Seeing friends and comrades suffering serious injury can have quite a profound effect upon even the most hardened of underhive gangers. Therefore, fighters have to take a Nerve test when a friendly fighter is Prone and Seriously Injured or taken Out of Action within 3" of them, or a friendly vehicle is Wrecked within 6" of them. All fighters must test regardless of their Status and Secondary Status, though it should be noted that some fighters may be subject to a special rule that makes them immune to Nerve tests. NOTE No Nerve test is required when a Juve/Prospect is taken Out of Action, except by other Juves/Prospects. To make a Nerve test, make a Cool test for the fighter, applying a +1 modifier for each friendly fighter within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, nothing happens. - If the test is failed, the fighter becomes Broken. Place a Broken marker on their Fighter card to indicate that the fighter is subject to the Broken condition: - As soon as a fighter becomes Broken, they will immediately activate (even if they have already been activated this round) and make a [Running for Cover (Double)](https://necrovox.org/docs/the-rules/fighter-actions#running-for-cover-double) action. - If the fighter is Ready, they lose their Ready marker. - Broken fighters may be rallied in the End phase, as described in [Rally Tests](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken fighter activates in a subsequent round, they may not make any actions other than Running for Cover (Double). - If a Broken fighter is engaged by an enemy fighter, they may only make Reaction attacks with a -2 modifier. INFO ### VEHICLES AND NERVE TESTS[](https://necrovox.org/docs/the-rules/resolve-hits#vehicles-and-nerve-tests) Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool test for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the test is passed, nothing happens. - If the test is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile will make a [Break For Air (Double)](https://necrovox.org/docs/the-rules/vehicle-actions#break-for-air-double) action, or if Stationary and Stalled make a [Burn Out (Double)](https://necrovox.org/docs/the-rules/vehicle-actions#burn-out-double) action. - If the vehicle is Ready, they lose their Ready marker. - Broken vehicles may be rallied in the End phase, as described in [Rally Tests](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests). - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled. # RESOLVING HITS AGAINST VEHICLES *Source: Necromunda Core Rulebook (2023)* When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. DETERMINE FACING OF ATTACK[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#1-determine-facing-of-attack) As noted in [Vehicle Characteristics](https://necrovox.org/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-characteristics--characteristic-tests), all vehicles have three Toughness characteristics: Front, Side and Rear – each of which corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/01692a27-0b5d-4e5a-9315-7ebf43e42e5e/Untitled.png) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a [Blast marker](https://necrovox.org/docs/the-rules/shooting#blast-markers)) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. INFO ### HULL DOWN VEHICLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#hull-down-vehicles) Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ## 2. MAKE WOUND ROLL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#2-make-wound-roll) Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs Toughness | D6 Roll Required | | --- | --- | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. MAKE SAVE ROLL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#3-make-save-roll) If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the [same way as for fighters](https://necrovox.org/docs/the-rules/resolve-hits#2-make-a-save-roll). ## 4. DETERMINE DAMAGE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#4-determine-damage) Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. ### A. LOCATION HIT[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#a-location-hit) One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice until a location that can be hit is rolled. ### MULTIPLE LOCATION DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#multiple-location-dice) Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. ROLL DAMAGE DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#b-roll-damage-dice) After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered – the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### DAMAGE DICE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#damage-dice) Damage dice are special dice used to determine the severity of the damage caused to a vehicle. Each face is marked with one of three different symbols. These are: ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/23f049ae-8e6d-4eca-9697-4a5b706121d8/Untitled.png) ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/af056db2-9eea-4a22-aa74-44a0a03077df/Untitled.png) ![Untitled](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/281b02ca-3b35-4396-ab9c-12a7ac1ac67e/Untitled.png) ## DAMAGE TABLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#damage-tables) Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### BODY DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#body-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Crew Shaken: The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | Structural Damage: The vehicle loses one Hull Point and immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Catastrophic Hit | Weapon Destroyed: One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no undamaged weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | ### ENGINE DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#engine-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Stutter: The vehicle immediately becomes Stationary and Stalled. | | Penetrating Hit | Loss of Power: The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | | Catastrophic Hit | Belching Smoke & Flame: The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier. | ### CREW DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Crew Shaken: The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling test. If this test is failed, it becomes Stationary and Stalled. | | Penetrating Hit | Driver Wounded: The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during the Recover & Restart step: • On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.• On a 2 or 3, the driver grits their teeth and carries on driving through the pain.• On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | Catastrophic Hit | Driver Black Out: The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests, changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during the Recover & Restart step:• On a 1-3, the driver remains unconscious.• On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round. | ### DRIVE DAMAGE TABLE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table) | Type of Hit | Effect | | --- | --- | | Glancing Hit | Tank Slapper: The vehicle immediately makes a https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests. | | Penetrating Hit | Blow Out: The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | Catastrophic Hit | Major Malfunction: The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## WRECKED VEHICLES[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#wrecked-vehicles) When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### THROWN CLEAR[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#thrown-clear) When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative test. If this test is passed, the fighter remains Standing. If, however, this test is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Falling](https://necrovox.org/docs/the-rules/resolve-hits#falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. INFO ### VEHICLES WITH MULTIPLE CREW[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#vehicles-with-multiple-crew) Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ### INJURED CREW[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#injured-crew) Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | --- | --- | | 11 | Lesson Learned: The crew goes into Convalescence but gains D3 Experience. | | 12-26 | Out Cold: The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | Convalescence: The crew goes into Convalescence. | | 51-52 | Humiliated: The crew goes into Convalescence. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | Head Injury: The crew goes into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | Eye Injury: The crew goes into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | Critical Injury: The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) in the post-battle sequence, they will die. | | 66 | Memorable Death: The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## LASTING DAMAGE[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#lasting-damage) Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### GOING INTO REPAIR[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#going-into-repair) In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired (see [Negotiate Repairs](https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs)). The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | --- | | 1 | Persistent Rattle: There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made for this vehicle. | | 2 | Handling Glitch: The vehicle suffers a -1 modifier to its Handling tests. | | 3 | Unreliable: At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | Loss of Power: The vehicle’s Movement characteristic is reduced by 1". | | 5 | Damaged Bodywork: Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | Damaged Frame: Reduce the vehicle’s Hull Points characteristic by 1. | | 7+ | Write-off: The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired (see https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs. | ## LOSS OF CONTROL TESTS[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling test for the vehicle, applying any modifiers as required: - If the test is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the test is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. INFO ### FIGHTERS ON VEHICLES LOSING CONTROL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#fighters-on-vehicles-losing-control) If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must [test to avoid falling](https://necrovox.org/docs/the-rules/terrain#falling). ### LOSING CONTROL[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#losing-control) When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. ![SwerveDice](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/579f9b1e-6f59-4bad-a6a0-6e192bc4eff1/Untitled.png) ![JackKnifeDice](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/9c37f611-e87c-4278-a3f4-89f809470e7f/Untitled.png) ![Roll](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/1eaa16c9-5c15-459c-b8bb-6c5496b40ad7/Untitled.png) In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ![Swerve](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/776166f9-22d7-478a-b874-e55f89c9daa5/Untitled.png) ![JackKnife](https://prod-files-secure.s3.us-west-2.amazonaws.com/d7b0e0e6-24b9-4da8-8ab2-a5c5242f7825/27aa9b28-a678-4229-9f66-13e0eec5d4ff/Untitled.png) > *Here we see a vehicle pivoted 45° and 90° to the left around its central point.* ### SWERVING AND JACKKNIFING[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#swerving-and-jackknifing) If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will pivot and then move a number of inches equal to half its Movement characteristic. ### ROLLING[](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#rolling) If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3. The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an active model, does not change facing and all vehicle impacts are resolved as [Head-on Collisions](https://necrovox.org/docs/the-rules/vehicle-impacts#head-on-collisions). Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. !https://necrovox.org/assets/images/rolling-diagram-45615f3b108550889f3d916beabee810.jpg # THE END PHASE *Source: Necromunda Core Rulebook (2023)* After all models have been activated, the Action phase ends and play moves on to the End phase. The End phase has four steps: 1. **Bottle Checks:** If a player has at least one Prone and Seriously Injured or Out of Action fighter, or at least one Wrecked vehicle, they will have to make a Bottle check for their gang. 2. **Fleeing the Battlefield:** If either gang has failed a Bottle check, that gang’s controlling player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield. 3. **Recover & Restart:** Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters and/or Restart tests for any Stationary and Stalled vehicles belonging to their gang. 4. **Rally Tests:** Starting with the player that holds Priority, both players make Cool tests for Broken models belonging to their gang to see if they can Rally. NOTE ### REMOVE TEMPORARY EFFECTS[](https://necrovox.org/docs/the-rules/the-end-phase#remove-temporary-effects) **Smoke:** Roll a D6 per smoke cloud: on a 1-4 it is removed. **Graviton Pulse:** Remove any Graviton Pulse blasts. **Toxic Sludge:** Roll a 2+ for each Prone fighter that is at least partially in a pool of toxic sludge, or go Out of Action. ## 1. BOTTLE CHECKS[](https://necrovox.org/docs/the-rules/the-end-phase#1-bottle-checks) At the start of the End phase, a player will be required to make a Bottle check for their gang if one or more of their fighters are currently either Prone and Seriously Injured or Out of Action, or if one or more of their vehicles is currently Wrecked. If both players are required to make a Bottle check, the player that holds Priority should go first. To make a Bottle check for their gang, the controlling player rolls a D6 and adds to the result the total number of fighters belonging to their gang that are currently Prone and Seriously Injured or Out of Action and the total number of vehicles belonging to their gang that are currently Wrecked. If the final result is higher than the total number of models in its starting crew (the number of models that were present at the start of the battle, see [Choosing Crews](https://necrovox.org/docs/battlefield-setup/scenario-rules#choose-crew)), the Bottle check is failed and the gang has ‘bottled out’. If the scenario uses Reinforcements, instead of comparing to the number of models in its starting crew, compare the total to the number of models that were eligible to take part in the battle. Note that once a gang has bottled out, there is no need to make any further Bottle check for it. It is considered to have bottled out for the remainder of the battle. HOUSE RULE (A&A) - Reinforcements count towards bottle tests. - A voluntary fail automatically loses the match. ## 2. FLEEING THE BATTLEFIELD[](https://necrovox.org/docs/the-rules/the-end-phase#2-fleeing-the-battlefield) Once a gang has bottled out, both fighters and vehicles alike may begin to flee the battlefield. During this step of the End phase, starting with the gang that holds Priority if both gangs have bottled out, the controlling player makes a Cool test for each of their models that is currently on the battlefield: - If the test is passed, the model holds its nerve and remains on the battlefield. - If the test is failed, the model chooses discretion over valour and it (or in the case of a vehicle, its crew) flees the battlefield. What happens to a model when it flees the battlefield will depend firstly upon whether it is a fighter or a vehicle and, secondly, upon its current Secondary Status: 1. Should a fighter flee the battlefield whilst their Secondary Status is Active, Engaged or Pinned, they are simply removed from play with no ill effect. 2. Should a fighter flee the battlefield whilst their Secondary Status is Seriously Injured, they are removed from play and set to one side. During the Wrap-up, test to see if they [succumb to their injuries](https://necrovox.org/docs/the-rules/the-post-battle-sequence#succumbing-to-injuries). 3. Should a vehicle flee the battlefield, the crew will abandon the vehicle and flee the battlefield, returning later to collect their vehicle. Change the vehicle’s Status to Stationary and Wrecked but do not roll on the Lasting Damage table. ### VOLUNTARILY FLEEING THE BATTLEFIELD[](https://necrovox.org/docs/the-rules/the-end-phase#voluntarily-fleeing-the-battlefield) In the tense gang combat of Necromunda, it is often wise for a gang to quit a fight while they are still ahead. This is especially true in ambushes, and when smaller crews find themselves taking on larger and more dangerous ones! Once at least one of a gang’s starting crew is Prone and Seriously Injured, taken Out of Action or are Wrecked, a gang’s controlling player can choose to automatically fail any Bottle check the gang is required to make. Once a gang has bottled out (either voluntarily or by failing a Bottle check), the controlling player can declare that the gang will flee the battlefield at the start of any Action phase. Any Standing and Active or Prone and Pinned fighters, and all vehicles, immediately flee the battlefield as described above. Engaged fighters must attempt to break away from combat – make an Initiative test for each. If the test is passed, they flee the battlefield. If the test is failed, they become Prone and Seriously Injured. Once the gang that has declared that it will flee has only Prone and Seriously Injured fighters remaining on the battlefield, the battle ends. Roll to see if Prone and Seriously Injured fighters succumb to their injuries in the Wrap-up as usual. ### GANG HIERARCHY[](https://necrovox.org/docs/the-rules/the-end-phase#gang-hierarchy) Some models, most notably Leaders and Champions, have a special rule called ‘Gang Hierarchy (X)’ listed on their profile. In all such cases, the ‘X’ in brackets will be replaced by the model’s rank (‘Leader’ or ‘Champion’): **Gang Hierarchy (X):** During a battle, once this model’s gang has failed a Bottle check, during any End phase in which this model passes its Cool test and does not flee the battlefield, any friendly models that are within 12" (if this model is a Leader) or 6" (if this model is a Champion) of this model will automatically pass their Cool test and will not flee the battlefield. ## 3. RECOVER & RESTART[](https://necrovox.org/docs/the-rules/the-end-phase#3-recover--restart) Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters belonging to their gang to see if they recover sufficiently to return to the fight. Similarly, both players make Restart tests for any Stationary and Stalled vehicles belonging to their gang to see if they can be restarted and become Mobile once again. ### RECOVERY TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#recovery-tests) For each member of their gang that is Prone and Seriously Injured and still on the battlefield, the controlling player makes a Recovery test by rolling an Injury dice: - If the result is Out of Action, the fighter is removed from play. - If the result is Seriously Injured, the fighter suffers a Flesh Wound and remains as they are – Prone and Seriously Injured. - If the result is a Flesh Wound, the fighter suffers a Flesh Wound and becomes Prone and Pinned. **Assistance:** When making a Recovery test for a Prone and Seriously Injured fighter, one Standing and Active friendly fighter that is within 1" can offer assistance. If they do so, roll one extra Injury dice then pick one of the Injury dice to resolve and discard the other. In addition, a fighter that is being assisted does not suffer a Flesh Wound regardless of the result of the Injury dice. A fighter can only assist one Recovery test per End phase. **Multiple Injury Dice:** It may happen that, due to assistance, items of Wargear, Tactics cards or skills that, when making a Recovery test, several Injury dice are rolled. Regardless of how many are rolled, one Injury dice is picked and resolved – the others are discarded, as described previously. ### RESTART TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#restart-tests) For each vehicle belonging to their gang that is currently Stationary and Stalled, the controlling player makes a Restart test. To make a Restart test, make a Handling test for the vehicle, applying a +1 modifier unless the vehicle has only 1 HP remaining: 1. If the Handling test is passed, the vehicle immediately Restarts, changing its Status from Stationary and Stalled to Mobile. 2. If the Handling test is failed, the vehicle refuses to Restart and it remains Stationary and Stalled. ### WOUNDED DRIVERS[](https://necrovox.org/docs/the-rules/the-end-phase#wounded-drivers) Finally during this step, if any vehicles in a player’s gang have suffered a Driver Wounded damage effect, a D6 is rolled for that driver, as described in [Crew Damage Table: Drive Wounded](https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). ## 4. RALLY TESTS[](https://necrovox.org/docs/the-rules/the-end-phase#4-rally-tests) During the final step of the End phase, players may attempt to Rally any Broken models belonging to their gang, starting with the gang that holds Priority if both gangs contain Broken models. To Rally a Broken model, make a Cool test for them, applying a +1 modifier to the result for each friendly model within 3" of them that is not Broken and is not Prone and Seriously Injured: - If the test is passed, the model is no longer Broken. - If the test is failed, the model remains Broken and may attempt to Rally again in the next End phase. FLOODED PASSAGE (SPECIAL TERRAIN FEATURE) At the end of each End phase, roll 2+ for each Seriously Injured fighter in the Flood Water or they are taken Out of Action (their injuries are too great to keep their head above water). BADZONE ENVIRONMENTS If using Badzone Environments, roll to see if the current is discarded. If discarded, generate a new Event. NOTE Leading by Example is not affected by any status or condition (Broken, Seriously Injured, Blaze etc.) # THE POST-BATTLE SEQUENCE Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present. The post-battle sequence has seven steps: 1. Wrap-up 2. Assign/Reassign Territory 3. Receive Rewards 4. Collect Income 5. Post-battle Actions 6. Update Roster 7. Report Results ## 1. WRAP-UP[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#1-wrap-up) During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved. Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared. Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up. ### SUCCUMBING TO INJURIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#succumbing-to-injuries) If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously. ### BEING CAPTURED[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#being-captured) After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away: **Capturing Enemy Fighters:** Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers: - 1 if the battle was a draw. - 2 if the fighter’s gang lost the battle. - 2 if the fighter was taken Out of Action while subject to the Webbed condition. If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter. ### CLAIMING SCRAP[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claiming-scrap) If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang. ### CAPTIVE FIGHTERS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters) Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive. When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the [Determine Scenario step](https://necrovox.org/docs/the-rules/the-pre-battle-sequence#3-determine-scenario) of the pre-battle sequence – instead, the Rescue Mission scenario is played. If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails: - A Law Abiding gang may claim a bounty on a [Captive fighter](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters) belonging to an Outlaw gang during the post-battle sequence of that battle. - An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle. - Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows. - Any gang may [sell a Captive to the Guilders](https://necrovox.org/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) as a slave during the post-battle sequence of that battle. If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission. ### TRADING CAPTIVE MODELS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#trading-captive-models) At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish. This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more. ## 2. ASSIGN/REASSIGN TERRITORY[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#2-assignreassign-territory) The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands. ## 3. RECEIVE REWARDS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#3-receive-rewards) Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6. HOUSE RULE (A&A) Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap. ### GAINING AND LOSING REPUTATION[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#gaining-and-losing-reputation) Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses. ## 4. COLLECT INCOME[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#4-collect-income) Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash. ## 5. POST-BATTLE ACTIONS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#5-post-battle-actions) During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means. ### TRADE[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#trade) The fighter can visit the Trading Post by making a Trade action – this action is resolved during the [Visit the Trading Post step](https://necrovox.org/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting. ### SELL TO THE GUILDERS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#sell-to-the-guilders) The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a [chance to rescue them](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters): Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash. ### CLAIM BOUNTIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claim-bounties) Law Abiding gangs can [claim bounties](https://necrovox.org/docs/the-rules/the-post-battle-sequence#claim-bounties) for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in [Captive Fighters](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters)). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster ### ‘DISPOSE’ OF CAPTIVES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#dispose-of-captives) As described in [Captive Fighters](https://necrovox.org/docs/the-rules/the-post-battle-sequence#captive-fighters), Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster. ### MEDICAL ESCORT[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#medical-escort) The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below: | D6 | Result | | --- | --- | | 1 | Complications: The fighter dies. | | 2-5 | Stabilised: Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery. | | 6 | Full Recovery: The fighter goes into Recovery, but suffers no lasting effects. | ### NEGOTIATE REPAIRS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#negotiate-repairs) The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed: | D6 | Result | | --- | --- | | 1-3 | Almost Like New: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle. | | 4-5 | Quality Repairs: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | | 6 | Superficial Damage: The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons). | ## 6. UPDATE ROSTER[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#6-update-roster) During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence: A. Clean House B. Visit the Trading Post C. Gain Boons from Territories D. Distribute Equipment E. Purchase Advancements F. Update Gang Rating ### A. CLEAN HOUSE[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#a-clean-house) After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’. Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew. Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired. ### B. VISIT THE TRADING POST[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post) The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash. **Hire a Fighter:** The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step. Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured. **Purchase a Vehicle:** The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step. **Recruit Hangers-on & Brutes:** The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this. **Sell Unwanted Items:** Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits). Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence. **Purchase Equipment:** Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment. **Seek Rare & Illegal Equipment (Trade Post-battle Action Only):** This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the [Trading Post](https://necrovox.org/docs/armoury/). Roll 2D6 to determine the availability of items, adding the following bonuses: - +2 if the gang’s Leader is making a Trade post- battle action. - +1 for each Champion making a Trade post- battle action. - +1 for every full 10 Reputation the gang has. - +/-X as from a specified special rule. - A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4. - An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level. Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists. INFO ### THE BLACK MARKET, RARITY AND LEGALITY RATINGS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#the-black-market-rarity-and-legality-ratings) Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8). INFO ### POST-BATTLE ACTIONS TIMINGS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#post-battle-actions-timings) Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle. In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree. ### C. GAIN BOONS FROM TERRITORIES[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#c-gain-boons-from-territories) Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now. ### D. DISTRIBUTE EQUIPMENT[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#d-distribute-equipment) Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a * taking the space of two. Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence. Players are reminded that no fighter can discard a weapon or Wargear that grants the [Mounted condition](https://necrovox.org/docs/general-principles/conditions#mounted) once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on [Equipment Sets](https://necrovox.org/docs/founding-a-gang/gang-creation#equipment-sets). ### E. PURCHASE ADVANCEMENTS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#e-purchase-advancements) In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase [Advancements](https://necrovox.org/docs/the-rules/gaining-experience#advancements). ### F. UPDATE GANG RATING[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#f-update-gang-rating) Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step. ## 7. REPORT RESULTS[](https://necrovox.org/docs/the-rules/the-post-battle-sequence#7-report-results) Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs. # GAINING EXPERIENCE *Source: Necromunda Core Rulebook (2023)* During any battle, a fighter (including vehicle crew) can gain Experience (XP) in a number of ways. The standard ways in which Experience is gained are detailed here. Experience is also gained by completing scenario objectives – these will be detailed in the scenario. Players should note that, for the purposes of gaining Experience, vehicle crew are considered to be fighters. A model gains XP for any of the following actions: - 1 XP if their action directly causes an enemy fighter to suffer one or more Serious Injuries.* - 2 XP if their action causes an enemy vehicle to become Wrecked. - 2 XP if their action directly causes an enemy fighter to go Out of Action.* - If the enemy fighter is a Leader or a Champion, gain an extra 1 XP. - 1 XP if they took part in a battle (this XP is only gained if the scenario does not grant XP for a model taking part in the battle). - 1 XP if they are Broken and successfully rally. - 1 XP if they provide Assistance to another fighter making a Recovery test who becomes Prone and Pinned. - *Note that fighters can only gain XP for Seriously Injuring or taking an enemy fighter Out of Action once per enemy fighter per activation. For instance, if a fighter causes an enemy fighter to suffer a Serious Injury, and then performs a Coup De Grace (Free) action, they would only gain the 2 XP for causing the enemy fighter to go Out of Action.* HOUSE RULE (A&A) Additonal ways to earn XP: - D3 XP for the MVP of each playing team. This is nominated by your opponent at the end of the match. - D3 XP for each fully painted model. This is awarded at the start of the campaign (or when they join your gang). If a model is unpainted, it gains the D3XP when it becomes painted. - +1 additional XP when taking a Brute Out of Action. ## ADVANCEMENTS[](https://necrovox.org/docs/the-rules/gaining-experience#advancements) At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating. The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum – see [Fighter Profiles](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles)) for the basic XP cost shown each time. | Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves & Specialists) | Cost Increase | | --- | --- | --- | | 3 XP | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 4 XP | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits | | 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits | | 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 6 XP | The fighter gains a random skill from one of their Primary Skill Sets. | +20 credits | | 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 9 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits | | 9 XP | The fighter gains a random skill from one of their Secondary Skill Sets. | +35 credits | | 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits | | 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits | | 12 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits | | 15 XP | The fighter gains a random skill from ANY Skill Set. | +50 credits | ### GANGERS[](https://necrovox.org/docs/the-rules/gaining-experience#gangers) Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner. If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6. | 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase | | --- | --- | --- | | 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | | 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits | | 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits | | 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits | | 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits | | 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits | | 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits | **Specialists:** Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list. ## MAXIMUM CHARACTERISTICS[](https://necrovox.org/docs/the-rules/gaining-experience#maximum-characteristics) As mentioned in [Fighter Profiles](https://necrovox.org/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics-profiles), each of a fighter’s characteristics has a maximum value. In addition to these maximums, no fighter may improve their Movement, Strength or Toughness characteristics more than twice beyond that given in the basic profile for a fighter of their current category. No fighter may improve their Wounds or Attacks characteristics more than once beyond that given in the basic profile for a fighter of their current category. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum, treat it as a roll of 12 instead. YAQ The fighter keeps improved stats above the new class maximum characteristics (for example Movement). However, if the fighter (after promotion) later receives stat decrease injury bringing them back to the current class max, the fighter will forever be unable to go above the max again (with future advancements or bionics). ## SKILLS[](https://necrovox.org/docs/the-rules/gaining-experience#skills) Skills can be obtained by Leaders, Champions, Prospects, Juves, crews and Specialists. The skills that are available are divided into a number of universal [Skill Sets](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills). In addition, most gangs have their own unique Skill Set that represents the unique character of that gang or the House to which it belongs. These Skill Sets are presented alongside that Gang list. Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the fighters that make up that gang. All fighters have different levels of skill access depending upon their type and the gang to which they belong; for example, a House Goliath Forge Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Juve). In each Gang list, and for certain other types of fighter (Exotic Beasts and Brutes, for example), details are given showing the Skill Sets available to those fighters. Fighters have Primary access to some Skill Sets, and Secondary access to others. Certain fighters can access skills from other sets, but to do so is more expensive in terms of XP. ### GAINING A NEW SKILL[](https://necrovox.org/docs/the-rules/gaining-experience#gaining-a-new-skill) Whenever a fighter gains a new skill, it will either be chosen by the controlling player or determined randomly. How a new skill is determined will depend upon how much XP has been spent to gain the skill or if the skill is Primary, Secondary or neither, as detailed in the [Advancements table](https://necrovox.org/docs/the-rules/gaining-experience#advancements). **Choosing a Skill:** Choosing a skill is a simple matter of selecting a desirable skill from one of the Skill Sets available to that fighter. **Gaining a Random Skill:** Every skill in each Skill Set is numbered between 1 and 6. When a fighter gains a random skill, the player chooses a Skill Set to generate that skill from and rolls a D6. This roll determines which skill from the chosen Skill Set the fighter gains. If the fighter already has that skill, or cannot take that skill, simply re-roll the D6 until a skill the fighter does not have or can take is rolled. ## USING WYRD POWERS[](https://necrovox.org/docs/the-rules/psykers#using-wyrd-powers) When a psyker makes a Wyrd Power (X) action, they must make a Willpower test to see if the action is successful. If the test is passed, the Wyrd Power takes immediate effect. If it is failed, the Wyrd Power has no effect and the action is wasted. Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immediately expire. However, using Wyrd Powers is not without risk. If the Willpower test is failed on the roll of a double 1, the psyker must immediately roll on the [Perils of the Warp table](https://necrovox.org/docs/the-rules/psykers#perils-of-the-warp). If the Willpower test is passed on the roll of a double 6, the Wyrd Power takes effect, cannot be Disrupted (see [Psychic Duels](https://necrovox.org/docs/the-rules/psykers#psychic-duels)) and the psyker must immediately roll on the Perils of the Warp table. ## PSYCHIC DUELS[](https://necrovox.org/docs/the-rules/psykers#psychic-duels) Whenever a psyker is activated to make a Wyrd Power (X) action or to make a Maintain Control (Simple) action, if there is a Standing and Active or Prone and Pinned enemy psyker within 18", they may attempt to Disrupt the psyker’s successful Wyrd Power. To Disrupt a successful Wyrd Power (X) action, a psyker must roll 2D6. If the total is higher than the total rolled for the Willpower test made to successfully perform the action, the Wyrd Power is Disrupted and fails as if the psyker making the action had failed their own Willpower test. If the total is equal to or lower than the total of the Willpower test made to successfully perform the action, the Disruption attempt fails and the Wyrd Power (X) action is resolved. However, Disruption attempts can be just as risky as manifesting psychic powers. If a double 6 is rolled, the Wyrd Power is cancelled, but the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. If a double 1 is rolled, the Disruption attempt fails and the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. ## PERILS OF THE WARP[](https://necrovox.org/docs/the-rules/psykers#perils-of-the-warp) Whenever a psyker rolls a double 1 or a double 6 when making a Willpower test to perform a Wyrd Power (X) action, or when attempting to Disrupt a Wyrd Power, roll 2D6 and consult the table below: | 2D6 | Result | | --- | --- | | 2-3 | A Tear in Reality!: The psyker loses control and warp energy tears reality apart around them. Centre a 5" Blast marker on the psyker; any model touched by the marker must pass a Willpower test or lose a Wound or suffer the https://necrovox.org/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table. The psyker then goes Out of Action. | | 4-5 | Immaterium Inverse: The Warp inverts upon those attempting to control it. The psyker becomes the target of the power (regardless of range). If the power is beneficial, the psyker instead becomes Prone and Pinned and suffers a Strength 6 hit that inflicts 2 Damage, ignoring armour saves, and the power has no other effects. | | 6-8 | Whispers from the Warp: The psyker’s mind is filled with screaming daemonic voices. The psyker becomes subject to the Insane condition. Place an Insanity marker on the psyker’s Fighter card and roll a D6 on the https://necrovox.org/docs/general-principles/conditions#insane when they activate. | | 9-10 | Warp Surge!: The psyker’s power becomes overcharged with warp energy. The psyker may immediately try to manifest the same power again as a free action, or, if they were trying to Disrupt a power, they may immediately manifest one of their own powers as a free action – this additional manifestation of the power can trigger Perils of the Warp as normal. After working out the effects of the power, the psyker becomes Prone and Pinned and suffers a Strength 4 hit which inflicts 1 Damage, ignoring armour saves. | | 11-12 | Daemonic Possession: Daemonic energy courses through the psyker’s body. The psyker increases their Movement, Strength, Toughness and Attacks characteristics all by 3 and their Weapon Skill to 2+. Their unarmed attacks inflict 2 Damage and have an AP of -1. In the End phase of the following round, or if the psyker generates this result again, they go Out of Action. | HOUSE RULE ### WHISPER OF THE WARP (NECRODAMUS, A&A)[](https://necrovox.org/docs/the-rules/psykers#whisper-of-the-warp-necrodamus-aa) If the first action causes Insanity, apply Insanity immediately if the fighter makes a 2nd action. ## SANCTIONED AND NON-SANCTIONED PSYKERS[](https://necrovox.org/docs/the-rules/psykers#sanctioned-and-non-sanctioned-psykers) All psykers fall into two broad types, regardless of the powers they wield or where they originate from: sanctioned psykers and non-sanctioned psykers. Bearing the official approval of Imperial authorities, sanctioned psykers wield their powers under the control and vigilance of overseers and handlers. Trained from an early age in the correct use of their abilities and to minimise the risks of daemonic possession, sanctioned psykers are free to operate as they wish without the risk of censure by the authorities. A non-sanctioned psyker, by contrast, exists outside of the system and in secret, unaware of the great risks they present to themselves and others, and oblivious to the great efforts the Imperium goes to in controlling their kind. The rewards for bringing a non-sanctioned psyker to Imperial justice can be great, often significant enough to justify the risks of going against them! To reflect their sanctioned or unsanctioned status, all psykers will have one of the two following skills on their profile: **Sanctioned Psyker:** A psyker with this skill may re-roll a failed Willpower test once per battle. **Non-sanctioned Psykers:** Should a psyker with this skill be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a psyker with this skill be captured and sold to the Guilders, they are worth their full value. Note that when a psyker with this skill is captured, they can be sold immediately without the opportunity for a Rescue Mission. INFO ## WYRD POWERS AND THE FIREPOWER DICE[](https://necrovox.org/docs/the-rules/psykers#wyrd-powers-and-the-firepower-dice) Some Wyrd powers act as weapons that can be used by the psyker, however these powers can never run Out of Ammo. Therefore there is no need to roll a Firepower dice when attacking with a Wyrd power unless the attack has a Trait that triggers certain results on the Firepower dice. ## WYRD POWERS[](https://necrovox.org/docs/the-rules/psykers#wyrd-powers) There are many ways that a fighter may gain access to Wyrd Powers – one of the most common being the use of Ghast. Presented below are a selection of Wyrd Powers for players and Arbitrators to use in their campaigns. If a fighter gains a Wyrd Power, they may either roll a D6 to see which power they gain or in some cases may choose one of the following powers. TIP Below you will find the Wyrd Powers listed in the 2023 Core Rules. These were greatly expanded upon in the Book of the Outcast and can be found in [Wyrd Powers](https://necrovox.org/docs/the-rules/wyrd-powers). Most campaigns will use the extended powers list, but check with your arbitrator if uncertain. ### 1. TELEKINESIS – ASSAIL (BASIC)[](https://necrovox.org/docs/the-rules/psykers#1-telekinesis--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 Ballistic Skill. 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 S3, AP -, D1 hit. If they come into base contact with another Standing fighter, that fighter also suffers a S3, AP -, D1 hit and becomes Prone and Pinned. ### 2. PYROMANCY – FLAME BLAST (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/psykers#2-pyromancy--flame-blast-basic-continuous-effect) *Flames envelop 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. ### 3. CHRONOMANCY – FREEZE TIME (DOUBLE)[](https://necrovox.org/docs/the-rules/psykers#3-chronomancy--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. ### 4. TECHNOMANCY – WEAPON JINX (SIMPLE)[](https://necrovox.org/docs/the-rules/psykers#4-technomancy--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 test for one of their weapons, chosen by this fighter’s controlling player. ### 5. TELEPATHY – TERRIFY (DOUBLE)[](https://necrovox.org/docs/the-rules/psykers#5-telepathy--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 becomes Broken. ### 6. BIOMANCY – QUICKENING (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/psykers#6-biomancy--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 maximumof 2+). # 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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](https://necrovox.org/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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills. ### 2. CHAMELEON (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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](https://necrovox.org/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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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)[](https://necrovox.org/docs/the-rules/wyrd-powers#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[](https://necrovox.org/docs/the-rules/wyrd-powers#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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### Melta If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.
Unknown
Melta
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
Unknown
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Unknown
Unknown
If a Short range attack from a weapon with this Traitreduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause anautomatic Out of Action result.If a Short range attack from a weapon with this Traitwounds a vehicle, roll an additional Damage dice.If a weapon with this Trait has no Short range, then theTrait applies to all attacks made by it.
necrovox
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### Melta If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice. If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.
Unknown
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52
263
```handlebars ``` *** *** {{#script}} ```js // Uses an external function 'gen' to generate concepts and their definitions async function extractAndDefineConcepts(text) { const prompt = `Extract concepts from the following content and define them. Do not refer to the current note. do not refer to already refered concepts(contained in []). Return a json Record<name, definition>. Ensure the 'name' is exactly as it appears in the text, without any modifications: \n${text.replace(/\[\[.*?\]\]/g, '')}`; const conceptData = await genJSON(prompt); // returns object return Object.entries(conceptData).map(([name, definition]) => ({name, definition})); } function replaceConceptsWithLinks(text, concepts) { let modifiedText = text; concepts.forEach(concept => { modifiedText = modifiedText.replace(new RegExp(concept.name, 'g'), `[[${concept.name}]]`); }); return modifiedText; } async function createConceptPages(concepts) { const currentFolder = app.workspace.getActiveFile().parent.path; for (const concept of concepts) { const conceptFilePath = `${currentFolder}/${concept.name}.md`; if (!await app.vault.exists(conceptFilePath)) { await app.vault.create(conceptFilePath, `# ${concept.name}\n\n${concept.definition}`); } } } async function extractConcepts() { const activeFile = app.workspace.getActiveFile(); if (!activeFile) return; const fileContent = (""+await app.vault.read(activeFile)) const concepts = await extractAndDefineConcepts(fileContent); const modifiedContent = replaceConceptsWithLinks(fileContent, concepts); console.log({modifiedContent}) await app.vault.modify(activeFile, modifiedContent); await createConceptPages(concepts); } await extractConcepts(); return ""; ``` {{/script}}
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🗞️conceptLinker
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2024-06-13 20:34:24.508078
['notes', 'linking', 'brainStorming']
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Generate notes and links them from the current note's words
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conceptLinker
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['generate']
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```handlebars ``` *** *** {{#script}} ```js // Uses an external function 'gen' to generate concepts and their definitions async function extractAndDefineConcepts(text) { const prompt = `Extract concepts from the following content and define them. Do not refer to the current note. do not refer to already refered concepts(contained in []). Return a json Record<name, definition>. Ensure the 'name' is exactly as it appears in the text, without any modifications: \n${text.replace(/\[\[.*?\]\]/g, '')}`; const conceptData = await genJSON(prompt); // returns object return Object.entries(conceptData).map(([name, definition]) => ({name, definition})); } function replaceConceptsWithLinks(text, concepts) { let modifiedText = text; concepts.forEach(concept => { modifiedText = modifiedText.replace(new RegExp(concept.name, 'g'), `[[${concept.name}]]`); }); return modifiedText; } async function createConceptPages(concepts) { const currentFolder = app.workspace.getActiveFile().parent.path; for (const concept of concepts) { const conceptFilePath = `${currentFolder}/${concept.name}.md`; if (!await app.vault.exists(conceptFilePath)) { await app.vault.create(conceptFilePath, `# ${concept.name}\n\n${concept.definition}`); } } } async function extractConcepts() { const activeFile = app.workspace.getActiveFile(); if (!activeFile) return; const fileContent = (""+await app.vault.read(activeFile)) const concepts = await extractAndDefineConcepts(fileContent); const modifiedContent = replaceConceptsWithLinks(fileContent, concepts); console.log({modifiedContent}) await app.vault.modify(activeFile, modifiedContent); await createConceptPages(concepts); } await extractConcepts(); return ""; ``` {{/script}}
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263
1,235
[[gang-rules]]
powers
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2024-06-13 20:34:24.508078
['rules', 'powers']
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[[gang-rules]]
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### Filter-plugs (10 credits) - **Description:** Filter-plugs are protective gear inserted in the nostrils or worn over the mouth to filter out toxic gases and pollutants common in the underhive atmosphere. - **Effects:** Provides resistance against gas attacks and environmental hazards that could impair breathing or cause harm. - **Use Limitation:** While they offer protection against gases, they do not protect against other forms of chemical attacks such as acidic substances.
equipment
Filter Plugs
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support
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2024-06-13 20:34:24.508078
['equipment']
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Provides resistance against gas attacks and environmental hazards that could impair breathing or cause harm.
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Filter-plugs are protective gear inserted in the nostrils or worn over the mouth to filter out toxic gases and pollutants common in the underhive atmosphere.
While they offer protection against gases, they do not protect against other forms of chemical attacks such as acidic substances.
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0
### Filter-plugs (10 credits) - **Description:** Filter-plugs are protective gear inserted in the nostrils or worn over the mouth to filter out toxic gases and pollutants common in the underhive atmosphere. - **Effects:** Provides resistance against gas attacks and environmental hazards that could impair breathing or cause harm. - **Use Limitation:** While they offer protection against gases, they do not protect against other forms of chemical attacks such as acidic substances.
Unknown
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# 73. Mercy Mission _In the aftermath of a gang battle, both sides try to get their fallen fighters to safety._ **Source: White Dwarf, April 2021** ## Battlefield Standard. ## Crews - Random (5). In addition, both teams add the following: - 1 Rogue Doc (Hangers-on). - 1 Hive Scum (Stub Gun). ## Tactics Cards - None ## Deployment Take turns (starting with the winner of a roll-off) in each of the following steps: 1. Place one of the 5 random enemy fighters anywhere on the battlefield, continue until all are deployed. 2. Place the friendly Rogue Doc & Hangers on a random battlefield edge. Then the other gang does the same on the opposite battlefield edge. Note that the battlefield edge where the Rogue Doc and Hive Scum is placed counts as the gang’s edge for the purpose of XP rewards, ending and winning the battle. ## The Aftermath _A brutal gang fight has taken place, and the battlefield is strewn with downed fighters._ All 5 random fighters from both teams begin: - Seriously Injured (Recovery rolls are made as normal at the end of each round). - Only 1 Wound remaining (if having more). - All weapons counts as Out of Amo (can be reloaded as normal after recovering). For this battle, all gangs (including all fighters) have the following effects: - No Lasting Injuries if going Out of Action. - No need to make Bottle tests. ## Mission of Mercy <FighterCard> ### Hive Scum (Generic) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> #### Special Rules - Can't Coup de Grace. </FighterCard> <FighterCard> ### Rogue Doc | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). #### Special Rules - Can't Coup de Grace. - Only Pinned if hit by an attack (otherwise unaffected). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield (except the Rogue Doc and Hive Scum). - One gang has 3+ fighters B2B with their battlefield edge (except the Rogue Doc and Hive Scum). ## Victory - The winner is the only gang with 3+ fighters B2B on their battlefield edge. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter B2B with their battlefield edge. 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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Hangers-on']
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# 73. Mercy Mission _In the aftermath of a gang battle, both sides try to get their fallen fighters to safety._ **Source: White Dwarf, April 2021** ## Battlefield Standard. ## Crews - Random (5). In addition, both teams add the following: - 1 Rogue Doc (Hangers-on). - 1 Hive Scum (Stub Gun). ## Tactics Cards - None ## Deployment Take turns (starting with the winner of a roll-off) in each of the following steps: 1. Place one of the 5 random enemy fighters anywhere on the battlefield, continue until all are deployed. 2. Place the friendly Rogue Doc & Hangers on a random battlefield edge. Then the other gang does the same on the opposite battlefield edge. Note that the battlefield edge where the Rogue Doc and Hive Scum is placed counts as the gang’s edge for the purpose of XP rewards, ending and winning the battle. ## The Aftermath _A brutal gang fight has taken place, and the battlefield is strewn with downed fighters._ All 5 random fighters from both teams begin: - Seriously Injured (Recovery rolls are made as normal at the end of each round). - Only 1 Wound remaining (if having more). - All weapons counts as Out of Amo (can be reloaded as normal after recovering). For this battle, all gangs (including all fighters) have the following effects: - No Lasting Injuries if going Out of Action. - No need to make Bottle tests. ## Mission of Mercy <FighterCard> ### Hive Scum (Generic) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> #### Special Rules - Can't Coup de Grace. </FighterCard> <FighterCard> ### Rogue Doc | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). #### Special Rules - Can't Coup de Grace. - Only Pinned if hit by an attack (otherwise unaffected). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield (except the Rogue Doc and Hive Scum). - One gang has 3+ fighters B2B with their battlefield edge (except the Rogue Doc and Hive Scum). ## Victory - The winner is the only gang with 3+ fighters B2B on their battlefield edge. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter B2B with their battlefield edge. 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.
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Booby Traps ## Trading-Post ### Frag Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag trap | - | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | C | 20 | ### Gas Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gas trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip> | R8 | 40 | ### Melta Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Melta trap | - | - | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R10 | 50 | ## Non-Trading-Post ### Sawn-off Surprise | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------ | :-: | :--: | | Sawn-off surprise | 3” | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | C\* | 20 | \* House Orlock only ### Sightblind Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Sightblind | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R11\* | 40 | \* House Delaque only ### Thermal Mine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Thermal mine (Van Saar) | 3” | 6” | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R11\* | 70 | \* House Van Saar only ### Incendiary Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary | - | - | - | - | 2 | -2 | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip> | C\* | 30 | \* House Cawdor only ### Web Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :--: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Web (Delaque) | - | - | - | - | 5 | (-2) | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R11\* | 80 | \* House Delaque only
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Booby Traps ## Trading-Post ### Frag Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag trap | - | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | C | 20 | ### Gas Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gas trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip> | R8 | 40 | ### Melta Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Melta trap | - | - | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R10 | 50 | ## Non-Trading-Post ### Sawn-off Surprise | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------ | :-: | :--: | | Sawn-off surprise | 3” | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | C\* | 20 | \* House Orlock only ### Sightblind Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Sightblind | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R11\* | 40 | \* House Delaque only ### Thermal Mine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Thermal mine (Van Saar) | 3” | 6” | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R11\* | 70 | \* House Van Saar only ### Incendiary Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary | - | - | - | - | 2 | -2 | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip> | C\* | 30 | \* House Cawdor only ### Web Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :--: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Web (Delaque) | - | - | - | - | 5 | (-2) | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R11\* | 80 | \* House Delaque only
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# Using The Campaign _Source: Necromunda Core Rulebook (2023)_ _Power in the underhive is more than a gun in a ganger’s hand. It is reputation, it is coin, and the worth of the ground that you can call your own. For gangs that wish for more than bloodshed, that wish not just for infamy, but to rise from the ashes and ruins to something greater; for these, dominion over the soul and iron of the hive is everything. And for that end, they will fight bitter war without mercy._ The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for the control of a Territory, with the winner either gaining a new Territory, or holding onto one that they already have. Territories are features of the underhive and the ash wastes that are worth something to the gangs, be that a set of old ruins that provide building materials or a safe haven, or a tech bazaar selling all manner of STC technology. There are a fixed number of Territories in a Dominion Campaign, based on the number of players. Possession of a Territory grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special gang tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. Additionally, all gangs possess a Settlement Territory which they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s Hideout. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, their Reputation, and how many enemies they have taken down. ## The Arbitrator The Dominion Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Dominion Campaign the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign and keeping track of the control of Territories. - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. ## The Gangs Each player in a Dominion Campaign needs to have a gang. This can be any gang currently available fromany of the Necromunda supplements, or those published in White Dwarf magazine or on the Warhammer Community website. ## Controlling Territories Each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession. ## Pre- And Post-Battle Sequence The Dominion Campaign uses all of the standard rules for the pre- and post-battle sequences presented earlier in this book, including the gaining and spending of XP. ## Winning Rather than a single winner, there are many Triumphs that a gang can achieve in a Dominion Campaign. At the end of the last campaign cycle, the Dominion Campaign is over. The Arbitrator then totals up each gang’s total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players.
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# Using The Campaign _Source: Necromunda Core Rulebook (2023)_ _Power in the underhive is more than a gun in a ganger’s hand. It is reputation, it is coin, and the worth of the ground that you can call your own. For gangs that wish for more than bloodshed, that wish not just for infamy, but to rise from the ashes and ruins to something greater; for these, dominion over the soul and iron of the hive is everything. And for that end, they will fight bitter war without mercy._ The Dominion Campaign is based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for the control of a Territory, with the winner either gaining a new Territory, or holding onto one that they already have. Territories are features of the underhive and the ash wastes that are worth something to the gangs, be that a set of old ruins that provide building materials or a safe haven, or a tech bazaar selling all manner of STC technology. There are a fixed number of Territories in a Dominion Campaign, based on the number of players. Possession of a Territory grants a gang that holds it a benefit – called a Boon. Boons vary from income, to a special gang tactic that can be used in battle, to equipment, or even recruits for their gang. Gangs claim Territories by winning battles. Additionally, all gangs possess a Settlement Territory which they cannot lose and which can never be staked on the outcome of a battle. This represents the gang’s Hideout. The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, their Reputation, and how many enemies they have taken down. ## The Arbitrator The Dominion Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator’s job to keep track of victories, offer guidance for the players and control any random events or elements. In the Dominion Campaign the Arbitrator’s responsibilities include: - Organising the players and making a list of all of the gangs involved in the campaign. - Keeping the players informed as to the progression of the campaign and keeping track of the control of Territories. - Deciding when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes. ## The Gangs Each player in a Dominion Campaign needs to have a gang. This can be any gang currently available fromany of the Necromunda supplements, or those published in White Dwarf magazine or on the Warhammer Community website. ## Controlling Territories Each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession. ## Pre- And Post-Battle Sequence The Dominion Campaign uses all of the standard rules for the pre- and post-battle sequences presented earlier in this book, including the gaining and spending of XP. ## Winning Rather than a single winner, there are many Triumphs that a gang can achieve in a Dominion Campaign. At the end of the last campaign cycle, the Dominion Campaign is over. The Arbitrator then totals up each gang’s total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Resolving Hits on and by Vehicles ## Vehicles And Ranged Attacks Vehicles follow the same rules for resolving ranged attacks as fighters with the following modifications: ### Measuring Range When resolving a ranged attack with a vehicle, always measure the distance from the weapon being fired, not from the vehicle’s base or hull. When resolving ranged attacks against a vehicle, always measure to the closest point of the vehicle’s hull. Note that vehicles gain the same benefits from cover as fighters do. ### Vehicle Vision Arcs Like fighters, vehicles have vision arcs. Where they differ is that larger vehicles with more crew may have up to four vision arcs, as shown on the following diagram. All vehicles have a front vision arc, representing what the crew can see in the moment. Those with more than one vision arc will invariably also have crewed weapons that face into that vision arc. Where a vehicle does not have a certain vision arc, this is known as a ‘blind spot’. Determine a vehicle’s vision arc by drawing two imaginary lines through the corners of the vehicle as shown below. ![](vehicle-vision-arc.jpg) ## Vehicles And Close Combat Attacks Vehicles can never make close combat attacks. ### Attacking Vehicles A fighter that is within 1" of a vehicle counts as being Engaged with that vehicle and may make close combat attacks against it, however they can freely move around on the vehicle or away from it without having to disengage. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice (see [Multiple Location Dice](/docs/rules/vehicles/vehicle-resolve-hits#multiple-location-dice)), choosing one result to apply and discarding the other(s). A vehicle never counts as being Engaged and may freely move out of engagement range of enemy fighters, however when it does those fighters may make an Initiative check, performing Reaction attacks against the vehicle if they pass. A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate. #### Resolving Hits Against Vehicles When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted under [Vehicle Characteristics](/docs/rules/vehicles/#vehicle-characteristics), all vehicles have three Toughness characteristics: Front, Side and Rear. Each of these corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-arc.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a Blast template) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs. Toughness | D6 Roll Required | | ----------------------------------------------- | :--------------: | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the same way as for fighters. ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. :::info Vehicle Dice If you don't have Vehicle dice, use the following tables <Tabs> <TabItem value="damage" label="Damage" default> | D6 | Effect | | --- | --------------- | | 1 | Glancing Hit | | 2 | Glancing Hit | | 3 | Glancing Hit | | 4 | Penetrating Hit | | 5 | Penetrating Hit | | 6 | Catastropic Hit | </TabItem> <TabItem value="location" label="Location" default> | D6 | Effect | | --- | ------ | | 1 | Body | | 2 | Body | | 3 | Body | | 4 | Crew | | 5 | Drive | | 6 | Engine | </TabItem> <TabItem value="control" label="Control" default> | D6 | Effect | | --- | -------------- | | 1 | Swerve 45° | | 2 | Swerve 45° | | 3 | Swerve 45° | | 4 | Jack-knife 90° | | 5 | Jack-knife 90° | | 6 | Roll | - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. </TabItem> </Tabs> ::: ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice. ### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered, the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Catastrophic Hit** | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | **Penetrating Hit** | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Catastrophic Hit** | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier | ### Crew Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.</li><li>On a 2 or 3, the driver grits their teeth and carries on driving through the pain.</li><li>On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver.</li></ul> | | **Catastrophic Hit** | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1-3, the driver remains unconscious.</li><li>On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round.</li></ul> | ### Drive Damage Table | Type of Hit | Effect | | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Penetrating Hit** | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | **Catastrophic Hit** | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative check. If this check is passed, the fighter remains Standing. If, however, this check is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Vehicles and Falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::note Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned.** The crew goes Into Recovery but gains D3 Experience. | | 12-26 | **Out Cold.** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Grievous Injury.** The crew goes Into Recovery. | | 51-52 | **Humiliated.** The crew goes Into Recovery. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury.** The crew goes Into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury.** The crew goes Into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury.** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see the Necromunda: Ash Wastes Rulebook) in the post-battle sequence, they will die. | | 66 | **Memorable Death.** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired. The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle.** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made against this vehicle. | | 2 | **Handling Glitch.** The vehicle suffers a -1 modifier to its Handling checks. | | 3 | **Unreliable.** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power.** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork.** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame.** Reduce the vehicle’s Hull Points characteristic by 1. 7+ Write-off. The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired. | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling check for the vehicle, applying any modifiers as required: - If the check is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the check is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will immediately move a number of inches equal to half its Movement characteristic. :::note Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must test to avoid [falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). ::: ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3: - The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. - The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an Active model, and the rules for [Vehicle Impacts](/docs/rules/vehicles/vehicle-impacts) are used as required. Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ## Nerve Tests ### Fighters And Vehicles Seeing a vehicle taken out can have a devastating effect on the morale of a fighter. Fighters need to make a Nerve test if a vehicle is Wrecked within 6" of them. ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool check for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the check is passed, nothing happens. - If the check is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken Condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile make a Break For Air (Double) action, or if Stationary and Stalled make a [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) and then if the vehicle is Ready they lose their Ready marker. - Broken vehicles may be rallied in the End phase. - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Resolving Hits on and by Vehicles ## Vehicles And Ranged Attacks Vehicles follow the same rules for resolving ranged attacks as fighters with the following modifications: ### Measuring Range When resolving a ranged attack with a vehicle, always measure the distance from the weapon being fired, not from the vehicle’s base or hull. When resolving ranged attacks against a vehicle, always measure to the closest point of the vehicle’s hull. Note that vehicles gain the same benefits from cover as fighters do. ### Vehicle Vision Arcs Like fighters, vehicles have vision arcs. Where they differ is that larger vehicles with more crew may have up to four vision arcs, as shown on the following diagram. All vehicles have a front vision arc, representing what the crew can see in the moment. Those with more than one vision arc will invariably also have crewed weapons that face into that vision arc. Where a vehicle does not have a certain vision arc, this is known as a ‘blind spot’. Determine a vehicle’s vision arc by drawing two imaginary lines through the corners of the vehicle as shown below. ![](vehicle-vision-arc.jpg) ## Vehicles And Close Combat Attacks Vehicles can never make close combat attacks. ### Attacking Vehicles A fighter that is within 1" of a vehicle counts as being Engaged with that vehicle and may make close combat attacks against it, however they can freely move around on the vehicle or away from it without having to disengage. When a fighter makes a close combat attack against a vehicle, they may apply a +1 modifier to the Hit roll. A fighter Engaging a vehicle in close combat may roll an additional Location dice (see [Multiple Location Dice](/docs/rules/vehicles/vehicle-resolve-hits#multiple-location-dice)), choosing one result to apply and discarding the other(s). A vehicle never counts as being Engaged and may freely move out of engagement range of enemy fighters, however when it does those fighters may make an Initiative check, performing Reaction attacks against the vehicle if they pass. A fighter attacking a vehicle cannot gain the benefits of assists. Additionally, vehicles cannot make Reaction attacks and can never grant assists to friendly fighters. Any hits scored in close combat are resolved against the Toughness value of the facing they are in contact with. If a fighter is on the vehicle, resolve them against the lowest Toughness. If a fighter wrecks a vehicle, they may consolidate. #### Resolving Hits Against Vehicles When a vehicle suffers a Hit, follow this sequence: 1. Determine Facing of Attack 2. Make Wound Roll 3. Make Save Roll 4. Determine Damage ## 1. Determine Facing Of Attack As noted under [Vehicle Characteristics](/docs/rules/vehicles/#vehicle-characteristics), all vehicles have three Toughness characteristics: Front, Side and Rear. Each of these corresponds to the vehicle’s different vision arcs, as shown in the diagram below. ![](vehicle-arc.jpg) Every hit a vehicle suffers is resolved against one of these ‘facings’. Which facing has been hit depends upon where the attacking model is in relation to the vehicle. To determine this, imaginary lines are drawn from the vehicle, as shown in the diagram; whichever arc the centre of the attacking model’s base (or central hole in the case of a Blast template) is in is the facing hit. If there is ever any doubt as to which facing has been hit (for example, if the imaginary line runs through the centre of the attacking model), the better Toughness value is always used. :::info Hull Down Vehicles Sometimes, the attacking model will not be able to see any of the vehicle facing whose arc they are in. In these cases the vehicle is said to be hull down, and gains the benefit of being in Full Cover even if not sufficiently obscured. ::: ## 2. Make Wound Roll Whenever a Wound roll is made against a vehicle, it is always the opposing player that makes it. Cross reference the weapon’s Strength with the Toughness of the facing hit on the vehicle and roll a D6 on the table below to determine if the vehicle is wounded by the attack: | Strength vs. Toughness | D6 Roll Required | | ----------------------------------------------- | :--------------: | | Is the Strength TWICE the Toughness or greater? | 2+ | | Is the Strength GREATER than the Toughness? | 3+ | | Is the Strength EQUAL to the Toughness? | 4+ | | Is the Strength LOWER than the Toughness? | 5+ | | Is the Strength HALF the Toughness or lower? | 6+ | ## 3. Make Save Roll If a hit results in a successful Wound roll, or leads to a Damage roll being made against the vehicle for any reason, the vehicle may be able to make a Save roll. This is done in exactly the same way as for fighters. ## 4. Determine Damage Following an unsuccessful Save roll, instead of inflicting damage as normal, the opposing player should roll both the Damage dice and Location dice simultaneously. It is always the opposing player that rolls Damage dice and Location dice. :::info Vehicle Dice If you don't have Vehicle dice, use the following tables <Tabs> <TabItem value="damage" label="Damage" default> | D6 | Effect | | --- | --------------- | | 1 | Glancing Hit | | 2 | Glancing Hit | | 3 | Glancing Hit | | 4 | Penetrating Hit | | 5 | Penetrating Hit | | 6 | Catastropic Hit | </TabItem> <TabItem value="location" label="Location" default> | D6 | Effect | | --- | ------ | | 1 | Body | | 2 | Body | | 3 | Body | | 4 | Crew | | 5 | Drive | | 6 | Engine | </TabItem> <TabItem value="control" label="Control" default> | D6 | Effect | | --- | -------------- | | 1 | Swerve 45° | | 2 | Swerve 45° | | 3 | Swerve 45° | | 4 | Jack-knife 90° | | 5 | Jack-knife 90° | | 6 | Roll | - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. </TabItem> </Tabs> ::: ### A. Location Hit One or more Location dice are rolled to determine the exact location hit. In some cases, it will be impossible to hit a certain location from a specific facing (as described in the vehicle’s special rules). Should it ever occur that an impossible location has been hit, simply re-roll the Location dice. ### Multiple Location Dice Players should note that, in some cases, more than one Location dice is rolled. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, all of the Location dice rolled may be applied. For example, if a vehicle has suffered several hits at once from a Rapid Fire (X) weapon, a number of Location dice equal to the number of Hits is rolled. Again, when this is the case, the rules will always make it clear. ### B. Roll Damage Dice After a vehicle has been wounded, a number of Damage dice equal to the Damage characteristic are rolled. Unlike when rolling Injury dice for a wounded fighter, this is done every time a vehicle is successfully wounded regardless of Hull Points remaining. Regardless of how many Damage dice are rolled, only one result is applied against the vehicle for each hit suffered, the benefit of rolling extra dice is an increased chance of inflicting significant damage! If more than one Damage dice is rolled for a hit, one result is chosen and the others are discarded. When this is the case, it is usual for the player that made the roll to choose a single result to resolve and discard the other dice. Sometimes, however, it may be the player that controls the vehicle that chooses which result to apply. When this is the case, the rules will always make it clear. In some cases, more than one of the Damage dice rolled for a single hit may be applied. When this is the case, the rules will always make it clear. ### Damage Tables Once the Damage dice have been rolled, look up on the following tables the effect of the chosen result(s) against the location hit. All damage effects applied are cumulative: ### Body Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Structural Damage:** The vehicle loses one Hull Point and immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Catastrophic Hit** | **Weapon Destroyed:** One of the vehicle’s weapons (chosen at random) is damaged and cannot be used for the remainder of this battle. In addition, the vehicle loses one Hull Point. If the vehicle has no weapons, it loses two Hull Points instead. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | ### Engine Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Stutter:** The vehicle immediately becomes Stationary and Stalled. | | **Penetrating Hit** | **Loss of Power:** The vehicle loses one Hull Point and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Catastrophic Hit** | **Belching Smoke & Flame:** The vehicle loses two Hull Points and for the remainder of this battle it cannot move further than its Movement characteristic during its activation. Additionally, the vehicle immediately makes a Loss of Control test with a -1 modifier | ### Crew Damage Table | Type of Hit | Effect | | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Crew Shaken:** The vehicle and any fighters on board become subject to the Concussion condition and the vehicle immediately makes a Handling check. If this check is failed, it becomes Stationary and Stalled. | | **Penetrating Hit** | **Driver Wounded:** The driver suffers a Flesh Wound, causing the vehicle to reduce both its BS and Handling characteristics by 1. In any End phase in which the driver has one or more Flesh Wounds, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1, the driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round.</li><li>On a 2 or 3, the driver grits their teeth and carries on driving through the pain.</li><li>On a 4+, the driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver.</li></ul> | | **Catastrophic Hit** | **Driver Black Out:** The driver briefly loses consciousness. The vehicle immediately loses control as if it had failed a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests), changes its Status to Stationary and Stalled, and if it has a Ready marker remove it. Do not add a Ready marker to this vehicle during the Ready Models step until the driver regains consciousness. In any End phase where the driver has blacked out, roll a D6 during Step 3 Recover & Restart:<ul><li>On a 1-3, the driver remains unconscious.</li><li>On a 4+, the driver comes round, they then suffer a Driver Wounded result (see above). Do not roll to see if they recover from it this round.</li></ul> | ### Drive Damage Table | Type of Hit | Effect | | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Glancing Hit** | **Tank Slapper:** The vehicle immediately makes a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). | | **Penetrating Hit** | **Blow Out:** The vehicle loses one Hull Point and for the remainder of this battle it suffers a -1 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | | **Catastrophic Hit** | **Major Malfunction:** The vehicle loses two Hull Points and for the remainder of this battle it suffers a -2 modifier to all Handling tests. Additionally, the vehicle immediately makes a Loss of Control test. | ## Wrecked Vehicles When a vehicle is reduced to 0 Hull Points, or when a vehicle loses control and Rolls, that vehicle is Wrecked and will play no further part in the battle. When this happens, players may wish to leave the model in place upon the battlefield, or they may wish to replace the model with a terrain feature representing a Wrecked vehicle of a similar size. Wrecked vehicles left in place in this way are treated as flimsy structures for the remainder of the battle. Alternatively, the model can simply be removed from play. In any case, the vehicle itself will suffer Lasting Damage, and any fighters aboard the vehicle will be Thrown Clear. ### Thrown Clear When a vehicle is Wrecked, any fighters on board it are thrown clear. When a fighter is thrown clear, they are placed within 2" of the vehicle and must take an Initiative check. If this check is passed, the fighter remains Standing. If, however, this check is failed, the fighter becomes Prone and Pinned and suffers a Hit as if they had fallen from the vehicle (see [Vehicles and Falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling)), increasing the Strength, AP and Damage of the hit by 1 if the vehicle was Mobile when Wrecked. :::note Vehicles may be crewed by many gangers, however, in the rules we treat all members of a vehicle’s crew, regardless of number, as a single entity. ::: ### Injured Crew Crew can be taken Out of Action just like any other fighter. If a vehicle is Wrecked, the crew is automatically taken Out of Action. However, when rolling for Lasting Injury for the crew, roll on the following table: | D66 | Crew Injury | | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Lesson Learned.** The crew goes Into Recovery but gains D3 Experience. | | 12-26 | **Out Cold.** The crew misses the rest of the battle, but avoids any long term injuries. The crew recovers in time to perform post- battle actions. | | 31-46 | **Grievous Injury.** The crew goes Into Recovery. | | 51-52 | **Humiliated.** The crew goes Into Recovery. In addition, their Leadership and Cool characteristics are each decreased by 1. | | 53-54 | **Head Injury.** The crew goes Into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. | | 55-56 | **Eye Injury.** The crew goes Into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1. | | 61-65 | **Critical Injury.** The crew is in a critical condition – if their injuries are not successfully treated by a visit to the Doc (see the Necromunda: Ash Wastes Rulebook) in the post-battle sequence, they will die. | | 66 | **Memorable Death.** The crew is killed instantly – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains 1 additional XP. | ## Lasting Damage Whenever a vehicle is Wrecked, the opposing player immediately rolls a D6 and looks up the result on the Lasting Damage table opposite. During Campaign play, all results are applied against the vehicle and a note of all Lasting Damage sustained made on the gang roster. In some cases, a vehicle may become Wrecked in several ways at once (being reduced to 0 Hull Points before Rolling, for example). In such a case, a separate roll for each is made on the Lasting Damage table and each result is applied. Rolling for Lasting Damage must be done during Campaign play. Should players wish, they can forgo this step during Skirmish play. ### Going Into Repair In some cases, a vehicle will become a Write-off. During Campaign play, this means that the vehicle is placed In Repair and cannot take part in any battles until it has been repaired. The vehicle’s In Repair box on the gang roster is checked to indicate this. Once the vehicle is repaired, it becomes available again. | D6 | Lasting Damage | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Persistent Rattle.** There’s something not quite right. Apply a +1 modifier on any future Lasting Damage rolls made against this vehicle. | | 2 | **Handling Glitch.** The vehicle suffers a -1 modifier to its Handling checks. | | 3 | **Unreliable.** At the start of every battle, roll a D6 for each Unreliable Lasting Damage result this vehicle has sustained. If any of these rolls is a 1, the vehicle won’t start and cannot take part in the battle ahead. | | 4 | **Loss of Power.** The vehicle’s Movement characteristic is reduced by 1". | | 5 | **Damaged Bodywork.** Reduce each of the vehicle’s Toughness characteristics by 1. | | 6 | **Damaged Frame.** Reduce the vehicle’s Hull Points characteristic by 1. 7+ Write-off. The vehicle is not currently roadworthy and cannot take part in any battles unless it is repaired. | ## Loss Of Control Tests Several of the vehicle damage effects, as well as some actions, require a player to make a Loss of Control test for the vehicle. This may be due to an impact with another vehicle or terrain, damage caused to the vehicle by enemy attacks, or even as a result of the driver falling unconscious at the controls due to injuries sustained. Whatever the case, failing a Loss of Control test can have dramatic results. To make a Loss of Control test, make a Handling check for the vehicle, applying any modifiers as required: - If the check is passed, the driver maintains control of the vehicle and nothing untoward happens. - If the check is failed, the driver has lost control: - If the vehicle was Stationary, the force of the impact may turn the vehicle, causing it to pivot in place or, in extreme cases, to Roll. - If the vehicle was Mobile, the impact causes the vehicle to swerve dangerously and veer off course or, in extreme cases, to Roll. ### Losing Control When a Loss of Control test is failed, the vehicle’s controlling player rolls a D6 and the Control dice: - If a Swerve is rolled on the Control dice, the vehicle pivots around its central point 45°. - If a Jackknife is rolled on the Control dice, the vehicle pivots around its central point 90°. - If a Roll is rolled on the Control dice, the vehicle is flipped over by the force of the impact. In the case of a Swerve or a Jackknife, the direction the vehicle turns is determined by the D6: - On a 1-3, the vehicle turns left. - On a 4-6, the vehicle turns right. ### Swerving And Jackknifing If a Stationary vehicle Swerves or Jackknifes, it will simply pivot in place, as described above. However, if a Mobile vehicle Swerves or Jackknifes, it will immediately move a number of inches equal to half its Movement characteristic. :::note Fighters On Vehicles Losing Control If a vehicle Swerves or Jackknifes then any fighters on it, and not in designated transport areas, must test to avoid [falling](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). ::: ### Rolling If a Stationary vehicle Rolls, it will simply flip onto its side or roof in place, as described previously. However, if a Mobile vehicle Rolls, it will roll a number of times and move a number of inches in a random direction. When a Mobile vehicle Rolls, the opposing player rolls a Scatter dice and a D3: - The Scatter dice determines the direction in which the vehicle moves as it Rolls. If a Hit is rolled, use the small arrow to determine direction. - The D3 determines how many times it rolls before coming to rest. The vehicle moves 2" in the direction determined by the Scatter dice for each roll it makes. During this movement, the vehicle is considered to be moving as if it were an Active model, and the rules for [Vehicle Impacts](/docs/rules/vehicles/vehicle-impacts) are used as required. Note that the rolling vehicle takes no further damage. Whatever the case, Rolling onto its side or roof is extremely detrimental to a vehicle and will render it immobile. A vehicle that Rolls is reduced to 0 Hull Points and is Wrecked. It will take no further part in the battle. ## Nerve Tests ### Fighters And Vehicles Seeing a vehicle taken out can have a devastating effect on the morale of a fighter. Fighters need to make a Nerve test if a vehicle is Wrecked within 6" of them. ### Vehicles And Nerve Tests Whilst seeing fighters taken out does not faze the average vehicle driver (after all, they are protected inside their vehicle), they may become panicked upon seeing other vehicles destroyed. Therefore, vehicles have to take a Nerve test whenever a friendly vehicle is Wrecked with 6" of them. All vehicles must test regardless of their Status and Secondary Status, though some vehicles may be subject to a special rule that makes them immune to Nerve tests. To make a Nerve test, make a Cool check for the vehicle, applying a +1 modifier for each friendly vehicle within 6" of them that is not Broken and is not Stationary and Wrecked: - If the check is passed, nothing happens. - If the check is failed, the vehicle becomes Broken. Place a Broken marker on their Vehicle card to indicate that the vehicle is subject to the Broken Condition: - As soon as a vehicle becomes Broken, they will immediately activate (even if they have already been activated this round) and if mobile make a Break For Air (Double) action, or if Stationary and Stalled make a [Burn Out (Double) action](/docs/rules/vehicles/vehicle-actions#burn-out-double) and then if the vehicle is Ready they lose their Ready marker. - Broken vehicles may be rallied in the End phase. - When a Broken vehicle activates in a subsequent round, they may not make any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled.
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# 72. Last Rites for the Machine _An Archeotek faces their final fight._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the defender. Otherwise, the player whose gang has the lower rating is the defender. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Both players use the Custom Selection (D3+7) method to choose their crew. In addition, the defender’s starting crew includes the Fading Legend, as described opposite. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The defender wins if, at the end of the battle, the Fading Legend has not gone Out of Action. The attacker wins if, at the end of the battle, the Fading Legend has gone Out of Action as a result of the “None of us are getting any Younger!” special rule. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - Every fighter belonging to the victorious gang earns 1 additional XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## GOING OUT IN STYLE The defender’s starting crew must include the Fading Legend. This is a legendary House fighter who is rapidly approaching the end of their career as their aging body and many cyberteknika enhancements fail them. The Fading Legend has but one goal: to secure their legacy in a blaze of glory, facing their foes one last time before checking out: - If the defending gang is of House Van Saar, the Fading Legend is a House Agent equipped with up to 400 credits worth of weapons, Wargear and Archaeo-cyberteknika. - If the defending gang is of any other House, the Fading Legend may be either a House Agent or Bounty Hunter equipped with up to 300 credits worth of weapons and Wargear. In both cases, the Fading Legend may be equipped with weapons and Wargear purchased from the equipment list used by the defender’s Leader, from the Trading Post or from the Black Market. ### “None Of Us Are Getting Any Younger!” Over the course of the battle, the Fading Legend will weaken and, if the battle proves too protracted, may even succumb to their failing health mid-fight. Keep track of how many rounds have been played and apply the following negative effects: - In the End phase of rounds one, two and three, there are no negative effects to apply. - In the End phase of round four, and in the End phase of each subsequent round, reduce by 1 the following characteristics on the Fading Legend’s profile: - MA (to a minimum of 1") - BS (to a minimum of 6+) - WS (to a minimum of 6+) - Wounds (to a minimum of 0) Should the Fading Legend’s Wounds characteristic be reduced to 0 in this way, they have succumbed to their failing health. The Fading Legend immediately goes Out of Action. ## Inspirational Figure The Fading Legend provides huge inspiration to their fellow gangers, and to be able to fight with them one last time is an honour indeed. To represent this, the defending gang may choose to automatically pass any Bottle tests it is required to make whilst the Fading Legend is still on the battlefield. ## Hated Foe The Fading Legend is a hated foe to their enemies, and the opportunity to end their career in the underhive is not one to be missed. To represent this, any member of the attacking gang that can target the Fading Legend with a ranged attack can do so even if they are not the closest target, without having to first pass a Cool check to do so.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Van Saar Scenario']
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# 72. Last Rites for the Machine _An Archeotek faces their final fight._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the defender. Otherwise, the player whose gang has the lower rating is the defender. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. Both players use the Custom Selection (D3+7) method to choose their crew. In addition, the defender’s starting crew includes the Fading Legend, as described opposite. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The defender wins if, at the end of the battle, the Fading Legend has not gone Out of Action. The attacker wins if, at the end of the battle, the Fading Legend has gone Out of Action as a result of the “None of us are getting any Younger!” special rule. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - Every fighter belonging to the victorious gang earns 1 additional XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## GOING OUT IN STYLE The defender’s starting crew must include the Fading Legend. This is a legendary House fighter who is rapidly approaching the end of their career as their aging body and many cyberteknika enhancements fail them. The Fading Legend has but one goal: to secure their legacy in a blaze of glory, facing their foes one last time before checking out: - If the defending gang is of House Van Saar, the Fading Legend is a House Agent equipped with up to 400 credits worth of weapons, Wargear and Archaeo-cyberteknika. - If the defending gang is of any other House, the Fading Legend may be either a House Agent or Bounty Hunter equipped with up to 300 credits worth of weapons and Wargear. In both cases, the Fading Legend may be equipped with weapons and Wargear purchased from the equipment list used by the defender’s Leader, from the Trading Post or from the Black Market. ### “None Of Us Are Getting Any Younger!” Over the course of the battle, the Fading Legend will weaken and, if the battle proves too protracted, may even succumb to their failing health mid-fight. Keep track of how many rounds have been played and apply the following negative effects: - In the End phase of rounds one, two and three, there are no negative effects to apply. - In the End phase of round four, and in the End phase of each subsequent round, reduce by 1 the following characteristics on the Fading Legend’s profile: - MA (to a minimum of 1") - BS (to a minimum of 6+) - WS (to a minimum of 6+) - Wounds (to a minimum of 0) Should the Fading Legend’s Wounds characteristic be reduced to 0 in this way, they have succumbed to their failing health. The Fading Legend immediately goes Out of Action. ## Inspirational Figure The Fading Legend provides huge inspiration to their fellow gangers, and to be able to fight with them one last time is an honour indeed. To represent this, the defending gang may choose to automatically pass any Bottle tests it is required to make whilst the Fading Legend is still on the battlefield. ## Hated Foe The Fading Legend is a hated foe to their enemies, and the opportunity to end their career in the underhive is not one to be missed. To represent this, any member of the attacking gang that can target the Fading Legend with a ranged attack can do so even if they are not the closest target, without having to first pass a Cool check to do so.
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691
304
{{#each headings}} # HEADER: {{@key}} {{this}} {{/each}} {{read "Necromunda_Docs/8-campaigns/dominion-campaign/5-dominion-campaign-territories.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} {{metadata}} prompt: Using the context above, expand the following in the context of a Necromunda territory: {{selection}}
Unknown
Expand Territory
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
0
0
2024-06-13 20:34:24.508078
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Generate a Territory following the right formatting for Necromunda
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
expandTerritory
Katharsis
0.0.1
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
{{#each headings}} # HEADER: {{@key}} {{this}} {{/each}} {{read "Necromunda_Docs/8-campaigns/dominion-campaign/5-dominion-campaign-territories.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} {{metadata}} prompt: Using the context above, expand the following in the context of a Necromunda territory: {{selection}}
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
{ "attention_mask": [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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12362, 279, 2317, 3485, 11, 9407, 279, 2768, 304, 279, 2317, 315, 264, 64224, 442, 27990, 18455, 1473, 3052, 24536, 3500, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255 ] ] }
304
341
### Backstab If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.
Unknown
Backstab
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 the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.
necrovox
0
0
0
0
0
Unknown
0
0
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
Unknown
0
0
Unknown
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
Unknown
0
0
0
Unknown
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
Unknown
Unknown
Unknown
0
Unknown
Unknown
0
Unknown
0
0
### Backstab If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.
Unknown
Unknown
Unknown
Unknown
0
0
0
0
0
0
0
0
{ "attention_mask": [ [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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# Apocrypha Necromundus: Heretic’s Hole _All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole._ Source: [Warhammer Community, 11 Jun 2019](https://www.warhammer-community.com/2019/06/11/apocrypha-necromundus-heretics-holefw-homepage-post-1/) ![](ApocNecromunda-Jun11-Outlanders_p71hjche.jpg) ## Den of Heresy Far from the inhabited regions of the underhive, where the few still functioning flood lights and guttering lumens grow faint, ancient paths and tunnels lead to Heretic’s Hole. Only the most dedicated travellers come this far, the journey in itself almost as dangerous as the destination. And yet, through the tangled Badzones of the outlands, the settlement endures, built into the hull of an ancient spaceship, itself jutting from a lake of slime. So old is the vessel that houses Heretic’s Hole that it conforms to no known Imperial pattern, only the barely legible human scrip on its hull ‘AN-A-R’ hinting at its origins. The ramshackle town clings to the partially sunken ship like some kind of obscene growth, its citizens living inside gaps between hull plating, gloomy cargo holds, and the ship’s flame-scarred engine mount. The most prominent inhabitants of Heretic’s Hole reside in the vessel’s rusting conning tower. This twisted spire rises up from the town centre at an alarming angle, but provides an excellent vantage to see anyone approaching the settlement.\* The people of Heretic’s Hole are as you would expect for such a lawless and remote place. They are the scum and outlaws who have been thrown out of more respectable places like Dust Falls or Rust Town, or those who find themselves with a pressing need to disappear. As an outlaw settlement, no-one is turned away from its gates, provided they are willing to respect its ruler. Ursan Graves, the current overlord of Heretic’s Hole, has only one rule: if you do something he doesn’t like, he’ll kill you. Graves and his cabal of ‘Lost Ones’ have survived due in no small part to the overlord’s psychic gifts of precognition. Rumour has it that he was once one of Lord Helmwar’s slave psykers, reared in the Psykanarium of the spire and put to work hunting down recidivists. After escaping he went to the only place he believed to be beyond the reach of the Palanite Enforcers – Heretic’s Hole. Since then, Graves and his coven of wyrds have had to contend with numerous gang assaults, zombie outbreaks and the odd wandering sump horror attracted by the big metal tin full of crunchy things. In recent times, the crime lord Balthazar Van Zep has taken an interest in Heretic’s Hole, and its access to the hive bottom, as a means of circumventing the monopoly on spider eyes and deep sump fungi held by the rulers of Sump City. So far though, Graves has countered every one of Balthazar’s moves and sent the crime lord’s agents back to him in pieces. ![](ApocNecromunda-Jun11-Outlanders_p31tw.jpg) ## True Resurrection Ursan Graves’ open door policy on outlaws has its drawbacks, however. While the welcoming atmosphere has seen his motley collection of wyrds grow exponentially, it has also seen some less than desirable elements take root. For as long as Heretic’s Hole has existed, it has been a favoured haunt of Cawdor gangs. The frontier nature of the settlement meant it served as a good forward base for scavenging expeditions into the outer Badzones of the underhive, while the non-judgemental locals didn’t seem to mind the lax personal hygiene of the ragged gangers. Graves tolerates them provided they direct their religious zeal toward the Badzones and not his subjects. It is, however, not a perfect system. Over the years, Graves has clashed with Cawdor gangs who thought they could ‘clean up’ Heretic’s Hole. Each time, though, the gangers have come off the worse for it – like the time Old Tym the Preacher’s head exploded in the middle of giving a rousing speech about killing wyrds,\*\* or when the Pipe Rats gang tried to attack the tower and were found the next day all inexplicably turned inside out. Recently however, a new and more insidious threat has begun taking root in the settlement. A collection of outlaw Cawdor gangs have taken up residence in Heretic’s Hole, calling themselves the Cult of the True Resurrection. Outcasts from the Clan House, they believe that only with the death of the Emperor and his domain can the galaxy be reborn, and they will spread their message to all who will listen. Part of their crazed beliefs also espouses self-mutilation, the cult cutting off limbs, putting out eyes and carving their own flesh to show their devotion to the notion that all things must die. Most of the other inhabitants of Heretic’s Hole avoid those areas controlled by the True Resurrection, but their influence is building. More worrying than their dark beliefs is that they have found purchase in other settlements such Sump City and Dust Falls, converting those dedicated to the Redemption or who have lost all hope or reason. Though Graves keeps an eye on the cult and its activities, they are not his main concern. He has learned that there is a secret war going on within House Cawdor between the traditionalists of the Redemption and extremists such as those who believe in the Path of the True Resurrection. It is a war Graves fears might one day find its way to his town, and one he prepares for everyday by bringing in new outlaw gangs and more wyrds for his Lost Ones. ![](ApocNecromunda-Jun11-Outlanders_p72rj.jpg) ## Wyrd and Wonderful The true value of Heretic’s Hole for underhive gangs comes not from its criminal elements or black markets, but rather its large collection of wyrds. Outlaws willingly brave the strange occurrences of the settlement, like ghostly apparitions of long-dead gangers or reflective surfaces showing glimpses of the future, with the hope of contracting the services of one of Grave’s Lost Ones. For most outlaw gangs, the risk of employing a psychic Hired Gun is no more dangerous than spending a night cycle out in the Badzones, or eating at Heretic’s Hole’s main drinking hole, the Slopper’s Grave.\*\*\* Annoyingly, many wyrds tend to find gangs before the gangs even go looking for them. More than one visitor to the settlement has been greeted at the gates by a shifty-looking individual claiming their fates are intertwined – sometimes these individuals even turn out to be genuine psykers. Psychic phenomena are a daily occurrence in Heretic’s Hole. Hive-wisps are often seen lurking at the edges of the settlement, luring gangers out into the wilds and their inevitable doom – or sometimes to hidden stashes, giving credence to the belief they are the spirits of dead hivers. Frost creeps around the chambers of the void ship with a life of its own, while ancient dead screens might suddenly flicker to life showing glowing eyes, grasping hands or grinning fangs. Gangers might even experience “Heretic’s Luck”, which is often another way of saying “misfortune”. Guns jam at the most inopportune time or perfectly good blades become dull while in their sheaths. Perhaps the most notorious incident related to these phenomena was when Venators came for Joe Twice-Shy and tried to execute him outside the Slopper’s Grave. After three broken ropes, two failed beheadings and every gun the Venators’ had misfiring, they decided the bounty wasn’t worth the effort and gave Joe a job instead. \* And also pump them full of lead, thanks to a number of heavy stubber turrets. \*\* Old Tym’s flock later claimed it was the best sermon he ever performed and there were even reports of spontaneous applause the moment the preacher’s brain was psychically destroyed. \*\*\* It’s said that there are actual Sloppers buried under its kitchen floor.
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# Apocrypha Necromundus: Heretic’s Hole _All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole._ Source: [Warhammer Community, 11 Jun 2019](https://www.warhammer-community.com/2019/06/11/apocrypha-necromundus-heretics-holefw-homepage-post-1/) ![](ApocNecromunda-Jun11-Outlanders_p71hjche.jpg) ## Den of Heresy Far from the inhabited regions of the underhive, where the few still functioning flood lights and guttering lumens grow faint, ancient paths and tunnels lead to Heretic’s Hole. Only the most dedicated travellers come this far, the journey in itself almost as dangerous as the destination. And yet, through the tangled Badzones of the outlands, the settlement endures, built into the hull of an ancient spaceship, itself jutting from a lake of slime. So old is the vessel that houses Heretic’s Hole that it conforms to no known Imperial pattern, only the barely legible human scrip on its hull ‘AN-A-R’ hinting at its origins. The ramshackle town clings to the partially sunken ship like some kind of obscene growth, its citizens living inside gaps between hull plating, gloomy cargo holds, and the ship’s flame-scarred engine mount. The most prominent inhabitants of Heretic’s Hole reside in the vessel’s rusting conning tower. This twisted spire rises up from the town centre at an alarming angle, but provides an excellent vantage to see anyone approaching the settlement.\* The people of Heretic’s Hole are as you would expect for such a lawless and remote place. They are the scum and outlaws who have been thrown out of more respectable places like Dust Falls or Rust Town, or those who find themselves with a pressing need to disappear. As an outlaw settlement, no-one is turned away from its gates, provided they are willing to respect its ruler. Ursan Graves, the current overlord of Heretic’s Hole, has only one rule: if you do something he doesn’t like, he’ll kill you. Graves and his cabal of ‘Lost Ones’ have survived due in no small part to the overlord’s psychic gifts of precognition. Rumour has it that he was once one of Lord Helmwar’s slave psykers, reared in the Psykanarium of the spire and put to work hunting down recidivists. After escaping he went to the only place he believed to be beyond the reach of the Palanite Enforcers – Heretic’s Hole. Since then, Graves and his coven of wyrds have had to contend with numerous gang assaults, zombie outbreaks and the odd wandering sump horror attracted by the big metal tin full of crunchy things. In recent times, the crime lord Balthazar Van Zep has taken an interest in Heretic’s Hole, and its access to the hive bottom, as a means of circumventing the monopoly on spider eyes and deep sump fungi held by the rulers of Sump City. So far though, Graves has countered every one of Balthazar’s moves and sent the crime lord’s agents back to him in pieces. ![](ApocNecromunda-Jun11-Outlanders_p31tw.jpg) ## True Resurrection Ursan Graves’ open door policy on outlaws has its drawbacks, however. While the welcoming atmosphere has seen his motley collection of wyrds grow exponentially, it has also seen some less than desirable elements take root. For as long as Heretic’s Hole has existed, it has been a favoured haunt of Cawdor gangs. The frontier nature of the settlement meant it served as a good forward base for scavenging expeditions into the outer Badzones of the underhive, while the non-judgemental locals didn’t seem to mind the lax personal hygiene of the ragged gangers. Graves tolerates them provided they direct their religious zeal toward the Badzones and not his subjects. It is, however, not a perfect system. Over the years, Graves has clashed with Cawdor gangs who thought they could ‘clean up’ Heretic’s Hole. Each time, though, the gangers have come off the worse for it – like the time Old Tym the Preacher’s head exploded in the middle of giving a rousing speech about killing wyrds,\*\* or when the Pipe Rats gang tried to attack the tower and were found the next day all inexplicably turned inside out. Recently however, a new and more insidious threat has begun taking root in the settlement. A collection of outlaw Cawdor gangs have taken up residence in Heretic’s Hole, calling themselves the Cult of the True Resurrection. Outcasts from the Clan House, they believe that only with the death of the Emperor and his domain can the galaxy be reborn, and they will spread their message to all who will listen. Part of their crazed beliefs also espouses self-mutilation, the cult cutting off limbs, putting out eyes and carving their own flesh to show their devotion to the notion that all things must die. Most of the other inhabitants of Heretic’s Hole avoid those areas controlled by the True Resurrection, but their influence is building. More worrying than their dark beliefs is that they have found purchase in other settlements such Sump City and Dust Falls, converting those dedicated to the Redemption or who have lost all hope or reason. Though Graves keeps an eye on the cult and its activities, they are not his main concern. He has learned that there is a secret war going on within House Cawdor between the traditionalists of the Redemption and extremists such as those who believe in the Path of the True Resurrection. It is a war Graves fears might one day find its way to his town, and one he prepares for everyday by bringing in new outlaw gangs and more wyrds for his Lost Ones. ![](ApocNecromunda-Jun11-Outlanders_p72rj.jpg) ## Wyrd and Wonderful The true value of Heretic’s Hole for underhive gangs comes not from its criminal elements or black markets, but rather its large collection of wyrds. Outlaws willingly brave the strange occurrences of the settlement, like ghostly apparitions of long-dead gangers or reflective surfaces showing glimpses of the future, with the hope of contracting the services of one of Grave’s Lost Ones. For most outlaw gangs, the risk of employing a psychic Hired Gun is no more dangerous than spending a night cycle out in the Badzones, or eating at Heretic’s Hole’s main drinking hole, the Slopper’s Grave.\*\*\* Annoyingly, many wyrds tend to find gangs before the gangs even go looking for them. More than one visitor to the settlement has been greeted at the gates by a shifty-looking individual claiming their fates are intertwined – sometimes these individuals even turn out to be genuine psykers. Psychic phenomena are a daily occurrence in Heretic’s Hole. Hive-wisps are often seen lurking at the edges of the settlement, luring gangers out into the wilds and their inevitable doom – or sometimes to hidden stashes, giving credence to the belief they are the spirits of dead hivers. Frost creeps around the chambers of the void ship with a life of its own, while ancient dead screens might suddenly flicker to life showing glowing eyes, grasping hands or grinning fangs. Gangers might even experience “Heretic’s Luck”, which is often another way of saying “misfortune”. Guns jam at the most inopportune time or perfectly good blades become dull while in their sheaths. Perhaps the most notorious incident related to these phenomena was when Venators came for Joe Twice-Shy and tried to execute him outside the Slopper’s Grave. After three broken ropes, two failed beheadings and every gun the Venators’ had misfiring, they decided the bounty wasn’t worth the effort and gave Joe a job instead. \* And also pump them full of lead, thanks to a number of heavy stubber turrets. \*\* Old Tym’s flock later claimed it was the best sermon he ever performed and there were even reports of spontaneous applause the moment the preacher’s brain was psychically destroyed. \*\*\* It’s said that there are actual Sloppers buried under its kitchen floor.
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# Orlock 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 | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## Pistols | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-------: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | Limited\* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | :::note \*Wreckers have confusing and contradictory weapon access: > - During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. > - An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ::: ## Special Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## Heavy Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher \* | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter \* | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer \* | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber \* | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser \* | 125 | - | 125 | - | - | - | - | - | | Seismic cannon \* | 140 | - | 140 | - | - | - | - | - | ## Close Combat Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer \* | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## Grenades | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## Armour | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :---------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## Equipment | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## Pets (Status Item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## Weapon Accessories | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------------- | :----------: | :---------: | :-----------: | :-----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) \*\* | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servitor are upgrades and replace existing weapons. ::: ## Outrider Quad 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 | Item | | | ----------------- | --- | | **Heavy Weapons** | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | None | | **Drive Upgrades** | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Headlights | 15 | | Smoke launchers | 20 | ## Orlock Vehicle Equipment List All vehicles in a Orlock gang add the following to their equipment lists: ### Weapons | Item | Credits | | :---------------------------------------- | ------: | | **BASIC WEAPONS** | | Combat shotgun with salvo & shredder ammo | 55 | | Shotgun with solid & scatter ammo | 30 | | \- Executioner ammo | 20 | | \- Inferno ammo | 15 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Meltagun | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Harpoon launcher | 110 | | Heavy bolter | 160 | | Mining laser | 125 | | Seismic cannon | 140 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Orlock 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 | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## Pistols | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-------: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | Limited\* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | :::note \*Wreckers have confusing and contradictory weapon access: > - During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. > - An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ::: ## Special Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## Heavy Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher \* | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter \* | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer \* | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber \* | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser \* | 125 | - | 125 | - | - | - | - | - | | Seismic cannon \* | 140 | - | 140 | - | - | - | - | - | ## Close Combat Weapons | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer \* | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## Grenades | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## Armour | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :---------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## Equipment | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :-------------------------------------------------------------- | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## Pets (Status Item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :------------------ | :----------: | :---------: | :-----------: | :----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## Weapon Accessories | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | :--------------------------------------------- | :----------: | :---------: | :-----------: | :-----: | :-----: | :-------: | :--------: | -------- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) \*\* | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for Servitor are upgrades and replace existing weapons. ::: ## Outrider Quad 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 | Item | | | ----------------- | --- | | **Heavy Weapons** | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | ------- | | **Body Upgrades** | | None | | **Drive Upgrades** | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### Wargear | Item | Credits | | --------------- | ------- | | Headlights | 15 | | Smoke launchers | 20 | ## Orlock Vehicle Equipment List All vehicles in a Orlock gang add the following to their equipment lists: ### Weapons | Item | Credits | | :---------------------------------------- | ------: | | **BASIC WEAPONS** | | Combat shotgun with salvo & shredder ammo | 55 | | Shotgun with solid & scatter ammo | 30 | | \- Executioner ammo | 20 | | \- Inferno ammo | 15 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Meltagun | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Harpoon launcher | 110 | | Heavy bolter | 160 | | Mining laser | 125 | | Seismic cannon | 140 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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### Drop-rig (10 credits) - **Description:** A Drop-rig is a lightweight, parachute-like device designed for rapid deployment from heights or for making controlled descents into the underhive’s deep chasms. - **Effects:** Allows the user to safely jump from high locations without risk of injury, perfect for ambushes or escaping elevated positions. - **Use Limitation:** The rig is typically single-use per engagement or requires careful repacking and maintenance between uses.
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Drop Rig
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2024-06-13 20:34:24.508078
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Allows the user to safely jump from high locations without risk of injury, perfect for ambushes or escaping elevated positions.
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A Drop-rig is a lightweight, parachute-like device designed for rapid deployment from heights or for making controlled descents into the underhive’s deep chasms.
The rig is typically single-use per engagement or requires careful repacking and maintenance between uses.
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### Drop-rig (10 credits) - **Description:** A Drop-rig is a lightweight, parachute-like device designed for rapid deployment from heights or for making controlled descents into the underhive’s deep chasms. - **Effects:** Allows the user to safely jump from high locations without risk of injury, perfect for ambushes or escaping elevated positions. - **Use Limitation:** The rig is typically single-use per engagement or requires careful repacking and maintenance between uses.
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# Mounts For Mount rules, see the [Mounted](/docs/general-principles/conditions#mounted) condition. Mounts can't be purchased for or be combined with the following: - Vehicle crew. - Ash Waste Nomads (except when the mount is included for the fighter). - Wargear that affects movement (for example jump booster or grav-cutter). :::note Vehicle Upgrades & Wargear If all gangs agree, mounts can be customized by vehicle Upgrades & Wargear (up to one Upgrade per area). However Weapon Hardpoints cannot be added to a Mount (use the Custom Vehicle rules instead). ::: ## List of Available Mounts | Vehicles | Base Cost | Gang | | ----------------- | ----------------- | ----------------- | | Waster's Dirtbike | 50 | Any | | Dustback Helamite | Inc. with fighter | Ash Wastes Nomads | | Cutter | 85 | Escher | ### Waster's Dirtbike **Cost:** 50 **Movement:** 8" **Special Rules:** none. ### Dustback Helamite **Cost:** Included in fighter's cost. **Movement:** 8" **Special Rules:** [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### Cutter **Cost:** 85 **Movement:** 9" **Special Rules:** - Only available to Leader, Champion, Champion (Specialist) and Juve (Specialist). - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): +75 - Twin-linked plasma gun: +110 - Twin-linked heavy stubber: +200 - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another fighter. - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat.
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# Mounts For Mount rules, see the [Mounted](/docs/general-principles/conditions#mounted) condition. Mounts can't be purchased for or be combined with the following: - Vehicle crew. - Ash Waste Nomads (except when the mount is included for the fighter). - Wargear that affects movement (for example jump booster or grav-cutter). :::note Vehicle Upgrades & Wargear If all gangs agree, mounts can be customized by vehicle Upgrades & Wargear (up to one Upgrade per area). However Weapon Hardpoints cannot be added to a Mount (use the Custom Vehicle rules instead). ::: ## List of Available Mounts | Vehicles | Base Cost | Gang | | ----------------- | ----------------- | ----------------- | | Waster's Dirtbike | 50 | Any | | Dustback Helamite | Inc. with fighter | Ash Wastes Nomads | | Cutter | 85 | Escher | ### Waster's Dirtbike **Cost:** 50 **Movement:** 8" **Special Rules:** none. ### Dustback Helamite **Cost:** Included in fighter's cost. **Movement:** 8" **Special Rules:** [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). ### Cutter **Cost:** 85 **Movement:** 9" **Special Rules:** - Only available to Leader, Champion, Champion (Specialist) and Juve (Specialist). - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): +75 - Twin-linked plasma gun: +110 - Twin-linked heavy stubber: +200 - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end the move within 1" of another fighter. - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat.
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128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255 ] ] }
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# 124. Experimental Testing In this scenario, a gang has agreed to test some experimental stimms in an effort to gain an edge over their more powerful adversaries. **Source: White Dwarf 482** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The Underdog is the attacker (otherwise roll-off). ## Battlefield Standard (Sector Mechanicus). ## Crews Custom. ## Deployment Standard. ## Experimental Stimms _A gang has agreed to help a Rogue Doc in testing some experimental stimms in an effort to gain a temporary edge over their more powerful adversaries this battle._ Attackers can roll a D6 at the start of each activation: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | -------------------------- | ---------------------------------------------------------------------------------------------------------- | | 1 | **Bad Reaction:** Suffer a Flesh Wound. Cannot perform any actions this activation. | | 2-4 | **That's Not Quite Right…:** Suffer a Flesh Wound and gain +1 S and M until the fighter's next activation. | | 5-6 | **That's the Good Stuff:** +1 action this activation. | ## Ending the Battle The battle ends when only one gang has models remaining. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Winner: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers per dose of experimental stimm taken. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Underdog']
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# 124. Experimental Testing In this scenario, a gang has agreed to test some experimental stimms in an effort to gain an edge over their more powerful adversaries. **Source: White Dwarf 482** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The Underdog is the attacker (otherwise roll-off). ## Battlefield Standard (Sector Mechanicus). ## Crews Custom. ## Deployment Standard. ## Experimental Stimms _A gang has agreed to help a Rogue Doc in testing some experimental stimms in an effort to gain a temporary edge over their more powerful adversaries this battle._ Attackers can roll a D6 at the start of each activation: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | -------------------------- | ---------------------------------------------------------------------------------------------------------- | | 1 | **Bad Reaction:** Suffer a Flesh Wound. Cannot perform any actions this activation. | | 2-4 | **That's Not Quite Right…:** Suffer a Flesh Wound and gain +1 S and M until the fighter's next activation. | | 5-6 | **That's the Good Stuff:** +1 action this activation. | ## Ending the Battle The battle ends when only one gang has models remaining. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Winner: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attackers per dose of experimental stimm taken. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out).
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# 61. Something to Prove _A newly-minted gang must learn fast or die!_ **Source: House of Chains** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Giant Killers _The underdog got something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process._ The attacker receives bonuses depending on the difference in gang rating (all are cumulative): 0-100: - Does not need to make Bottle tests. 101-250: - The Leader can ignore the effects of Flesh Wounds. - From the second round and onwards, at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during the activation. 251-500: - Fighters can re-roll one Injury dice when injuring enemy fighters. - When making Recovery tests, the an extra Injury dice must be rolled, apply Out of Action if any dice rolled this result. 500+: - Automatically pass any Cool tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Credits - +D6x10 to the attacker per defender taken Out of Action. - +D3x10 to the defender (if winning) per fighter still on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each defending (winning) fighter still on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Goliath']
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# 61. Something to Prove _A newly-minted gang must learn fast or die!_ **Source: House of Chains** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Lowest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+7). - **Defender:** Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Giant Killers _The underdog got something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process._ The attacker receives bonuses depending on the difference in gang rating (all are cumulative): 0-100: - Does not need to make Bottle tests. 101-250: - The Leader can ignore the effects of Flesh Wounds. - From the second round and onwards, at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during the activation. 251-500: - Fighters can re-roll one Injury dice when injuring enemy fighters. - When making Recovery tests, the an extra Injury dice must be rolled, apply Out of Action if any dice rolled this result. 500+: - Automatically pass any Cool tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Credits - +D6x10 to the attacker per defender taken Out of Action. - +D3x10 to the defender (if winning) per fighter still on the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each defending (winning) fighter still on the battlefield. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. :::
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### Master-Crafted Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll.
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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.
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50
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# Lasting Injuries & Damage :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When going Out of Action, a model will suffer one of the following (depending on type): - Fighter: Lasting Injury roll. - Chaotic: Mutation (conditional). - Vehicle: - Crew Lasting Injury roll. - Lasting Damage roll (suffer 2 rolls if reduced to 0 Wounds and rolling over at the same time). If an Injury roll results in more than 1 Out of Action result, roll separately on the Lasting Injuries table for each. :::danger House Rule (A&A) Only take one Injury roll per fighter ::: ### Going Into Recovery When going Into Recovery, miss both the post-battle sequence of the current battle and the next battle in order to recover. This means that Leaders and Champions going Into Recovery can't perform post-battle actions after the battle they received the injury. No matter how many Lasting Injury rolls are made, the effect only applies once (does not stack). ### Characteristic Penalties A fighter can gain a decrease in a Characteristic. This does not decrease the cost. Note that a decrease in a characteristic that is depicted as a target number actually increase this number. For example if WS 4+ is decreased, it becomes WS 5+. ### Minimum Characteristics Characteristics can't be reduced beyond a certain level. If reduced below this level, go Into Recovery, but suffer no additional penalty. #### Fighters | | | | --------------------- | ------------ | | WS, BS and I: | Minimum 6+. | | Cl, Ld, Will and Int: | Minimum 12+. | | S, T, M & W: | Minimum 1. | #### Vehicles | | | | ---------- | ---------------------------- | | Toughness: | Minimum 3 (front/side/rear). | | Sv: | 6+. | | Hnd: | 10+. | ### Succumbing To Injuries Seriously Injured fighters at the end of a battle survive without Lasting Injuries on a 3+. On a 1-2, they succumb to their injuries and are treated as having gone Out of Action (suffer a Lasting Injury roll as normal). ## Mutations _Open wounds are a gateway for more than just disease and rot._ The following gangs have additional effects when suffering Lasting Injuries: - Corpse Grinder Cult - Chaos Cult - Corrupted gang If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers: - +1 if inflicted by a Chaos Cult, Corpse Grinder Cult or Corrupted gang. - +1 if the fighter is a Daemon or daemonically possessed. - +1 if already having mutation(s). If the result is 6+, the Lasting Injury is replaced by a Mutation. Each mutation can only be gained once. If the mutation is a duplicate, choose another. When a fighter gain a number of Mutations equal to the Toughness, they become a Chaos Spawn. If the gang is a Chaos Cult, Corpse Grinder Cult or Corrupted gang, it is added to the gang. :::note Pets shouldn't be able to gain Mutations. The official rules doesn't prevent this, but it won't work well. ::: ## Injury Tables ### Fighters | D66 | Lasting Injuries | Recovery | | ----- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------- | | 11 | Lesson Learned: Gain D3 XP. | Yes | | 12-26 | Out Cold: No long time injuries. | - | | 31-45 | Grievous Injury. | Yes | | 46 | Humiliated: -1 Cool and Leadership. | Yes | | 51 | Head Injury: -1 Intelligence and Willpower. | Yes | | 52 | Eye Injury: -1 Ballistic Skill. | Yes | | 53 | Hand Injury: -1 Weapon Skill. | Yes | | 54 | Hobbled: -1” Movement. | Yes | | 55 | Spinal Injury: -1 Strength. | Yes | | 56 | Enfeebled: -1 Toughness. | Yes | | 61-65 | Critical Injury: Critical condition - dead if not treated by the [Doc (post-battle sequence)](/docs/old-scenarios/post-battle-sequence#escort-critically-injured-fighter-to-the-doc). | - | | 66 | Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). | - | ### Crew | D66 | Lasting Injuries (Crew) | Recovery | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------- | | 11 | Lesson Learned: Gain D3 XP. | Yes | | 12-26 | Out Cold: No long time injuries. | - | | 31-46 | Grievous Injury. | Yes | | 51-52 | Humiliated: -1 Cool and Leadership. | Yes | | 53-54 | Head Injury: -1 Intelligence and Willpower. | Yes | | 55-56 | Eye Injury: -1 Ballistic Skill. | Yes | | 61-65 | Critical Injury: Critical condition - dead if not treated by the [Doc in the post-battle sequence](/docs/old-scenarios/post-battle-sequence#escort-critically-injured-fighter-to-the-doc). | - | | 66 | Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). | - | ### Vehicles | D66 | Lasting Damage (Vehicles) | | --- | :------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | Persistent Rattle: +1 modifier on future rolls (on this table). | | 2 | Handling Glitch: -1 to Handling tests. | | 3 | Unreliable: Roll a 2+ (per Unreliable damage) at the start of each battle or this vehicle can't take part. | | 4 | Loss of Power: -1" Movement. | | 5 | Damaged Bodywork: -1 Toughness. | | 6 | Damaged Frame: -1 Wounds. | | 7+ | Write-off: Cannot take part in any battles until [repaired (post-battle sequence)](/docs/old-scenarios/post-battle-sequence#negotiate-repairs). | ### Mutations Table | D66 | Lasting Injuries | Mutations | | ----- | :--------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 11 | Lesson Learned. | - | | 12-26 | Out Cold. | - | | 31-45 | Grievous Injury. | - | | 46 | Humiliated. | **Hungering Pride:** Must activate before other fighters in the crew. If other friendly fighters also have this mutation, choose the order. Gain +1 XP for taking an enemy Leader or Champion Out of Action. | | 51 | Head Injury. | **Dark Madness:** Pass an Intelligence test each activation, or roll a D6 to determine the first action:<ul><li>1-2: Move.</li><li>3-4: Shoot or Fight.</li><li>5-6: No action (wasted).</li></ul> | | 52 | Eye Injury. | **Bestial Senses:** Can't start or take part in Group Activations. Counts as having a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). | | 53 | Hand Injury. | **Disturbing Appendage:** Counts as a knife that can't be disarmed or destroyed. Add -1 hit modifier when using Unwieldy weapons (WS and BS). | | 54 | Hobbled. | **Warped Limbs:** -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3). | | 55 | Spinal Injury. | **Crooked Body:** Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any kind (equipped armour is returned to stash). | | 56 | Enfeebled. | **Twisted Flesh:** Remove 1 Flesh Wound at the start of each Activation. Can't benefit from [bio-booster](/docs/armoury/personal-equipment#bio-booster), medicae kit or assistance from friendly fighters when making Recovery tests. | | 61-65 | Critical Injury. | - | | 66 | Memorable Death. | - |
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2024-06-13 20:34:24.508078
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# Lasting Injuries & Damage :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: When going Out of Action, a model will suffer one of the following (depending on type): - Fighter: Lasting Injury roll. - Chaotic: Mutation (conditional). - Vehicle: - Crew Lasting Injury roll. - Lasting Damage roll (suffer 2 rolls if reduced to 0 Wounds and rolling over at the same time). If an Injury roll results in more than 1 Out of Action result, roll separately on the Lasting Injuries table for each. :::danger House Rule (A&A) Only take one Injury roll per fighter ::: ### Going Into Recovery When going Into Recovery, miss both the post-battle sequence of the current battle and the next battle in order to recover. This means that Leaders and Champions going Into Recovery can't perform post-battle actions after the battle they received the injury. No matter how many Lasting Injury rolls are made, the effect only applies once (does not stack). ### Characteristic Penalties A fighter can gain a decrease in a Characteristic. This does not decrease the cost. Note that a decrease in a characteristic that is depicted as a target number actually increase this number. For example if WS 4+ is decreased, it becomes WS 5+. ### Minimum Characteristics Characteristics can't be reduced beyond a certain level. If reduced below this level, go Into Recovery, but suffer no additional penalty. #### Fighters | | | | --------------------- | ------------ | | WS, BS and I: | Minimum 6+. | | Cl, Ld, Will and Int: | Minimum 12+. | | S, T, M & W: | Minimum 1. | #### Vehicles | | | | ---------- | ---------------------------- | | Toughness: | Minimum 3 (front/side/rear). | | Sv: | 6+. | | Hnd: | 10+. | ### Succumbing To Injuries Seriously Injured fighters at the end of a battle survive without Lasting Injuries on a 3+. On a 1-2, they succumb to their injuries and are treated as having gone Out of Action (suffer a Lasting Injury roll as normal). ## Mutations _Open wounds are a gateway for more than just disease and rot._ The following gangs have additional effects when suffering Lasting Injuries: - Corpse Grinder Cult - Chaos Cult - Corrupted gang If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers: - +1 if inflicted by a Chaos Cult, Corpse Grinder Cult or Corrupted gang. - +1 if the fighter is a Daemon or daemonically possessed. - +1 if already having mutation(s). If the result is 6+, the Lasting Injury is replaced by a Mutation. Each mutation can only be gained once. If the mutation is a duplicate, choose another. When a fighter gain a number of Mutations equal to the Toughness, they become a Chaos Spawn. If the gang is a Chaos Cult, Corpse Grinder Cult or Corrupted gang, it is added to the gang. :::note Pets shouldn't be able to gain Mutations. The official rules doesn't prevent this, but it won't work well. ::: ## Injury Tables ### Fighters | D66 | Lasting Injuries | Recovery | | ----- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------- | | 11 | Lesson Learned: Gain D3 XP. | Yes | | 12-26 | Out Cold: No long time injuries. | - | | 31-45 | Grievous Injury. | Yes | | 46 | Humiliated: -1 Cool and Leadership. | Yes | | 51 | Head Injury: -1 Intelligence and Willpower. | Yes | | 52 | Eye Injury: -1 Ballistic Skill. | Yes | | 53 | Hand Injury: -1 Weapon Skill. | Yes | | 54 | Hobbled: -1” Movement. | Yes | | 55 | Spinal Injury: -1 Strength. | Yes | | 56 | Enfeebled: -1 Toughness. | Yes | | 61-65 | Critical Injury: Critical condition - dead if not treated by the [Doc (post-battle sequence)](/docs/old-scenarios/post-battle-sequence#escort-critically-injured-fighter-to-the-doc). | - | | 66 | Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). | - | ### Crew | D66 | Lasting Injuries (Crew) | Recovery | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------- | | 11 | Lesson Learned: Gain D3 XP. | Yes | | 12-26 | Out Cold: No long time injuries. | - | | 31-46 | Grievous Injury. | Yes | | 51-52 | Humiliated: -1 Cool and Leadership. | Yes | | 53-54 | Head Injury: -1 Intelligence and Willpower. | Yes | | 55-56 | Eye Injury: -1 Ballistic Skill. | Yes | | 61-65 | Critical Injury: Critical condition - dead if not treated by the [Doc in the post-battle sequence](/docs/old-scenarios/post-battle-sequence#escort-critically-injured-fighter-to-the-doc). | - | | 66 | Memorable Death: Instantly killed. The attacker gains +1 XP (if killed by an enemy fighter). | - | ### Vehicles | D66 | Lasting Damage (Vehicles) | | --- | :------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | Persistent Rattle: +1 modifier on future rolls (on this table). | | 2 | Handling Glitch: -1 to Handling tests. | | 3 | Unreliable: Roll a 2+ (per Unreliable damage) at the start of each battle or this vehicle can't take part. | | 4 | Loss of Power: -1" Movement. | | 5 | Damaged Bodywork: -1 Toughness. | | 6 | Damaged Frame: -1 Wounds. | | 7+ | Write-off: Cannot take part in any battles until [repaired (post-battle sequence)](/docs/old-scenarios/post-battle-sequence#negotiate-repairs). | ### Mutations Table | D66 | Lasting Injuries | Mutations | | ----- | :--------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 11 | Lesson Learned. | - | | 12-26 | Out Cold. | - | | 31-45 | Grievous Injury. | - | | 46 | Humiliated. | **Hungering Pride:** Must activate before other fighters in the crew. If other friendly fighters also have this mutation, choose the order. Gain +1 XP for taking an enemy Leader or Champion Out of Action. | | 51 | Head Injury. | **Dark Madness:** Pass an Intelligence test each activation, or roll a D6 to determine the first action:<ul><li>1-2: Move.</li><li>3-4: Shoot or Fight.</li><li>5-6: No action (wasted).</li></ul> | | 52 | Eye Injury. | **Bestial Senses:** Can't start or take part in Group Activations. Counts as having a [bio-scanner](/docs/armoury/personal-equipment#bio-scanner). | | 53 | Hand Injury. | **Disturbing Appendage:** Counts as a knife that can't be disarmed or destroyed. Add -1 hit modifier when using Unwieldy weapons (WS and BS). | | 54 | Hobbled. | **Warped Limbs:** -1” M. Roll 3D3 and choose the highest when charging (instead of a single D3). | | 55 | Spinal Injury. | **Crooked Body:** Add -1 hit modifier to ranged attacks at Long range. Can't wear armour of any kind (equipped armour is returned to stash). | | 56 | Enfeebled. | **Twisted Flesh:** Remove 1 Flesh Wound at the start of each Activation. Can't benefit from [bio-booster](/docs/armoury/personal-equipment#bio-booster), medicae kit or assistance from friendly fighters when making Recovery tests. | | 61-65 | Critical Injury. | - | | 66 | Memorable Death. | - |
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# 116. Parley Showdown _“You leave me no choice. This path would spell disaster for the whole of the House of Blades!”_ \- Cyniss, the Mother of Poisons, HouseEscher In this scenario, two gang leaders meet to discuss terms, when one crew launches an unexpected attack to take out the opposing leader! **Source: Cinderak Burning** ## Battlefield Standard (Zone Mortalis / Sector Mechanicus). There should be a clear area with about 6" diameter in the centre of the battlefield. ## Crews - Custom (4) + Reinforcements. No vehicles or mounts. Each starting crew must include the Leader. If a Leader isn't available, use a Champion instead (considered the Leader for the purpose of this scenario). ## 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: - Within 12" of the centre. - At least 9" from enemies ## Reinforcements - 2 per gang. - Each End phase (starting on round 2). - Randomize the battlefield edge. ## I Come To Bury The Queen, Not Praise Her _Both gangs turned up to parley, and so brought no guns with them._ All fighters in all starting crews can only use Melee weapons. ## Ending the Battle The battle ends if any of the following are true (in an End phase): - Max 1 Leader remains. - Max 1 gang remains (at the end of a round). ## Victory The gang with the only remaining Leader is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win: 2D6x10. - Lose: D3x10. - Draw: D6x10. - Bonus: D6x10 if a Leader took an enemy Leader OoA. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to a non-Leader for taking an enemy Leader OoA. - +3 to a Leader for taking another 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). - -1 (bottle out). :::info Narrative Variant ## War Of Crones If players wish they may use this scenario to represent Cyniss’ attack on Adina. In order to do this make the following changes: - One gang’s starting crew should be made up of [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo), [Athera and Stix](/docs/gangs/gang-additions/hired-guns/agents/#athera--stix-escher--lady-credos-rebellion) and five [Escher Gang Queens](/docs/gangs/gang-lists/house-escher/#queen-leader) to represent Adina and her court. - The opposing gang should be made up of [Cyniss](/docs/gangs/gang-additions/hired-guns/agents/#cyniss-escher), two [Death-maidens](/docs/gangs/gang-lists/house-escher/#death-maiden-specialist-champion) and three [Matriarchs](/docs/gangs/gang-lists/house-escher/#matriarch-champion). - Reinforcements are not used in this version. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Succession Campaign Scenario', 'Zone Mortalis', 'Narrative Scenario']
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# 116. Parley Showdown _“You leave me no choice. This path would spell disaster for the whole of the House of Blades!”_ \- Cyniss, the Mother of Poisons, HouseEscher In this scenario, two gang leaders meet to discuss terms, when one crew launches an unexpected attack to take out the opposing leader! **Source: Cinderak Burning** ## Battlefield Standard (Zone Mortalis / Sector Mechanicus). There should be a clear area with about 6" diameter in the centre of the battlefield. ## Crews - Custom (4) + Reinforcements. No vehicles or mounts. Each starting crew must include the Leader. If a Leader isn't available, use a Champion instead (considered the Leader for the purpose of this scenario). ## 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: - Within 12" of the centre. - At least 9" from enemies ## Reinforcements - 2 per gang. - Each End phase (starting on round 2). - Randomize the battlefield edge. ## I Come To Bury The Queen, Not Praise Her _Both gangs turned up to parley, and so brought no guns with them._ All fighters in all starting crews can only use Melee weapons. ## Ending the Battle The battle ends if any of the following are true (in an End phase): - Max 1 Leader remains. - Max 1 gang remains (at the end of a round). ## Victory The gang with the only remaining Leader is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win: 2D6x10. - Lose: D3x10. - Draw: D6x10. - Bonus: D6x10 if a Leader took an enemy Leader OoA. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to a non-Leader for taking an enemy Leader OoA. - +3 to a Leader for taking another 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). - -1 (bottle out). :::info Narrative Variant ## War Of Crones If players wish they may use this scenario to represent Cyniss’ attack on Adina. In order to do this make the following changes: - One gang’s starting crew should be made up of [Lady Credo](/docs/gangs/gang-additions/alliances/criminals#lady-credo), [Athera and Stix](/docs/gangs/gang-additions/hired-guns/agents/#athera--stix-escher--lady-credos-rebellion) and five [Escher Gang Queens](/docs/gangs/gang-lists/house-escher/#queen-leader) to represent Adina and her court. - The opposing gang should be made up of [Cyniss](/docs/gangs/gang-additions/hired-guns/agents/#cyniss-escher), two [Death-maidens](/docs/gangs/gang-lists/house-escher/#death-maiden-specialist-champion) and three [Matriarchs](/docs/gangs/gang-lists/house-escher/#matriarch-champion). - Reinforcements are not used in this version. :::
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# Skills _Source: Necromunda Core Rulebook (2023)_ This section presents the full list of universal skills available to models. This section is split into nine lists, one for each Skill Set. Each entry lists the skill by name, and then its rules. Note that crew can only gain skills from the Driving, Leadership, Shooting and Savant sets. :::note ### Universal Skills and Gang Specific Skills A number of gangs also their own unique set of skills that they have access to. These are listed in [Gang-Specific Skills](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills). ::: The following two tables summarise each of the Skill Sets, and can be used (by rolling a D6) to determine a random skill from one of the Skill Sets: | D6 | Agility | Brawn | Combat | Cunning | Driving | | :-: | :-------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | :------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist) | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt) | [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry) | [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) | [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | | D6 | Ferocity | Leadership | Savant | Shooting | | :-: | :---------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | | 1 | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) | | 2 | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | [Connected](/docs/gang-fighters-and-their-weaponry/skills/#2-connected) | [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter) | | 3 | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | | 4 | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | | 5 | [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | | 6 | [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | ## Agility ### 1. Catfall When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up. In addition, if they are not Prone and Seriously Injured or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain Standing rather than being Prone and Pinned. :::danger Optional House Rule When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder. :::danger Optional House Rule Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter ### 4. Mighty Leap When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means that a fighter with this skill may leap over gaps of 2" or less without testing against their Initiative. All other rules for leaping over gaps still apply. ### 5. Spring Up If this fighter is Prone and Pinned when they are activated, make an Initiative test for them. If the test is passed, the fighter may make a Stand Up (Basic) action for free. If the test is failed, the fighter may still stand up, but it costs one action, as usual. ### 6. Sprint If this fighter makes two Move (Simple) actions when activated during a round, they can use the second to Sprint. This lets them move at double their Movement characteristic for the second Move (Simple) action. ## Brawn ### 1. Bull Charge When the fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback trait and are resolved at +1 Strength. ### 2. Bulging Biceps This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry. ### 3. Crushing Blow Before rolling to hit for the fighter’s close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling for a weapon with the Sidearm trait. If that dice hits, the attack’s Strength and Damage are increased by one. ### 4. Headbutt If the fighter is Standing and Engaged, they can make the following action: **Headbutt (Free):** Pick an enemy fighter engaged by, and in base contact with, this fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter’s +2, resolved at Damage 2. However, if both dice score lower than the enemy fighter’s Toughness, this fighter instead suffers a hit equal to their own Strength, resolved at Damage 1. ### 5. Hurl If the fighter is Standing and Engaged, they can perform the following action: **Hurl (Basic):** Pick an enemy fighter engaged by and in base contact with this fighter, or a Prone and Seriously Injured enemy fighter within 1" of this fighter. Make an Initiative test for the enemy fighter. If failed, the enemy fighter is hurled. Move the enemy fighter D3" in a direction of your choice – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter, vehicle or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another model, that model also suffers a Strength 3, Damage 1 hit, and if the model is a fighter, they become Prone and Pinned. This action can also be performed for free after successfully performing a Charge (Double) action instead of a free Fight (Basic) action. ### 6. Iron Jaw This fighter’s Toughness is treated as being two higher than normal when another fighter attacks them in close combat with a weapon with an AP characteristic of -. ## Combat ### 1. Combat Master The fighter never suffers penalties to their hit rolls for interference, and can always grant assists, regardless of how many enemy fighters they are engaged with. ### 2. Counter-Attack When this fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker’s Attacks that failed to hit (whether they missed, were parried, etc). ### 3. Disarm Any weapons with the Melee trait used by the fighter also gain the Disarm trait. If a weapon already has this Trait then the target will be disarmed on a natural roll of a 5 or 6, rather than the usual 6. ### 4. Parry The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with this Trait, they can parry one additional attack. ### 5. Rain Of Blows This fighter treats the Fight action as Fight (Simple) rather than Fight (Basic). In other words, this fighter may make two Fight (Simple) actions when activated. :::danger Optional House Rule Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative test for them. If the test is passed, the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them. ## Cunning ### 1. Backstab Any weapons used by this fighter with the Melee trait also gain the Backstab trait. If they already have this Trait, add 2 to the attack’s Strength rather than the usual 1 when the Trait is used. :::danger Optional House Rule If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist When this fighter makes a Retreat (Basic) action, add 2 to the result of their Initiative test (a natural 1 still fails). Additionally, if this fighter is Captured at the end of a battle, and if they are equipped with a skinblade, they may add 1 to the result of the dice roll to see if they can escape during the Rescue Mission scenario. ### 3. Evade If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range. ### 4. Infiltrate If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off. :::danger Optional House Rule Infiltrate can break many scenarios. In those cases, make 2 move actions before the 1st round instead. ::: ### 5. Lie Low While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon’s Short range. Weapons that do not have a Short range are unaffected by this rule. ### 6. Overwatch If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy model’s action as soon as it is declared but before it is carried out. This fighter loses their Ready marker and then immediately makes a Shoot (Basic) action, targeting the enemy whose action they have interrupted. If the enemy is Prone and Pinned or Seriously Injured as a result, their activation ends immediately and their action(s) are not made. ## Driving ### 1. Jink Once per round, when their vehicle is hit by an attack, this crew may attempt to make a special Jink save which cannot be modified by a weapon’s Armour Piercing value. Roll a D6. On a roll of 6+, the crew’s quick reactions enable them to jerk the controls and avoid the attack. The hit is ignored. ### 2. Expert Driver When this crew’s vehicle makes a Loss of Control test, add 1 to the result. ### 3. Heavy Foot Once per round, when this crew’s vehicle performs either a Move (Simple) or a Ram (Double) action, the vehicle may increase its Movement characteristic by D3". However, doing so is not without risks. If a natural 1 is rolled, the vehicle suffers a single Glancing Hit to its Engine. ### 4. Slalom Once per round, when this crew’s vehicle performs a Move (Simple) action, it may make an additional turn of up to 45° at any point before, during or after its move. ### 5. T-Bone If this crew’s vehicle has a Head-on Collision with another vehicle or terrain feature, this vehicle may add D3 to its Front Toughness characteristic until the collision is fully resolved. ### 6. Running Repairs If, when making a Handling test to Restart this crew’s vehicle whilst it is Stationary and Stalled, a natural 6 is rolled, this driver has not only Restarted the vehicle but repaired some minor damage. The vehicle regains one lost Hull Point. ## Ferocity ### 1. Berserker When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice. ### 2. Fearsome If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately. ### 3. Impetuous When this fighter consolidates at the end of a close combat, they may move up to 4", rather than the usual 2". :::danger Optional House Rule If eligible, can both Coup de Grace and Consolidate (2") after a Fight action. ::: ### 4. Nerves Of Steel When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned. ### 5. True Grit When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose one dice to discard before the effects of the other are resolved. ### 6. Unstoppable Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence When this fighter activates to make a group activation, they may include one more fighter than normal as part of the group (i.e., a Champion could activate two other fighters instead of one, and a Leader could activate three). This skill cannot be gained by a vehicle and, if randomly selected, a new skill is randomly selected. ### 2. Inspirational If a friendly model within 6" of this model fails a Cool test, make a Leadership test for this model. If the Leadership test is passed then the Cool test also counts as having been passed. ### 3. Iron Will Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield and is not Prone and Seriously Injured or Wrecked. ### 4. Mentor Make a Leadership test for this model each time another friendly model within 6" gains XP. If the test is passed, the other model gains an additional XP. ### 5. Overseer If the model is Standing and Active or Mobile, they can attempt to make the following action: **Order (Double):** Make a Leadership test for this model. If the test is passed, pick a friendly fighter within 6". That fighter can immediately make two actions as though it were their turn to activate, even if they are not Ready. If they are Ready, these actions do not remove their Ready marker. ### 6. Regroup If this model is Standing and Active or Mobile at the end of their activation, the controlling player may make a Leadership test for them. If this test is passed, each friendly model that is currently subject to the Broken condition and is within 6" immediately recovers from being Broken. ## Savant ### 1. Ballistics Expert When this model makes an Aim (Basic) action, make an Intelligence test for them. If the test is passed, they gain an additional +1 modifier to their hit roll. :::danger Optional house rule Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected This model can make a Trade action during the post-battle sequence, in addition to any other actions they make (meaning they could even make two Trade actions). They cannot do this if they are unable to make actions during the post-battle sequence. ### 3. Fixer In the Receive Rewards step of the post-battle sequence, as long as this model is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus. ### 4. Medicae This skill cannot be gained by a vehicle and if randomly selected, a new skill is randomly selected. This fighter may make the Treat Wounds (Basic) action: **Treat Wounds (Basic):** Roll a D6. On a 3+ a friendly fighter within 1" either regains a lost Wound or loses a Flesh Wound (controlling player’s choice). ### 5. Munitioneer Whenever an Ammo test is failed for this model, or another model from their gang within 6", it can be re-rolled. ### 6. Savvy Trader When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits. ## Shooting ### 1. Fast Shot This model treats the Shoot and the Fire All actions as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter If this model uses the Twin Guns Blazing rule to attack with two weapons with the Sidearm trait, they do not suffer the -1 penalty to their hit rolls and can, if they wish, target a different enemy model with each weapon with the Sidearm trait. ### 3. Hip Shooting If the model is a vehicle, it treats the Move & Shoot action as (Simple) rather than (Basic) as long as it does not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). If the model is a fighter and is Standing and Active, they can make the following action: **Run and Gun (Double):** The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapon. The hit roll suffers an additional -1 modifier, and Unwieldy weapons can never be used in conjunction with this skill. :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 4. Marksman The model is not affected by the rules for Target Priority. In addition, if the hit roll for an attack made by the model with a ranged weapon (that does not have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage is doubled (if they are firing a weapon with the Rapid Fire trait, only the Damage of the first hit is doubled). ### 5. Precision Shot If the hit roll for a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and no armour save can be made. ### 6. Trick Shot When this model makes ranged attacks, they do not suffer a penalty for the target being engaged or in partial cover. In addition, if the target is in full cover, they reduce the penalty to their hit roll to -1 rather than -2. :::danger Optional house rule Apply +1 modifier to any ammo tests. :::
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# Skills _Source: Necromunda Core Rulebook (2023)_ This section presents the full list of universal skills available to models. This section is split into nine lists, one for each Skill Set. Each entry lists the skill by name, and then its rules. Note that crew can only gain skills from the Driving, Leadership, Shooting and Savant sets. :::note ### Universal Skills and Gang Specific Skills A number of gangs also their own unique set of skills that they have access to. These are listed in [Gang-Specific Skills](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills). ::: The following two tables summarise each of the Skill Sets, and can be used (by rolling a D6) to determine a random skill from one of the Skill Sets: | D6 | Agility | Brawn | Combat | Cunning | Driving | | :-: | :-------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | :------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | 1 | [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall) | [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master) | [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab) | [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink) | | 2 | [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber) | [Bulging Biceps](/docs/gang-fighters-and-their-weaponry/skills/#2-bulging-biceps) | [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack) | [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist) | [Expert Driver](/docs/gang-fighters-and-their-weaponry/skills/#2-expert-driver) | | 3 | [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge) | [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow) | [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm) | [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade) | [Heavy Foot](/docs/gang-fighters-and-their-weaponry/skills/#3-heavy-foot) | | 4 | [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap) | [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt) | [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry) | [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) | [Slalom](/docs/gang-fighters-and-their-weaponry/skills/#4-slalom) | | 5 | [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) | [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) | [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows) | [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low) | [T-Bone](/docs/gang-fighters-and-their-weaponry/skills/#5-t-bone) | | 6 | [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint) | [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) | [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside) | [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) | [Running Repairs](/docs/gang-fighters-and-their-weaponry/skills/#6-running-repairs) | | D6 | Ferocity | Leadership | Savant | Shooting | | :-: | :---------------------------------------------------------------------------------: | :-----------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------------: | :-------------------------------------------------------------------------------: | | 1 | [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) | [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence) | [Ballistics Expert](/docs/gang-fighters-and-their-weaponry/skills/#1-ballistics-expert) | [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) | | 2 | [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) | [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational) | [Connected](/docs/gang-fighters-and-their-weaponry/skills/#2-connected) | [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter) | | 3 | [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) | [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will) | [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer) | [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting) | | 4 | [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) | [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor) | [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae) | [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman) | | 5 | [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) | [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) | [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer) | [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot) | | 6 | [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) | [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup) | [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader) | [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot) | ## Agility ### 1. Catfall When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up. In addition, if they are not Prone and Seriously Injured or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain Standing rather than being Prone and Pinned. :::danger Optional House Rule When falling into a pitfall, mark the closest edge. At the end of that round, place the fighter next to the pitfall on a 4+. ::: ### 2. Clamber When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder. :::danger Optional House Rule Move freely through ductways without spending a Crawl Through (Double) action. ::: ### 3. Dodge If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter ### 4. Mighty Leap When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means that a fighter with this skill may leap over gaps of 2" or less without testing against their Initiative. All other rules for leaping over gaps still apply. ### 5. Spring Up If this fighter is Prone and Pinned when they are activated, make an Initiative test for them. If the test is passed, the fighter may make a Stand Up (Basic) action for free. If the test is failed, the fighter may still stand up, but it costs one action, as usual. ### 6. Sprint If this fighter makes two Move (Simple) actions when activated during a round, they can use the second to Sprint. This lets them move at double their Movement characteristic for the second Move (Simple) action. ## Brawn ### 1. Bull Charge When the fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback trait and are resolved at +1 Strength. ### 2. Bulging Biceps This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry. ### 3. Crushing Blow Before rolling to hit for the fighter’s close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling for a weapon with the Sidearm trait. If that dice hits, the attack’s Strength and Damage are increased by one. ### 4. Headbutt If the fighter is Standing and Engaged, they can make the following action: **Headbutt (Free):** Pick an enemy fighter engaged by, and in base contact with, this fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter’s +2, resolved at Damage 2. However, if both dice score lower than the enemy fighter’s Toughness, this fighter instead suffers a hit equal to their own Strength, resolved at Damage 1. ### 5. Hurl If the fighter is Standing and Engaged, they can perform the following action: **Hurl (Basic):** Pick an enemy fighter engaged by and in base contact with this fighter, or a Prone and Seriously Injured enemy fighter within 1" of this fighter. Make an Initiative test for the enemy fighter. If failed, the enemy fighter is hurled. Move the enemy fighter D3" in a direction of your choice – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter, vehicle or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another model, that model also suffers a Strength 3, Damage 1 hit, and if the model is a fighter, they become Prone and Pinned. This action can also be performed for free after successfully performing a Charge (Double) action instead of a free Fight (Basic) action. ### 6. Iron Jaw This fighter’s Toughness is treated as being two higher than normal when another fighter attacks them in close combat with a weapon with an AP characteristic of -. ## Combat ### 1. Combat Master The fighter never suffers penalties to their hit rolls for interference, and can always grant assists, regardless of how many enemy fighters they are engaged with. ### 2. Counter-Attack When this fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker’s Attacks that failed to hit (whether they missed, were parried, etc). ### 3. Disarm Any weapons with the Melee trait used by the fighter also gain the Disarm trait. If a weapon already has this Trait then the target will be disarmed on a natural roll of a 5 or 6, rather than the usual 6. ### 4. Parry The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with this Trait, they can parry one additional attack. ### 5. Rain Of Blows This fighter treats the Fight action as Fight (Simple) rather than Fight (Basic). In other words, this fighter may make two Fight (Simple) actions when activated. :::danger Optional House Rule Allow the fighter to make 2 consecutive Fight actions when charging (and potentially receiving 2 reaction attacks as well). ::: ### 6. Step Aside If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative test for them. If the test is passed, the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them. ## Cunning ### 1. Backstab Any weapons used by this fighter with the Melee trait also gain the Backstab trait. If they already have this Trait, add 2 to the attack’s Strength rather than the usual 1 when the Trait is used. :::danger Optional House Rule If benefiting from this skill, apply an additional -1 AP. ::: ### 2. Escape Artist When this fighter makes a Retreat (Basic) action, add 2 to the result of their Initiative test (a natural 1 still fails). Additionally, if this fighter is Captured at the end of a battle, and if they are equipped with a skinblade, they may add 1 to the result of the dice roll to see if they can escape during the Rescue Mission scenario. ### 3. Evade If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range. ### 4. Infiltrate If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off. :::danger Optional House Rule Infiltrate can break many scenarios. In those cases, make 2 move actions before the 1st round instead. ::: ### 5. Lie Low While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon’s Short range. Weapons that do not have a Short range are unaffected by this rule. ### 6. Overwatch If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy model’s action as soon as it is declared but before it is carried out. This fighter loses their Ready marker and then immediately makes a Shoot (Basic) action, targeting the enemy whose action they have interrupted. If the enemy is Prone and Pinned or Seriously Injured as a result, their activation ends immediately and their action(s) are not made. ## Driving ### 1. Jink Once per round, when their vehicle is hit by an attack, this crew may attempt to make a special Jink save which cannot be modified by a weapon’s Armour Piercing value. Roll a D6. On a roll of 6+, the crew’s quick reactions enable them to jerk the controls and avoid the attack. The hit is ignored. ### 2. Expert Driver When this crew’s vehicle makes a Loss of Control test, add 1 to the result. ### 3. Heavy Foot Once per round, when this crew’s vehicle performs either a Move (Simple) or a Ram (Double) action, the vehicle may increase its Movement characteristic by D3". However, doing so is not without risks. If a natural 1 is rolled, the vehicle suffers a single Glancing Hit to its Engine. ### 4. Slalom Once per round, when this crew’s vehicle performs a Move (Simple) action, it may make an additional turn of up to 45° at any point before, during or after its move. ### 5. T-Bone If this crew’s vehicle has a Head-on Collision with another vehicle or terrain feature, this vehicle may add D3 to its Front Toughness characteristic until the collision is fully resolved. ### 6. Running Repairs If, when making a Handling test to Restart this crew’s vehicle whilst it is Stationary and Stalled, a natural 6 is rolled, this driver has not only Restarted the vehicle but repaired some minor damage. The vehicle regains one lost Hull Point. ## Ferocity ### 1. Berserker When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice. ### 2. Fearsome If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately. ### 3. Impetuous When this fighter consolidates at the end of a close combat, they may move up to 4", rather than the usual 2". :::danger Optional House Rule If eligible, can both Coup de Grace and Consolidate (2") after a Fight action. ::: ### 4. Nerves Of Steel When the fighter is hit by a ranged attack, make a Cool test for them. If it is passed, they may choose not to become Prone and Pinned. ### 5. True Grit When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose one dice to discard before the effects of the other are resolved. ### 6. Unstoppable Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the result is a 4 or more, roll one additional dice for the Recovery test and choose one to discard. ## Leadership ### 1. Commanding Presence When this fighter activates to make a group activation, they may include one more fighter than normal as part of the group (i.e., a Champion could activate two other fighters instead of one, and a Leader could activate three). This skill cannot be gained by a vehicle and, if randomly selected, a new skill is randomly selected. ### 2. Inspirational If a friendly model within 6" of this model fails a Cool test, make a Leadership test for this model. If the Leadership test is passed then the Cool test also counts as having been passed. ### 3. Iron Will Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield and is not Prone and Seriously Injured or Wrecked. ### 4. Mentor Make a Leadership test for this model each time another friendly model within 6" gains XP. If the test is passed, the other model gains an additional XP. ### 5. Overseer If the model is Standing and Active or Mobile, they can attempt to make the following action: **Order (Double):** Make a Leadership test for this model. If the test is passed, pick a friendly fighter within 6". That fighter can immediately make two actions as though it were their turn to activate, even if they are not Ready. If they are Ready, these actions do not remove their Ready marker. ### 6. Regroup If this model is Standing and Active or Mobile at the end of their activation, the controlling player may make a Leadership test for them. If this test is passed, each friendly model that is currently subject to the Broken condition and is within 6" immediately recovers from being Broken. ## Savant ### 1. Ballistics Expert When this model makes an Aim (Basic) action, make an Intelligence test for them. If the test is passed, they gain an additional +1 modifier to their hit roll. :::danger Optional house rule Can pre-measure the distance to one enemy fighter when aiming. ::: ### 2. Connected This model can make a Trade action during the post-battle sequence, in addition to any other actions they make (meaning they could even make two Trade actions). They cannot do this if they are unable to make actions during the post-battle sequence. ### 3. Fixer In the Receive Rewards step of the post-battle sequence, as long as this model is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus. ### 4. Medicae This skill cannot be gained by a vehicle and if randomly selected, a new skill is randomly selected. This fighter may make the Treat Wounds (Basic) action: **Treat Wounds (Basic):** Roll a D6. On a 3+ a friendly fighter within 1" either regains a lost Wound or loses a Flesh Wound (controlling player’s choice). ### 5. Munitioneer Whenever an Ammo test is failed for this model, or another model from their gang within 6", it can be re-rolled. ### 6. Savvy Trader When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits. ## Shooting ### 1. Fast Shot This model treats the Shoot and the Fire All actions as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 2. Gunfighter If this model uses the Twin Guns Blazing rule to attack with two weapons with the Sidearm trait, they do not suffer the -1 penalty to their hit rolls and can, if they wish, target a different enemy model with each weapon with the Sidearm trait. ### 3. Hip Shooting If the model is a vehicle, it treats the Move & Shoot action as (Simple) rather than (Basic) as long as it does not attack with a weapon that has the Unwieldy trait (note that even if a skill or Wargear item allows a model to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait). If the model is a fighter and is Standing and Active, they can make the following action: **Run and Gun (Double):** The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapon. The hit roll suffers an additional -1 modifier, and Unwieldy weapons can never be used in conjunction with this skill. :::danger Optional house rule Apply -1 hit modifier when using this skill. ::: ### 4. Marksman The model is not affected by the rules for Target Priority. In addition, if the hit roll for an attack made by the model with a ranged weapon (that does not have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage is doubled (if they are firing a weapon with the Rapid Fire trait, only the Damage of the first hit is doubled). ### 5. Precision Shot If the hit roll for a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and no armour save can be made. ### 6. Trick Shot When this model makes ranged attacks, they do not suffer a penalty for the target being engaged or in partial cover. In addition, if the target is in full cover, they reduce the penalty to their hit roll to -1 rather than -2. :::danger Optional house rule Apply +1 modifier to any ammo tests. :::
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# Ash Wastes Campaign _Beyond the gives and their incessant industry, an endless war is being fought across the vast ash wastes. It is not a war of rival nations or opposing armies - though it can be just as bloody as one of these - rather, it is a war for the trade routes between the hives. Lord Helmawr cares not who controls these routes as long as the trade keeps flowing and Necromunda's staggering Imperial tithe is met. And so the Clan Houses vie for the lucrative contracts and control of remote road networks to fill their coffers with more wealth. In some places this descends into open warfare as convoys of merchant rigs fend off mounted marauders as they attempt to get their goods to where they need to be. For a gang that can claim dominion over even a tiny piece of this great trade network the rewards can be staggering, and well worth the price paid in blood, bullets and lives._ ## How The Campaign Works **Ash Wastes Campaign Summary** The Necromunda Ash Wastes Campaign is a complete narrative campaign tht can be used alongside the Necromunda: Ash Wastes rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to do battle in the wilderness between the hive cities and fight over vital trade routes that connect them. In the Ash Wastes Campaign, players try to take control of road networks with their gang, claiming one stretch of the wastes at a time until they can connect one settlement, hive, or landmark to another and benefit from the trade that flows between them. Of course, this is no easy task. To claim a road a gang must fend off their rivals, survive the harsh elements of Necromunda and brave the changing seasons themselves - not to mention factions such as the Ash Wastes Nomads who simply want to destroy the dominion of the hivers. For those who succeed, however, the payoff is great indeed. **Key Objectives:** 1. Claim road networks, stretching from one settlement/hive/landmark to another. 2. Survive and overcome challenges posed by: * Harsh environment (weather, terrain, etc.) * Rival gangs vying for control * Factions like the Ash Wastes Nomads seeking to disrupt trade 3. Establish a network of connected territories to benefit from trade and commerce. **Let's get started!** What would you like to do first? (Note: I've maintained the context of Necromunda, highlighting the key objectives and challenges in the Ash Wastes Campaign. Let me know if you'd like me to elaborate on any aspect or start simulating combat/territory creation.) ### Controlling Roads Central to the Ash Wastes Campaign is the controlling of roads. At the start of the campaifgn all gangs will start with the goal of controlling as many road networks as they can to enrich both themselves and their faction. To complete this goal - and connect two important Ash Wastes locations - a gang must be in control of a special kind of Territory called Road Sections. If they can make a path from one location to another only using Road Sections they control then they can set up a Trade Route and reap even greater rewards! Players will start with some Road Sections determined randomly, but the majority must be won through defeating rival gangs on the battlefield. ## Outlaws & Raiders All gangs are divided into 2 sides, affecting how income is earned from Trade Routes (tolls or disruption): - Raiders. - Traders. Gangs are divided as follows: - **Ash Waste Nomad:** Raiders. - **Outlaw:** Raiders or Traders (choose when creating the gang). - **Law-abiding:** Traders. ## Road Sections Road Sections are connected with other Road Sections and/or locations. The region (Near/Deep/Wild Wastes) can affect battlefield surface conditions. The type (Sanctioned/Unsanctioned) indicates whether it is relatively safe or high-risk, high-reward. ## Trading Routes Gain Trading Route bonuses (when collecting income at the start of any cycle) if controlling the required Road Sections to connect the specified locations. See the [List of Roads Sections and Trade Routes](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes). ## Challenges Challenges can only be declined without penalty by a gang that has already issued and received at least 1 challenge (this cycle). ## Starting Out **Starting credits:** 1000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** Yes Players also begin with two randomly determined Road Sections (the Arbitrator can use the D66 column in the [Road Sections table](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes#road-sections) to allocate two to each player). ## Phases ### Phase 1: Season of Flame At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first two cycles, all battles are considered to take place during the Season of Flame. In the last cycle of the phase, players roll a D6 before each battle: on a 1-4 it's still the Season of Flame, on a 5-6 it takes place during the Changing Seasons. Only unclaimed Road Sections may be claimed as rewards for gang battles. ### 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: Season of Ash Gangs defend their Trade Routes against both their rivals and the elements, as well as destroy those set up by other gangs. At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first cycle, players roll a D6 before each battle: on a 1-4 the battle takes place in the Season of Ash, on a 5-6 it takes place during the Changing Seasons. In the last two cycles of the phase all battles are considered to take place during the Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | ------------------------- | -------------------------------------------------- | | Road Master | Longest unbroken chain of connected Road Sections. | | As Far as the Eye can See | Most Road Sections | | Road of Corpses | Most kills | | Let it Burn | Most enemy vehicles wrecked | | Do You Know Who I Am! | Highest Reputation | ## Battlefield Environments The following battlefield effects are in use: - Battlefield Surface. - Seasons. - Regions. - Roads. - Visibility (X"). This can be determined in multiple ways for a battle: - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the tables. - Gangs can agree to choose specific effects to use. ### Battlefield Surface The ground level of the battlefield. Not including: - Terrain. - Elevated areas. - Roads. This will affect any fighter on the ground, unless on roads, elevated terrain or otherwise protected by terrain. ### Seasons The season depends on the phase & cycle, otherwise randomize (D3): 1. Season of Flame. 1. Season of Ash. 1. Changing Seasons. | Phase | Cycle | Season | | ----- | ----- | :-------------------------------------------------------------------------------------------- | | 1 | 1 | Season of the Flame. | | 1 | 2 | Season of the Flame. | | 1 | 3 | Randomize (D3) before each battle:<br /> 1-2: Season of the Flame.<br /> 3: Changing Seasons. | | 2 | 4 | - | | 3 | 5 | Randomize (D3) before each battle:<br /> 1-2: Season of Ash.<br />3: Changing Seasons. | | 3 | 6 | Season of Ash. | | 3 | 7 | Season of Ash. | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, the scenario played is based upon the relevant region of the ash wastes the staked Road Section is in. Roll a D6 on the relevant table to determine which Scenario is used. #### Near Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Looters](/docs/scenarios/scenario-list/looters) scenario. | | 3 | Play the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) scenario. | | 4 | Play the [Settlement Showdown](/docs/scenarios/scenario-list/settlement-showdown) scenario. | | 5 | Play the [Bone Road Dead Race](/docs/scenarios/scenario-list/bone-road-death-race) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | #### Deep Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Fuel Hunt](/docs/scenarios/scenario-list/fuel-hunt) scenario. | | 3 | Play the [Breakdown](/docs/scenarios/scenario-list/breakdown) scenario. | | 4 | Play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. | | 5 | Play the [Cargo Run](/docs/scenarios/scenario-list/cargo-run) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | #### Wild Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Beast](/docs/scenarios/scenario-list/the-beast) scenario. | | 3 | Play the [Incoming Storm](/docs/scenarios/scenario-list/incoming-storm) scenario. | | 4 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) scenario. | | 5 | Play the [Wasteland Encounter](/docs/scenarios/scenario-list/wasteland-encounter) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. |
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# Ash Wastes Campaign _Beyond the gives and their incessant industry, an endless war is being fought across the vast ash wastes. It is not a war of rival nations or opposing armies - though it can be just as bloody as one of these - rather, it is a war for the trade routes between the hives. Lord Helmawr cares not who controls these routes as long as the trade keeps flowing and Necromunda's staggering Imperial tithe is met. And so the Clan Houses vie for the lucrative contracts and control of remote road networks to fill their coffers with more wealth. In some places this descends into open warfare as convoys of merchant rigs fend off mounted marauders as they attempt to get their goods to where they need to be. For a gang that can claim dominion over even a tiny piece of this great trade network the rewards can be staggering, and well worth the price paid in blood, bullets and lives._ ## How The Campaign Works **Ash Wastes Campaign Summary** The Necromunda Ash Wastes Campaign is a complete narrative campaign tht can be used alongside the Necromunda: Ash Wastes rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to do battle in the wilderness between the hive cities and fight over vital trade routes that connect them. In the Ash Wastes Campaign, players try to take control of road networks with their gang, claiming one stretch of the wastes at a time until they can connect one settlement, hive, or landmark to another and benefit from the trade that flows between them. Of course, this is no easy task. To claim a road a gang must fend off their rivals, survive the harsh elements of Necromunda and brave the changing seasons themselves - not to mention factions such as the Ash Wastes Nomads who simply want to destroy the dominion of the hivers. For those who succeed, however, the payoff is great indeed. **Key Objectives:** 1. Claim road networks, stretching from one settlement/hive/landmark to another. 2. Survive and overcome challenges posed by: * Harsh environment (weather, terrain, etc.) * Rival gangs vying for control * Factions like the Ash Wastes Nomads seeking to disrupt trade 3. Establish a network of connected territories to benefit from trade and commerce. **Let's get started!** What would you like to do first? (Note: I've maintained the context of Necromunda, highlighting the key objectives and challenges in the Ash Wastes Campaign. Let me know if you'd like me to elaborate on any aspect or start simulating combat/territory creation.) ### Controlling Roads Central to the Ash Wastes Campaign is the controlling of roads. At the start of the campaifgn all gangs will start with the goal of controlling as many road networks as they can to enrich both themselves and their faction. To complete this goal - and connect two important Ash Wastes locations - a gang must be in control of a special kind of Territory called Road Sections. If they can make a path from one location to another only using Road Sections they control then they can set up a Trade Route and reap even greater rewards! Players will start with some Road Sections determined randomly, but the majority must be won through defeating rival gangs on the battlefield. ## Outlaws & Raiders All gangs are divided into 2 sides, affecting how income is earned from Trade Routes (tolls or disruption): - Raiders. - Traders. Gangs are divided as follows: - **Ash Waste Nomad:** Raiders. - **Outlaw:** Raiders or Traders (choose when creating the gang). - **Law-abiding:** Traders. ## Road Sections Road Sections are connected with other Road Sections and/or locations. The region (Near/Deep/Wild Wastes) can affect battlefield surface conditions. The type (Sanctioned/Unsanctioned) indicates whether it is relatively safe or high-risk, high-reward. ## Trading Routes Gain Trading Route bonuses (when collecting income at the start of any cycle) if controlling the required Road Sections to connect the specified locations. See the [List of Roads Sections and Trade Routes](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes). ## Challenges Challenges can only be declined without penalty by a gang that has already issued and received at least 1 challenge (this cycle). ## Starting Out **Starting credits:** 1000 **Additional Credits for Vehicles and Mounts:** 400 **Keep unspent credits:** Yes Players also begin with two randomly determined Road Sections (the Arbitrator can use the D66 column in the [Road Sections table](/docs/campaigns/ash-wastes-campaign/road-sections-and-trade-routes#road-sections) to allocate two to each player). ## Phases ### Phase 1: Season of Flame At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first two cycles, all battles are considered to take place during the Season of Flame. In the last cycle of the phase, players roll a D6 before each battle: on a 1-4 it's still the Season of Flame, on a 5-6 it takes place during the Changing Seasons. Only unclaimed Road Sections may be claimed as rewards for gang battles. ### 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: Season of Ash Gangs defend their Trade Routes against both their rivals and the elements, as well as destroy those set up by other gangs. At the begining of each cycle, gangs gain income from the Road Section and benefits from their Trade Routes (note that this is different form the normal post-battle sequence where you gain income from each Territory after each battle). In the first cycle, players roll a D6 before each battle: on a 1-4 the battle takes place in the Season of Ash, on a 5-6 it takes place during the Changing Seasons. In the last two cycles of the phase all battles are considered to take place during the Season of Ash. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | ------------------------- | -------------------------------------------------- | | Road Master | Longest unbroken chain of connected Road Sections. | | As Far as the Eye can See | Most Road Sections | | Road of Corpses | Most kills | | Let it Burn | Most enemy vehicles wrecked | | Do You Know Who I Am! | Highest Reputation | ## Battlefield Environments The following battlefield effects are in use: - Battlefield Surface. - Seasons. - Regions. - Roads. - Visibility (X"). This can be determined in multiple ways for a battle: - The campaign or scenario can specify certain Season and/or Region. - Randomize by rolling on the tables. - Gangs can agree to choose specific effects to use. ### Battlefield Surface The ground level of the battlefield. Not including: - Terrain. - Elevated areas. - Roads. This will affect any fighter on the ground, unless on roads, elevated terrain or otherwise protected by terrain. ### Seasons The season depends on the phase & cycle, otherwise randomize (D3): 1. Season of Flame. 1. Season of Ash. 1. Changing Seasons. | Phase | Cycle | Season | | ----- | ----- | :-------------------------------------------------------------------------------------------- | | 1 | 1 | Season of the Flame. | | 1 | 2 | Season of the Flame. | | 1 | 3 | Randomize (D3) before each battle:<br /> 1-2: Season of the Flame.<br /> 3: Changing Seasons. | | 2 | 4 | - | | 3 | 5 | Randomize (D3) before each battle:<br /> 1-2: Season of Ash.<br />3: Changing Seasons. | | 3 | 6 | Season of Ash. | | 3 | 7 | Season of Ash. | ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: When a challenge is issued, the scenario played is based upon the relevant region of the ash wastes the staked Road Section is in. Roll a D6 on the relevant table to determine which Scenario is used. #### Near Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Looters](/docs/scenarios/scenario-list/looters) scenario. | | 3 | Play the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) scenario. | | 4 | Play the [Settlement Showdown](/docs/scenarios/scenario-list/settlement-showdown) scenario. | | 5 | Play the [Bone Road Dead Race](/docs/scenarios/scenario-list/bone-road-death-race) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | #### Deep Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Fuel Hunt](/docs/scenarios/scenario-list/fuel-hunt) scenario. | | 3 | Play the [Breakdown](/docs/scenarios/scenario-list/breakdown) scenario. | | 4 | Play the [Rescue Mission](/docs/scenarios/scenario-list/rescue-mission) scenario. | | 5 | Play the [Cargo Run](/docs/scenarios/scenario-list/cargo-run) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | #### Wild Wastes | D6 | Result | | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The player with the **greater** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. | | 2 | Play the [Beast](/docs/scenarios/scenario-list/the-beast) scenario. | | 3 | Play the [Incoming Storm](/docs/scenarios/scenario-list/incoming-storm) scenario. | | 4 | Play the [Ambush](/docs/scenarios/scenario-list/ambush) scenario. | | 5 | Play the [Wasteland Encounter](/docs/scenarios/scenario-list/wasteland-encounter) scenario. | | 6 | The player with the **fewest** number of Road Sections choose which scenario to play. If both players have the same number of Road Sections, both players 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 chooses the scenario is the attacker. |
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### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If a fighter is hit by a Drag weapon but not takenOut of Action, the attacker can attempt to drag thetarget closer after the attack has been resolved.If they do, roll a D6. If the score is equal to or higherthan the target’s Strength, the target is dragged D3"straight towards the attacker, stopping if they hit anyterrain. If they move into another fighter (other thanthe attacker), both fighters are moved the remainingdistance towards the attacker. If the weapon also hasthe Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
necrovox
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### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
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# Special Terrain Features ## Declarations When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply. ## Activating/Deactivating Terrain Some terrain have effects that can be activated/deactivated in 1 or 2 ways: - **Random:** Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase. - **Controlled:** If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action (Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects. - **Activated:** Lasts until the End phase. - **Deactivated:** Remains deactivated until the next round’s End phase (all special effects are disabled). :::info Access Terminal (Basic) If within 1” of a terminal, make an Intelligence test with a -2 modifier. If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Deactivation lasts until the next round’s End phase. ::: ## Explosive Terrain Some kinds of terrain are considered explosive and might explode if hit: Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target. Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit. ## List of Special Terrain Features | Category | Type | Notes | Dangerous? | Random? | Controlled? | | :-------------------------- | :-------------- | :----------------------------------------------------------------------------- | :--------- | :------ | :---------- | | Archeotech Device | Badzone Delta 7 | Shock | | | Controlled | | Collapsed Sections | Badzone Delta 7 | Blast, Pitfall | | | | | Cult Ritual Chamber | Badzone Delta 7 | Insanity | | | | | Doors | | Locked, Mind the Door | | | Controlled | | Flooded Passage | Badzone Delta 7 | Seriously Injured, End phase | | | | | Fungus Sprawl | Badzone Delta 7 | Gas | Hostile | | | | Furnace Floor | Badzone Delta 7 | Pitfall, heat haze | | | | | Lift | | Remote | | | | | Malfunctioning Generatorium | Badzone Delta 7 | Deactivate | Hostile | | Controlled | | Pitfalls | | | | | | | Promethium Cache | Badzone Delta 7 | | Explosive | | | | Promethium Tank | | Objective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of Gas | Explosive | Random | | | Secure Vault | Badzone Delta 7 | Door, Locked, Terminal | | | | | Sewage Channel | Badzone Delta 7 | Pinned, Out of Action | | | | | Sludge Farm | Badzone Delta 7 | | | | | | Stills | | Gas | Explosive | | | | Toxic Sludge | | -1T, Prone, End phase | | | | | Unlit Corridors | Badzone Delta 7 | Pitch Black | | | | | Ventilation Tunnel | Badzone Delta 7 | | | | | | Waste Compactor | Badzone Delta 7 | Same as Protein Reclamator | | | Controlled | | Xenos Nesting Chamber | Badzone Delta 7 | | Hostile | | | | Watchtower | Gang Stronghold | Sentries | | | | ## Badzone Terrain ### Industrial Terrain | Type | Special Rules | Dangerous? | Random? | Controlled? | | :------------------------------ | :------------------------------------------------- | :--------- | :------ | :---------- | | Service Hatches | Crawlways, Improvised Cover, Hiding Place | | | | | Smokestacks | Belching Smoke, Foul Air, Flammable Fumes | | Random | Controlled | | Industrial Claws and Hooks | Quick Climbing, Death From Above, Hauling Cargo | | | Controlled | | Plasma Pipes and Generators | High Pressure Plasma, Harsh Glow, Plasma Canisters | Explosive | | Controlled | | Promethium Pipes and Reservoirs | High Pressure Gas, Fuel Slicks, Free Fuel | Explosive | Random | Controlled | ### Hive Ruins | Sub-category | Type & Special Rules | Dangerous? | | :----------------- | :------------------------------------------------------------------------ | :------------------------------------------- | | Ancient Imperium | Holy Imperialis, Mechanicus Arcana, Ancient Terminal | | | Abandoned Hardware | Cranes and Servohaulers, Medicae Station, Ancient Terminal | | | Forgotten Ordnance | Unexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force Barriers | Fuel Drums and Ammo Crates are **explosive** | ### Carnivorous Plants | Type | Special Rules | Dangerous? | | :---------------- | :------------------------------- | :--------- | | Barbed Venomgorse | Barbed Snares, Wasting Toxin | Hostile | | Shardwrack Spines | Walls of Spines, Spitting Spines | Hostile | | Grabble Weed | Crawling Horror,Viscous Tongues | Hostile |
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2024-06-13 20:34:24.508078
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# Special Terrain Features ## Declarations When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply. ## Activating/Deactivating Terrain Some terrain have effects that can be activated/deactivated in 1 or 2 ways: - **Random:** Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase. - **Controlled:** If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action (Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects. - **Activated:** Lasts until the End phase. - **Deactivated:** Remains deactivated until the next round’s End phase (all special effects are disabled). :::info Access Terminal (Basic) If within 1” of a terminal, make an Intelligence test with a -2 modifier. If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Deactivation lasts until the next round’s End phase. ::: ## Explosive Terrain Some kinds of terrain are considered explosive and might explode if hit: Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target. Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit. ## List of Special Terrain Features | Category | Type | Notes | Dangerous? | Random? | Controlled? | | :-------------------------- | :-------------- | :----------------------------------------------------------------------------- | :--------- | :------ | :---------- | | Archeotech Device | Badzone Delta 7 | Shock | | | Controlled | | Collapsed Sections | Badzone Delta 7 | Blast, Pitfall | | | | | Cult Ritual Chamber | Badzone Delta 7 | Insanity | | | | | Doors | | Locked, Mind the Door | | | Controlled | | Flooded Passage | Badzone Delta 7 | Seriously Injured, End phase | | | | | Fungus Sprawl | Badzone Delta 7 | Gas | Hostile | | | | Furnace Floor | Badzone Delta 7 | Pitfall, heat haze | | | | | Lift | | Remote | | | | | Malfunctioning Generatorium | Badzone Delta 7 | Deactivate | Hostile | | Controlled | | Pitfalls | | | | | | | Promethium Cache | Badzone Delta 7 | | Explosive | | | | Promethium Tank | | Objective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of Gas | Explosive | Random | | | Secure Vault | Badzone Delta 7 | Door, Locked, Terminal | | | | | Sewage Channel | Badzone Delta 7 | Pinned, Out of Action | | | | | Sludge Farm | Badzone Delta 7 | | | | | | Stills | | Gas | Explosive | | | | Toxic Sludge | | -1T, Prone, End phase | | | | | Unlit Corridors | Badzone Delta 7 | Pitch Black | | | | | Ventilation Tunnel | Badzone Delta 7 | | | | | | Waste Compactor | Badzone Delta 7 | Same as Protein Reclamator | | | Controlled | | Xenos Nesting Chamber | Badzone Delta 7 | | Hostile | | | | Watchtower | Gang Stronghold | Sentries | | | | ## Badzone Terrain ### Industrial Terrain | Type | Special Rules | Dangerous? | Random? | Controlled? | | :------------------------------ | :------------------------------------------------- | :--------- | :------ | :---------- | | Service Hatches | Crawlways, Improvised Cover, Hiding Place | | | | | Smokestacks | Belching Smoke, Foul Air, Flammable Fumes | | Random | Controlled | | Industrial Claws and Hooks | Quick Climbing, Death From Above, Hauling Cargo | | | Controlled | | Plasma Pipes and Generators | High Pressure Plasma, Harsh Glow, Plasma Canisters | Explosive | | Controlled | | Promethium Pipes and Reservoirs | High Pressure Gas, Fuel Slicks, Free Fuel | Explosive | Random | Controlled | ### Hive Ruins | Sub-category | Type & Special Rules | Dangerous? | | :----------------- | :------------------------------------------------------------------------ | :------------------------------------------- | | Ancient Imperium | Holy Imperialis, Mechanicus Arcana, Ancient Terminal | | | Abandoned Hardware | Cranes and Servohaulers, Medicae Station, Ancient Terminal | | | Forgotten Ordnance | Unexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force Barriers | Fuel Drums and Ammo Crates are **explosive** | ### Carnivorous Plants | Type | Special Rules | Dangerous? | | :---------------- | :------------------------------- | :--------- | | Barbed Venomgorse | Barbed Snares, Wasting Toxin | Hostile | | Shardwrack Spines | Walls of Spines, Spitting Spines | Hostile | | Grabble Weed | Crawling Horror,Viscous Tongues | Hostile |
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# Ash Wastes Nomads _Few things in the wastes terrify travellers more than the prospect of encountering one of the Ash Waste Nomads tribes. To the people of Necromunda they are as alien and unsettling as any known xenos species. In the eyes of a hiver they seem divorced from humanity, and though they might appear as humans, there can be no doubt their culture, and perhaps their very biology, diverged from the rest of Mankind’s long ago._ _To those not familiar with the landscapes and peoples of Necromunda, it might seem that upon hearing of these nomad tribes and their wasteland home that they must be little different from the countless other wasters, mutants, scavvies and drudges who have been forced to exist beyond the sheltering embrace of the hive cities. The difference between the two, however, is as stark as the difference between civilisation and barbarism._ ## Fighters <FighterCard cost="120"> ### Kha'tragi Chieftain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 5+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak, sky mantle. **Restrictions:** None. </FighterCard> <FighterCard cost="120"> ### Wy'tari Stormcaller (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5”/8” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak. **Restrictions:** None. #### Born in the Saddle (Dustback Helamite) - Always Mounted: - M 8". - [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). #### Call the Storm If equipped with a Stormcaller staff, spend a Double action (Change Weather) to modify Visibility (X") (depending on whether any Visibility is active or not) for the rest of the battle (note that Visibility can be modified further by future use of this ability): - Inactive: Apply Visibility (24"). - Active: Modify Visibility by +/- 6" (min 6"). </FighterCard> <FighterCard cost="110"> ### Naku'taari Watcher (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak, sky mantle. **Restrictions:** None. </FighterCard> <FighterCard cost="65"> ### Tarn'runi Warrior (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 6+ | 7+ | 8+ | **Wargear:** Ash cloak, sky mantle. **Restrictions:** Pistol, Basic, Special, Close Combat. </FighterCard> <FighterCard cost="80"> ### Tarh'noki Dust Rider (Juve Specialist) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5”/8” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 9+ | 7+ | 8+ | 9+ | **Wargear:** Ash cloak. **Restrictions:** Pistol, Special, Close Combat. #### Born in the Saddle (Dustback Helamite) - Always Mounted: - M 8". - [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). </FighterCard> <FighterCard cost="35"> ### Run'taani Dust Runner (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 9+ | **Wargear:** Ash cloak, sky mantle. **Restrictions:** Pistol, Basic, Special, Close Combat. </FighterCard> <FighterCard cost="210"> ### 0-2 Arthromite Duneskuttler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 4 | 7+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------- | | Mandibles | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **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:** Mandibles. **Wargear:** Heavy carapace. **Special Rules:** Wall Scuttler, Hard to Kill. <details> <summary>Special Rules</summary> **Wall Scuttler:** When an Arthromite Duneskuttler climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. **Hard to Kill:** Arthromite Duneskuttlers are notoriously hard to kill; when rolling on the Lasting Injury table for an Arthromite Duneskuttler, roll twice and apply whichever result the controlling player wishes. </details> <details> <summary>Lore</summary> _Of the countless insect vermin of the wasteland, few are as feared as the Arthromite Duneskuttlers. Large enough to bite a man’s head off, they stalk though the wastes hiding in the ash dunes waiting to ambush their prey._ _Their fearsome reputation is only aided by the fact they are often used by Nomads as shock troops to charge at the enemy before killing them in a flail of mandibles and scythed limbs. The only ones who seem able to control these hulking insects are large imposing figures, clad in the cast-off carapace of Duneskuttlers and wielding fearsome long polearms._ </details> _Source: Book of the Outlands_ </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [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) | [Wastelands](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ash-wastes-nomads-wastelands) | | :---------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | | Leader | Secondary | Secondary | Primary | - | Primary | Primary | - | Secondary | | Champion (Specialist) | - | Secondary | Secondary | - | Secondary | - | - | Primary | | Champion | - | - | Secondary | - | Secondary | Secondary | Primary | Primary | | Ganger (Specialist) | Primary | - | Primary | Secondary | - | - | Secondary | - | | Juve (Specialist) | Secondary | - | Primary | Secondary | - | - | - | - | | Juve | Secondary | - | Primary | Secondary | - | - | - | - | | Arthromite Duneskuttler | Secondary | Primary | - | Secondary | - | - | - | - | ## Special Rules Follow normal rules with the following exceptions: - Always Outlaw (cannot change Alignment). - Cannot use any of the following (except gang specific): - Alliances. - Hired Guns. - Hangers-on, except the following (that can be used): - Ammo-jacks. - Rogue Docs. - Sloppers. - Juve (Specialist) got access to Basic and Special weapons. ### Tsun’Ghar Warrior Spirits :::note ### Designer’s Commentary: Warrior Spirits Presented below are the rules for using Ash Waste Nomads Warrior Spirits, allowing you to recreate the events described in [Apocrypha Necromunda: Halfway Dead](https://www.warhammer-community.com/wp-content/uploads/2023/05/6RUbYe4baWzeTZ4x.pdf). If the Arbitrator wishes, these new rules may be used in their campaign. _Source: Apocrypha Necromunda: Halfway Dead_ ::: Warrior Spirits represent the esoteric beliefs and fighting styles of the Ash Waste Nomads Chieftains and Watchers. Whether or not these are actual supernatural creatures who aid the outland fighters in battle, or perhaps merely an aspect of their strange religion manifested through latent psychic abilities, is unknown, though their effectiveness in battle cannot be denied. #### Summoning The Spirits There are six different Warrior Spirits that an Ash Waste Nomads gang can benefit from in an Ash Wastes battle. In Step 7 of the pre-battle sequence, the Ash Waste Nomads player rolls a number of D6 equal to the number of Watchers and Chieftains they have in their crew. Compare the result of each dice to the Warrior Spirit table below to see which Warrior Spirits the gang has available for this battle. Note that multiples of the same spirit may be generated for each battle if duplicate results are rolled on any of the dice. #### Using Warrior Spirits In Battle At the start of an Ash Waste Nomads Chieftain’s or Watcher’s activation, before they perform any actions, they may choose to benefit from a Warrior Spirit (note that multiple Warrior Spirits cannot be invoked in the same activation). Choose one of the spirits generated for the battle and immediately apply its effects to the active fighter. Each Warrior Spirit can only be used once per battle. #### Warrior Spirits Table | D6 | Result | | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Styr’ghar (Storm Spirit):** The fighter becomes one with the storm, appearing and vanishing with each rolling cloud front. If the Visibility (X") rule is in effect, the fighter may be moved anywhere on the battlefield at least X" away from any enemy fighters, where X is equal to the distance in the Visibility (X") rule. Their activation then ends. | | 2 | **Dae’ghar (Chem Spirit):** Tar-like toxins ooze out of the ground all around the fighter, causing the surface to become sticky and foul, its gritty ash eating through armour and flesh. Place the 5" Blast marker centred under the fighter. Until this round’s End phase, all enemy fighters treat the Blast marker as Dangerous Terrain. | | 3 | **Tyr’ghar (Ash Spirit):** Ashen winds roil around the fighter, choking and blinding their foes, and making it all but impossible for them to land a decisive blow upon their adversary. All enemy fighters within 3" of the fighter must pass an Initiative test or become subject to the Blind condition. | | 4 | **Char’ghar (Electro Spirit):** Coruscating electricity surrounds the fighter, as if static from the storm were drawn to them, which they direct into their weapon attacks. For the duration of the fighter’s activation all attacks made by the fighter gain the Shock trait. If they are using a weapon that already has the Shock trait then its effects will trigger on any successful hit roll rather than just a 6. | | 5 | **Vau’ghar (Fire Spirit):** The fighter harnesses the tormented Fire Spirit of Necromunda, channelling its rage into frenzied attacks. Choose a friendly fighter within 12" (this may be the active fighter). For the duration of that fighter’s next activation (or the current activation if the fighter chose themselves) add 2 to their Attacks characteristic and 1 to any Weapon Skill rolls they make. | | 6 | **Myr’ghar (Blade Spirit):** The fighter’s blades become keener, their razor-sharp edges carving through armour, flesh and bone with equal ease. For the duration of their activation, any attacks made by the fighter using a weapon with the Melee or Versatile trait change their AP to -3 unless their AP would be higher, and increase their Damage by 1. |
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# Ash Wastes Nomads _Few things in the wastes terrify travellers more than the prospect of encountering one of the Ash Waste Nomads tribes. To the people of Necromunda they are as alien and unsettling as any known xenos species. In the eyes of a hiver they seem divorced from humanity, and though they might appear as humans, there can be no doubt their culture, and perhaps their very biology, diverged from the rest of Mankind’s long ago._ _To those not familiar with the landscapes and peoples of Necromunda, it might seem that upon hearing of these nomad tribes and their wasteland home that they must be little different from the countless other wasters, mutants, scavvies and drudges who have been forced to exist beyond the sheltering embrace of the hive cities. The difference between the two, however, is as stark as the difference between civilisation and barbarism._ ## Fighters <FighterCard cost="120"> ### Kha'tragi Chieftain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 5+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak, sky mantle. **Restrictions:** None. </FighterCard> <FighterCard cost="120"> ### Wy'tari Stormcaller (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5”/8” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak. **Restrictions:** None. #### Born in the Saddle (Dustback Helamite) - Always Mounted: - M 8". - [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). #### Call the Storm If equipped with a Stormcaller staff, spend a Double action (Change Weather) to modify Visibility (X") (depending on whether any Visibility is active or not) for the rest of the battle (note that Visibility can be modified further by future use of this ability): - Inactive: Apply Visibility (24"). - Active: Modify Visibility by +/- 6" (min 6"). </FighterCard> <FighterCard cost="110"> ### Naku'taari Watcher (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Ash cloak, sky mantle. **Restrictions:** None. </FighterCard> <FighterCard cost="65"> ### Tarn'runi Warrior (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 6+ | 7+ | 8+ | **Wargear:** Ash cloak, sky mantle. **Restrictions:** Pistol, Basic, Special, Close Combat. </FighterCard> <FighterCard cost="80"> ### Tarh'noki Dust Rider (Juve Specialist) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5”/8” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 9+ | 7+ | 8+ | 9+ | **Wargear:** Ash cloak. **Restrictions:** Pistol, Special, Close Combat. #### Born in the Saddle (Dustback Helamite) - Always Mounted: - M 8". - [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap). </FighterCard> <FighterCard cost="35"> ### Run'taani Dust Runner (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 9+ | **Wargear:** Ash cloak, sky mantle. **Restrictions:** Pistol, Basic, Special, Close Combat. </FighterCard> <FighterCard cost="210"> ### 0-2 Arthromite Duneskuttler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 4 | 7+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------- | | Mandibles | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | </WeaponStats> **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:** Mandibles. **Wargear:** Heavy carapace. **Special Rules:** Wall Scuttler, Hard to Kill. <details> <summary>Special Rules</summary> **Wall Scuttler:** When an Arthromite Duneskuttler climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. **Hard to Kill:** Arthromite Duneskuttlers are notoriously hard to kill; when rolling on the Lasting Injury table for an Arthromite Duneskuttler, roll twice and apply whichever result the controlling player wishes. </details> <details> <summary>Lore</summary> _Of the countless insect vermin of the wasteland, few are as feared as the Arthromite Duneskuttlers. Large enough to bite a man’s head off, they stalk though the wastes hiding in the ash dunes waiting to ambush their prey._ _Their fearsome reputation is only aided by the fact they are often used by Nomads as shock troops to charge at the enemy before killing them in a flail of mandibles and scythed limbs. The only ones who seem able to control these hulking insects are large imposing figures, clad in the cast-off carapace of Duneskuttlers and wielding fearsome long polearms._ </details> _Source: Book of the Outlands_ </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [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) | [Wastelands](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ash-wastes-nomads-wastelands) | | :---------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- | | Leader | Secondary | Secondary | Primary | - | Primary | Primary | - | Secondary | | Champion (Specialist) | - | Secondary | Secondary | - | Secondary | - | - | Primary | | Champion | - | - | Secondary | - | Secondary | Secondary | Primary | Primary | | Ganger (Specialist) | Primary | - | Primary | Secondary | - | - | Secondary | - | | Juve (Specialist) | Secondary | - | Primary | Secondary | - | - | - | - | | Juve | Secondary | - | Primary | Secondary | - | - | - | - | | Arthromite Duneskuttler | Secondary | Primary | - | Secondary | - | - | - | - | ## Special Rules Follow normal rules with the following exceptions: - Always Outlaw (cannot change Alignment). - Cannot use any of the following (except gang specific): - Alliances. - Hired Guns. - Hangers-on, except the following (that can be used): - Ammo-jacks. - Rogue Docs. - Sloppers. - Juve (Specialist) got access to Basic and Special weapons. ### Tsun’Ghar Warrior Spirits :::note ### Designer’s Commentary: Warrior Spirits Presented below are the rules for using Ash Waste Nomads Warrior Spirits, allowing you to recreate the events described in [Apocrypha Necromunda: Halfway Dead](https://www.warhammer-community.com/wp-content/uploads/2023/05/6RUbYe4baWzeTZ4x.pdf). If the Arbitrator wishes, these new rules may be used in their campaign. _Source: Apocrypha Necromunda: Halfway Dead_ ::: Warrior Spirits represent the esoteric beliefs and fighting styles of the Ash Waste Nomads Chieftains and Watchers. Whether or not these are actual supernatural creatures who aid the outland fighters in battle, or perhaps merely an aspect of their strange religion manifested through latent psychic abilities, is unknown, though their effectiveness in battle cannot be denied. #### Summoning The Spirits There are six different Warrior Spirits that an Ash Waste Nomads gang can benefit from in an Ash Wastes battle. In Step 7 of the pre-battle sequence, the Ash Waste Nomads player rolls a number of D6 equal to the number of Watchers and Chieftains they have in their crew. Compare the result of each dice to the Warrior Spirit table below to see which Warrior Spirits the gang has available for this battle. Note that multiples of the same spirit may be generated for each battle if duplicate results are rolled on any of the dice. #### Using Warrior Spirits In Battle At the start of an Ash Waste Nomads Chieftain’s or Watcher’s activation, before they perform any actions, they may choose to benefit from a Warrior Spirit (note that multiple Warrior Spirits cannot be invoked in the same activation). Choose one of the spirits generated for the battle and immediately apply its effects to the active fighter. Each Warrior Spirit can only be used once per battle. #### Warrior Spirits Table | D6 | Result | | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Styr’ghar (Storm Spirit):** The fighter becomes one with the storm, appearing and vanishing with each rolling cloud front. If the Visibility (X") rule is in effect, the fighter may be moved anywhere on the battlefield at least X" away from any enemy fighters, where X is equal to the distance in the Visibility (X") rule. Their activation then ends. | | 2 | **Dae’ghar (Chem Spirit):** Tar-like toxins ooze out of the ground all around the fighter, causing the surface to become sticky and foul, its gritty ash eating through armour and flesh. Place the 5" Blast marker centred under the fighter. Until this round’s End phase, all enemy fighters treat the Blast marker as Dangerous Terrain. | | 3 | **Tyr’ghar (Ash Spirit):** Ashen winds roil around the fighter, choking and blinding their foes, and making it all but impossible for them to land a decisive blow upon their adversary. All enemy fighters within 3" of the fighter must pass an Initiative test or become subject to the Blind condition. | | 4 | **Char’ghar (Electro Spirit):** Coruscating electricity surrounds the fighter, as if static from the storm were drawn to them, which they direct into their weapon attacks. For the duration of the fighter’s activation all attacks made by the fighter gain the Shock trait. If they are using a weapon that already has the Shock trait then its effects will trigger on any successful hit roll rather than just a 6. | | 5 | **Vau’ghar (Fire Spirit):** The fighter harnesses the tormented Fire Spirit of Necromunda, channelling its rage into frenzied attacks. Choose a friendly fighter within 12" (this may be the active fighter). For the duration of that fighter’s next activation (or the current activation if the fighter chose themselves) add 2 to their Attacks characteristic and 1 to any Weapon Skill rolls they make. | | 6 | **Myr’ghar (Blade Spirit):** The fighter’s blades become keener, their razor-sharp edges carving through armour, flesh and bone with equal ease. For the duration of their activation, any attacks made by the fighter using a weapon with the Melee or Versatile trait change their AP to -3 unless their AP would be higher, and increase their Damage by 1. |
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# Sludge Barge _The spider hunting ships of the sump are known by many names – spiderhaulers, bilgerunners and harpooners to name but a few. Collectively, these purpose-built vessels are known as Sludge Barges, encompassing the myriad boats, ships and scows created in places like Sump City to ply the midnight seas in the pursuit of the precious diamond-like eyes of giant sump spiders._ <VehicleCard cost="165"> ### Sludge Barge <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 7 | 6 | 6 | 5 | 8+ | 4+ | </div> **Locomotion:** Waterborne. **Weapon Hardpoints:** A Sludge Barge has 2 Weapon Hardpoints as standard. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 3 | 1 | 2 | </VehicleCard> ## Equipment A Sludge Barge may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Sludge Barge equipment list. - During the course of a campaign, a Sludge Barge may be fitted with additional vehicle Wargear from the Sludge Barge equipment list, the Trading Post and the Black Market. - During the course of a campaign, a Sludge Barge may be fitted with additional vehicle Upgrades from the Sludge Barge equipment list. - During the course of a campaign, a Sludge Barge can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post and the Black Market. ## Scrap Barge Equipment List ### Vehicle Upgrades | Vehicle Upgrades | Credits | | :--------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Ram | 15 | | Transport bed | 15 | | Weapons stash | 20 | | **Drive Upgrades** | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Gas promethium engine | 25 | | Glys injector | 20 | | Smoke vents | 25 | ### Weapons | Weapons | Credits | | :------------------------------------------- | ------- | | **Basic** | | Autogun | 15 | | **Special** | | Grenade launcher with frag and krak grenades | 65 | | Web gun | 125 | | **Heavy** | | Harpoon launcher | 100 | | Heavy stubber | 130 | ### Vehicle Wargear | Wargear | Credits | | :----------------------- | ------- | | Body Spikes | 10 | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 |
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# Sludge Barge _The spider hunting ships of the sump are known by many names – spiderhaulers, bilgerunners and harpooners to name but a few. Collectively, these purpose-built vessels are known as Sludge Barges, encompassing the myriad boats, ships and scows created in places like Sump City to ply the midnight seas in the pursuit of the precious diamond-like eyes of giant sump spiders._ <VehicleCard cost="165"> ### Sludge Barge <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 7 | 6 | 6 | 5 | 8+ | 4+ | </div> **Locomotion:** Waterborne. **Weapon Hardpoints:** A Sludge Barge has 2 Weapon Hardpoints as standard. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 3 | 1 | 2 | </VehicleCard> ## Equipment A Sludge Barge may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Sludge Barge equipment list. - During the course of a campaign, a Sludge Barge may be fitted with additional vehicle Wargear from the Sludge Barge equipment list, the Trading Post and the Black Market. - During the course of a campaign, a Sludge Barge may be fitted with additional vehicle Upgrades from the Sludge Barge equipment list. - During the course of a campaign, a Sludge Barge can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post and the Black Market. ## Scrap Barge Equipment List ### Vehicle Upgrades | Vehicle Upgrades | Credits | | :--------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Ram | 15 | | Transport bed | 15 | | Weapons stash | 20 | | **Drive Upgrades** | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Gas promethium engine | 25 | | Glys injector | 20 | | Smoke vents | 25 | ### Weapons | Weapons | Credits | | :------------------------------------------- | ------- | | **Basic** | | Autogun | 15 | | **Special** | | Grenade launcher with frag and krak grenades | 65 | | Web gun | 125 | | **Heavy** | | Harpoon launcher | 100 | | Heavy stubber | 130 | ### Vehicle Wargear | Wargear | Credits | | :----------------------- | ------- | | Body Spikes | 10 | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 |
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# 68. The Last Round _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet..._ **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 with the following exceptions (the battle takes place in a drinking hole): - Centre: An open area roughly 122 wide with a reasonable amount of scatter terrain (represents the taproom). - Surrounding area: As normal. - Border between centre and surrounding area: Walls (impassable terrain) with 2+ doors (entrances). ## 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. **Attacker:** Within 6” of any edge of the battlefield. 2. **Defender:** Within 12” of the centre (taproom). ## Limited Ammo _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet… The defenders are caught by surprise and only have a limited supply of ammo to hand, and haven’t brought all the firepower._ Apply the following to all weapons carried by defending fighters: 1. Weapons with Limited can't be used. 2. Gain Limited (if Scarce). 3. Gain Scarce (if not having Scarce already). ## On The Clock _While the defenders are caught unexpected, the attackers can still lose their nerve when trying to take out the toughest gang around._ Starting with the End phase of round 3 (and the End phase of each subsequent round), each gang with a Leader present on the battlefield (not Seriously Injured, Out of Action or Broken) rolls a D6: - If the defender’s roll is higher than each of the attackers’ rolls (compared individually), all attacking gangs must immediately remove D3 random fighters from the battlefield (lose the nerve and flee). ## Ending the Battle The battle ends when only one side (attacker or defender) has fighters remaining on the battlefield. ## Victory The defender wins if at least 1 defending fighter remains on the battlefield (not Seriously Injured) at the end of the battle. Otherwise the attacker wins. ## Outcome _Win or lose, the glorious run for the most powerful gang in the dome ends here. If the defender wins, enjoy one last round of drinks (over the corpses of the rivals) before disappearing from the sector and into legend. Otherwise, become permanent fixtures of the bar’s decor..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note ALTERNATIVES The two sides can be rebalanced. Each side can have additional benefits. **Attackers:** - Recruit a free Bounty Hunter or Hive Scum. - An Enforcer patrol can show up to help. - A Guild entourage can show up to help. - Modify crew sizes. **Defender:** - Set up sentry guns and defences in the bar. - A friendly Ogryn bouncer. - The bar could be on fire: - -2 hit modifier to all ranged attacks. - D3 random fighters on each side must roll against Blaze (4+) or catch fire (as if being hit by a Blaze weapon). Alternatively, create an attacking gang (Enforcers, outlaws, plague zombies etc.) to fight against all Leaders in the campaign as the defenders. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario', 'End Game']
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# 68. The Last Round _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet..._ **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 with the following exceptions (the battle takes place in a drinking hole): - Centre: An open area roughly 122 wide with a reasonable amount of scatter terrain (represents the taproom). - Surrounding area: As normal. - Border between centre and surrounding area: Walls (impassable terrain) with 2+ doors (entrances). ## 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. **Attacker:** Within 6” of any edge of the battlefield. 2. **Defender:** Within 12” of the centre (taproom). ## Limited Ammo _A powerful gang celebrates their final victory at a local drinking hole - only to discover the fight is not over yet… The defenders are caught by surprise and only have a limited supply of ammo to hand, and haven’t brought all the firepower._ Apply the following to all weapons carried by defending fighters: 1. Weapons with Limited can't be used. 2. Gain Limited (if Scarce). 3. Gain Scarce (if not having Scarce already). ## On The Clock _While the defenders are caught unexpected, the attackers can still lose their nerve when trying to take out the toughest gang around._ Starting with the End phase of round 3 (and the End phase of each subsequent round), each gang with a Leader present on the battlefield (not Seriously Injured, Out of Action or Broken) rolls a D6: - If the defender’s roll is higher than each of the attackers’ rolls (compared individually), all attacking gangs must immediately remove D3 random fighters from the battlefield (lose the nerve and flee). ## Ending the Battle The battle ends when only one side (attacker or defender) has fighters remaining on the battlefield. ## Victory The defender wins if at least 1 defending fighter remains on the battlefield (not Seriously Injured) at the end of the battle. Otherwise the attacker wins. ## Outcome _Win or lose, the glorious run for the most powerful gang in the dome ends here. If the defender wins, enjoy one last round of drinks (over the corpses of the rivals) before disappearing from the sector and into legend. Otherwise, become permanent fixtures of the bar’s decor..._ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note ALTERNATIVES The two sides can be rebalanced. Each side can have additional benefits. **Attackers:** - Recruit a free Bounty Hunter or Hive Scum. - An Enforcer patrol can show up to help. - A Guild entourage can show up to help. - Modify crew sizes. **Defender:** - Set up sentry guns and defences in the bar. - A friendly Ogryn bouncer. - The bar could be on fire: - -2 hit modifier to all ranged attacks. - D3 random fighters on each side must roll against Blaze (4+) or catch fire (as if being hit by a Blaze weapon). Alternatively, create an attacking gang (Enforcers, outlaws, plague zombies etc.) to fight against all Leaders in the campaign as the defenders. :::
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# 18. Archeo-hunters _Gangs fight over ancient technology deep in the underhive._ **Source: Gang War 3** ## Battlefield Standard. ## Crews - Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Objectives The gangs are trying to crack open the vault before their rivals. ## Special Rule: The Automata Gangs are hunting for a rumoured archaeo-vault, but to find it, and crack it open, they need to use an abandoned mining automata. After setting up the board, randomly select one of the edges that is not part of a deployment area. Place a door on this edge, as close to the midpoint as possible. This is the entrance to the vault. Next, place a marker or suitable model in the centre of the battlefield to represent the automata. <FighterCard> ### The Automata | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 4” | 4+ | 5+ | 5 | 5 | 5 | 6+ | 3 | 12+ | 2+ | 6+ | 10+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Meltagun | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | Heavy Rock Cutter\* | - | E | - | - | S+4 | -4 | 3 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | </WeaponStats> **Wargear:** [Light Carapace (4+)](/docs/armoury/armour#carapace). **Special rule:** The automata can't be Pinned. </FighterCard> The automata begins the battle in a powered-down state. A fighter can perform the Power Up (Simple) action to power it up: :::info Power Up (Simple) If within 1” of the automata, pass an Intelligence test to power it up. The automata becomes ready and is part of the gang who powered it up until it powers down. ::: In the end phase, the automata returns to a powered-down state. Only the automata can open the vault. It can perform the Destroy Door (Double) action: :::Info Destroy Door (Simple) If the automata is powered up and within 1” of the vault door, the vault door is destroyed. ::: After the vault door is destroyed, any fighters may move off the table and into the vault via the doorway. ## Fleeing the Battlefield If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins. The winner gains an additional D6x10 credits for each of their fighters that are still on the battlefield and not Seriously Injured. ## Ending the Battle The battle ends when only one gang has fighters remaining (whether having fled, been taken Out of Action or entered the vault). ## Victory The gang with the most fighters in the vault is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 per fighter in the vault. - D6x10 per fighter still on the battlefield (excluding Seriously Injured) if the opponent voluntarily bottled out and flees the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter entering the vault. - +D3 for taking the automata Out of Action (if using alternative scenario rules). 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. - +D3 to the winning gang. :::danger Alternative Rules The Ambot is especially appropriate for this scenario and can be substituted for the automata. More than one automata can be introduced to make the scenario more challenging. The Automata begins the scenario powered up, and fighters must move into base contact with them and make Intelligence tests to take control of them for a round. Unless controlled by a gang, each automata will fight on their own side to defend the vault. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis']
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# 18. Archeo-hunters _Gangs fight over ancient technology deep in the underhive._ **Source: Gang War 3** ## Battlefield Standard. ## Crews - Random (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Objectives The gangs are trying to crack open the vault before their rivals. ## Special Rule: The Automata Gangs are hunting for a rumoured archaeo-vault, but to find it, and crack it open, they need to use an abandoned mining automata. After setting up the board, randomly select one of the edges that is not part of a deployment area. Place a door on this edge, as close to the midpoint as possible. This is the entrance to the vault. Next, place a marker or suitable model in the centre of the battlefield to represent the automata. <FighterCard> ### The Automata | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 4” | 4+ | 5+ | 5 | 5 | 5 | 6+ | 3 | 12+ | 2+ | 6+ | 10+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Meltagun | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | Heavy Rock Cutter\* | - | E | - | - | S+4 | -4 | 3 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | </WeaponStats> **Wargear:** [Light Carapace (4+)](/docs/armoury/armour#carapace). **Special rule:** The automata can't be Pinned. </FighterCard> The automata begins the battle in a powered-down state. A fighter can perform the Power Up (Simple) action to power it up: :::info Power Up (Simple) If within 1” of the automata, pass an Intelligence test to power it up. The automata becomes ready and is part of the gang who powered it up until it powers down. ::: In the end phase, the automata returns to a powered-down state. Only the automata can open the vault. It can perform the Destroy Door (Double) action: :::Info Destroy Door (Simple) If the automata is powered up and within 1” of the vault door, the vault door is destroyed. ::: After the vault door is destroyed, any fighters may move off the table and into the vault via the doorway. ## Fleeing the Battlefield If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins. The winner gains an additional D6x10 credits for each of their fighters that are still on the battlefield and not Seriously Injured. ## Ending the Battle The battle ends when only one gang has fighters remaining (whether having fled, been taken Out of Action or entered the vault). ## Victory The gang with the most fighters in the vault is the winner. Otherwise it is a draw. ## Rewards #### Credits - D6x10 per fighter in the vault. - D6x10 per fighter still on the battlefield (excluding Seriously Injured) if the opponent voluntarily bottled out and flees the battlefield. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter entering the vault. - +D3 for taking the automata Out of Action (if using alternative scenario rules). 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. - +D3 to the winning gang. :::danger Alternative Rules The Ambot is especially appropriate for this scenario and can be substituted for the automata. More than one automata can be introduced to make the scenario more challenging. The Automata begins the scenario powered up, and fighters must move into base contact with them and make Intelligence tests to take control of them for a round. Unless controlled by a gang, each automata will fight on their own side to defend the vault. :::
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[[1-basic-weapons]] ### Arc Rifle _This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 |
ranged-weapon
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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['[[blaze]]', '[[rapid_fire]]', '[[shock]]']
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[[1-basic-weapons]] ### Arc Rifle _This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 |
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# Gang-Specific Skills | D6 | Piety<br />House Cawdor | Obfuscation<br />House Delaque | Finesse<br />House Escher | Muscle<br /> House Goliath | Bravado<br />House Orlock | Tech <br />House Van Saar | | :-: | :---------------------: | :----------------------------: | :-----------------------------------------------------------------------------------------: | :------------------------: | :-----------------------: | ------------------------- | | 1 | Lord of the Rats | Faceless | [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic) | Fists of Steel | Big Brother | Cold & Calculating | | 2 | Scavenger's Eye | Psi-touched | Combat Focus | Iron Man | Bring it on! | Gadgeteer | | 3 | Blazing Faith | Take Down | Combat Virtuoso | Immovable Stance | Guilder Contacts | Mental Mastery | | 4 | Unshakable Conviction | Rumour-monger | Hit & Run | Naaargah! | King Hit | Photonic Engineer | | 5 | Devotional Frenzy | Fake Out | Lightning Reflexes | Unleash the Beast | Shotgun Savant | Rad-phaged | | 6 | Restless Faith | Doppelganger | Somersault | Walk It Off | Steady Hands | Weaponsmith | | D6 | Palanite Drill<br />Palanite Enforcers | Savagery<br /> Corpse Grinder Cult | Wastelands<br />Ash Wastes Nomads | Wisdom of the Ancients<br />Ironhead Squat Prospectors | | :-: | :------------------------------------: | :--------------------------------: | :-------------------------------: | :----------------------------------------------------: | | 1 | Got Your Six | Avatar of Blood | Born of the Wastes | Where There's Scrap, There's Creds! | | 2 | Helmar's Justice | Bloodlust | Stormwalker | Nobody Pushes Kin Around | | 3 | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | Chemical Bonds Never Break | | 4 | Restraint Protocols | Frenzy | Beast Handler | Dependable Like Kin | | 5 | Team Work | Killing Blow | Ever Vigilant | Stubborn to the Last | | 6 | Threat Response | Slaughterborn | Bring it Down | There's Always Another Secret | ## Piety _Source: House of Faith_ ### 1. Lord of the Rats Friendly Juve (or Prospect) fighters that are within 12" of this fighter and can draw line of sight to them may apply a +2 modifier to their Cool checks and Willpower checks. Rats, including Necromunda Rats, Bomb Delivery Rats and any rats that feature in a battle due to a scenario or environment special rule, that end their movement within 3" of the fighter are immediately moved by the smallest amount possible so they are at least 3" away from the fighter. ### 2. Scavenger's Eye During any scenario that features loot markers, scrap or any kind of harvested goods that are then transformed into credits at the end of the battle, the fighter’s gang may add an additional +1 to the dice roll for determining their worth. For example, if a scenario called for the gathering of loot and each loot marker held by the gang at the end of the battle was worth D3x10 credits, then each one would grant the fighter’s gang (D3+1)x10 credits. ### 3. Blazing Faith Should this fighter ever become subject to the Blaze condition, they may continue to act normally rather than acting as determined by the Trait and the condition – though they may still suffer damage each time they activate as normal. In addition, this fighter ignores the effects of the Insanity condition. ### 4. Unshakable Conviction This fighter may make reaction attacks while Seriously Injured and cannot be the target of a Coup De Grace (Simple) action. In addition, whilst Seriously Injured this fighter may perform the Flock Together (Double) action: **Flock Together (Double):** This fighter may move a distance equal to their Movement characteristic plus D3", provided they move directly towards a friendly House Cawdor fighter. ### 5. Devotional Frenzy When this fighter is activated, their controlling player may declare they will use this skill. Until the start of their next activation, improve their Weapon Skill, Cool, Leadership and Willpower characteristics by D3, rolling separately for each characteristic. At the end of their activation, the fighter immediately suffers an automatic Damage 1 hit which cannot be saved. Devotional Frenzy can only be declared once per round. ### 6. Restless Faith During the Choose Crew step of the pre-battle sequence, this fighter may be taken out of Recovery (see the Necromunda Rulebook) and included in the deck of available fighters. If this is done and the fighter takes part in the battle, they begin the battle with a single Flesh Wound. ## Obfuscation _Source: House of Shadows_ ### 1. Faceless From the start of each round until after this fighter has activated, enemy fighters must pass a Willpower check to target them with a ranged attack, or place a Blast marker so that it is touching their base. If the check is failed, the enemy fighter may choose another target. ### 2. Psi-touched The fighter may re-roll Willpower checks when attempting to activate Wyrd Powers or to resist them. When visiting the Black Market as part of the postbattle sequence, the fighter may always choose to purchase Ghast without the need to make an Availability roll. ### 3. Take Down When this fighter takes an enemy fighter Out of Action, place that enemy fighter to one side. At the end of the battle, if this fighter’s gang has won the scenario, then instead of using the normal method for determining if enemy fighters are captured, roll a D6 for each enemy fighter that was taken Out of Action and placed aside by this fighter. On a 4+, this fighter has the choice of automatically capturing that enemy fighter. As normal, a gang cannot capture more than a single fighter after a battle. ### 4. Rumour-monger The fighter can perform the Despicable Rumours postbattle action during the post-battle actions step of the post-battle sequence: **Despicable Rumours:** Make an Intelligence check for the fighter. If they pass, reduce the Reputation of the gang(s) they just faced by D3 and increase the Reputation of this fighter’s own gang by an equal amount. ### 5. Fake Out When making the roll to determine the scenario during the pre-battle sequence, this fighter’s gang may roll three D6 rather than the usual two. One of these dice (chosen by the player) must be discarded. ### 6. Doppelganger During the Select Crews step of the pre-battle sequence, this fighter’s gang may attempt to include an extra fighter than normally allowed by the scenario. Have the leader of the enemy gang make an Intelligence check. If they fail, this fighter’s gang may include one extra fighter in their starting crew. ## Finesse _Source: House of Blades_ ### 1. Acrobatic While this fighter is Active, they may ignore enemy fighters when making a Move (Simple) action or a Charge (Double) action. In effect, this allows them to move over other fighters. Note that they must still adhere to the 1" rule once their movement is complete. This fighter may also cross any barricade or linear terrain feature up to 2" high without a reduction in movement. ### 2. Combat Focus For every enemy fighter either Out of Action or Seriously Injured, place a token on this fighter’s Fighter card. This fighter adds 1 to their Willpower and Cool checks for each token on their Fighter card. Note that a result of 2 for either a Willpower or Cool check is still a failure regardless of modifiers. ### 3. Combat Virtuoso Any chainswords, fighting knives, power knives, power swords, stiletto knives and stiletto swords wielded by this fighter gain the Versatile trait with a Long range equal to this fighter’s Strength characteristic. ### 4. Hit & Run After making a Charge (Double) action, this fighter may make a Retreat (Basic) action for free before their opponent makes any reaction attacks. Note that even if the Retreat action is unsuccessful, this fighter’s opponent may only make reaction attacks once. ### 5. Lightning Reflexes When this fighter is Engaged by an enemy fighter, this fighter may attempt to make a Retreat (Basic) action for free before the enemy fighter makes any attacks or additional actions. Whether or not the Retreat action was successful, this fighter may only use this skill once per round. Note that if this fighter has a Ready marker, they may still activate as normal. ### 6. Somersault This fighter gains the ability to perform the Somersault (Basic) action while they are Standing and Active: **Somersault (Basic):** Place the fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that the fighter must still adhere to the 1" rule when being placed. Using this action does not count as moving for the purposes of effects that are triggered by movement and for the firing of weapons with the Unwieldy trait. ## Muscle _Source: House of Chains_ ### 1. Fists of Steel Unarmed attacks made by this fighter count as having a Strength 2 higher than normal and inflict 2 damage. ### 2. Iron Man This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal. ### 3. Immovable Stance This fighter may perform the Tank (Double) action during their activation: **Tank (Double):** Until the start of this fighter’s next activation, this fighter increases their armour save by 2 to a maximum of 2+ and cannot be moved from their current location by any skills such as Hurl or Overseer, or any weapon traits such as Knockback or Drag, nor can they be Pinned. ### 4. Naaargah! During this fighter’s activation they may attempt to perform a third action after completing their first two. Roll a D6. If the dice roll is equal to or less than their Toughness then they perform the action. If the roll is greater than their Toughness, or is a 6, their activation ends immediately. Whether or not they were successful, when their activation ends, this fighter is automatically Pinned (this Pinning cannot be negated by skills such as [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel)). ### 5. Unleash the Beast This fighter may perform the Flex (Simple) action while they are Active and Engaged: **Flex (Simple):** All fighters (friend or foe) in base contact with this fighter must pass a Strength check or be pushed D3" directly away from this fighter, stopping only if they come into contact with another fighter or an impassable terrain feature. If there are multiple enemies being pushed, the player controlling this fighter chooses in which order they are moved. ### 6. Walk It Off Should this fighter perform two or more Move (Simple) actions during their activation, they can make a Toughness check at the end of their activation. If this check is passed, this fighter may recover one lost Wound or discard a single Flesh Wound. ## Bravado _Source: House of Iron_ ### 1. Big Brother Whilst this fighter is Standing and Active, any friendly fighter with the Gang Fighter (X) special rule that is within 9" and line of sight of this fighter may use this fighter’s Cool characteristic for Nerve tests instead of their own. ### 2. Bring it on! The fighter gains the ability to make the Issue Challenge (Basic) action: **Issue Challenge (Basic):** Choose an enemy fighter within 12". Until the end of this round, or until the chosen fighter is attacked by a friendly fighter, they must make a Willpower check if they wish to make a ranged or close combat attack that targets any fighter other than the fighter who issued the challenge (fighters that have been challenged ignore the normal rules for target priority as detailed in the Necromunda Rulebook). ### 3. Guilder Contacts Any Bounty Hunters and Hive Scum hired by this fighter’s gang will reduce their hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired. ### 4. King Hit When making an unarmed attack this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If they choose to do so, the attack gains the Knockback, Shock, Pulverise and Concussion traits. ### 5. Shotgun Savant When armed with a shotgun of any type (including combat shotguns and sawn-off shotguns), this fighter may choose to use the shotgun’s Short range Accuracy modifier when making shots at Long range. In addition, when rolling the dice to determine the number of hits from a shotgun with the Scattershot trait, this fighter may roll two D6 and choose the highest. ### 6. Steady Hands When this fighter is activated, before declaring their first action, this fighter may perform a Reload (Simple) action for free. This does not prevent them from performing the same action once or twice more during their activation should they choose. ## Tech _Source: House of Artifice_ ### 1. Cold & Calculating Once per round, when making a Cool or Willpower check, this fighter may make the check against their Intelligence characteristic instead. ### 2. Gadgeteer If this fighter is in the starting crew, prior to the first turn, they may modify the Weapon Traits of any weapon they carry that has the Plentiful trait. If they do so, until the end of the battle the weapon loses the Plentiful trait and gains one of the following, as chosen by the controlling player: Knockback, Pulverise, Rending or Shock. Alternatively, a Plentiful weapon with the Rapid Fire (X) trait can add one to the X value. E.g., a Rapid Fire (1) would become Rapid Fire (2). ### 3. Mental Mastery This fighter cannot become subject to the Insane condition. In addition, if this fighter is chosen as the target of a Wyrd Power, and is Standing and Active or Prone and Pinned, they may attempt to Disrupt the power as if they were a Psyker. ### 4. Photonic Engineer This fighter may apply a +1 modifier to the Strength characteristic of all las weapons used by them. Doing so, however, causes the weapon to gain the Unstable trait. In addition, this fighter may re-roll failed Ammo checks with las weaponry, provided the weapon does not have the Unstable trait. ### 5. Rad-phaged When this fighter is hit by a weapon with the Gas or Toxin traits, the opposing player must roll two D6 and discard the highest roll when rolling to see if this fighter is affected. In addition, should this fighter suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 4 or higher, they do not suffer an additional Flesh Wound. Instead, the fighter may discard a Flesh Wound they have already suffered. Finally, in any scenario that uses the Pitch Black rules, this fighter always counts as being Revealed. ### 6. Weaponsmith Any weapons this fighter is equipped with lose the Scarce trait if it has it. Any weapons this fighter is equipped with will gain the Plentiful trait if it does not have the Scarce trait. Weapons that already have the Plentiful trait gain no additional benefit from this skill. ## Palanite Enforcers: Palanite Drill _Source: Book of Judgement_ ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Corpse Grinder Cult: Savagery _Source: Book of Ruin_ ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Ash Wastes Nomads: Wastelands _Source: Book of the Outlands_ ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Ironhead Squat Prospectors: Wisdom of the Ancients _Source: Book of the Outlands_ ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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# Gang-Specific Skills | D6 | Piety<br />House Cawdor | Obfuscation<br />House Delaque | Finesse<br />House Escher | Muscle<br /> House Goliath | Bravado<br />House Orlock | Tech <br />House Van Saar | | :-: | :---------------------: | :----------------------------: | :-----------------------------------------------------------------------------------------: | :------------------------: | :-----------------------: | ------------------------- | | 1 | Lord of the Rats | Faceless | [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic) | Fists of Steel | Big Brother | Cold & Calculating | | 2 | Scavenger's Eye | Psi-touched | Combat Focus | Iron Man | Bring it on! | Gadgeteer | | 3 | Blazing Faith | Take Down | Combat Virtuoso | Immovable Stance | Guilder Contacts | Mental Mastery | | 4 | Unshakable Conviction | Rumour-monger | Hit & Run | Naaargah! | King Hit | Photonic Engineer | | 5 | Devotional Frenzy | Fake Out | Lightning Reflexes | Unleash the Beast | Shotgun Savant | Rad-phaged | | 6 | Restless Faith | Doppelganger | Somersault | Walk It Off | Steady Hands | Weaponsmith | | D6 | Palanite Drill<br />Palanite Enforcers | Savagery<br /> Corpse Grinder Cult | Wastelands<br />Ash Wastes Nomads | Wisdom of the Ancients<br />Ironhead Squat Prospectors | | :-: | :------------------------------------: | :--------------------------------: | :-------------------------------: | :----------------------------------------------------: | | 1 | Got Your Six | Avatar of Blood | Born of the Wastes | Where There's Scrap, There's Creds! | | 2 | Helmar's Justice | Bloodlust | Stormwalker | Nobody Pushes Kin Around | | 3 | Non-verbal Communication | Crimson Haze | Eyes of the Wasteland | Chemical Bonds Never Break | | 4 | Restraint Protocols | Frenzy | Beast Handler | Dependable Like Kin | | 5 | Team Work | Killing Blow | Ever Vigilant | Stubborn to the Last | | 6 | Threat Response | Slaughterborn | Bring it Down | There's Always Another Secret | ## Piety _Source: House of Faith_ ### 1. Lord of the Rats Friendly Juve (or Prospect) fighters that are within 12" of this fighter and can draw line of sight to them may apply a +2 modifier to their Cool checks and Willpower checks. Rats, including Necromunda Rats, Bomb Delivery Rats and any rats that feature in a battle due to a scenario or environment special rule, that end their movement within 3" of the fighter are immediately moved by the smallest amount possible so they are at least 3" away from the fighter. ### 2. Scavenger's Eye During any scenario that features loot markers, scrap or any kind of harvested goods that are then transformed into credits at the end of the battle, the fighter’s gang may add an additional +1 to the dice roll for determining their worth. For example, if a scenario called for the gathering of loot and each loot marker held by the gang at the end of the battle was worth D3x10 credits, then each one would grant the fighter’s gang (D3+1)x10 credits. ### 3. Blazing Faith Should this fighter ever become subject to the Blaze condition, they may continue to act normally rather than acting as determined by the Trait and the condition – though they may still suffer damage each time they activate as normal. In addition, this fighter ignores the effects of the Insanity condition. ### 4. Unshakable Conviction This fighter may make reaction attacks while Seriously Injured and cannot be the target of a Coup De Grace (Simple) action. In addition, whilst Seriously Injured this fighter may perform the Flock Together (Double) action: **Flock Together (Double):** This fighter may move a distance equal to their Movement characteristic plus D3", provided they move directly towards a friendly House Cawdor fighter. ### 5. Devotional Frenzy When this fighter is activated, their controlling player may declare they will use this skill. Until the start of their next activation, improve their Weapon Skill, Cool, Leadership and Willpower characteristics by D3, rolling separately for each characteristic. At the end of their activation, the fighter immediately suffers an automatic Damage 1 hit which cannot be saved. Devotional Frenzy can only be declared once per round. ### 6. Restless Faith During the Choose Crew step of the pre-battle sequence, this fighter may be taken out of Recovery (see the Necromunda Rulebook) and included in the deck of available fighters. If this is done and the fighter takes part in the battle, they begin the battle with a single Flesh Wound. ## Obfuscation _Source: House of Shadows_ ### 1. Faceless From the start of each round until after this fighter has activated, enemy fighters must pass a Willpower check to target them with a ranged attack, or place a Blast marker so that it is touching their base. If the check is failed, the enemy fighter may choose another target. ### 2. Psi-touched The fighter may re-roll Willpower checks when attempting to activate Wyrd Powers or to resist them. When visiting the Black Market as part of the postbattle sequence, the fighter may always choose to purchase Ghast without the need to make an Availability roll. ### 3. Take Down When this fighter takes an enemy fighter Out of Action, place that enemy fighter to one side. At the end of the battle, if this fighter’s gang has won the scenario, then instead of using the normal method for determining if enemy fighters are captured, roll a D6 for each enemy fighter that was taken Out of Action and placed aside by this fighter. On a 4+, this fighter has the choice of automatically capturing that enemy fighter. As normal, a gang cannot capture more than a single fighter after a battle. ### 4. Rumour-monger The fighter can perform the Despicable Rumours postbattle action during the post-battle actions step of the post-battle sequence: **Despicable Rumours:** Make an Intelligence check for the fighter. If they pass, reduce the Reputation of the gang(s) they just faced by D3 and increase the Reputation of this fighter’s own gang by an equal amount. ### 5. Fake Out When making the roll to determine the scenario during the pre-battle sequence, this fighter’s gang may roll three D6 rather than the usual two. One of these dice (chosen by the player) must be discarded. ### 6. Doppelganger During the Select Crews step of the pre-battle sequence, this fighter’s gang may attempt to include an extra fighter than normally allowed by the scenario. Have the leader of the enemy gang make an Intelligence check. If they fail, this fighter’s gang may include one extra fighter in their starting crew. ## Finesse _Source: House of Blades_ ### 1. Acrobatic While this fighter is Active, they may ignore enemy fighters when making a Move (Simple) action or a Charge (Double) action. In effect, this allows them to move over other fighters. Note that they must still adhere to the 1" rule once their movement is complete. This fighter may also cross any barricade or linear terrain feature up to 2" high without a reduction in movement. ### 2. Combat Focus For every enemy fighter either Out of Action or Seriously Injured, place a token on this fighter’s Fighter card. This fighter adds 1 to their Willpower and Cool checks for each token on their Fighter card. Note that a result of 2 for either a Willpower or Cool check is still a failure regardless of modifiers. ### 3. Combat Virtuoso Any chainswords, fighting knives, power knives, power swords, stiletto knives and stiletto swords wielded by this fighter gain the Versatile trait with a Long range equal to this fighter’s Strength characteristic. ### 4. Hit & Run After making a Charge (Double) action, this fighter may make a Retreat (Basic) action for free before their opponent makes any reaction attacks. Note that even if the Retreat action is unsuccessful, this fighter’s opponent may only make reaction attacks once. ### 5. Lightning Reflexes When this fighter is Engaged by an enemy fighter, this fighter may attempt to make a Retreat (Basic) action for free before the enemy fighter makes any attacks or additional actions. Whether or not the Retreat action was successful, this fighter may only use this skill once per round. Note that if this fighter has a Ready marker, they may still activate as normal. ### 6. Somersault This fighter gains the ability to perform the Somersault (Basic) action while they are Standing and Active: **Somersault (Basic):** Place the fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that the fighter must still adhere to the 1" rule when being placed. Using this action does not count as moving for the purposes of effects that are triggered by movement and for the firing of weapons with the Unwieldy trait. ## Muscle _Source: House of Chains_ ### 1. Fists of Steel Unarmed attacks made by this fighter count as having a Strength 2 higher than normal and inflict 2 damage. ### 2. Iron Man This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal. ### 3. Immovable Stance This fighter may perform the Tank (Double) action during their activation: **Tank (Double):** Until the start of this fighter’s next activation, this fighter increases their armour save by 2 to a maximum of 2+ and cannot be moved from their current location by any skills such as Hurl or Overseer, or any weapon traits such as Knockback or Drag, nor can they be Pinned. ### 4. Naaargah! During this fighter’s activation they may attempt to perform a third action after completing their first two. Roll a D6. If the dice roll is equal to or less than their Toughness then they perform the action. If the roll is greater than their Toughness, or is a 6, their activation ends immediately. Whether or not they were successful, when their activation ends, this fighter is automatically Pinned (this Pinning cannot be negated by skills such as [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel)). ### 5. Unleash the Beast This fighter may perform the Flex (Simple) action while they are Active and Engaged: **Flex (Simple):** All fighters (friend or foe) in base contact with this fighter must pass a Strength check or be pushed D3" directly away from this fighter, stopping only if they come into contact with another fighter or an impassable terrain feature. If there are multiple enemies being pushed, the player controlling this fighter chooses in which order they are moved. ### 6. Walk It Off Should this fighter perform two or more Move (Simple) actions during their activation, they can make a Toughness check at the end of their activation. If this check is passed, this fighter may recover one lost Wound or discard a single Flesh Wound. ## Bravado _Source: House of Iron_ ### 1. Big Brother Whilst this fighter is Standing and Active, any friendly fighter with the Gang Fighter (X) special rule that is within 9" and line of sight of this fighter may use this fighter’s Cool characteristic for Nerve tests instead of their own. ### 2. Bring it on! The fighter gains the ability to make the Issue Challenge (Basic) action: **Issue Challenge (Basic):** Choose an enemy fighter within 12". Until the end of this round, or until the chosen fighter is attacked by a friendly fighter, they must make a Willpower check if they wish to make a ranged or close combat attack that targets any fighter other than the fighter who issued the challenge (fighters that have been challenged ignore the normal rules for target priority as detailed in the Necromunda Rulebook). ### 3. Guilder Contacts Any Bounty Hunters and Hive Scum hired by this fighter’s gang will reduce their hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired. ### 4. King Hit When making an unarmed attack this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If they choose to do so, the attack gains the Knockback, Shock, Pulverise and Concussion traits. ### 5. Shotgun Savant When armed with a shotgun of any type (including combat shotguns and sawn-off shotguns), this fighter may choose to use the shotgun’s Short range Accuracy modifier when making shots at Long range. In addition, when rolling the dice to determine the number of hits from a shotgun with the Scattershot trait, this fighter may roll two D6 and choose the highest. ### 6. Steady Hands When this fighter is activated, before declaring their first action, this fighter may perform a Reload (Simple) action for free. This does not prevent them from performing the same action once or twice more during their activation should they choose. ## Tech _Source: House of Artifice_ ### 1. Cold & Calculating Once per round, when making a Cool or Willpower check, this fighter may make the check against their Intelligence characteristic instead. ### 2. Gadgeteer If this fighter is in the starting crew, prior to the first turn, they may modify the Weapon Traits of any weapon they carry that has the Plentiful trait. If they do so, until the end of the battle the weapon loses the Plentiful trait and gains one of the following, as chosen by the controlling player: Knockback, Pulverise, Rending or Shock. Alternatively, a Plentiful weapon with the Rapid Fire (X) trait can add one to the X value. E.g., a Rapid Fire (1) would become Rapid Fire (2). ### 3. Mental Mastery This fighter cannot become subject to the Insane condition. In addition, if this fighter is chosen as the target of a Wyrd Power, and is Standing and Active or Prone and Pinned, they may attempt to Disrupt the power as if they were a Psyker. ### 4. Photonic Engineer This fighter may apply a +1 modifier to the Strength characteristic of all las weapons used by them. Doing so, however, causes the weapon to gain the Unstable trait. In addition, this fighter may re-roll failed Ammo checks with las weaponry, provided the weapon does not have the Unstable trait. ### 5. Rad-phaged When this fighter is hit by a weapon with the Gas or Toxin traits, the opposing player must roll two D6 and discard the highest roll when rolling to see if this fighter is affected. In addition, should this fighter suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 4 or higher, they do not suffer an additional Flesh Wound. Instead, the fighter may discard a Flesh Wound they have already suffered. Finally, in any scenario that uses the Pitch Black rules, this fighter always counts as being Revealed. ### 6. Weaponsmith Any weapons this fighter is equipped with lose the Scarce trait if it has it. Any weapons this fighter is equipped with will gain the Plentiful trait if it does not have the Scarce trait. Weapons that already have the Plentiful trait gain no additional benefit from this skill. ## Palanite Enforcers: Palanite Drill _Source: Book of Judgement_ ### 1. Got Your Six Can be used when all conditions are true: - Once per round. - Active. - Visible enemy declares a Charge (Double) action.Interrupt the Activation by performing a Shoot (Basic) action against the enemy fighter. If Pinned or Seriously Injured as a result, the Activation ends immediately (no actions are made). ### 2. Helmar's Justice When making Coup de Grace, inflict 2 Lasting Injury rolls and choose which of the 2 results to apply. ### 3. Non-verbal Communication Can spend a Double action (Comms) action if Active:A friendly fighter within 6” can pass a Cool test to gain 360° vision arc until the End phase of this round. ### 4. Restraint Protocols Add +1 when rolling to determine if an enemy fighter is Captured for each enemy this fighter has taken Out of Action with a Coup de Grace (originally Restrain (Simple) action). ### 5. Team Work Group Activation (+1). Unlocks the Group Activation ability for fighters that don’t already have it. ### 6. Threat Response Can be used when all conditions are true: - Is Ready. - Active. - An enemy ends the movement within 6” after making a Charge (Double) action. Interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Afterwards, this fighter is no longer Ready. Finally, the enemy can continue the Charge action and make the attacks as normal. ## Corpse Grinder Cult: Savagery _Source: Book of Ruin_ ### 1. Avatar of Blood Discard a Flesh Wound for every unsaved wound inflicted against an enemy with a Melee weapon. ### 2. Bloodlust Consolidate 2” after performing a Coup de Grace. ### 3. Crimson Haze Automatically pass Nerve tests when Engaged. ### 4. Frenzy Gain +D3 Attacks and -1 hit modifier when charging. ### 5. Killing Blow Can opt to roll a single Killing Blow attack instead of normal close combat attacks. This attack can't be made with a Sidearm. If hit, double the Strength and Damage. No Armour Save can be made. ### 6. Slaughterborn Add +1” Move for every unsaved wound inflicted against an enemy with a Melee weapon. Lasts for the rest of the battle. ## Ash Wastes Nomads: Wastelands _Source: Book of the Outlands_ ### 1. Born of the Wastes - Ash Wastes: Ignore Battlefield Surface effects. - Sector Mechanicus & Zone Mortalis:Can perform the Hide in the Wastes (Double) action if at least 12" from any enemies: - Become Hidden (even in battles without Pitch Black). - Become Revealed if moving (in addition to normal triggers). ### 2. Stormwalker +2" M if starting an activation on the Battlefield Surface. ### 3. Eyes of the Wasteland - Gain Visibility (+6"). - Can see 9" in Pitch Black. ### 4. Beast Handler If Mounted, melee attacks (Fight & Reaction) include an additional attack with S3 and AP-1. ### 5. Ever Vigilant When making Reaction Attacks: - +1A - Ignore the penalty for turning to face the opponent. ### 6. Bring it Down Can spend a Basic action (Bring it Down) and target an enemy in LOS. For this round, apply the following to all friendly fighters (including this fighter) when targeting that enemy: - Ignore Target Priority against that enemy for Shoot (Basic) actions. - Re-roll to hit with Shoot (Basic) actions. ## Ironhead Squat Prospectors: Wisdom of the Ancients _Source: Book of the Outlands_ ### 1. Where There's Scrap, There's Creds! While not Captured or In Recovery, gain an additional D6x10 credits per wrecked enemy vehicle. ### 2. Nobody Pushes Kin Around - Never moved by weapon trait or skill (used against this fighter). - Automatically pass any Initiative test to avoid falling when becoming Pinned close to an edge. ### 3. Chemical Bonds Never Break Can use a Chem twice (before being consumed/removed). ### 4. Dependable Like Kin - Equipped weapons ignore Unstable. - Re-roll any ammo test. ### 5. Stubborn to the Last Before being taken out of Action, make a Shoot/Fight (Basic) action (even if not Ready). ### 6. There's Always Another Secret Gain D6x10 credits when opening a Loot casket.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 24. Pit Fight _“Any of you craven scummers willing to take me on?”_ \- Durgan Kill-fist, Champion of the Brokebone, Outcast Leader In this scenario, gangs put forward their best fighters in order to try to win a large prize. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in any 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). It is advisable to make the battlefield no larger than 24" x 24". ## 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). All gangs use the Custom Selection (1) method to determine their crew – this fighter is their Champion. ## Deployment Players take turns placing their starting crew in contact with one of the battlefield edges and at least 12" from any other Champion. ## Gang Tactics Each player may choose one gang tactic from those available to their gang. ## Ending The Battle If there is no more than one Champion on the battlefield at the end of any round, the battle ends immediately. ## Victory The gang with the last Champion standing is the winner. If there are no Champions left at the end of the game, it is a draw between all the participants. ## Rewards #### Credits The victorious gang adds D6x5 credits to their Stash for each other Champion that took part in the fight. #### Experience Each Champion earns 1 XP for each enemy Champion they take Out of Action. The victorious Champion earns an additional D3 XP. #### Reputation Each gang gains 1 Reputation for showing up, plus 2 extra Reputation if their Champion survives to round six. The victorious gang gains an additional 4 Reputation. ## It’s Only A Scratch! No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. For this scenario, fighters ignore Flesh Wound results on the Injury dice and treat Seriously Injured results as Flesh Wounds instead. Fighters cannot perform the Coup de Grace (Simple) action – no easy deaths! ## Round One… Pit fights have rules… after a fashion. For the first two rounds, no Ranged weapons or Grenades may be used. In rounds three and four, no Ranged weapons with the Unwieldy trait or Grenades may be used. From round five onwards, all weapons may be used. :::info ## Arbitrating The Scenario The Arbitrator can act as arena overseer, setting up the battlefield and controlling its perils. In addition to the placement of doors, gantries and barricades, during the End phase, the Arbitrator can add pitfalls, frag or melta traps, ducts or other features to the battlefield. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> Standard. It is advisable to make the battlefield no larger than 24”x24” - alternatively, the interior of the Necromunda: Underhive box can be used to represent a deadly fighting pit. <h2>Crews</h2> - Each gang chooses 1 Champion. <h2>Tactics Cards</h2> - Custom (1). <h2>Deployment</h2> Take turns placing the Champion in contact with one of the board edges and at least 12” from an already deployed Champion. <h2>Special Rule: It's Only a Scratch!</h2> No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. - Ignore Flesh Wound results on the Injury dice. - Treat Seriously Injured results as Flesh Wounds. - Coup de Grace can't be used (no easy deaths!). <h2>Special Rule: Round One&hellip;</h2> Pitfights have rules… after a fashion. - **Round 1-2:** No ranged weapons or grenades. - **Round 3-4:** No Unwieldy ranged weapons or grenades. - **Round 6+:** All weapons may be used. <h2>Ending the Battle</h2> The battle ends when only one Champion (or less) remains. <h2>Victory</h2> The gang with the last Champion standing is the winner. Otherwise it is a draw. <h2>Rewards</h2> #### Credits - D6x5 to the winning Champion for each other Champion that took part in the fight. #### Experience Scenario specific rewards: - +1 to each Champion taking part in the pitfight. - +1 for taking an enemy Out of Action. - +D3 to the winning Champion. 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 if the Champion survives to round 6. - +4 to the winner. </TabItem> </Tabs>
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario', 'Core Rulebook Scenario 2023']
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In this scenario, gangs put forward their best fighters in order to try to win a large prize.
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 24. Pit Fight _“Any of you craven scummers willing to take me on?”_ \- Durgan Kill-fist, Champion of the Brokebone, Outcast Leader In this scenario, gangs put forward their best fighters in order to try to win a large prize. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in any 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). It is advisable to make the battlefield no larger than 24" x 24". ## 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). All gangs use the Custom Selection (1) method to determine their crew – this fighter is their Champion. ## Deployment Players take turns placing their starting crew in contact with one of the battlefield edges and at least 12" from any other Champion. ## Gang Tactics Each player may choose one gang tactic from those available to their gang. ## Ending The Battle If there is no more than one Champion on the battlefield at the end of any round, the battle ends immediately. ## Victory The gang with the last Champion standing is the winner. If there are no Champions left at the end of the game, it is a draw between all the participants. ## Rewards #### Credits The victorious gang adds D6x5 credits to their Stash for each other Champion that took part in the fight. #### Experience Each Champion earns 1 XP for each enemy Champion they take Out of Action. The victorious Champion earns an additional D3 XP. #### Reputation Each gang gains 1 Reputation for showing up, plus 2 extra Reputation if their Champion survives to round six. The victorious gang gains an additional 4 Reputation. ## It’s Only A Scratch! No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. For this scenario, fighters ignore Flesh Wound results on the Injury dice and treat Seriously Injured results as Flesh Wounds instead. Fighters cannot perform the Coup de Grace (Simple) action – no easy deaths! ## Round One… Pit fights have rules… after a fashion. For the first two rounds, no Ranged weapons or Grenades may be used. In rounds three and four, no Ranged weapons with the Unwieldy trait or Grenades may be used. From round five onwards, all weapons may be used. :::info ## Arbitrating The Scenario The Arbitrator can act as arena overseer, setting up the battlefield and controlling its perils. In addition to the placement of doors, gantries and barricades, during the End phase, the Arbitrator can add pitfalls, frag or melta traps, ducts or other features to the battlefield. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> Standard. It is advisable to make the battlefield no larger than 24”x24” - alternatively, the interior of the Necromunda: Underhive box can be used to represent a deadly fighting pit. <h2>Crews</h2> - Each gang chooses 1 Champion. <h2>Tactics Cards</h2> - Custom (1). <h2>Deployment</h2> Take turns placing the Champion in contact with one of the board edges and at least 12” from an already deployed Champion. <h2>Special Rule: It's Only a Scratch!</h2> No one likes a quick fight, and the Champions know that they need to put on a show with lots of blood. - Ignore Flesh Wound results on the Injury dice. - Treat Seriously Injured results as Flesh Wounds. - Coup de Grace can't be used (no easy deaths!). <h2>Special Rule: Round One&hellip;</h2> Pitfights have rules… after a fashion. - **Round 1-2:** No ranged weapons or grenades. - **Round 3-4:** No Unwieldy ranged weapons or grenades. - **Round 6+:** All weapons may be used. <h2>Ending the Battle</h2> The battle ends when only one Champion (or less) remains. <h2>Victory</h2> The gang with the last Champion standing is the winner. Otherwise it is a draw. <h2>Rewards</h2> #### Credits - D6x5 to the winning Champion for each other Champion that took part in the fight. #### Experience Scenario specific rewards: - +1 to each Champion taking part in the pitfight. - +1 for taking an enemy Out of Action. - +D3 to the winning Champion. 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 if the Champion survives to round 6. - +4 to the winner. </TabItem> </Tabs>
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### Cutter (Mount) (85 credits) - **Description:** The Cutter is a rugged, all-terrain motorized vehicle used in the underhive for rapid movement and combat support. It is often equipped with light armor and can be mounted with small arms or melee weapons. - **Effects:** Provides increased mobility across difficult terrain, can be used for hit-and-run tactics, and may include storage for additional weapons or equipment. - **Use Limitation:** While fast and agile, Cutters are not heavily armored and can be vulnerable to anti-vehicle weaponry or traps.
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2024-06-13 20:34:24.508078
['vehicle', 'mount']
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Provides increased mobility across difficult terrain, can be used for hit-and-run tactics, and may include storage for additional weapons or equipment.
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The Cutter is a rugged, all-terrain motorized vehicle used in the underhive for rapid movement and combat support. It is often equipped with light armor and can be mounted with small arms or melee weapons.
While fast and agile, Cutters are not heavily armored and can be vulnerable to anti-vehicle weaponry or traps.
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### Cutter (Mount) (85 credits) - **Description:** The Cutter is a rugged, all-terrain motorized vehicle used in the underhive for rapid movement and combat support. It is often equipped with light armor and can be mounted with small arms or melee weapons. - **Effects:** Provides increased mobility across difficult terrain, can be used for hit-and-run tactics, and may include storage for additional weapons or equipment. - **Use Limitation:** While fast and agile, Cutters are not heavily armored and can be vulnerable to anti-vehicle weaponry or traps.
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Say hello to the user.
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2024-06-13 20:34:24.508078
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# 79. Showdown _Invading one another's territory and raiding one another's stores has led to a high degree of hostility. A showdown is on the cards!_ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](showdown.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Humiliate The Enemy _Sometimes, eliminating an enemy is not enough - they must be humiliated! Each gang is attempting to drive the enemy from the battlefield and seize control of their territory._ Score points for the following (only relevant if both gangs remain on the battlefield after the 5th round): - 1 per enemy Out of Action. - 2 per friendly Active fighter in the enemy deployment zone at the end of the battle. ## 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 5th round. ## Victory The last remaining gang is the winner. In case of a tie, the gang that scored the most points is the winner. 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: - The winning Leader gains a free Primary skill. :::
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2024-06-13 20:34:24.508078
['Zone Mortalis']
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# 79. Showdown _Invading one another's territory and raiding one another's stores has led to a high degree of hostility. A showdown is on the cards!_ **Source: Hive War Rulebook 2021** ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). ![](showdown.jpg) ## Crews - Custom (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment The winner of a roll-off starts each of the following steps: 1. Choose deployment zones (red or green). 2. Take turns placing 1 fighter at a time within the deployment zone (until all fighters are deployed). ## Humiliate The Enemy _Sometimes, eliminating an enemy is not enough - they must be humiliated! Each gang is attempting to drive the enemy from the battlefield and seize control of their territory._ Score points for the following (only relevant if both gangs remain on the battlefield after the 5th round): - 1 per enemy Out of Action. - 2 per friendly Active fighter in the enemy deployment zone at the end of the battle. ## 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 5th round. ## Victory The last remaining gang is the winner. In case of a tie, the gang that scored the most points is the winner. 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: - The winning Leader gains a free Primary skill. :::
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### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If a fighter is hit by a Drag weapon but not takenOut of Action, the attacker can attempt to drag thetarget closer after the attack has been resolved.If they do, roll a D6. If the score is equal to or higherthan the target’s Strength, the target is dragged D3"straight towards the attacker, stopping if they hit anyterrain. If they move into another fighter (other thanthe attacker), both fighters are moved the remainingdistance towards the attacker. If the weapon also hasthe Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
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### Drag If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.
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# Terrain _Source: Necromunda Core Rulebook (2023)_ As mentioned previously, terrain features prominently in games of Necromunda. One of the most obvious ways in which models interact with terrain is when they attempt to move through and over it. The following section covers the various ways in which terrain affects a model’s movement. ## Difficult Terrain From pools of stagnant sludge or areas of fallen rubble deep in the underhive, to areas of uneven and rocky ground in the ash wastes – there are numerous things that can make terrain difficult to cross. For every 1" a fighter moves through any terrain designated as difficult terrain when setting up the battlefield, it counts as having moved 2". ## Dangerous Terrain Vats of toxic chems, jagged rocks so sharp they can tear through plates of armour and drive shafts with ease, and more besides – any terrain feature designated as dangerous when setting up the battlefield can pose a huge risk to models crossing it. A model may cross dangerous terrain in the same way as difficult terrain. However, a fighter must also pass an Initiative test, whilst a vehicle must also pass a Handling test. If this test is passed, the model crosses the terrain safely. If it is failed, a fighter will immediately go [Out of Action](/docs/the-rules/resolve-hits#injury-dice), whilst a vehicle will suffer an immediate [Catastrophic hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). :::info ### Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules. **Wheeled:** Wheeled vehicles are able to reach high speeds but struggle to maintain this speed over rough terrain. For every 1" a wheeled vehicle moves through difficult terrain, it counts as having moved 2". **Tracked:** Tracked vehicles are designed to keep going over all terrain – though they struggle to reach high speeds. A tracked vehicle suffers no penalty for moving over difficult terrain. **Skimmers:** Skimmers ignore all difficult terrain and dangerous terrain when moving. However, if it ends its activation on difficult terrain or dangerous terrain, it must make a Handling test. If the test is passed, it has successfully negotiated the terrain. If it is failed, it suffers an immediate Catastrophic hit to its Drive. ### Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in!). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative test or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid [falling](/docs/the-rules/terrain#falling). If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though they will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless they are in base contact with a fighter which passes its Initiative test. ::: ## Obstacles Obstacles are any free standing terrain features measuring no more than 2" high and no more than 2" across, such as barricades, barrels and pipelines. Fighters may cross obstacles as they move, but doing so reduces their movement by a number of inches equal to the height of the obstacle. A fighter may not end their movement on top of an obstacle. Vehicles may cross obstacles as they move, and in doing so will destroy the obstacle and cause it to be removed from the battlefield. However, when moving across an obstacle in this way, a vehicle may take damage, see [Colliding with Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain). ## Structures (Sturdy & Flimsy) Structures are any terrain features measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Fighters may climb up and onto structures and between the various levels and platforms of a structure as they move, and may end their movement on any level of a structure if there is sufficient space for their base (see Climbing later). Vehicles may suffer damage when colliding with a structure, and if flimsy the structure will be destroyed (see [Colliding with Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain)). ## Impassable Terrain & Solid Terrain Features As mentioned previously, any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of walls, vertiginous towers or towering vats of molten metal. Models may not move across impassable terrain. **Ductways:** Ductways are only present during Zone Mortalis battles and can be represented either by a marker placed on or next to a wall, or by a scenic ductway opening modelled onto the wall itself. Note, however, that such a feature must be present on both sides of the wall! A ductway can be up to a maximum of 2" in length and can be placed across any 2" wide wall or any other terrain features that would otherwise be impassable. Their presence creates an exception to the rule that fighters may not move across impassable terrain and allows fighters to crawl through a narrow duct and traverse the terrain feature by using the Crawl Through Ductway (Double) action. ## Climbing Fighters can climb up or down any vertical surface to reach a higher level or platform of a structure during their movement. Vehicles or models with the Mounted condition may not climb. For every 1" a fighter moves vertically by climbing, they count as having moved 2". A fighter cannot end their activation mid-climb; they must have sufficient movement to reach a flat surface. If they cannot, they will stay where they were when the action was declared. Players should note that a fighter may end a Move (Simple) action mid-climb, provided that they are able to immediately use another action to complete the climb. **Stepping Up:** Whilst moving, a fighter may freely ‘step up’ onto another level or platform of a structure, provided that it is no more than ½" higher than the level they are currently on. If the difference in height is more than ½", they must climb as described previously. **Overhangs:** When climbing, a fighter can traverse an overhang as long as it protrudes no more than 1" from the vertical surface. Overhangs that protrude more than 1" are considered impassable to a climbing fighter. **Ladders & Stairs:** When climbing a ladder or stairs between the levels of a structure, there are no modifiers to a fighter’s movement. ## Leaping Gaps A moving fighter may attempt to leap across any gap that is bigger than their base, provided that they have enough Movement to do so. The fighter stops at the edge and makes an Initiative test. If they pass, they leap the gap and may continue moving. If they fail, they will fall straight down by the shortest possible route to the next level down and will suffer a hit as described in [Resolving Hits: Falling](/docs/the-rules/resolve-hits#falling). ## Jumping Down A fighter may attempt to jump down to a level below or to Disembark from a vehicle. They must pass an Initiative test with no modifier for the first 2" jumped, but with a cumulative -1 modifier for every additional 2" jumped (rounded up). If the test is failed, they fall and may suffer a hit as described in [Resolving Hits: Falling](/docs/the-rules/resolve-hits#falling). **Stepping Down:** Whilst moving, a fighter may freely ‘step down’ onto another level or platform of a structure, provided that it is no more than ½" lower than the level they are currently on. If the difference in height is more than ½", they must jump as described previously. ## Falling Hazards A fighter is at risk of falling if they go from Standing to Prone whilst within ½" of the edge of a level or platform. Should this happen, the fighter must make an Initiative test. If the test is passed, nothing happens. If the test is failed or if a natural 1 is rolled, the fighter will fall as follows. **Railings:** If the nearest edge of a level or platform is bounded by a railing or similar barrier at least ½" tall, the chance of falling is reduced. Add 1 to the result of the Initiative test to see if the fighter falls. ## Falling If a fighter falls or fails to Jump Down a distance of 3" or more, they will take a hit as described on in [Resolve Hits: Falling](/docs/the-rules/resolve-hits#falling) based on how far they fell, rounded up to the nearest inch. A falling fighter is immediately placed Prone and Pinned and their activation ends. If they land on top of another fighter, that fighter also becomes Prone and Pinned and suffers a hit identical to that taken by the falling fighter. Move the falling fighter the shortest possible distance so that the two are not overlapping. Once the hits have been resolved, and if neither fighter is Prone and Seriously Injured, if the falling fighter landed on an enemy fighter, move the falling fighter that fell by the shortest route possible until they are 1" away from the enemy fighter. If a falling fighter lands within ½" of a platform edge, they must pass an Initiative test or will fall again. ## Vehicles And Falling Sometimes, whether due to a particularly foolhardy driver deliberately driving off or a vehicle losing control/being rammed, a vehicle will fall off an elevated height. When this happens the vehicle must pass a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a cumulative -1 modifier for every 3" fallen, rounding up to the nearest inch. In addition they take a hit as described in [Resolve Hits: Falling](/docs/the-rules/resolve-hits#falling), resolving damage against the Rear Toughness and Drive
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# Terrain _Source: Necromunda Core Rulebook (2023)_ As mentioned previously, terrain features prominently in games of Necromunda. One of the most obvious ways in which models interact with terrain is when they attempt to move through and over it. The following section covers the various ways in which terrain affects a model’s movement. ## Difficult Terrain From pools of stagnant sludge or areas of fallen rubble deep in the underhive, to areas of uneven and rocky ground in the ash wastes – there are numerous things that can make terrain difficult to cross. For every 1" a fighter moves through any terrain designated as difficult terrain when setting up the battlefield, it counts as having moved 2". ## Dangerous Terrain Vats of toxic chems, jagged rocks so sharp they can tear through plates of armour and drive shafts with ease, and more besides – any terrain feature designated as dangerous when setting up the battlefield can pose a huge risk to models crossing it. A model may cross dangerous terrain in the same way as difficult terrain. However, a fighter must also pass an Initiative test, whilst a vehicle must also pass a Handling test. If this test is passed, the model crosses the terrain safely. If it is failed, a fighter will immediately go [Out of Action](/docs/the-rules/resolve-hits#injury-dice), whilst a vehicle will suffer an immediate [Catastrophic hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). :::info ### Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules. **Wheeled:** Wheeled vehicles are able to reach high speeds but struggle to maintain this speed over rough terrain. For every 1" a wheeled vehicle moves through difficult terrain, it counts as having moved 2". **Tracked:** Tracked vehicles are designed to keep going over all terrain – though they struggle to reach high speeds. A tracked vehicle suffers no penalty for moving over difficult terrain. **Skimmers:** Skimmers ignore all difficult terrain and dangerous terrain when moving. However, if it ends its activation on difficult terrain or dangerous terrain, it must make a Handling test. If the test is passed, it has successfully negotiated the terrain. If it is failed, it suffers an immediate Catastrophic hit to its Drive. ### Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in!). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative test or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid [falling](/docs/the-rules/terrain#falling). If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though they will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless they are in base contact with a fighter which passes its Initiative test. ::: ## Obstacles Obstacles are any free standing terrain features measuring no more than 2" high and no more than 2" across, such as barricades, barrels and pipelines. Fighters may cross obstacles as they move, but doing so reduces their movement by a number of inches equal to the height of the obstacle. A fighter may not end their movement on top of an obstacle. Vehicles may cross obstacles as they move, and in doing so will destroy the obstacle and cause it to be removed from the battlefield. However, when moving across an obstacle in this way, a vehicle may take damage, see [Colliding with Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain). ## Structures (Sturdy & Flimsy) Structures are any terrain features measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Fighters may climb up and onto structures and between the various levels and platforms of a structure as they move, and may end their movement on any level of a structure if there is sufficient space for their base (see Climbing later). Vehicles may suffer damage when colliding with a structure, and if flimsy the structure will be destroyed (see [Colliding with Terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain)). ## Impassable Terrain & Solid Terrain Features As mentioned previously, any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of walls, vertiginous towers or towering vats of molten metal. Models may not move across impassable terrain. **Ductways:** Ductways are only present during Zone Mortalis battles and can be represented either by a marker placed on or next to a wall, or by a scenic ductway opening modelled onto the wall itself. Note, however, that such a feature must be present on both sides of the wall! A ductway can be up to a maximum of 2" in length and can be placed across any 2" wide wall or any other terrain features that would otherwise be impassable. Their presence creates an exception to the rule that fighters may not move across impassable terrain and allows fighters to crawl through a narrow duct and traverse the terrain feature by using the Crawl Through Ductway (Double) action. ## Climbing Fighters can climb up or down any vertical surface to reach a higher level or platform of a structure during their movement. Vehicles or models with the Mounted condition may not climb. For every 1" a fighter moves vertically by climbing, they count as having moved 2". A fighter cannot end their activation mid-climb; they must have sufficient movement to reach a flat surface. If they cannot, they will stay where they were when the action was declared. Players should note that a fighter may end a Move (Simple) action mid-climb, provided that they are able to immediately use another action to complete the climb. **Stepping Up:** Whilst moving, a fighter may freely ‘step up’ onto another level or platform of a structure, provided that it is no more than ½" higher than the level they are currently on. If the difference in height is more than ½", they must climb as described previously. **Overhangs:** When climbing, a fighter can traverse an overhang as long as it protrudes no more than 1" from the vertical surface. Overhangs that protrude more than 1" are considered impassable to a climbing fighter. **Ladders & Stairs:** When climbing a ladder or stairs between the levels of a structure, there are no modifiers to a fighter’s movement. ## Leaping Gaps A moving fighter may attempt to leap across any gap that is bigger than their base, provided that they have enough Movement to do so. The fighter stops at the edge and makes an Initiative test. If they pass, they leap the gap and may continue moving. If they fail, they will fall straight down by the shortest possible route to the next level down and will suffer a hit as described in [Resolving Hits: Falling](/docs/the-rules/resolve-hits#falling). ## Jumping Down A fighter may attempt to jump down to a level below or to Disembark from a vehicle. They must pass an Initiative test with no modifier for the first 2" jumped, but with a cumulative -1 modifier for every additional 2" jumped (rounded up). If the test is failed, they fall and may suffer a hit as described in [Resolving Hits: Falling](/docs/the-rules/resolve-hits#falling). **Stepping Down:** Whilst moving, a fighter may freely ‘step down’ onto another level or platform of a structure, provided that it is no more than ½" lower than the level they are currently on. If the difference in height is more than ½", they must jump as described previously. ## Falling Hazards A fighter is at risk of falling if they go from Standing to Prone whilst within ½" of the edge of a level or platform. Should this happen, the fighter must make an Initiative test. If the test is passed, nothing happens. If the test is failed or if a natural 1 is rolled, the fighter will fall as follows. **Railings:** If the nearest edge of a level or platform is bounded by a railing or similar barrier at least ½" tall, the chance of falling is reduced. Add 1 to the result of the Initiative test to see if the fighter falls. ## Falling If a fighter falls or fails to Jump Down a distance of 3" or more, they will take a hit as described on in [Resolve Hits: Falling](/docs/the-rules/resolve-hits#falling) based on how far they fell, rounded up to the nearest inch. A falling fighter is immediately placed Prone and Pinned and their activation ends. If they land on top of another fighter, that fighter also becomes Prone and Pinned and suffers a hit identical to that taken by the falling fighter. Move the falling fighter the shortest possible distance so that the two are not overlapping. Once the hits have been resolved, and if neither fighter is Prone and Seriously Injured, if the falling fighter landed on an enemy fighter, move the falling fighter that fell by the shortest route possible until they are 1" away from the enemy fighter. If a falling fighter lands within ½" of a platform edge, they must pass an Initiative test or will fall again. ## Vehicles And Falling Sometimes, whether due to a particularly foolhardy driver deliberately driving off or a vehicle losing control/being rammed, a vehicle will fall off an elevated height. When this happens the vehicle must pass a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a cumulative -1 modifier for every 3" fallen, rounding up to the nearest inch. In addition they take a hit as described in [Resolve Hits: Falling](/docs/the-rules/resolve-hits#falling), resolving damage against the Rear Toughness and Drive
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[[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] [[escher-chem-alchemy]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). #### Ganger Details _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## Mount: Cutter **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. ## Vehicles All vehicles in an Escher gang add the following to their equipment lists: ### Escher Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | </details>
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[[escher-terrain]] [[escher-sub-plots]] [[escher_ganger_template]] [[escher-chem-alchemy]] # House Escher _At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus._ ## Gang Composition House Escher follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## Fighters <FighterCard cost="125"> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ </FighterCard> ### Gang Queen (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). #### Ganger Details _It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it._ <FighterCard cost="100"> ### Gang Matriarch (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang._ </FighterCard> <FighterCard cost="115"> ### Death-Maiden (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. #### Poison Blood Toxin weapons can re-roll 1s before modifiers (against Toughness). _The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades._ </FighterCard> <FighterCard cost="50"> ### Sister (Ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). _Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around._ </FighterCard> <FighterCard cost="45"> ### Wyld Runner (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. #### Limited Promotion Can only be promoted to Champion (Matriarch). _All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx._ </FighterCard> <FighterCard cost="20"> ### Little Sister (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. _Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters._ </FighterCard> <FighterCard cost="220"> ### 0-1 Khimerix (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. #### Regeneration Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ #### Crushing Blow Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). _House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders._ _More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions._ </FighterCard> <FighterCard cost="120"> ### 0-2 Phyrr Cat (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). #### Independent Must try to remain within 9” of the owner (instead of 3”). #### Lands on the Feet -2 Strength to any falling damage. _House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities._ _However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them._ </FighterCard> <FighterCard cost="50"> ### 0-3 Phelynx (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | #### Venomous Bite If hitting on a 6 (before modifiers), apply Toxin. #### Untamed All attacks have Reckless (only has unarmed attack). _House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes._ _The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match._ </FighterCard> <FighterCard cost="50"> ### Helion (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Finesse](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse) | | :------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## Mount: Cutter **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. ## Vehicles All vehicles in an Escher gang add the following to their equipment lists: ### Escher Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------------ | ------: | | **BASIC WEAPONS** | | Lasgun | 5 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | Needle rifle | 35 | | ‘Nightshade’ chem-thrower | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Plasma cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | </details>
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# Shooting _Source: Necromunda Core Rulebook (2023)_ There are several ways in which a model can make a ranged attack against an enemy model, most frequently by performing an action that allows it to do so, but certain skills and gang tactics will also allow various models to make a ranged attack outside of the game’s normal sequence. Whenever a model makes a ranged attack against one or more enemy models, this sequence is followed: 1. Assess Target Priority 2. Declare the Shot 3. Measure Range 4. Make the Hit Roll 5. Resolve Hits ## 1. Assess Target Priority When a model makes a ranged attack, it must be against the closest eligible target. An eligible target is an enemy model that is within both the vision arc and line of sight of a fighter, or within the vision arc and line of sight of the weapon being fired by a vehicle. :::danger House Rule (Necrodamus, A&A) You must target the closest visible enemy regardless of facing. This avoids facing fighters in awkward directions to circumvent the cool check for seeing the actual closest enemy. ::: An enemy model is an eligible target even if it is engaged by a friendly fighter. However, if the closest eligible target is Prone and Seriously Injured, Wrecked or harder to hit than one further away (due to negative modifiers applied to the Hit roll), the attacking model may choose to ignore it. Otherwise, to make a ranged attack against an eligible target that is not the closest, the attacking model must first pass a Cool test (in the case of a vehicle, use the Cool characteristic of either the crew, or the fighter manning the weapon being used, as appropriate). If this test is passed, the ranged attacks may be made against any eligible target. If it is failed, a ranged attack can only be made against the closest eligible target. **Fighters in Hiding:** The attacking model cannot target an enemy fighter if they are both Prone (either Pinned or Seriously Injured) and in partial or full cover – they are assumed to be keeping their head very low! ## 2. Declare The Shot Once target priority has been assessed, choose a ranged weapon the model is armed with, and nominate an eligible target to be the target of the ranged attack. ## 3. Measure Range Next, measure the distance between the model making the ranged attack and the target, to ensure that the target is within the range of the weapon. In the case of a fighter, range is measured from the model to the nearest point of the target model. In the case of a vehicle, range is measured from the weapon to the nearest point of the target model. If the target is outside the weapon’s Long range, the attack automatically misses. However, the Firepower dice must still be rolled. :::info _The first example shows the distance measured between a fighter and the closest point of an enemy vehicle. The second example shows the range measured between a weapon mounted on a vehicle and the closest point of an enemy fighter. Note that, in the second example, the weapon itself is not the closest point of the vehicle to the enemy fighter._ ![](shooting.jpg) ::: ## 4. Make The Hit Roll A Hit roll is a Ballistic Skill test made against the BS of the model making the shot. In the case of a fighter, use the BS of the fighter. In the case of a vehicle, use the BS of either the crew, or the fighter manning the weapon being used, as appropriate. The following modifiers may apply to the Hit roll: **In Partial Cover (-1):** If the target is in partial cover (see [Cover](/docs/general-principles/line-of-sight-and-cover#cover)), apply a -1 modifier. **In Full Cover (-2):** If the target is in full cover (see [Cover](/docs/general-principles/line-of-sight-and-cover#cover)), apply a -2 modifier. **Accuracy Modifier (+/-?):** If the weapon has an accuracy modifier on its profile and the target is within that range, apply the modifier. **Target is Engaged (-1):** If the target is Standing and Engaged, apply a -1 modifier. **Target is Prone (-1, Long Range Only):** If the target is Prone (either Pinned or Seriously Injured) and the attacker is firing at Long range, apply a -1 modifier. **Target is a Point on the Battlefield (-2):** If the target is a point on the battlefield and the weapon being fired does not have the Smoke trait, apply a -2 modifier. **Rolls of a Natural 1:** If, when making a ranged attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply. **Improbable Shots:** If the negative modifiers applied to a Hit roll mean that it is impossible to score a hit, the attack is an Improbable Shot. To make a Hit roll for an Improbable Shot, roll a D6. On a 1-5, the attack misses. On a 6, there is a chance that it will hit; make a second Hit roll as normal, using only the fighter’s Ballistic Skill and ignoring any other modifiers. ### Hit Fighters Become Pinned The vast majority of fighters, when they find themselves under enemy fire, will duck for cover and attempt to keep their head down. To represent this, when a Standing and Active fighter is hit by a ranged attack, they are automatically placed Prone and Pinned. Players should note that a Standing and Engaged fighter cannot become Prone and Pinned. ## 5. Resolve Hits For each BS test that is passed when making a Hit roll, a hit is scored. Each hit scored is resolved as described in [Resolving Hits](/docs/the-rules/resolve-hits). ### Stray Shots If an attack with a ranged weapon misses, there is a chance that another fighter, friend or foe, that is Engaging the target will be hit. Equally, there is a chance that any model, friend or foe, that is within 1" of the line along which the range between the attacker and the target was measured, will be hit. If the attack misses, roll a D6 for each model that is at risk of being hit, starting with the model closest to the attacker. On the roll of 1, 2 or 3, that model is hit by the attack. On a 4, 5 or 6, the shot misses it – move on to the next model at risk of being hit. :::danger House Rule (Necrodamus, A&A) Stray shots only hit other fighters on a 6+. ::: If the attack would have caused more than one hit, follow this sequence for every hit. :::info ### Twin Guns Blazing If a fighter is armed with two weapons that both have the Sidearm trait, they can fire both at the same time, targeting the same enemy model, as part of a single Shoot (Basic) action. Make the Hit roll for each weapon being used before resolving any hits scored. Both attacks must be made against the same target and the Hit roll for each suffers a -1 modifier. ::: ### The Firepower Dice Every time an attack is made with a ranged weapon (including when using a weapon with the Sidearm trait in close combat), a Firepower dice must also be rolled. Even if no Hit roll is made for the attack, and even if the weapon does not have the Rapid Fire trait, a Firepower dice must still be rolled. For example, if the target is found to be out of range when measuring range, the attack will automatically miss, but a Firepower dice must still be rolled. Or if the weapon has the Template trait, meaning models touched by the Flame template are automatically hit, a Firepower dice must still be rolled. If the Ammo symbol is rolled, there is a chance the weapon has run Out of Ammo, jammed, or encountered some other malfunction. Immediately make an Ammo test for the weapon, testing against its Ammo characteristic. If this test is passed, nothing happens. If this test is failed, the weapon itself becomes subject to the Out of Ammo condition. The attack that caused the Ammo test to be made is then resolved as normal, but the weapon cannot be used again until it is reloaded by performing a successful Reload (Simple) action for it. ![](hit-dice-1.jpg) Most of the faces on the Firepower dice feature a number of bullet holes: one, two or three. In most cases, rolling one of these symbols means the weapon hasn’t run out of ammo, jammed or otherwise malfunctioned. If, however, the weapon being fired has the Rapid Fire (X) trait, the number of bullet holes rolled indicates the number of shots made. ![](hit-dice-2.jpg) This symbol indicates that the weapon has run out of ammo, jammed or malfunctioned, and that an Ammo roll is required. Rolling this symbol doesn’t mean that the attack itself misses, based on the Ballistic Skill test the attack may still hit its target. However, regardless of the Ballistic Skill test, something has gone wrong and an Ammo test must be made. :::info ### Multiple Weapon Profiles Some weapons have more than one weapon profile – shotguns, for example, can be loaded with several different types of ammunition. When declaring a ranged attack with such a weapon, the player must declare which profile they will use, chosen from the profiles available. For example, a shotgun may fire ‘solid’ and ‘scatter’ ammo as standard, and may be loaded with and use ‘executioner’ ammo if purchased. Should a weapon with more than one weapon profile fail an Ammo test for one of its profiles, it is considered to have failed an Ammo test for all of its profiles. The weapon cannot be used at all until a Reload (Simple) action has been successfully performed, using any one of the weapon’s available profiles, chosen by the controlling player. If a profile that has either the Scarce or Limited trait fails an Ammo test, that profile may not be used for the remainder of the battle. ::: ### Blast Markers When making a ranged attack with a weapon that has the Blast (X) trait, a model may target a point on the battlefield instead of an eligible target, though if they do so the shot will have a -2 modifier to hit unless the weapon also has the Smoke trait: - Place the appropriately sized Blast marker (determined by the number in brackets after the trait on the weapon’s profile) so that the central hole is anywhere within line of sight of the model making the attack. - Measure the distance between the attacking model and the Blast marker. If the central hole is beyond the Long range of the weapon, the Blast marker is moved directly back towards the attacking model until the central hole is within range. - Make a Hit roll as normal: - If the attack hits, the Blast marker stays where it is. - Otherwise, roll a Scatter dice and a D6. The Blast marker moves in the direction shown by the Scatter dice (using the small arrow if the Hit symbol is rolled) a number of inches equal to the number rolled on the D6. The marker will stop moving if the central hole comes into contact with a solid or impassable feature. - Once the Blast marker’s position has been established, every model (friend or foe) that lies beneath the Blast marker (fully or partially) is hit by the attack (unless there is a solid terrain feature between them and the centre of the Blast marker). - Follow step 5 of the Shooting sequence as normal for each model hit, in an order of the attacking player’s choice. Players should note that, after scattering, the Blast marker may end beyond the weapon’s range or out of line of sight. **Misfires:** If a Hit is rolled on the Scatter dice and a 1 is rolled on the D6, something has gone wrong. Roll another D6. On a 2-6, the shot is a dud; the attack ends and the Blast marker is removed. If the roll is a 1, the weapon has misfired; centre the Blast marker over the attacking model and resolve the attack as normal. ### Flame Templates If attacking with any weapon with the Template trait, the weapon will make use of the Flame template to determine which fighters are hit by the attack: - Ignore step 1 of the Shooting sequence. - During step 2 of the Shooting sequence, instead of declaring an enemy to be the target of the attack, place the Flame template so that the narrow end is touching the attacking fighter’s base and the entire template is within their vision arc. - Ignore steps 3 and 4 of the Shooting sequence. Instead, each model (friend or foe) that lies beneath the Flame template (fully or partially) is hit automatically by the attack (unless there is a solid terrain feature between it and the model making the attack). - Follow step 5 of the Shooting sequence as normal for each model hit, in an order of the attacking player’s choice. :::danger House Rule (Necrodamus, A&A) - Do not ignore step 1: Must pass Priority test or touch closest fighter (except Smoke!). - If an Engaged fighter is hit, any other fighters Engaged with the hit fighter are also hit on a 4+. ::: #### Blastmarkers, Flame Templates & Cover Models hit by Blast markers and Flame templates may gain a positive modifier to their Save roll if they are in partial or full cover: - If a fighter hit by a Blast marker is behind partial or full cover in relation to the central hole of the Blast marker, they will benefit from a positive modifier to their Save roll. - If a fighter hit by a Flame template is behind full or partial cover in relation to the fighter making the attack, they will benefit from a positive modifier to their Save roll. The modifiers to a fighter’s Save roll for being in cover against a Blast marker or Flame template are as follows: - A fighter in partial cover gains a +1 modifier to their Save roll. - A fighter in full cover gains a +2 modifier to their Save roll. These modifiers do not apply to Field armour. _For example, if a fighter wearing mesh armour is behind partial cover in relation to the centre of a Blast marker, their armour save will be increased to 4+ against the attack. If the fighter hit was wearing no armour, they would gain a 6+ Save roll against the attack._
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# Shooting _Source: Necromunda Core Rulebook (2023)_ There are several ways in which a model can make a ranged attack against an enemy model, most frequently by performing an action that allows it to do so, but certain skills and gang tactics will also allow various models to make a ranged attack outside of the game’s normal sequence. Whenever a model makes a ranged attack against one or more enemy models, this sequence is followed: 1. Assess Target Priority 2. Declare the Shot 3. Measure Range 4. Make the Hit Roll 5. Resolve Hits ## 1. Assess Target Priority When a model makes a ranged attack, it must be against the closest eligible target. An eligible target is an enemy model that is within both the vision arc and line of sight of a fighter, or within the vision arc and line of sight of the weapon being fired by a vehicle. :::danger House Rule (Necrodamus, A&A) You must target the closest visible enemy regardless of facing. This avoids facing fighters in awkward directions to circumvent the cool check for seeing the actual closest enemy. ::: An enemy model is an eligible target even if it is engaged by a friendly fighter. However, if the closest eligible target is Prone and Seriously Injured, Wrecked or harder to hit than one further away (due to negative modifiers applied to the Hit roll), the attacking model may choose to ignore it. Otherwise, to make a ranged attack against an eligible target that is not the closest, the attacking model must first pass a Cool test (in the case of a vehicle, use the Cool characteristic of either the crew, or the fighter manning the weapon being used, as appropriate). If this test is passed, the ranged attacks may be made against any eligible target. If it is failed, a ranged attack can only be made against the closest eligible target. **Fighters in Hiding:** The attacking model cannot target an enemy fighter if they are both Prone (either Pinned or Seriously Injured) and in partial or full cover – they are assumed to be keeping their head very low! ## 2. Declare The Shot Once target priority has been assessed, choose a ranged weapon the model is armed with, and nominate an eligible target to be the target of the ranged attack. ## 3. Measure Range Next, measure the distance between the model making the ranged attack and the target, to ensure that the target is within the range of the weapon. In the case of a fighter, range is measured from the model to the nearest point of the target model. In the case of a vehicle, range is measured from the weapon to the nearest point of the target model. If the target is outside the weapon’s Long range, the attack automatically misses. However, the Firepower dice must still be rolled. :::info _The first example shows the distance measured between a fighter and the closest point of an enemy vehicle. The second example shows the range measured between a weapon mounted on a vehicle and the closest point of an enemy fighter. Note that, in the second example, the weapon itself is not the closest point of the vehicle to the enemy fighter._ ![](shooting.jpg) ::: ## 4. Make The Hit Roll A Hit roll is a Ballistic Skill test made against the BS of the model making the shot. In the case of a fighter, use the BS of the fighter. In the case of a vehicle, use the BS of either the crew, or the fighter manning the weapon being used, as appropriate. The following modifiers may apply to the Hit roll: **In Partial Cover (-1):** If the target is in partial cover (see [Cover](/docs/general-principles/line-of-sight-and-cover#cover)), apply a -1 modifier. **In Full Cover (-2):** If the target is in full cover (see [Cover](/docs/general-principles/line-of-sight-and-cover#cover)), apply a -2 modifier. **Accuracy Modifier (+/-?):** If the weapon has an accuracy modifier on its profile and the target is within that range, apply the modifier. **Target is Engaged (-1):** If the target is Standing and Engaged, apply a -1 modifier. **Target is Prone (-1, Long Range Only):** If the target is Prone (either Pinned or Seriously Injured) and the attacker is firing at Long range, apply a -1 modifier. **Target is a Point on the Battlefield (-2):** If the target is a point on the battlefield and the weapon being fired does not have the Smoke trait, apply a -2 modifier. **Rolls of a Natural 1:** If, when making a ranged attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply. **Improbable Shots:** If the negative modifiers applied to a Hit roll mean that it is impossible to score a hit, the attack is an Improbable Shot. To make a Hit roll for an Improbable Shot, roll a D6. On a 1-5, the attack misses. On a 6, there is a chance that it will hit; make a second Hit roll as normal, using only the fighter’s Ballistic Skill and ignoring any other modifiers. ### Hit Fighters Become Pinned The vast majority of fighters, when they find themselves under enemy fire, will duck for cover and attempt to keep their head down. To represent this, when a Standing and Active fighter is hit by a ranged attack, they are automatically placed Prone and Pinned. Players should note that a Standing and Engaged fighter cannot become Prone and Pinned. ## 5. Resolve Hits For each BS test that is passed when making a Hit roll, a hit is scored. Each hit scored is resolved as described in [Resolving Hits](/docs/the-rules/resolve-hits). ### Stray Shots If an attack with a ranged weapon misses, there is a chance that another fighter, friend or foe, that is Engaging the target will be hit. Equally, there is a chance that any model, friend or foe, that is within 1" of the line along which the range between the attacker and the target was measured, will be hit. If the attack misses, roll a D6 for each model that is at risk of being hit, starting with the model closest to the attacker. On the roll of 1, 2 or 3, that model is hit by the attack. On a 4, 5 or 6, the shot misses it – move on to the next model at risk of being hit. :::danger House Rule (Necrodamus, A&A) Stray shots only hit other fighters on a 6+. ::: If the attack would have caused more than one hit, follow this sequence for every hit. :::info ### Twin Guns Blazing If a fighter is armed with two weapons that both have the Sidearm trait, they can fire both at the same time, targeting the same enemy model, as part of a single Shoot (Basic) action. Make the Hit roll for each weapon being used before resolving any hits scored. Both attacks must be made against the same target and the Hit roll for each suffers a -1 modifier. ::: ### The Firepower Dice Every time an attack is made with a ranged weapon (including when using a weapon with the Sidearm trait in close combat), a Firepower dice must also be rolled. Even if no Hit roll is made for the attack, and even if the weapon does not have the Rapid Fire trait, a Firepower dice must still be rolled. For example, if the target is found to be out of range when measuring range, the attack will automatically miss, but a Firepower dice must still be rolled. Or if the weapon has the Template trait, meaning models touched by the Flame template are automatically hit, a Firepower dice must still be rolled. If the Ammo symbol is rolled, there is a chance the weapon has run Out of Ammo, jammed, or encountered some other malfunction. Immediately make an Ammo test for the weapon, testing against its Ammo characteristic. If this test is passed, nothing happens. If this test is failed, the weapon itself becomes subject to the Out of Ammo condition. The attack that caused the Ammo test to be made is then resolved as normal, but the weapon cannot be used again until it is reloaded by performing a successful Reload (Simple) action for it. ![](hit-dice-1.jpg) Most of the faces on the Firepower dice feature a number of bullet holes: one, two or three. In most cases, rolling one of these symbols means the weapon hasn’t run out of ammo, jammed or otherwise malfunctioned. If, however, the weapon being fired has the Rapid Fire (X) trait, the number of bullet holes rolled indicates the number of shots made. ![](hit-dice-2.jpg) This symbol indicates that the weapon has run out of ammo, jammed or malfunctioned, and that an Ammo roll is required. Rolling this symbol doesn’t mean that the attack itself misses, based on the Ballistic Skill test the attack may still hit its target. However, regardless of the Ballistic Skill test, something has gone wrong and an Ammo test must be made. :::info ### Multiple Weapon Profiles Some weapons have more than one weapon profile – shotguns, for example, can be loaded with several different types of ammunition. When declaring a ranged attack with such a weapon, the player must declare which profile they will use, chosen from the profiles available. For example, a shotgun may fire ‘solid’ and ‘scatter’ ammo as standard, and may be loaded with and use ‘executioner’ ammo if purchased. Should a weapon with more than one weapon profile fail an Ammo test for one of its profiles, it is considered to have failed an Ammo test for all of its profiles. The weapon cannot be used at all until a Reload (Simple) action has been successfully performed, using any one of the weapon’s available profiles, chosen by the controlling player. If a profile that has either the Scarce or Limited trait fails an Ammo test, that profile may not be used for the remainder of the battle. ::: ### Blast Markers When making a ranged attack with a weapon that has the Blast (X) trait, a model may target a point on the battlefield instead of an eligible target, though if they do so the shot will have a -2 modifier to hit unless the weapon also has the Smoke trait: - Place the appropriately sized Blast marker (determined by the number in brackets after the trait on the weapon’s profile) so that the central hole is anywhere within line of sight of the model making the attack. - Measure the distance between the attacking model and the Blast marker. If the central hole is beyond the Long range of the weapon, the Blast marker is moved directly back towards the attacking model until the central hole is within range. - Make a Hit roll as normal: - If the attack hits, the Blast marker stays where it is. - Otherwise, roll a Scatter dice and a D6. The Blast marker moves in the direction shown by the Scatter dice (using the small arrow if the Hit symbol is rolled) a number of inches equal to the number rolled on the D6. The marker will stop moving if the central hole comes into contact with a solid or impassable feature. - Once the Blast marker’s position has been established, every model (friend or foe) that lies beneath the Blast marker (fully or partially) is hit by the attack (unless there is a solid terrain feature between them and the centre of the Blast marker). - Follow step 5 of the Shooting sequence as normal for each model hit, in an order of the attacking player’s choice. Players should note that, after scattering, the Blast marker may end beyond the weapon’s range or out of line of sight. **Misfires:** If a Hit is rolled on the Scatter dice and a 1 is rolled on the D6, something has gone wrong. Roll another D6. On a 2-6, the shot is a dud; the attack ends and the Blast marker is removed. If the roll is a 1, the weapon has misfired; centre the Blast marker over the attacking model and resolve the attack as normal. ### Flame Templates If attacking with any weapon with the Template trait, the weapon will make use of the Flame template to determine which fighters are hit by the attack: - Ignore step 1 of the Shooting sequence. - During step 2 of the Shooting sequence, instead of declaring an enemy to be the target of the attack, place the Flame template so that the narrow end is touching the attacking fighter’s base and the entire template is within their vision arc. - Ignore steps 3 and 4 of the Shooting sequence. Instead, each model (friend or foe) that lies beneath the Flame template (fully or partially) is hit automatically by the attack (unless there is a solid terrain feature between it and the model making the attack). - Follow step 5 of the Shooting sequence as normal for each model hit, in an order of the attacking player’s choice. :::danger House Rule (Necrodamus, A&A) - Do not ignore step 1: Must pass Priority test or touch closest fighter (except Smoke!). - If an Engaged fighter is hit, any other fighters Engaged with the hit fighter are also hit on a 4+. ::: #### Blastmarkers, Flame Templates & Cover Models hit by Blast markers and Flame templates may gain a positive modifier to their Save roll if they are in partial or full cover: - If a fighter hit by a Blast marker is behind partial or full cover in relation to the central hole of the Blast marker, they will benefit from a positive modifier to their Save roll. - If a fighter hit by a Flame template is behind full or partial cover in relation to the fighter making the attack, they will benefit from a positive modifier to their Save roll. The modifiers to a fighter’s Save roll for being in cover against a Blast marker or Flame template are as follows: - A fighter in partial cover gains a +1 modifier to their Save roll. - A fighter in full cover gains a +2 modifier to their Save roll. These modifiers do not apply to Field armour. _For example, if a fighter wearing mesh armour is behind partial cover in relation to the centre of a Blast marker, their armour save will be increased to 4+ against the attack. If the fighter hit was wearing no armour, they would gain a 6+ Save roll against the attack._
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# Gang Terrain Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the gang takes part in unless noted otherwise. Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters: - Deployment zone (default). - Outside enemy deployment zone (if specified). - Anywhere (if specified). Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are represented by suitable markers (weapons, relics, traps) depending on type. | Type | Gang | Rarity | Trading Post | Deployment | Requirement | Base Size (mm) | | :------------------------------ | :------- | :-------- | :----------- | :-------------------------------------- | :------------- | :------------- | | Incendiary Trap (Hidden Traps) | Cawdor | Common | 30 | Outside enemy deployment zone. | | - | | Holy Gang-Relic (Gang Relic) | Cawdor | Rare (8) | 30 | | Defender only. | 40 | | Hive Incense | Cawdor | Rare (7) | 40 | Outside enemy deployment zone. | | 32 | | Caged Heretic | Cawdor | Rare (9) | 40 | Outside enemy deployment zone. | | 32 | | Divine Brazier | Cawdor | Common | 80 | Deployment zone. | | 32 | | Sightblind Trap (Hidden Traps) | Delaque | Rare (11) | 40 | Outside enemy deployment zone. | | | | Shadow Veil | Delaque | Rare (9) | 50 | Outside enemy deployment zone. | | 25 | | Whisperbox | Delaque | Rare (10) | 60 | Outside enemy deployment zone. | | 25 | | Web Trap (Hidden Traps) | Delaque | Rare (11) | 80 | Outside enemy deployment zone. | | | | Euclidean Artefact (Gang Relic) | Delaque | Rare (9) | 90 | Deployment zone. | Defender only. | 40 | | Blade Cages (Hidden Traps) | Escher | Rare (9) | 50 | Outside enemy deployment zone. | | | | Decapitators (Hidden Traps) | Escher | Rare (11) | 75 | Outside enemy deployment zone. | | | | Gas Canisters | Escher | Common | 15 | Deployment zone. | | | | Gas Censers | Escher | Rare (10) | 50 | Outside enemy deployment zone. | | | | Chymist Cult Relic (Gang Relic) | Escher | Rare (10) | 100 | Deployment zone. | | | | Amneo Canisters | Goliath | Rare (9) | 60 | Deployment zone. | | | | Furnace Barricade | Goliath | Common | 10 | Outside enemy deployment zone. | Defender only. | | | Heavy Rivet Cannon | Goliath | Rare (8) | 75 | Deployment zone. | | | | Pillar of Chains (Gang Relic) | Goliath | Common | 20 | Deployment zone. | | | | Relic of the Forge (Gang Relic) | Goliath | Rare (10) | 100 | Deployment zone. | Defender only. | | | Sawn-off Surprise (Booby Trap) | Orlock | Common | 20 | Anywhere. | | | | Promethium Barrels | Orlock | Rare (8) | 30 | At least 3" from enemy deployment zone. | | | | Tool Box | Orlock | Rare (9) | 50 | Deployment zone. | | | | Road Relic (Gang Relic) | Orlock | Rare (10) | 75 | Outside enemy deployment zone. | Defender only. | | | Servitor Sentry | Orlock | Rare (11) | 100 | Deployment zone. | Defender only. | | | Rad Casters | Van Saar | Rare (10) | 40 | Outside enemy deployment zone. | | | | Energy Sink | Van Saar | Rare (10) | 60 | Outside enemy deployment zone. | | | | Thermal Mines (Hidden Traps) | Van Saar | Rare (11) | 70 | Outside enemy deployment zone. | | | | Archaeo-relic (Gang Relic) | Van Saar | Rare (9) | 80 | Deployment zone. | | | | Rad cannon Emplacement | Van Saar | Rare (8) | 145 | Deployment zone. | Defender only. | | ## Hidden Traps Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded. Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered. :::danger House Rule (Necrodamus) ## Scenarios Without Deployment Zones If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario. ::: :::danger House Rule (Necrodamus) ## Gang Relics There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang Relics (based on the original one): - Any active fighter within 1” of the enemy’s relic can make a Double action to defile it. - +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere). - Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again. ::: ## Cawdor #### Incendiary Traps (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2", immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, Centre a 5" blast on the trap, all fighters hit suffer: - S2, Ap-2, D1, Blaze, Single Shot. #### Holy Gang-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. - Active enemy fighters within 1” can spend a Double action to defile it: - +D3 XP. - No longers offers any bonuses, can't be wrecked again. Faction fighters within 6": - +1 to hit & wound rolls (in close combat). #### Hive Incense - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 3": - -1 hit modifier to ranged attacks (into, through and out of). 0 When activating, non-Faction fighters must pass a Toughness test (any special rules affecting Gas, like respirators, can be applied), or the first Move (Simple) action will be in a random direction. #### Divine Brazier - Deployment: Deployment zone. - Pitch Black: All fighters are revealed while within 3". - Any fighter can spend a Simple action to add Blaze to a Melee weapon (until the End phase of the following round). #### Caged Heretic - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 6": - When ending an activation, fighters (except Faction fighters) must make a Nerve test. Can be destroyed and removed in the following ways: - 5+ if hit by Blast/Template attacks. - Enemy fighters B2B can spend a Double action and pass a Strength or Intelligence test (freeing the heretic), also gaining D3 XP if successful. ## Delaque #### Sightblind Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, it is automatically triggered (revealed): - Blast (5"), Flash, Single Shot. #### Shadowe Veil - Deployment: Outside enemy deployment zone. Pitch Black within 3": - Effectively blocks LOS from one side to the other. - Can be targeted as a fighter (affected by Pitch Black): Toughness 4, 1 Wound. Removed from the battle if reduced to 0 Wounds (automatically repaired between battles and is not lost to the gang). #### Whisperbox - Deployment: Outside enemy deployment zone. Enemies within 8" suffer -1 to Cool tests. An enemy B2B can spend a Basic action and pass an Intelligence test with a -3 modifier to destroy it (automatically repaired between battles and is not lost to the gang). #### Web Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: S5, AP-2, Blast (5"), Web, Single Shot. #### Euclidean Artefact - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Friendly Faction fighters within 8” counts as being in full cover. :::danger House Rule (Necrodamus) ## Chaotic - Rare (9), 75, Deployment zone #### Cult Ritual Chamber If a fighter ends their turn within 6” of the Ritual Circle, make a Willpower test for them. If the test is failed, they gain Insanity. When a fighter with Insanity is activated, roll a D6. | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The fighter is immediately Broken, if already Broken, they flee (even if their 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. | ::: ## Escher #### Blade Cages (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: - Move into B2B with the trap. - Become Webbed. As long as a fighter is trapped, it can't trap additional fighters (not triggered by enemy movement). Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter becomes trapped (becoming Webbed). #### Decapitators (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, suffer an Injury dice. Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter suffers an Injury dice. #### Gas Canisters - Deployment: Deployment zone. Similar to a Loot casket (can be moved in the same way). Friendly fighters within 1” can use it as it were chem-synth, but only for Gas weapons. Can be targeted by ranged attacks as if a fighter (including being touched by Blas/Template). Toughness 3. If taking any damage, it is destroyed. Center a 3” Blast over it before being removed. All fighters touched by the Blast suffer a Gas hit. #### Gas Censers - Deployment: Outside enemy deployment zone. In the End phase, fighters within 3” must pass a Toughness test (adding any modifiers that protects against Gas) or suffer an immediate Flesh Wound (a roll of 6 always fails). Can be thrown by friendly fighters B2B as a Choke Gas Grenade. After the attack, it is removed from the battlefield. #### Chymist Cult Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. Fighters within 3": - Friendly: - Usable as a chem-synth (for Gas & Toxin weapons). - Counts as Assistance if Seriously Injured during Recovery tests in the End phase. - Enemy: - When ending an activation, pass a Toughness test (adding any modifiers that protects against Gas) or immediately suffer a Flesh Wound. If defiled, the bonuses to Cool and Leadership test are lost, but the other benefits remain. ## Goliath #### Amneo Canisters - Deployment: Deployment zone. Faction fighters within 3” can remove 1 Flesh Wound during the End phase of any round. #### Furnace Barricade - Deployment: Anywhere outside enemy deployment. Ignore Blaze and Melta traits when hit within 1” if it grants cover against the origin of the hit. #### Heavy Rivet Cannon - Deployment: Deployment zone. - Only available when defending. | Heavy rivet cannon | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :----------------------------- | | Rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | #### Pillar of Chains (Gang Relic) - Deployment: Deployment zone. Can re-roll one or both dice if the gang has a chance to capture enemy fighters. #### Relic of the Forge (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Fighters within 3”: - Friendly Faction: - Ignore Disarm. - Re-roll failed Ammo tests. - Enemy: - If ending an activation, pass a Nerve test or become Broken. ## Orlock #### Sawn-off Surprise (Booby Trap) - Deployment: Anywhere. A Booby Trap that causes an automatic hit with a Sawn-off shotgun (Str 3, D1, Scattershot) against all fighters within 3” when it explodes. If any fighter comes within 2” for any reason, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | Removed (a dud). | | 2-3 | Not triggered (remains). | | 4+ | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | If triggered, any movement is interrupted whilst this is resolved. If a moving fighter is Pinned or Injured, the movement ends. A booby trap can be targeted with ranged attacks. Apply a -1 hit modifier to Short range, or a -2 hit modifier at Long range. If hit, roll a D3: | &nbsp;&nbsp;D3&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | No effect. | | 2 | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | | 3 | Disarmed and removed. | #### Promethium Barrels - Deployment: Anywhere at least 3” from enemy deployment zone. Apply the following effects to all fighters (friend & foe!) within 3”: - If activating within 3”, fighters can only make a single Move (Simple) action during the activation. - +1 modifier if hit by Blaze to see if the fighter is set on fire. #### Servitor Sentry - Deployment: Deployment zone. Living Wargear: - Counts as a fighter in all regards. - Can't gain XP. - Ignore Lasting Injury rolls (counts as ‘Out Cold’). - Automatically pass Cool & Willpower tests. - Automatically fail Leadership & Intelligence tests. - Do not count for the purposes of Bottle tests. - Can't be Reinforcement. - Must always be deployed on the battlefield (in addition to the specified crew size). - Immobile (can't move). - Can be moved by friendly fighters like a Loot casket. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Weapons:** Autogun or shotgun (solid & scatter). #### Tool Box - Deployment: Deployment zone. Can be moved like a Loot casket. Apply the following effects to friendly fighters within 1” when activating (before making any actions): - Make a free Reload (Simple) action. - Mechanic fighters (Cyber-mastiff, Ambot, Servitor Sentry or Servitor): - Roll a 4+ to remove a single Flesh Wound or recover a lost Wound. #### Road Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Also includes Heavy stubber turret: | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------ | | Burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (1) | | Suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (3), Unstable | ## Van Saar #### Rad Cannon Emplacement - Deployment: Deployment zone. Only available when defending. | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------------- | | Rad cannon (emplacement) | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | Blast (5”), Fixed, Rad-phage, Unwieldy | #### Thermal Mines (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success: - Not triggered (remains unrevealed). - Failure: - The trap is revealed, if true, all fighters within 6” suffer a S8 AP -4 D3 Blaze Melta hit. Note that Melta only applies to fighters within 3” (half range). #### Energy Sink - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. Affects the following weapons (ranged & close combat): - Power (trait). - Melta (trait). - Las. - Plasma. If a fighter makes an attack with such a weapon, reduce the Strength depending on the distance to the Energy Sink: - Within 3”: -D3S (min 1). - Within 6”: -1S (min 1). #### Rad Casters - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. If within 3” in the End phase, pass a Toughness test (+1 modifier per equipped item that protects against Rad-phage weapons), suffer a Flesh Wound. Friendly fighters B2B can throw it as a Rad Grenade (removed the attack). #### Archaeo-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Enemy fighters ending an activation within 3” must pass an Intelligence test or gain Insanity. If defiled, this effect is retained, but the generic effects are lost (modifier to Cl & Ld).
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2024-06-13 20:34:24.508078
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# Gang Terrain Some terrain can be purchased in the Trading Post and added to the gang’s Stash. This terrain can be fielded in any battle the gang takes part in unless noted otherwise. Gang terrain is placed on the battlefield after other terrain is set up, but before deploying any fighters: - Deployment zone (default). - Outside enemy deployment zone (if specified). - Anywhere (if specified). Some can only be used if the gang is the defender (in a scenario with an attacker and a defender). Gang Terrain are represented by suitable markers (weapons, relics, traps) depending on type. | Type | Gang | Rarity | Trading Post | Deployment | Requirement | Base Size (mm) | | :------------------------------ | :------- | :-------- | :----------- | :-------------------------------------- | :------------- | :------------- | | Incendiary Trap (Hidden Traps) | Cawdor | Common | 30 | Outside enemy deployment zone. | | - | | Holy Gang-Relic (Gang Relic) | Cawdor | Rare (8) | 30 | | Defender only. | 40 | | Hive Incense | Cawdor | Rare (7) | 40 | Outside enemy deployment zone. | | 32 | | Caged Heretic | Cawdor | Rare (9) | 40 | Outside enemy deployment zone. | | 32 | | Divine Brazier | Cawdor | Common | 80 | Deployment zone. | | 32 | | Sightblind Trap (Hidden Traps) | Delaque | Rare (11) | 40 | Outside enemy deployment zone. | | | | Shadow Veil | Delaque | Rare (9) | 50 | Outside enemy deployment zone. | | 25 | | Whisperbox | Delaque | Rare (10) | 60 | Outside enemy deployment zone. | | 25 | | Web Trap (Hidden Traps) | Delaque | Rare (11) | 80 | Outside enemy deployment zone. | | | | Euclidean Artefact (Gang Relic) | Delaque | Rare (9) | 90 | Deployment zone. | Defender only. | 40 | | Blade Cages (Hidden Traps) | Escher | Rare (9) | 50 | Outside enemy deployment zone. | | | | Decapitators (Hidden Traps) | Escher | Rare (11) | 75 | Outside enemy deployment zone. | | | | Gas Canisters | Escher | Common | 15 | Deployment zone. | | | | Gas Censers | Escher | Rare (10) | 50 | Outside enemy deployment zone. | | | | Chymist Cult Relic (Gang Relic) | Escher | Rare (10) | 100 | Deployment zone. | | | | Amneo Canisters | Goliath | Rare (9) | 60 | Deployment zone. | | | | Furnace Barricade | Goliath | Common | 10 | Outside enemy deployment zone. | Defender only. | | | Heavy Rivet Cannon | Goliath | Rare (8) | 75 | Deployment zone. | | | | Pillar of Chains (Gang Relic) | Goliath | Common | 20 | Deployment zone. | | | | Relic of the Forge (Gang Relic) | Goliath | Rare (10) | 100 | Deployment zone. | Defender only. | | | Sawn-off Surprise (Booby Trap) | Orlock | Common | 20 | Anywhere. | | | | Promethium Barrels | Orlock | Rare (8) | 30 | At least 3" from enemy deployment zone. | | | | Tool Box | Orlock | Rare (9) | 50 | Deployment zone. | | | | Road Relic (Gang Relic) | Orlock | Rare (10) | 75 | Outside enemy deployment zone. | Defender only. | | | Servitor Sentry | Orlock | Rare (11) | 100 | Deployment zone. | Defender only. | | | Rad Casters | Van Saar | Rare (10) | 40 | Outside enemy deployment zone. | | | | Energy Sink | Van Saar | Rare (10) | 60 | Outside enemy deployment zone. | | | | Thermal Mines (Hidden Traps) | Van Saar | Rare (11) | 70 | Outside enemy deployment zone. | | | | Archaeo-relic (Gang Relic) | Van Saar | Rare (9) | 80 | Deployment zone. | | | | Rad cannon Emplacement | Van Saar | Rare (8) | 145 | Deployment zone. | Defender only. | | ## Hidden Traps Applies to some terrain labeled ‘Hidden Traps’. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded. Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered. :::danger House Rule (Necrodamus) ## Scenarios Without Deployment Zones If a scenario doesn’t include a deployment zone required by a terrain, then it can't be used in that scenario. ::: :::danger House Rule (Necrodamus) ## Gang Relics There are many types of Gang Relics, but they have no universal specification. Here are suggested universal rules for all Gang Relics (based on the original one): - Any active fighter within 1” of the enemy’s relic can make a Double action to defile it. - +D3 XP to a fighter defiling a relic (if no XP reward is specified elsewhere). - Once defiled, it no longers offers any bonuses to Cool tests and Leadership tests, and can't be wrecked again. ::: ## Cawdor #### Incendiary Traps (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2", immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, Centre a 5" blast on the trap, all fighters hit suffer: - S2, Ap-2, D1, Blaze, Single Shot. #### Holy Gang-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. - Active enemy fighters within 1” can spend a Double action to defile it: - +D3 XP. - No longers offers any bonuses, can't be wrecked again. Faction fighters within 6": - +1 to hit & wound rolls (in close combat). #### Hive Incense - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 3": - -1 hit modifier to ranged attacks (into, through and out of). 0 When activating, non-Faction fighters must pass a Toughness test (any special rules affecting Gas, like respirators, can be applied), or the first Move (Simple) action will be in a random direction. #### Divine Brazier - Deployment: Deployment zone. - Pitch Black: All fighters are revealed while within 3". - Any fighter can spend a Simple action to add Blaze to a Melee weapon (until the End phase of the following round). #### Caged Heretic - Deployment: Outside enemy deployment zone. - At least 6" from any enemy fighters (irrelevant). Apply the following effects within 6": - When ending an activation, fighters (except Faction fighters) must make a Nerve test. Can be destroyed and removed in the following ways: - 5+ if hit by Blast/Template attacks. - Enemy fighters B2B can spend a Double action and pass a Strength or Intelligence test (freeing the heretic), also gaining D3 XP if successful. ## Delaque #### Sightblind Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, it is automatically triggered (revealed): - Blast (5"), Flash, Single Shot. #### Shadowe Veil - Deployment: Outside enemy deployment zone. Pitch Black within 3": - Effectively blocks LOS from one side to the other. - Can be targeted as a fighter (affected by Pitch Black): Toughness 4, 1 Wound. Removed from the battle if reduced to 0 Wounds (automatically repaired between battles and is not lost to the gang). #### Whisperbox - Deployment: Outside enemy deployment zone. Enemies within 8" suffer -1 to Cool tests. An enemy B2B can spend a Basic action and pass an Intelligence test with a -3 modifier to destroy it (automatically repaired between battles and is not lost to the gang). #### Web Trap (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: S5, AP-2, Blast (5"), Web, Single Shot. #### Euclidean Artefact - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Friendly Faction fighters within 8” counts as being in full cover. :::danger House Rule (Necrodamus) ## Chaotic - Rare (9), 75, Deployment zone #### Cult Ritual Chamber If a fighter ends their turn within 6” of the Ritual Circle, make a Willpower test for them. If the test is failed, they gain Insanity. When a fighter with Insanity is activated, roll a D6. | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The fighter is immediately Broken, if already Broken, they flee (even if their 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. | ::: ## Escher #### Blade Cages (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, apply the following: - Move into B2B with the trap. - Become Webbed. As long as a fighter is trapped, it can't trap additional fighters (not triggered by enemy movement). Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter becomes trapped (becoming Webbed). #### Decapitators (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success (unrevealed): - Not triggered (continue movement). - Failure (revealed): - If true, suffer an Injury dice. Can be removed by spending a Basic action (Disarm) within 1”. Pass an Intelligence test, or the fighter suffers an Injury dice. #### Gas Canisters - Deployment: Deployment zone. Similar to a Loot casket (can be moved in the same way). Friendly fighters within 1” can use it as it were chem-synth, but only for Gas weapons. Can be targeted by ranged attacks as if a fighter (including being touched by Blas/Template). Toughness 3. If taking any damage, it is destroyed. Center a 3” Blast over it before being removed. All fighters touched by the Blast suffer a Gas hit. #### Gas Censers - Deployment: Outside enemy deployment zone. In the End phase, fighters within 3” must pass a Toughness test (adding any modifiers that protects against Gas) or suffer an immediate Flesh Wound (a roll of 6 always fails). Can be thrown by friendly fighters B2B as a Choke Gas Grenade. After the attack, it is removed from the battlefield. #### Chymist Cult Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - Only available when defending. - +2 Cool & Ld for friendly fighters within 6”. Fighters within 3": - Friendly: - Usable as a chem-synth (for Gas & Toxin weapons). - Counts as Assistance if Seriously Injured during Recovery tests in the End phase. - Enemy: - When ending an activation, pass a Toughness test (adding any modifiers that protects against Gas) or immediately suffer a Flesh Wound. If defiled, the bonuses to Cool and Leadership test are lost, but the other benefits remain. ## Goliath #### Amneo Canisters - Deployment: Deployment zone. Faction fighters within 3” can remove 1 Flesh Wound during the End phase of any round. #### Furnace Barricade - Deployment: Anywhere outside enemy deployment. Ignore Blaze and Melta traits when hit within 1” if it grants cover against the origin of the hit. #### Heavy Rivet Cannon - Deployment: Deployment zone. - Only available when defending. | Heavy rivet cannon | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :----------------------------- | | Rapid fire | 6” | 18” | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | Super-heated | 3” | 12” | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | #### Pillar of Chains (Gang Relic) - Deployment: Deployment zone. Can re-roll one or both dice if the gang has a chance to capture enemy fighters. #### Relic of the Forge (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Fighters within 3”: - Friendly Faction: - Ignore Disarm. - Re-roll failed Ammo tests. - Enemy: - If ending an activation, pass a Nerve test or become Broken. ## Orlock #### Sawn-off Surprise (Booby Trap) - Deployment: Anywhere. A Booby Trap that causes an automatic hit with a Sawn-off shotgun (Str 3, D1, Scattershot) against all fighters within 3” when it explodes. If any fighter comes within 2” for any reason, roll a D6: | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | Removed (a dud). | | 2-3 | Not triggered (remains). | | 4+ | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | If triggered, any movement is interrupted whilst this is resolved. If a moving fighter is Pinned or Injured, the movement ends. A booby trap can be targeted with ranged attacks. Apply a -1 hit modifier to Short range, or a -2 hit modifier at Long range. If hit, roll a D3: | &nbsp;&nbsp;D3&nbsp;&nbsp; | Result | | :------------------------: | :--------------------------------------------------------------------------------------- | | 1 | No effect. | | 2 | Triggered and explodes: All fighters within 3” suffer a hit with S3, D1 and Scattershot. | | 3 | Disarmed and removed. | #### Promethium Barrels - Deployment: Anywhere at least 3” from enemy deployment zone. Apply the following effects to all fighters (friend & foe!) within 3”: - If activating within 3”, fighters can only make a single Move (Simple) action during the activation. - +1 modifier if hit by Blaze to see if the fighter is set on fire. #### Servitor Sentry - Deployment: Deployment zone. Living Wargear: - Counts as a fighter in all regards. - Can't gain XP. - Ignore Lasting Injury rolls (counts as ‘Out Cold’). - Automatically pass Cool & Willpower tests. - Automatically fail Leadership & Intelligence tests. - Do not count for the purposes of Bottle tests. - Can't be Reinforcement. - Must always be deployed on the battlefield (in addition to the specified crew size). - Immobile (can't move). - Can be moved by friendly fighters like a Loot casket. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | **Weapons:** Autogun or shotgun (solid & scatter). #### Tool Box - Deployment: Deployment zone. Can be moved like a Loot casket. Apply the following effects to friendly fighters within 1” when activating (before making any actions): - Make a free Reload (Simple) action. - Mechanic fighters (Cyber-mastiff, Ambot, Servitor Sentry or Servitor): - Roll a 4+ to remove a single Flesh Wound or recover a lost Wound. #### Road Relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Also includes Heavy stubber turret: | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------ | | Burst | 20” | 40” | - | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (1) | | Suppressive | 12” | 24” | +1 | - | 4 | -1 | 1 | 4+ | Fixed, Rapid Fire (3), Unstable | ## Van Saar #### Rad Cannon Emplacement - Deployment: Deployment zone. Only available when defending. | Heavy stubber turret | S | L | S | L | Str | AP | D | Ammo | Traits | | :----------------------- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :--- | :------------------------------------- | | Rad cannon (emplacement) | 24” | 48” | - | -1 | 2 | -2 | 1 | 3+ | Blast (5”), Fixed, Rad-phage, Unwieldy | #### Thermal Mines (Hidden Traps) - Deployment: Outside enemy deployment zone. When an enemy moves within 2”, immediately stop and make an Initiative test: - Success: - Not triggered (remains unrevealed). - Failure: - The trap is revealed, if true, all fighters within 6” suffer a S8 AP -4 D3 Blaze Melta hit. Note that Melta only applies to fighters within 3” (half range). #### Energy Sink - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. Affects the following weapons (ranged & close combat): - Power (trait). - Melta (trait). - Las. - Plasma. If a fighter makes an attack with such a weapon, reduce the Strength depending on the distance to the Energy Sink: - Within 3”: -D3S (min 1). - Within 6”: -1S (min 1). #### Rad Casters - Deployment: Outside enemy deployment zone. Can be represented by a token/marker. If within 3” in the End phase, pass a Toughness test (+1 modifier per equipped item that protects against Rad-phage weapons), suffer a Flesh Wound. Friendly fighters B2B can throw it as a Rad Grenade (removed the attack). #### Archaeo-relic (Gang Relic) - Deployment: Deployment zone. Counts as a Gang Relic: - +2 Cool & Ld for friendly fighters within 6”. - Only available when defending. Enemy fighters ending an activation within 3” must pass an Intelligence test or gain Insanity. If defiled, this effect is retained, but the generic effects are lost (modifier to Cl & Ld).
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1,180
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### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5
ranged-weapon
Throwing Knives
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2024-06-13 20:34:24.508078
['weapons', 'ranged-weapons']
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### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5
Unknown
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# Psykers _Source: Necromunda Core Rulebook (2023)_ _On Necromunda, there are few individuals as dangerous to Lord Helmawr’s dominion as the psyker._ _These powerful individuals represent a rare mutation within humanity – they are able to channel the esoteric power of the Warp with a thought and bend reality to their will. Since Mankind first ventured out into the void, the number of psykers being born has steadily grown, though at a terrible cost to the genetic stock of Mankind. For each one that comes into the world, millions of mutants are also born, as if nature itself were toying with biology in an effort to force Mankind to evolve. As the 41st Millennium draws to a close, psykers and mutants fill every corner of the galaxy, moving amongst humanity unnoticed or lurking in the shadows of cities and hives._ ## Psychic Powers Psykers are a distinct type of fighter who are able to manifest strange and powerful abilities, bringing death, destruction and worse to the gang wars of the underhive. During a battle, psykers are activated just like any other fighter, with the exception that they may perform ‘Wyrd Power (X)’ actions, which enable them to manifest their abilities. A Wyrd Power (X) action may be (Simple), (Basic) or (Double), depending upon the complexity of the Wyrd Power the psyker is attempting to manifest. This will always be shown in brackets after the name of the Wyrd Power itself. When a psyker is activated, they may choose to perform one or more Wyrd Power (X) actions. Wyrd Powers are named by discipline first, such as Telekinesis – the power to manipulate and move objects, and as a unique effect second, such as Force Blast – the power to push enemies back with a thought. Most psykers follow one discipline closely, though it is not uncommon for a psyker to possess abilities drawn from two or more different disciplines. Regardless of the Wyrd Power(s) that a psyker knows, all psykers are able to perform the following actions: **Maintain Control (Simple):** In order to maintain a Continuous Effect (as follows), the psyker must perform this action. If they do not, the Continuous Effect expires at the end of this fighter’s activation. The psyker immediately makes a Willpower test with a +3 modifier – if the test is passed then the power remains in effect until their next activation; if failed, the power ends immediately. If they wish, the psyker may instead choose to make this action for free at the start of their activation – if they do so then they do not add any bonuses to their Willpower test and may not attempt to manifest another Wyrd Power this activation regardless of whether or not the Willpower test is successful. **Concentrate (Basic):** If the fighter makes a Willpower test in their subsequent action, add 1 to the result of the dice roll. ## Using Wyrd Powers When a psyker makes a Wyrd Power (X) action, they must make a Willpower test to see if the action is successful. If the test is passed, the Wyrd Power takes immediate effect. If it is failed, the Wyrd Power has no effect and the action is wasted. Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immediately expire. However, using Wyrd Powers is not without risk. If the Willpower test is failed on the roll of a double 1, the psyker must immediately roll on the [Perils of the Warp table](/docs/the-rules/psykers#perils-of-the-warp). If the Willpower test is passed on the roll of a double 6, the Wyrd Power takes effect, cannot be Disrupted (see [Psychic Duels](/docs/the-rules/psykers#psychic-duels)) and the psyker must immediately roll on the Perils of the Warp table. ## Psychic Duels Whenever a psyker is activated to make a Wyrd Power (X) action or to make a Maintain Control (Simple) action, if there is a Standing and Active or Prone and Pinned enemy psyker within 18", they may attempt to Disrupt the psyker’s successful Wyrd Power. To Disrupt a successful Wyrd Power (X) action, a psyker must roll 2D6. If the total is higher than the total rolled for the Willpower test made to successfully perform the action, the Wyrd Power is Disrupted and fails as if the psyker making the action had failed their own Willpower test. If the total is equal to or lower than the total of the Willpower test made to successfully perform the action, the Disruption attempt fails and the Wyrd Power (X) action is resolved. However, Disruption attempts can be just as risky as manifesting psychic powers. If a double 6 is rolled, the Wyrd Power is cancelled, but the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. If a double 1 is rolled, the Disruption attempt fails and the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. ## Perils Of The Warp Whenever a psyker rolls a double 1 or a double 6 when making a Willpower test to perform a Wyrd Power (X) action, or when attempting to Disrupt a Wyrd Power, roll 2D6 and consult the table below: | 2D6 | Result | | :---: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | **A Tear in Reality!:** The psyker loses control and warp energy tears reality apart around them. Centre a 5" Blast marker on the psyker; any model touched by the marker must pass a Willpower test or lose a Wound or suffer the [Driver Wounded effect](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). The psyker then goes Out of Action. | | 4-5 | **Immaterium Inverse:** The Warp inverts upon those attempting to control it. The psyker becomes the target of the power (regardless of range). If the power is beneficial, the psyker instead becomes Prone and Pinned and suffers a Strength 6 hit that inflicts 2 Damage, ignoring armour saves, and the power has no other effects. | | 6-8 | **Whispers from the Warp:** The psyker’s mind is filled with screaming daemonic voices. The psyker becomes subject to the Insane condition. Place an Insanity marker on the psyker’s Fighter card and roll a D6 on the [Insane table](/docs/general-principles/conditions#insane) when they activate. | | 9-10 | **Warp Surge!:** The psyker’s power becomes overcharged with warp energy. The psyker may immediately try to manifest the same power again as a free action, or, if they were trying to Disrupt a power, they may immediately manifest one of their own powers as a free action – this additional manifestation of the power can trigger Perils of the Warp as normal. After working out the effects of the power, the psyker becomes Prone and Pinned and suffers a Strength 4 hit which inflicts 1 Damage, ignoring armour saves. | | 11-12 | **Daemonic Possession:** Daemonic energy courses through the psyker’s body. The psyker increases their Movement, Strength, Toughness and Attacks characteristics all by 3 and their Weapon Skill to 2+. Their unarmed attacks inflict 2 Damage and have an AP of -1. In the End phase of the following round, or if the psyker generates this result again, they go Out of Action. | :::danger House Rule #### Whisper of the Warp (Necrodamus, A&A) If the first action causes Insanity, apply Insanity immediately if the fighter makes a 2nd action. ::: ## Sanctioned and Non-Sanctioned Psykers All psykers fall into two broad types, regardless of the powers they wield or where they originate from: sanctioned psykers and non-sanctioned psykers. Bearing the official approval of Imperial authorities, sanctioned psykers wield their powers under the control and vigilance of overseers and handlers. Trained from an early age in the correct use of their abilities and to minimise the risks of daemonic possession, sanctioned psykers are free to operate as they wish without the risk of censure by the authorities. A non-sanctioned psyker, by contrast, exists outside of the system and in secret, unaware of the great risks they present to themselves and others, and oblivious to the great efforts the Imperium goes to in controlling their kind. The rewards for bringing a non-sanctioned psyker to Imperial justice can be great, often significant enough to justify the risks of going against them! To reflect their sanctioned or unsanctioned status, all psykers will have one of the two following skills on their profile: **Sanctioned Psyker:** A psyker with this skill may re-roll a failed Willpower test once per battle. **Non-sanctioned Psykers:** Should a psyker with this skill be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a psyker with this skill be captured and sold to the Guilders, they are worth their full value. Note that when a psyker with this skill is captured, they can be sold immediately without the opportunity for a Rescue Mission. :::info ## Wyrd Powers And The Firepower Dice Some Wyrd powers act as weapons that can be used by the psyker, however these powers can never run Out of Ammo. Therefore there is no need to roll a Firepower dice when attacking with a Wyrd power unless the attack has a Trait that triggers certain results on the Firepower dice. ::: ## Wyrd Powers There are many ways that a fighter may gain access to Wyrd Powers – one of the most common being the use of Ghast. Presented below are a selection of Wyrd Powers for players and Arbitrators to use in their campaigns. If a fighter gains a Wyrd Power, they may either roll a D6 to see which power they gain or in some cases may choose one of the following powers. :::tip Below you will find the Wyrd Powers listed in the 2023 Core Rules. These were greatly expanded upon in the Book of the Outcast and can be found in [Wyrd Powers](/docs/the-rules/wyrd-powers). Most campaigns will use the extended powers list, but check with your arbitrator if uncertain. ::: ### 1. Telekinesis – 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 Ballistic Skill. 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 S3, AP -, D1 hit. If they come into base contact with another Standing fighter, that fighter also suffers a S3, AP -, D1 hit and becomes Prone and Pinned. ### 2. Pyromancy – Flame Blast (Basic), Continuous Effect _Flames envelop 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. ### 3. Chronomancy – 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. ### 4. Technomancy – 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 test for one of their weapons, chosen by this fighter’s controlling player. ### 5. Telepathy – 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 becomes Broken. ### 6. Biomancy – 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 maximumof 2+).
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# Psykers _Source: Necromunda Core Rulebook (2023)_ _On Necromunda, there are few individuals as dangerous to Lord Helmawr’s dominion as the psyker._ _These powerful individuals represent a rare mutation within humanity – they are able to channel the esoteric power of the Warp with a thought and bend reality to their will. Since Mankind first ventured out into the void, the number of psykers being born has steadily grown, though at a terrible cost to the genetic stock of Mankind. For each one that comes into the world, millions of mutants are also born, as if nature itself were toying with biology in an effort to force Mankind to evolve. As the 41st Millennium draws to a close, psykers and mutants fill every corner of the galaxy, moving amongst humanity unnoticed or lurking in the shadows of cities and hives._ ## Psychic Powers Psykers are a distinct type of fighter who are able to manifest strange and powerful abilities, bringing death, destruction and worse to the gang wars of the underhive. During a battle, psykers are activated just like any other fighter, with the exception that they may perform ‘Wyrd Power (X)’ actions, which enable them to manifest their abilities. A Wyrd Power (X) action may be (Simple), (Basic) or (Double), depending upon the complexity of the Wyrd Power the psyker is attempting to manifest. This will always be shown in brackets after the name of the Wyrd Power itself. When a psyker is activated, they may choose to perform one or more Wyrd Power (X) actions. Wyrd Powers are named by discipline first, such as Telekinesis – the power to manipulate and move objects, and as a unique effect second, such as Force Blast – the power to push enemies back with a thought. Most psykers follow one discipline closely, though it is not uncommon for a psyker to possess abilities drawn from two or more different disciplines. Regardless of the Wyrd Power(s) that a psyker knows, all psykers are able to perform the following actions: **Maintain Control (Simple):** In order to maintain a Continuous Effect (as follows), the psyker must perform this action. If they do not, the Continuous Effect expires at the end of this fighter’s activation. The psyker immediately makes a Willpower test with a +3 modifier – if the test is passed then the power remains in effect until their next activation; if failed, the power ends immediately. If they wish, the psyker may instead choose to make this action for free at the start of their activation – if they do so then they do not add any bonuses to their Willpower test and may not attempt to manifest another Wyrd Power this activation regardless of whether or not the Willpower test is successful. **Concentrate (Basic):** If the fighter makes a Willpower test in their subsequent action, add 1 to the result of the dice roll. ## Using Wyrd Powers When a psyker makes a Wyrd Power (X) action, they must make a Willpower test to see if the action is successful. If the test is passed, the Wyrd Power takes immediate effect. If it is failed, the Wyrd Power has no effect and the action is wasted. Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immediately expire. However, using Wyrd Powers is not without risk. If the Willpower test is failed on the roll of a double 1, the psyker must immediately roll on the [Perils of the Warp table](/docs/the-rules/psykers#perils-of-the-warp). If the Willpower test is passed on the roll of a double 6, the Wyrd Power takes effect, cannot be Disrupted (see [Psychic Duels](/docs/the-rules/psykers#psychic-duels)) and the psyker must immediately roll on the Perils of the Warp table. ## Psychic Duels Whenever a psyker is activated to make a Wyrd Power (X) action or to make a Maintain Control (Simple) action, if there is a Standing and Active or Prone and Pinned enemy psyker within 18", they may attempt to Disrupt the psyker’s successful Wyrd Power. To Disrupt a successful Wyrd Power (X) action, a psyker must roll 2D6. If the total is higher than the total rolled for the Willpower test made to successfully perform the action, the Wyrd Power is Disrupted and fails as if the psyker making the action had failed their own Willpower test. If the total is equal to or lower than the total of the Willpower test made to successfully perform the action, the Disruption attempt fails and the Wyrd Power (X) action is resolved. However, Disruption attempts can be just as risky as manifesting psychic powers. If a double 6 is rolled, the Wyrd Power is cancelled, but the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. If a double 1 is rolled, the Disruption attempt fails and the psyker making the Disruption attempt must immediately roll on the Perils of the Warp table. ## Perils Of The Warp Whenever a psyker rolls a double 1 or a double 6 when making a Willpower test to perform a Wyrd Power (X) action, or when attempting to Disrupt a Wyrd Power, roll 2D6 and consult the table below: | 2D6 | Result | | :---: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | **A Tear in Reality!:** The psyker loses control and warp energy tears reality apart around them. Centre a 5" Blast marker on the psyker; any model touched by the marker must pass a Willpower test or lose a Wound or suffer the [Driver Wounded effect](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). The psyker then goes Out of Action. | | 4-5 | **Immaterium Inverse:** The Warp inverts upon those attempting to control it. The psyker becomes the target of the power (regardless of range). If the power is beneficial, the psyker instead becomes Prone and Pinned and suffers a Strength 6 hit that inflicts 2 Damage, ignoring armour saves, and the power has no other effects. | | 6-8 | **Whispers from the Warp:** The psyker’s mind is filled with screaming daemonic voices. The psyker becomes subject to the Insane condition. Place an Insanity marker on the psyker’s Fighter card and roll a D6 on the [Insane table](/docs/general-principles/conditions#insane) when they activate. | | 9-10 | **Warp Surge!:** The psyker’s power becomes overcharged with warp energy. The psyker may immediately try to manifest the same power again as a free action, or, if they were trying to Disrupt a power, they may immediately manifest one of their own powers as a free action – this additional manifestation of the power can trigger Perils of the Warp as normal. After working out the effects of the power, the psyker becomes Prone and Pinned and suffers a Strength 4 hit which inflicts 1 Damage, ignoring armour saves. | | 11-12 | **Daemonic Possession:** Daemonic energy courses through the psyker’s body. The psyker increases their Movement, Strength, Toughness and Attacks characteristics all by 3 and their Weapon Skill to 2+. Their unarmed attacks inflict 2 Damage and have an AP of -1. In the End phase of the following round, or if the psyker generates this result again, they go Out of Action. | :::danger House Rule #### Whisper of the Warp (Necrodamus, A&A) If the first action causes Insanity, apply Insanity immediately if the fighter makes a 2nd action. ::: ## Sanctioned and Non-Sanctioned Psykers All psykers fall into two broad types, regardless of the powers they wield or where they originate from: sanctioned psykers and non-sanctioned psykers. Bearing the official approval of Imperial authorities, sanctioned psykers wield their powers under the control and vigilance of overseers and handlers. Trained from an early age in the correct use of their abilities and to minimise the risks of daemonic possession, sanctioned psykers are free to operate as they wish without the risk of censure by the authorities. A non-sanctioned psyker, by contrast, exists outside of the system and in secret, unaware of the great risks they present to themselves and others, and oblivious to the great efforts the Imperium goes to in controlling their kind. The rewards for bringing a non-sanctioned psyker to Imperial justice can be great, often significant enough to justify the risks of going against them! To reflect their sanctioned or unsanctioned status, all psykers will have one of the two following skills on their profile: **Sanctioned Psyker:** A psyker with this skill may re-roll a failed Willpower test once per battle. **Non-sanctioned Psykers:** Should a psyker with this skill be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a psyker with this skill be captured and sold to the Guilders, they are worth their full value. Note that when a psyker with this skill is captured, they can be sold immediately without the opportunity for a Rescue Mission. :::info ## Wyrd Powers And The Firepower Dice Some Wyrd powers act as weapons that can be used by the psyker, however these powers can never run Out of Ammo. Therefore there is no need to roll a Firepower dice when attacking with a Wyrd power unless the attack has a Trait that triggers certain results on the Firepower dice. ::: ## Wyrd Powers There are many ways that a fighter may gain access to Wyrd Powers – one of the most common being the use of Ghast. Presented below are a selection of Wyrd Powers for players and Arbitrators to use in their campaigns. If a fighter gains a Wyrd Power, they may either roll a D6 to see which power they gain or in some cases may choose one of the following powers. :::tip Below you will find the Wyrd Powers listed in the 2023 Core Rules. These were greatly expanded upon in the Book of the Outcast and can be found in [Wyrd Powers](/docs/the-rules/wyrd-powers). Most campaigns will use the extended powers list, but check with your arbitrator if uncertain. ::: ### 1. Telekinesis – 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 Ballistic Skill. 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 S3, AP -, D1 hit. If they come into base contact with another Standing fighter, that fighter also suffers a S3, AP -, D1 hit and becomes Prone and Pinned. ### 2. Pyromancy – Flame Blast (Basic), Continuous Effect _Flames envelop 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. ### 3. Chronomancy – 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. ### 4. Technomancy – 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 test for one of their weapons, chosen by this fighter’s controlling player. ### 5. Telepathy – 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 becomes Broken. ### 6. Biomancy – 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 maximumof 2+).
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# Special Terrain Features ## Declarations When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply. ## Activating/Deactivating Terrain Some terrain have effects that can be activated/deactivated in 1 or 2 ways: - **Random:** Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase. - **Controlled:** If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action (Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects. - **Activated:** Lasts until the End phase. - **Deactivated:** Remains deactivated until the next round’s End phase (all special effects are disabled). :::info Access Terminal (Basic) If within 1” of a terminal, make an Intelligence test with a -2 modifier. If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Deactivation lasts until the next round’s End phase. ::: ## Explosive Terrain Some kinds of terrain are considered explosive and might explode if hit: Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target. Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit. ## List of Special Terrain Features | Category | Type | Notes | Dangerous? | Random? | Controlled? | | :-------------------------- | :-------------- | :----------------------------------------------------------------------------- | :--------- | :------ | :---------- | | Archeotech Device | Badzone Delta 7 | Shock | | | Controlled | | Collapsed Sections | Badzone Delta 7 | Blast, Pitfall | | | | | Cult Ritual Chamber | Badzone Delta 7 | Insanity | | | | | Doors | | Locked, Mind the Door | | | Controlled | | Flooded Passage | Badzone Delta 7 | Seriously Injured, End phase | | | | | Fungus Sprawl | Badzone Delta 7 | Gas | Hostile | | | | Furnace Floor | Badzone Delta 7 | Pitfall, heat haze | | | | | Lift | | Remote | | | | | Malfunctioning Generatorium | Badzone Delta 7 | Deactivate | Hostile | | Controlled | | Pitfalls | | | | | | | Promethium Cache | Badzone Delta 7 | | Explosive | | | | Promethium Tank | | Objective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of Gas | Explosive | Random | | | Secure Vault | Badzone Delta 7 | Door, Locked, Terminal | | | | | Sewage Channel | Badzone Delta 7 | Pinned, Out of Action | | | | | Sludge Farm | Badzone Delta 7 | | | | | | Stills | | Gas | Explosive | | | | Toxic Sludge | | -1T, Prone, End phase | | | | | Unlit Corridors | Badzone Delta 7 | Pitch Black | | | | | Ventilation Tunnel | Badzone Delta 7 | | | | | | Waste Compactor | Badzone Delta 7 | Same as Protein Reclamator | | | Controlled | | Xenos Nesting Chamber | Badzone Delta 7 | | Hostile | | | | Watchtower | Gang Stronghold | Sentries | | | | ## Badzone Terrain ### Industrial Terrain | Type | Special Rules | Dangerous? | Random? | Controlled? | | :------------------------------ | :------------------------------------------------- | :--------- | :------ | :---------- | | Service Hatches | Crawlways, Improvised Cover, Hiding Place | | | | | Smokestacks | Belching Smoke, Foul Air, Flammable Fumes | | Random | Controlled | | Industrial Claws and Hooks | Quick Climbing, Death From Above, Hauling Cargo | | | Controlled | | Plasma Pipes and Generators | High Pressure Plasma, Harsh Glow, Plasma Canisters | Explosive | | Controlled | | Promethium Pipes and Reservoirs | High Pressure Gas, Fuel Slicks, Free Fuel | Explosive | Random | Controlled | ### Hive Ruins | Sub-category | Type & Special Rules | Dangerous? | | :----------------- | :------------------------------------------------------------------------ | :------------------------------------------- | | Ancient Imperium | Holy Imperialis, Mechanicus Arcana, Ancient Terminal | | | Abandoned Hardware | Cranes and Servohaulers, Medicae Station, Ancient Terminal | | | Forgotten Ordnance | Unexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force Barriers | Fuel Drums and Ammo Crates are **explosive** | ### Carnivorous Plants | Type | Special Rules | Dangerous? | | :---------------- | :------------------------------- | :--------- | | Barbed Venomgorse | Barbed Snares, Wasting Toxin | Hostile | | Shardwrack Spines | Walls of Spines, Spitting Spines | Hostile | | Grabble Weed | Crawling Horror,Viscous Tongues | Hostile |
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# Special Terrain Features ## Declarations When using special terrain, make sure to declare declare everything so all involved parts are clear on which rules apply. ## Activating/Deactivating Terrain Some terrain have effects that can be activated/deactivated in 1 or 2 ways: - **Random:** Activates on a 6+ in each End phase. The effects of the activation lasts until the next End phase. - **Controlled:** If within 1” of a Terminal or Control Panel, a fighter can pass an Access Terminal (Basic) action (Intelligence test with a -2 modifier) to activate or deactivate one of the terrain piece’s effects. - **Activated:** Lasts until the End phase. - **Deactivated:** Remains deactivated until the next round’s End phase (all special effects are disabled). :::info Access Terminal (Basic) If within 1” of a terminal, make an Intelligence test with a -2 modifier. If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Deactivation lasts until the next round’s End phase. ::: ## Explosive Terrain Some kinds of terrain are considered explosive and might explode if hit: Targeted by an attack (melee/ranged): As if it was a fighter. Choose a point on the terrain as the target. Stray shot: If a ranged attack misses against a fighter using this type of terrain as cover, roll to see if the terrain is hit by Stray Shots as if it was a fighter. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Refer to the terrain’s special rules to see the effect of being hit. ## List of Special Terrain Features | Category | Type | Notes | Dangerous? | Random? | Controlled? | | :-------------------------- | :-------------- | :----------------------------------------------------------------------------- | :--------- | :------ | :---------- | | Archeotech Device | Badzone Delta 7 | Shock | | | Controlled | | Collapsed Sections | Badzone Delta 7 | Blast, Pitfall | | | | | Cult Ritual Chamber | Badzone Delta 7 | Insanity | | | | | Doors | | Locked, Mind the Door | | | Controlled | | Flooded Passage | Badzone Delta 7 | Seriously Injured, End phase | | | | | Fungus Sprawl | Badzone Delta 7 | Gas | Hostile | | | | Furnace Floor | Badzone Delta 7 | Pitfall, heat haze | | | | | Lift | | Remote | | | | | Malfunctioning Generatorium | Badzone Delta 7 | Deactivate | Hostile | | Controlled | | Pitfalls | | | | | | | Promethium Cache | Badzone Delta 7 | | Explosive | | | | Promethium Tank | | Objective, Kaboom!, Fuel Slicks, Liquid Creds, Free Fuel, Unleash a Jet of Gas | Explosive | Random | | | Secure Vault | Badzone Delta 7 | Door, Locked, Terminal | | | | | Sewage Channel | Badzone Delta 7 | Pinned, Out of Action | | | | | Sludge Farm | Badzone Delta 7 | | | | | | Stills | | Gas | Explosive | | | | Toxic Sludge | | -1T, Prone, End phase | | | | | Unlit Corridors | Badzone Delta 7 | Pitch Black | | | | | Ventilation Tunnel | Badzone Delta 7 | | | | | | Waste Compactor | Badzone Delta 7 | Same as Protein Reclamator | | | Controlled | | Xenos Nesting Chamber | Badzone Delta 7 | | Hostile | | | | Watchtower | Gang Stronghold | Sentries | | | | ## Badzone Terrain ### Industrial Terrain | Type | Special Rules | Dangerous? | Random? | Controlled? | | :------------------------------ | :------------------------------------------------- | :--------- | :------ | :---------- | | Service Hatches | Crawlways, Improvised Cover, Hiding Place | | | | | Smokestacks | Belching Smoke, Foul Air, Flammable Fumes | | Random | Controlled | | Industrial Claws and Hooks | Quick Climbing, Death From Above, Hauling Cargo | | | Controlled | | Plasma Pipes and Generators | High Pressure Plasma, Harsh Glow, Plasma Canisters | Explosive | | Controlled | | Promethium Pipes and Reservoirs | High Pressure Gas, Fuel Slicks, Free Fuel | Explosive | Random | Controlled | ### Hive Ruins | Sub-category | Type & Special Rules | Dangerous? | | :----------------- | :------------------------------------------------------------------------ | :------------------------------------------- | | Ancient Imperium | Holy Imperialis, Mechanicus Arcana, Ancient Terminal | | | Abandoned Hardware | Cranes and Servohaulers, Medicae Station, Ancient Terminal | | | Forgotten Ordnance | Unexploded Ordnanc, Fuel Drums and Ammo Crates, Vox Relay, Force Barriers | Fuel Drums and Ammo Crates are **explosive** | ### Carnivorous Plants | Type | Special Rules | Dangerous? | | :---------------- | :------------------------------- | :--------- | | Barbed Venomgorse | Barbed Snares, Wasting Toxin | Hostile | | Shardwrack Spines | Walls of Spines, Spitting Spines | Hostile | | Grabble Weed | Crawling Horror,Viscous Tongues | Hostile |
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# Ironhead Squat Prospectors _Humans are not the only race to have made their home on the blighted world of Necromunda, and of the many subspecies, mutants and even true xenos dwelling beneath its polluted skies, few are perhaps as important to its continued existence as the Squats. Imperial records are vague on the origins of these hardy creatures, only stating that perhaps somewhere in humanity’s dim and distant past they share a common ancestor with the humans of today. What is known, at least on Necromunda, is that the Squats came to that world some ten thousand years ago, not long after its conquest by the Imperium, when the scars of a galaxy- spanning civil war were still fresh on the face of the world, and much rebuilding needed to be done. For this task the Squats were unequalled in their skill, being a race of engineers, architects and craftsmen. Dozens of great Squat clans came to Necromunda in this time, and it is in no small part due to their efforts that the world prospered as it did, many within the hives oblivious to the debt they owe to the Squats._ _Centuries later, the Squats, or Ironhead Squats as they are known to the people of the wastes, live a seminomadic lifestyle in their great land trains, travelling from mining site to mining site syphoning off the wealth of 10,000 years of pollution to sell to the Clan Houses. These vast mechanical mining rigs are like cities on tracks, and the sound of their rumbling passage carries for kilometres in all directions as they crawl from one mine to the next. When a land train reaches a suitable dig site it forms a laager, or circle of great vehicles, and might stay for months or even years as it plunders the earth beneath its tracks. While the laager is in place, prospecting parties range out in all directions from it, seeking fresh finds and protecting their clan – until the time the laager is broken down, and the land train moves on to fresh prospecting grounds._ ## Fighters <FighterCard cost="115"> ### Charter Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 5+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Drill Master (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="50"> ### Drill-kyn (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="35"> ### Digger (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="250"> ### 0-2 Vartijan Exo-Driller (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 4 | 5 | 3 | 5+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** Nobody Pushes Kin Around. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). **Weapons:** Heavy flamer (Vartijan), power claw, seismic crusher. #### Options **Vartijan Heavy bolter (replaces heavy flamer):** +50 #### Guard Exosuit Can always be included as Sentry (regardless of Crew Selection), this is in addition to the normal crew size. #### Sensor Suite Treats Visibility (X) as 3" higher. </FighterCard> <FighterCard cost="40"> ### Gearhead (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | </FighterCard> <VehicleCard cost="265"> ### Skalvian Explorator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | :-: | :---: | :--: | :--: | :-: | :-: | :-: | | 6" | 9 | 8 | 7 | 6 | 6+ | 3+ | </div> **Locomotion:** Tracked. **Upgrade Slots:** 4 Body, 4 Drive, 4 Engine. **Weapon Hardpoints:** 2: - Top of the hull. Crew Operated and Arc (All Round) traits. - In the Ironhead claw. Crew Operated and Arc (Front) traits. #### Ironhead Claw When an Ironhead Squat Prospectors Skalvian Explorator collides with, and destroys, either an obstacle or flimsy structure, the Ironhead Squat Prospectors Skalvian Explorator does not suffer any damage as a result of the collision. #### Transport Bed An Ironhead Squat Prospectors Skalvian Explorator has a transport bed along each side of the top hull. #### Equipment An Ironhead Squat Prospectors Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Wargear from the Ironhead Squat Prospectors Skalvian Explorator equipment list and the Trading Post. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Upgrades from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post. #### Cargo Loads Each Ironhead Squat Prospectors Skalvian Explorator may be equipped with a cargo load. While equipped with at least one cargo load, the following rules apply: **Valuable Cargo:** If, at the end of the battle, the Ironhead Squat Prospectors Skalvian Explorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. If the Ironhead Squat Prospectors Skalvian Explorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. **Trading Run:** During the post-battle sequence, an Ironhead Squat Prospectors Skalvian Explorator with an assigned crew and a cargo load may make the Trade post-battle action in the same manner as a Champion as long as it is not In Repair or its crew is not in Recovery. **Cargo Carrier:** An Ironhead Squat Prospectors Skalvian Explorator has an Ironhead container as a cargo load. **Ironhead Container** **Flow of Chems:** If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors Skalvian Explorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits). _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> ## Skill Access | | [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) | [Wisdom of the Ancients](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ironhead-squat-prospectors-wisdom-of-the-ancients) | | :------------------ | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | Leader | Primary | Secondary | - | - | Primary | Secondary | Primary | Secondary | | Champion | Primary | - | - | Secondary | Secondary | - | Secondary | Primary | | Ganger (Specialist) | Primary | Secondary | Secondary | - | - | - | Primary | - | | Juve | Secondary | Secondary | - | - | - | - | Primary | - | | Brute (Exo-driller) | Secondary | - | - | Primary | - | - | Secondary | Secondary | | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :-------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------- | | Crew (Gearhead) | - | - | - | - | Secondary | Secondary | Primary | Primary |
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# Ironhead Squat Prospectors _Humans are not the only race to have made their home on the blighted world of Necromunda, and of the many subspecies, mutants and even true xenos dwelling beneath its polluted skies, few are perhaps as important to its continued existence as the Squats. Imperial records are vague on the origins of these hardy creatures, only stating that perhaps somewhere in humanity’s dim and distant past they share a common ancestor with the humans of today. What is known, at least on Necromunda, is that the Squats came to that world some ten thousand years ago, not long after its conquest by the Imperium, when the scars of a galaxy- spanning civil war were still fresh on the face of the world, and much rebuilding needed to be done. For this task the Squats were unequalled in their skill, being a race of engineers, architects and craftsmen. Dozens of great Squat clans came to Necromunda in this time, and it is in no small part due to their efforts that the world prospered as it did, many within the hives oblivious to the debt they owe to the Squats._ _Centuries later, the Squats, or Ironhead Squats as they are known to the people of the wastes, live a seminomadic lifestyle in their great land trains, travelling from mining site to mining site syphoning off the wealth of 10,000 years of pollution to sell to the Clan Houses. These vast mechanical mining rigs are like cities on tracks, and the sound of their rumbling passage carries for kilometres in all directions as they crawl from one mine to the next. When a land train reaches a suitable dig site it forms a laager, or circle of great vehicles, and might stay for months or even years as it plunders the earth beneath its tracks. While the laager is in place, prospecting parties range out in all directions from it, seeking fresh finds and protecting their clan – until the time the laager is broken down, and the land train moves on to fresh prospecting grounds._ ## Fighters <FighterCard cost="115"> ### Charter Master (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 5+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="85"> ### Drill Master (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="50"> ### Drill-kyn (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="35"> ### Digger (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. </FighterCard> <FighterCard cost="250"> ### 0-2 Vartijan Exo-Driller (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 4 | 5 | 3 | 5+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** Nobody Pushes Kin Around. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). **Weapons:** Heavy flamer (Vartijan), power claw, seismic crusher. #### Options **Vartijan Heavy bolter (replaces heavy flamer):** +50 #### Guard Exosuit Can always be included as Sentry (regardless of Crew Selection), this is in addition to the normal crew size. #### Sensor Suite Treats Visibility (X) as 3" higher. </FighterCard> <FighterCard cost="40"> ### Gearhead (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 6+ | 7+ | </FighterCard> <VehicleCard cost="265"> ### Skalvian Explorator (Vehicle) <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | :-: | :---: | :--: | :--: | :-: | :-: | :-: | | 6" | 9 | 8 | 7 | 6 | 6+ | 3+ | </div> **Locomotion:** Tracked. **Upgrade Slots:** 4 Body, 4 Drive, 4 Engine. **Weapon Hardpoints:** 2: - Top of the hull. Crew Operated and Arc (All Round) traits. - In the Ironhead claw. Crew Operated and Arc (Front) traits. #### Ironhead Claw When an Ironhead Squat Prospectors Skalvian Explorator collides with, and destroys, either an obstacle or flimsy structure, the Ironhead Squat Prospectors Skalvian Explorator does not suffer any damage as a result of the collision. #### Transport Bed An Ironhead Squat Prospectors Skalvian Explorator has a transport bed along each side of the top hull. #### Equipment An Ironhead Squat Prospectors Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Wargear from the Ironhead Squat Prospectors Skalvian Explorator equipment list and the Trading Post. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator may be fitted with additional vehicle Upgrades from the Ironhead Squat Prospectors Skalvian Explorator equipment list. - During the course of a campaign, an Ironhead Squat Prospectors Skalvian Explorator can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post. #### Cargo Loads Each Ironhead Squat Prospectors Skalvian Explorator may be equipped with a cargo load. While equipped with at least one cargo load, the following rules apply: **Valuable Cargo:** If, at the end of the battle, the Ironhead Squat Prospectors Skalvian Explorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. If the Ironhead Squat Prospectors Skalvian Explorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors Skalvian Explorator had a cargo load. **Trading Run:** During the post-battle sequence, an Ironhead Squat Prospectors Skalvian Explorator with an assigned crew and a cargo load may make the Trade post-battle action in the same manner as a Champion as long as it is not In Repair or its crew is not in Recovery. **Cargo Carrier:** An Ironhead Squat Prospectors Skalvian Explorator has an Ironhead container as a cargo load. **Ironhead Container** **Flow of Chems:** If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors Skalvian Explorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits). _Source: The Aranthian Succession: Ruins of Jardlan_ </VehicleCard> ## Skill Access | | [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) | [Wisdom of the Ancients](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#ironhead-squat-prospectors-wisdom-of-the-ancients) | | :------------------ | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | Leader | Primary | Secondary | - | - | Primary | Secondary | Primary | Secondary | | Champion | Primary | - | - | Secondary | Secondary | - | Secondary | Primary | | Ganger (Specialist) | Primary | Secondary | Secondary | - | - | - | Primary | - | | Juve | Secondary | Secondary | - | - | - | - | Primary | - | | Brute (Exo-driller) | Secondary | - | - | Primary | - | - | Secondary | Secondary | | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | | :-------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------- | | Crew (Gearhead) | - | - | - | - | Secondary | Secondary | Primary | Primary |
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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: 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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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Booby Traps ## Trading-Post ### Frag Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag trap | - | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | C | 20 | ### Gas Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gas trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip> | R8 | 40 | ### Melta Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Melta trap | - | - | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R10 | 50 | ## Non-Trading-Post ### Sawn-off Surprise | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------ | :-: | :--: | | Sawn-off surprise | 3” | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | C\* | 20 | \* House Orlock only ### Sightblind Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Sightblind | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R11\* | 40 | \* House Delaque only ### Thermal Mine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Thermal mine (Van Saar) | 3” | 6” | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R11\* | 70 | \* House Van Saar only ### Incendiary Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary | - | - | - | - | 2 | -2 | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip> | C\* | 30 | \* House Cawdor only ### Web Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :--: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Web (Delaque) | - | - | - | - | 5 | (-2) | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R11\* | 80 | \* House Delaque only
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2024-06-13 20:34:24.508078
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import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Booby Traps ## Trading-Post ### Frag Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Frag trap | - | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | C | 20 | ### Gas Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Gas trap | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip> | R8 | 40 | ### Melta Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Melta trap | - | - | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R10 | 50 | ## Non-Trading-Post ### Sawn-off Surprise | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------ | :-: | :--: | | Sawn-off surprise | 3” | - | - | - | 3 | - | 1 | - | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | C\* | 20 | \* House Orlock only ### Sightblind Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Sightblind | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R11\* | 40 | \* House Delaque only ### Thermal Mine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Thermal mine (Van Saar) | 3” | 6” | - | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip> | R11\* | 70 | \* House Van Saar only ### Incendiary Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Incendiary | - | - | - | - | 2 | -2 | 1 | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="blaze">Blaze</Tooltip> | C\* | 30 | \* House Cawdor only ### Web Trap | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :--: | :-: | :-: | --------------------------------------------------------------------------------------------------------------- | :---: | :--: | | Web (Delaque) | - | - | - | - | 5 | (-2) | - | - | <Tooltip type="traits" content="blast">Blast (5”)</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R11\* | 80 | \* House Delaque only
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# Badzone: Industrial Terrain ## Service Hatches #### Crawlways When ending a Move (Simple) within 1" of a hatch, the fighter can be removed from the battlefield. In the End phase of the following round, make an Intelligence test: - **Passed:** The controlling player must choose where to place the fighter. - **Failed:** The opponent can choose where to place the fighter, or leave the fighter off the battlefield one more round (a new Intelligence test is made in the next End phase). If returning to the battlefield, the fighter is placed standing within 1" of any other hatch anywhere on the battlefield (provided there is space, not within 1” of an enemy fighter and no overlapping other fighters’ bases or obstacles). #### Improvised Cover Make a Cover (Simple) action when within 1" of a hatch to gain partial cover. Any movement (voluntarily or otherwise) removes this benefit. #### Hiding Place When ending the movement within 1" of a hatch, the fighter can be removed from the battlefield. Place a marker next to the hatch to show that the fighter is hiding in it. While hiding, the fighter can't take actions or be targeted by ranged attacks from more than 3" away. Fighters may Engage and attack a fighter in hiding by moving or charging into base contact with the hiding place. If Engaged, place the hiding fighter on the battlefield in base contact with the fighter who Engaged them and conduct combat as normal. In any End phase, the fighter may re-emerge from the hatch (provided there is space, not within 1” of an enemy fighter and no overlapping other fighters’ bases or obstacles). ## Promethium Pipes and Reservoirs - ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) - EXPLOSIVE #### High Pressure Gas If hit, make the following test: - Str + D6 > 8 If passed, it explodes using a Blast (5”) with Flamer profile: - S4, AP-1, D1, Blast (5”), Blaze Any fighter hit by the Blast can pass an Initiative test to avoid being hit. #### Fuel Slicks If active, fighters that end a Move (Simple) or Charge (Double) action within 3” must pass an Initiative test after the move is completed, or become Pinned. If charging, the movement must end 1” away from any enemy fighters. #### Free Fuel While within 3”, Blaze weapons lose Scarce. Or, if the weapon doesn’t have Scarce, it gains Plentiful instead. ## Smokestacks - ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) #### Belching Smoke If active, the area within 6” blocks line of sight. #### Foul Air If active, fighters may only make a single Move (Simple) action while within 6” (unless equipped with a respirator). #### Flammable Fumes If active, Blaze weapons gain +1 Strength when hitting fighters within 6”. ## Industrial Claws and Hooks - ACTIVATE/DEACTIVATE (CONTROLLED) #### Quick Climbing When within 3" of the line between the Claw (or where it connects to the structure) and the ground level, make the Climb (Simple) action to ascend or descend. #### Death from Above When within 3” of a Claw, make a Trigger Claw (Basic) action to drop the Claw on an enemy fighter on a lower level than the attacker and within 3" of the line between the Claw (or where it connects to the structure) and the ground level. The attacked fighter must pass an Initiative test or take a S5 hit. #### Hauling Cargo When within 3" of a claw, make a Hook Cargo (Simple) action to lift either a Seriously Injured fighter or loot casket (or similar item that can be carried) up or down to any point within 3" of the Claw, provided that there is space to place the model. ## Plasma Pipes and Generators - ACTIVATE/DEACTIVATE (CONTROLLED) - EXPLOSIVE #### High Pressure Plasma If hit, make the following test: - Str + D6 > 8 If passed, it explodes using a plasma grenade: - S5, AP-1, D2, Blast (3”) Any fighter hit by the Blast can pass an Initiative test to avoid being hit. #### Harsh Glow Ignore Pitch Black rules within 6”. Infrasights and photo-goggles provide no benefit when targeting fighters within 3" of a Plasma Pipe or Generator. ## Plasma Canisters - EXPLOSIVE Counts as ammo caches for plasma weapons (pistol, gun, cannon and combi-weapons with a plasma component). May be moved in the same way as loot caskets. Any fighter in base contact may use it as plasma grenades with a -2 hit modifier (improvised weapons). Once used as an improvised weapon, remove it from the battlefield.
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2024-06-13 20:34:24.508078
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# Badzone: Industrial Terrain ## Service Hatches #### Crawlways When ending a Move (Simple) within 1" of a hatch, the fighter can be removed from the battlefield. In the End phase of the following round, make an Intelligence test: - **Passed:** The controlling player must choose where to place the fighter. - **Failed:** The opponent can choose where to place the fighter, or leave the fighter off the battlefield one more round (a new Intelligence test is made in the next End phase). If returning to the battlefield, the fighter is placed standing within 1" of any other hatch anywhere on the battlefield (provided there is space, not within 1” of an enemy fighter and no overlapping other fighters’ bases or obstacles). #### Improvised Cover Make a Cover (Simple) action when within 1" of a hatch to gain partial cover. Any movement (voluntarily or otherwise) removes this benefit. #### Hiding Place When ending the movement within 1" of a hatch, the fighter can be removed from the battlefield. Place a marker next to the hatch to show that the fighter is hiding in it. While hiding, the fighter can't take actions or be targeted by ranged attacks from more than 3" away. Fighters may Engage and attack a fighter in hiding by moving or charging into base contact with the hiding place. If Engaged, place the hiding fighter on the battlefield in base contact with the fighter who Engaged them and conduct combat as normal. In any End phase, the fighter may re-emerge from the hatch (provided there is space, not within 1” of an enemy fighter and no overlapping other fighters’ bases or obstacles). ## Promethium Pipes and Reservoirs - ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) - EXPLOSIVE #### High Pressure Gas If hit, make the following test: - Str + D6 > 8 If passed, it explodes using a Blast (5”) with Flamer profile: - S4, AP-1, D1, Blast (5”), Blaze Any fighter hit by the Blast can pass an Initiative test to avoid being hit. #### Fuel Slicks If active, fighters that end a Move (Simple) or Charge (Double) action within 3” must pass an Initiative test after the move is completed, or become Pinned. If charging, the movement must end 1” away from any enemy fighters. #### Free Fuel While within 3”, Blaze weapons lose Scarce. Or, if the weapon doesn’t have Scarce, it gains Plentiful instead. ## Smokestacks - ACTIVATE/DEACTIVATE (RANDOM, CONTROLLED) #### Belching Smoke If active, the area within 6” blocks line of sight. #### Foul Air If active, fighters may only make a single Move (Simple) action while within 6” (unless equipped with a respirator). #### Flammable Fumes If active, Blaze weapons gain +1 Strength when hitting fighters within 6”. ## Industrial Claws and Hooks - ACTIVATE/DEACTIVATE (CONTROLLED) #### Quick Climbing When within 3" of the line between the Claw (or where it connects to the structure) and the ground level, make the Climb (Simple) action to ascend or descend. #### Death from Above When within 3” of a Claw, make a Trigger Claw (Basic) action to drop the Claw on an enemy fighter on a lower level than the attacker and within 3" of the line between the Claw (or where it connects to the structure) and the ground level. The attacked fighter must pass an Initiative test or take a S5 hit. #### Hauling Cargo When within 3" of a claw, make a Hook Cargo (Simple) action to lift either a Seriously Injured fighter or loot casket (or similar item that can be carried) up or down to any point within 3" of the Claw, provided that there is space to place the model. ## Plasma Pipes and Generators - ACTIVATE/DEACTIVATE (CONTROLLED) - EXPLOSIVE #### High Pressure Plasma If hit, make the following test: - Str + D6 > 8 If passed, it explodes using a plasma grenade: - S5, AP-1, D2, Blast (3”) Any fighter hit by the Blast can pass an Initiative test to avoid being hit. #### Harsh Glow Ignore Pitch Black rules within 6”. Infrasights and photo-goggles provide no benefit when targeting fighters within 3" of a Plasma Pipe or Generator. ## Plasma Canisters - EXPLOSIVE Counts as ammo caches for plasma weapons (pistol, gun, cannon and combi-weapons with a plasma component). May be moved in the same way as loot caskets. Any fighter in base contact may use it as plasma grenades with a -2 hit modifier (improvised weapons). Once used as an improvised weapon, remove it from the battlefield.
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### Exclusive An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists.
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2024-06-13 20:34:24.508078
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An Exclusive weapon cannot be purchased from theTrading Post, a gang may only purchase it if it appearson their gang equipment lists.
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### Exclusive An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists.
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). <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. **Group Activation (1):** 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 Augmek 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 Augmek 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 | - | Secondary | Primary | Primary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list: - During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Augmek 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 | | Las sub-carbine | 15 | | - 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 | | **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** | | 0-2 Cyberachnid | 75 | </details> </details> <details className="lore"> <summary>Lore</summary> _Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness._ </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 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). <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. **Group Activation (1):** 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 Augmek 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 Augmek 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 | - | Secondary | Primary | Primary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list: - During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Augmek 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 | | Las sub-carbine | 15 | | - 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 | | **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** | | 0-2 Cyberachnid | 75 | </details> </details> <details className="lore"> <summary>Lore</summary> _Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness._ </details> _Source: House of Artifice_
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# Location Details #location ## Description **Promethium Cache*** A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. The cache is located deep within an abandoned factory complex, its walls lined with rusty pipes and flickering luminescent tubes. The air is thick with the acrid smell of burning promethium, and the sound of hissing pipes fills the air. Crates and containers stacked haphazardly around the perimeter hold precious supplies of fuel, waiting to be claimed by the gangs that control this territory. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* * **Raiders' Delight:** Any gang that controls this territory can reroll any dice roll to raid another gang's territory once per game. * **Smugglers' Paradise:** The Promethium Cache is a hotspot for smugglers and black marketeers. Any gang that controls this territory gains +1 to their Negotiation skill when trying to acquire rare or illicit goods. *Boons:* * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. * **Secure Storage:** The cache offers secure storage for valuable goods and supplies, protected by layers of reinforced steel and razor wire. As your assistant Game Master, I'll help you navigate the opportunities and challenges presented by this territory. Let me know what kind of scenario or encounter you'd like to play out in this location! ## Special Rules Here's an updated version of the Promethium Cache territory with special rules that affect combat scenarios: **Promethium Cache** (Card 1) A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* **Raiders' Fury:** When another gang attempts to take control of this territory through combat, the defending gang gains +1 to their combat strength for each model in the attacking gang's force that is not equipped with a heavy weapon (e.g., shootas, choppas). This bonus applies only once per game. **Fuel Frenzy:** If the defending gang wins a combat scenario in this territory, they can choose to reroll one dice roll for each model in their force that was involved in the battle. This reroll can be used to re-roll any dice roll made during the combat sequence (e.g., shooting, close combat). *Boons:* The same as before: * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. Let me know if you have any questions or need further clarification! ## Income According to the table, Card ♠ 4 corresponds to the Promethium Cache territory. According to the table, the income for this territory is: * ♠ 4 - Promethium Cache: 15 credits To determine the gang's income from controlling this location, you would roll `dice: 1d6`. On a 4-5, they earn 15 credits. So, if your gang controls the Promethium Cache, you would need to roll a 4 or 5 on a d6 to generate 15 credits as their income.
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description **Promethium Cache*** A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. The cache is located deep within an abandoned factory complex, its walls lined with rusty pipes and flickering luminescent tubes. The air is thick with the acrid smell of burning promethium, and the sound of hissing pipes fills the air. Crates and containers stacked haphazardly around the perimeter hold precious supplies of fuel, waiting to be claimed by the gangs that control this territory. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* * **Raiders' Delight:** Any gang that controls this territory can reroll any dice roll to raid another gang's territory once per game. * **Smugglers' Paradise:** The Promethium Cache is a hotspot for smugglers and black marketeers. Any gang that controls this territory gains +1 to their Negotiation skill when trying to acquire rare or illicit goods. *Boons:* * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. * **Secure Storage:** The cache offers secure storage for valuable goods and supplies, protected by layers of reinforced steel and razor wire. As your assistant Game Master, I'll help you navigate the opportunities and challenges presented by this territory. Let me know what kind of scenario or encounter you'd like to play out in this location! ## Special Rules Here's an updated version of the Promethium Cache territory with special rules that affect combat scenarios: **Promethium Cache** (Card 1) A valuable resource in the underhive, the Promethium Cache is a hidden storage facility filled with precious promethium. This rare and highly sought-after fuel source powers many of the underhive's machines and equipment. *Income:* To determine the gang's income from this territory, roll `dice: 1d6`. On a 1-3, the gang earns 10 credits. On a 4-5, they earn 15 credits. On a 6, they earn 20 credits. *Special Rules:* **Raiders' Fury:** When another gang attempts to take control of this territory through combat, the defending gang gains +1 to their combat strength for each model in the attacking gang's force that is not equipped with a heavy weapon (e.g., shootas, choppas). This bonus applies only once per game. **Fuel Frenzy:** If the defending gang wins a combat scenario in this territory, they can choose to reroll one dice roll for each model in their force that was involved in the battle. This reroll can be used to re-roll any dice roll made during the combat sequence (e.g., shooting, close combat). *Boons:* The same as before: * **Fuel Source:** The Promethium Cache provides a reliable source of fuel for the gang's equipment and vehicles. * **Raiding Opportunities:** The territory's strategic location makes it an ideal spot for launching raids on other gangs' territories. Let me know if you have any questions or need further clarification! ## Income According to the table, Card ♠ 4 corresponds to the Promethium Cache territory. According to the table, the income for this territory is: * ♠ 4 - Promethium Cache: 15 credits To determine the gang's income from controlling this location, you would roll `dice: 1d6`. On a 4-5, they earn 15 credits. So, if your gang controls the Promethium Cache, you would need to roll a 4 or 5 on a d6 to generate 15 credits as their income.
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# The Gang Roster As well as filling in a Fighter card or Vehicle card for each fighter and vehicle in their gang, players will need to complete a gang roster. This tracks additional information during Campaign play, such as Territories held, Gang Rating, Reputation, Wealth and so on, as well as each model’s Experience and Advancements. During Skirmish play, such information is of less importance, but a gang roster is still a useful tool. ## Completing A Gang Roster The gang roster is made up of a number of elements, as shown opposite. Many of these elements are explained over the following pages. Those that are not are dealt with in detail in the [campaign rules](/docs/category/the-dominion-campaign). These elements include the gang’s name (1) and Type (2), its Gang Rating (3), Reputation (4) and Wealth (5), the Territories it holds (6) and its Stash (7), containing unspent credits, surplus equipment (both weapons and Wargear), and so on. The gang roster also has a line for each model in the gang, with space for their names (8), fighter or vehicle type (9), cost (10), Experience earned (11), the number of Advancements gained (12), and whether they are currently In Recovery or Repair (13) or have suffered any Lasting Injuries, Lasting Damage or been Captured (14). Note that although the number of rows is limited, there is no upper limit on the number of fighters or vehicles a gang can contain. Should a gang be lucky enough to have more fighters or vehicles than can be fitted onto one gang roster, simply use a second gang roster for extra space. ## Gang Attributes In Campaign play, gangs have a number of attributes, which are tracked on their roster. These attributes, and their starting values, are explained below: ### Gang Rating The Gang Rating is an indicator of how powerful the gang is – the proficiency of its models, how well equipped it is, and so on. The Gang Rating is the total cost of all of the fighters and vehicles in the gang, including the cost of all the equipment and Upgrades they are equipped with. ### Wealth In Campaign play, gangs also have a Wealth value – this is equal to the total cost of all of the fighters and vehicles in the gang, plus the value of any credits or equipment they have in their Stash. ### Reputation Reputation is the measure of a gang’s standing and power in their region of the underhive. It is separate from Gang Rating, which is a measure of the gang’s size and resources; a small gang can build up quite an impressive reputation. A gang’s Reputation starts at 1, and cannot drop below 1. ## Model Campaign Attributes In Campaign play, each model in a gang has a number of attributes that are tracked in their entry on the gang’s roster: ### Experience (Xp) Models can spend Experience in order to purchase Advancements – when they do so, their Experience total is reduced accordingly. ### Advancements The more Advancements a model has, the more expensive any future Advancements will be. In the case of models that start with an Advancement (such as a free skill), this should be noted on the gang roster, though in most cases this will not increase the expense of future Advancements. ### Captured By, In Recovery & In Repair When a fighter goes Out of Action during a battle fought as part of a campaign, there is a chance that they will suffer a [Lasting Injury](/docs/the-rules/resolve-hits#lasting-injuries). Many of these will cause them to go Into Recovery and miss the next battle. When this is the case, their In Recovery box is ticked. Similarly, during Campaign play fighters might be [Captured by an enemy gang](/docs/the-rules/the-post-battle-sequence#being-captured) – while this is the case, a note is made in the Lasting Injury/Captured By box of the name of the gang that has Captured them. Should a vehicle be Wrecked during a battle fought as part of a campaign, there is a chance that it will suffer [Lasting Damage](/docs/the-rules/resolve-hits-against-vehicles#lasting-damage). This may cause it to go Into Repair and force both it and its crew to miss the next battle. When this is the case, the vehicle’s In Repair box is ticked. ![](Necromunda_Docs/5-founding-a-gang/gang-roster.jpg)
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2024-06-13 20:34:24.508078
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# The Gang Roster As well as filling in a Fighter card or Vehicle card for each fighter and vehicle in their gang, players will need to complete a gang roster. This tracks additional information during Campaign play, such as Territories held, Gang Rating, Reputation, Wealth and so on, as well as each model’s Experience and Advancements. During Skirmish play, such information is of less importance, but a gang roster is still a useful tool. ## Completing A Gang Roster The gang roster is made up of a number of elements, as shown opposite. Many of these elements are explained over the following pages. Those that are not are dealt with in detail in the [campaign rules](/docs/category/the-dominion-campaign). These elements include the gang’s name (1) and Type (2), its Gang Rating (3), Reputation (4) and Wealth (5), the Territories it holds (6) and its Stash (7), containing unspent credits, surplus equipment (both weapons and Wargear), and so on. The gang roster also has a line for each model in the gang, with space for their names (8), fighter or vehicle type (9), cost (10), Experience earned (11), the number of Advancements gained (12), and whether they are currently In Recovery or Repair (13) or have suffered any Lasting Injuries, Lasting Damage or been Captured (14). Note that although the number of rows is limited, there is no upper limit on the number of fighters or vehicles a gang can contain. Should a gang be lucky enough to have more fighters or vehicles than can be fitted onto one gang roster, simply use a second gang roster for extra space. ## Gang Attributes In Campaign play, gangs have a number of attributes, which are tracked on their roster. These attributes, and their starting values, are explained below: ### Gang Rating The Gang Rating is an indicator of how powerful the gang is – the proficiency of its models, how well equipped it is, and so on. The Gang Rating is the total cost of all of the fighters and vehicles in the gang, including the cost of all the equipment and Upgrades they are equipped with. ### Wealth In Campaign play, gangs also have a Wealth value – this is equal to the total cost of all of the fighters and vehicles in the gang, plus the value of any credits or equipment they have in their Stash. ### Reputation Reputation is the measure of a gang’s standing and power in their region of the underhive. It is separate from Gang Rating, which is a measure of the gang’s size and resources; a small gang can build up quite an impressive reputation. A gang’s Reputation starts at 1, and cannot drop below 1. ## Model Campaign Attributes In Campaign play, each model in a gang has a number of attributes that are tracked in their entry on the gang’s roster: ### Experience (Xp) Models can spend Experience in order to purchase Advancements – when they do so, their Experience total is reduced accordingly. ### Advancements The more Advancements a model has, the more expensive any future Advancements will be. In the case of models that start with an Advancement (such as a free skill), this should be noted on the gang roster, though in most cases this will not increase the expense of future Advancements. ### Captured By, In Recovery & In Repair When a fighter goes Out of Action during a battle fought as part of a campaign, there is a chance that they will suffer a [Lasting Injury](/docs/the-rules/resolve-hits#lasting-injuries). Many of these will cause them to go Into Recovery and miss the next battle. When this is the case, their In Recovery box is ticked. Similarly, during Campaign play fighters might be [Captured by an enemy gang](/docs/the-rules/the-post-battle-sequence#being-captured) – while this is the case, a note is made in the Lasting Injury/Captured By box of the name of the gang that has Captured them. Should a vehicle be Wrecked during a battle fought as part of a campaign, there is a chance that it will suffer [Lasting Damage](/docs/the-rules/resolve-hits-against-vehicles#lasting-damage). This may cause it to go Into Repair and force both it and its crew to miss the next battle. When this is the case, the vehicle’s In Repair box is ticked. ![](Necromunda_Docs/5-founding-a-gang/gang-roster.jpg)
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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. ::: # Outcast Scenarios Life in the outlands can be even more brutal and fleeting than the rest of the underhive, and Outcasts gangs must work hard for everything they need to survive. This often means going on dangerous prospecting or scavenging missions out into the wilds looking for anything they can use to fortify or improve their hideout, or even just to find the simplest of resources like food and water. Once an Outcasts gang has built its settlement it then needs to be defended. This can be against rival gangs, the various horrors of the underhive or even the settlement itself – many fledgling badzone towns are destroyed from within by the greed or recklessness of their residents. Should the gang survive long enough to stake a permanent claim to the outlands, they can then turn from prey into predator, and launch their own attacks and raids against nearby territories, either taking resources to make their own settlement larger and more powerful, or even taking over an enemy’s town altogether, and growing their burgeoning underhive empire. [Outcast Scenarios](/docs/tags/outcast-scenario) are designed for Outcasts gangs and gangs fighting in the outlands. These have been created both with Outcasts gangs in mind, but also for use with the [Outlander Campaign](/docs/campaigns/outlander-campaign/). They include resource gathering scenarios such as [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank), where the gang must siphon off valuable gunk before their enemies do, [Mining Expedition](http://localhost:3000/docs/scenarios/scenario-list/mining-expedition), detailing a gang’s prospecting efforts out in the badzones, and [The Big Score](/docs/scenarios/scenario-list/the-big-score), where a gang goes all in for a single large payday. Complementing these resource-focused scenarios are ones centred on attacking and defending underhive settlements. [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) is the classic assault on a settlement as one gang tries to bring down another's town, while [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) offers sneaky gangs a unique way to do some damage to their rivals. Finally, [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) is all about fighting inside the settlement itself, either against malcontents or enemies in a parlay gone wrong. ## Featured Terrain and Resources Many of the scenarios presented here make use of specific terrain features, such as settlement walls, gunk tanks or market stalls. These pieces of terrain come with their own set of rules governing how fighters interact with them and their overall effect on the battlefield. Players can either represent them with the corresponding Citadel miniatures, such as those from the Gang Stronghold set or the Underhive Market set, or create their own terrain pieces using the rules as a guideline for their size and function. In either case, when a scenario calls for a specific terrain feature to be present, it is important that both players clearly define the terrain before the battle begins. In addition to the inclusion of unique terrain features, many of the Outcast scenarios also include rewards keyed to the Outlander Campaign, namely Power, Sustenance and Salvage. These are the resources a gang will use to build and grow their underhive settlement, and are vital to victory in the campaign. If players are using these scenarios outside of the Outlander Campaign then these campaign-specific rewards can be ignored, and only the standard scenario rewards – as listed in each scenario – are used.
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2024-06-13 20:34:24.508078
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:::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Outcast Scenarios Life in the outlands can be even more brutal and fleeting than the rest of the underhive, and Outcasts gangs must work hard for everything they need to survive. This often means going on dangerous prospecting or scavenging missions out into the wilds looking for anything they can use to fortify or improve their hideout, or even just to find the simplest of resources like food and water. Once an Outcasts gang has built its settlement it then needs to be defended. This can be against rival gangs, the various horrors of the underhive or even the settlement itself – many fledgling badzone towns are destroyed from within by the greed or recklessness of their residents. Should the gang survive long enough to stake a permanent claim to the outlands, they can then turn from prey into predator, and launch their own attacks and raids against nearby territories, either taking resources to make their own settlement larger and more powerful, or even taking over an enemy’s town altogether, and growing their burgeoning underhive empire. [Outcast Scenarios](/docs/tags/outcast-scenario) are designed for Outcasts gangs and gangs fighting in the outlands. These have been created both with Outcasts gangs in mind, but also for use with the [Outlander Campaign](/docs/campaigns/outlander-campaign/). They include resource gathering scenarios such as [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank), where the gang must siphon off valuable gunk before their enemies do, [Mining Expedition](http://localhost:3000/docs/scenarios/scenario-list/mining-expedition), detailing a gang’s prospecting efforts out in the badzones, and [The Big Score](/docs/scenarios/scenario-list/the-big-score), where a gang goes all in for a single large payday. Complementing these resource-focused scenarios are ones centred on attacking and defending underhive settlements. [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) is the classic assault on a settlement as one gang tries to bring down another's town, while [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) offers sneaky gangs a unique way to do some damage to their rivals. Finally, [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) is all about fighting inside the settlement itself, either against malcontents or enemies in a parlay gone wrong. ## Featured Terrain and Resources Many of the scenarios presented here make use of specific terrain features, such as settlement walls, gunk tanks or market stalls. These pieces of terrain come with their own set of rules governing how fighters interact with them and their overall effect on the battlefield. Players can either represent them with the corresponding Citadel miniatures, such as those from the Gang Stronghold set or the Underhive Market set, or create their own terrain pieces using the rules as a guideline for their size and function. In either case, when a scenario calls for a specific terrain feature to be present, it is important that both players clearly define the terrain before the battle begins. In addition to the inclusion of unique terrain features, many of the Outcast scenarios also include rewards keyed to the Outlander Campaign, namely Power, Sustenance and Salvage. These are the resources a gang will use to build and grow their underhive settlement, and are vital to victory in the campaign. If players are using these scenarios outside of the Outlander Campaign then these campaign-specific rewards can be ignored, and only the standard scenario rewards – as listed in each scenario – are used.
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# 45. Takeover _By order of Lord Helmawr, I seize this territory!_ **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. Additionally, include 3 landmarks. ## Crews - **Attacker:** Custom (10) - **Defender:** Random (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard, with some exceptions: - Attacker deploys first. - Defender deploys last. - Finally, defender deploys 3 landmarks - (or designate pieces of terrain): - Within 18” of the centre of the battlefield. - At least 12” from another landmark (measured from the centre). - Not within or surrounded by impassable terrain. ## Surprise Assault _The attacker is making a prepared assault against the enemy territory to capture a number of key points - or landmarks - to take control of the local area._ #### Landmarks The defender controls all landmarks at the start of the battle. The attacker can take control of a landmark by having more fighters than the defender within 3” of the centre of the landmark. Once captured, it is permanently controlled by the attacker. ## 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 end of round 10. - At the end of a round when all 3 landmarks are captured by the attacker. ## Victory The attacker wins if all 3 landmarks are captured or no defending fighters are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D6x10 per captured landmark. - **Defender:** 2D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for participating in capturing a landmark. 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']
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# 45. Takeover _By order of Lord Helmawr, I seize this territory!_ **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. Additionally, include 3 landmarks. ## Crews - **Attacker:** Custom (10) - **Defender:** Random (10) ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard, with some exceptions: - Attacker deploys first. - Defender deploys last. - Finally, defender deploys 3 landmarks - (or designate pieces of terrain): - Within 18” of the centre of the battlefield. - At least 12” from another landmark (measured from the centre). - Not within or surrounded by impassable terrain. ## Surprise Assault _The attacker is making a prepared assault against the enemy territory to capture a number of key points - or landmarks - to take control of the local area._ #### Landmarks The defender controls all landmarks at the start of the battle. The attacker can take control of a landmark by having more fighters than the defender within 3” of the centre of the landmark. Once captured, it is permanently controlled by the attacker. ## 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 end of round 10. - At the end of a round when all 3 landmarks are captured by the attacker. ## Victory The attacker wins if all 3 landmarks are captured or no defending fighters are left on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** D6x10 per captured landmark. - **Defender:** 2D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for participating in capturing a landmark. 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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# Gang Tactics Selection _Source: Necromunda Core Rulebook (2023)_ There are a dizzying array of gang tactics available for use by the various gangs of Necromunda and working out which ones are available to players can be a daunting task. Presented here are rules for generating Gang Tactics Pools. Note that if using Underdog Gang Tactics (see page 240) each gang will need a separate Gang Tactics Pool for them, the two Gang Tactics Pools do not have to be generated in the same manner. ## Preset Method Many supplements contain tables of gang tactics available for gangs to use, the easiest method is for each gang to choose one of these tables and generate all of their gang tactics from the one table. ## Custom Method This is the standard method for determining the Gang Tactics Pool and allows players to tailor the gang tactics available to them. At gang creation, players select 18 gang tactics that are either specific to their gang or available to any gang with the following restrictions: - Unless specifically stated otherwise, no more than one gang tactic with the same name may be included in the pool. - If there are multiple gang tactics with the same name, use the most recent version. - Gang tactics that require either vehicles or Wargear that grants the Mounted condition in order to be played can only be included if the campaign includes Ash Wastes battles. Write the names, triggers and benefits of the gang tactics chosen on the table provided opposite. Gang tactics can be randomly determined by rolling a D66 (taking care to keep the roll a secret) and referring to the table. If a gang tactic is generated that can not be used in the scenario (for example it requires an enemy vehicle and the opposing starting Crew and Reinforcement deck does not include any vehicles) then a new gang tactic can be generated to replace it. In the Update Gang Rating step of the post-battle sequence, up to two gang tactics may be swapped out for different gang tactics. ## Limited Method This method makes gang tactics a limited resource where players must choose the time of biggest impact to play their gang tactics in. This method works best when using the Gang Tactics cards available from the Games Workshop webstore. At gang creation each player builds a deck of up to 30 gang tactics cards from those available to them following the same restrictions as for the Custom Method. Each time a gang tactic card is played, it is permanently removed from the Gang Tactics Pool for the remainder of the campaign. This means that each gang tactic can only be used once by each gang throughout the entire campaign and the number of gang tactics available to each player will dwindle. :::danger House Rule ## The Goonhammer Way Have your players build a deck of 12 cards of their choice. For games with random card selection, just draw (or roll for) X cards and have at it. For games where the players choose their cards, have them randomly generate X+1 cards and discard one of their choice. :::
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2024-06-13 20:34:24.508078
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# Gang Tactics Selection _Source: Necromunda Core Rulebook (2023)_ There are a dizzying array of gang tactics available for use by the various gangs of Necromunda and working out which ones are available to players can be a daunting task. Presented here are rules for generating Gang Tactics Pools. Note that if using Underdog Gang Tactics (see page 240) each gang will need a separate Gang Tactics Pool for them, the two Gang Tactics Pools do not have to be generated in the same manner. ## Preset Method Many supplements contain tables of gang tactics available for gangs to use, the easiest method is for each gang to choose one of these tables and generate all of their gang tactics from the one table. ## Custom Method This is the standard method for determining the Gang Tactics Pool and allows players to tailor the gang tactics available to them. At gang creation, players select 18 gang tactics that are either specific to their gang or available to any gang with the following restrictions: - Unless specifically stated otherwise, no more than one gang tactic with the same name may be included in the pool. - If there are multiple gang tactics with the same name, use the most recent version. - Gang tactics that require either vehicles or Wargear that grants the Mounted condition in order to be played can only be included if the campaign includes Ash Wastes battles. Write the names, triggers and benefits of the gang tactics chosen on the table provided opposite. Gang tactics can be randomly determined by rolling a D66 (taking care to keep the roll a secret) and referring to the table. If a gang tactic is generated that can not be used in the scenario (for example it requires an enemy vehicle and the opposing starting Crew and Reinforcement deck does not include any vehicles) then a new gang tactic can be generated to replace it. In the Update Gang Rating step of the post-battle sequence, up to two gang tactics may be swapped out for different gang tactics. ## Limited Method This method makes gang tactics a limited resource where players must choose the time of biggest impact to play their gang tactics in. This method works best when using the Gang Tactics cards available from the Games Workshop webstore. At gang creation each player builds a deck of up to 30 gang tactics cards from those available to them following the same restrictions as for the Custom Method. Each time a gang tactic card is played, it is permanently removed from the Gang Tactics Pool for the remainder of the campaign. This means that each gang tactic can only be used once by each gang throughout the entire campaign and the number of gang tactics available to each player will dwindle. :::danger House Rule ## The Goonhammer Way Have your players build a deck of 12 cards of their choice. For games with random card selection, just draw (or roll for) X cards and have at it. For games where the players choose their cards, have them randomly generate X+1 cards and discard one of their choice. :::
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# Skirmish :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Guidelines - Between 1250-2000 credits. - 10-20 fighters. - Buy 10 fighters before adding Hangers-on or Hired Guns. - Agree on a Rarity/Legality level for purchasing items at the Trading Post and Black Market. - Agree on the Reputation. - Decide how many Gangers are upgraded to Specialists. - Agree on a number of free skills in addition to the starting skills for Champions and Leaders, for example 6 Primary skills and 1 Secondary. - Each fighter may receive maximum 2 free skills. - Give a number of characteristic increases equal to half the number of free skills rounded down. - Each fighter can be allocated max 1 characteristic increase. - Only fighters with 1 or less free skills can be given a characteristic increase. - Ignore crew size limitations. - Roll-off to determine which gang has Home Turf (if applicable). - Roll-off to see who the captor is (if applicable). Choose or randomize a fighter to be the Captive. - Campaign Events are recommended. ## Linked battles - Roll a 3+ for any fighter (other than the Leader) that goes out of action, or go into Recovery (miss - the next battle). - If a gang can't field a full crew, draw 1 extra Tactics card per crew slot empty. - Can keep score of how many battles each gang wins.
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2024-06-13 20:34:24.508078
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# Skirmish :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Guidelines - Between 1250-2000 credits. - 10-20 fighters. - Buy 10 fighters before adding Hangers-on or Hired Guns. - Agree on a Rarity/Legality level for purchasing items at the Trading Post and Black Market. - Agree on the Reputation. - Decide how many Gangers are upgraded to Specialists. - Agree on a number of free skills in addition to the starting skills for Champions and Leaders, for example 6 Primary skills and 1 Secondary. - Each fighter may receive maximum 2 free skills. - Give a number of characteristic increases equal to half the number of free skills rounded down. - Each fighter can be allocated max 1 characteristic increase. - Only fighters with 1 or less free skills can be given a characteristic increase. - Ignore crew size limitations. - Roll-off to determine which gang has Home Turf (if applicable). - Roll-off to see who the captor is (if applicable). Choose or randomize a fighter to be the Captive. - Campaign Events are recommended. ## Linked battles - Roll a 3+ for any fighter (other than the Leader) that goes out of action, or go into Recovery (miss - the next battle). - If a gang can't field a full crew, draw 1 extra Tactics card per crew slot empty. - Can keep score of how many battles each gang wins.
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# Helot Chaos Cult ## Fighters <FighterCard cost="100"> ### Demagogue (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistols, Basic and Close Combat. #### Devotion If standing, friendly fighters within 9” and have LOS to this fighter can use this fighter’s Cool & Willpower stats for any tests. </FighterCard> <FighterCard cost="70"> ### 0-1 Witch (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ | **Skills:** 1 Primary (custom) and 1 Wyrd Power (Witch or Universal). **Restrictions:** Pistols and Close Combat. #### Unsanctioned Psyker. Can choose Wyrd Powers as Primary skill (Witch or Universal). </FighterCard> <FighterCard cost="60"> ### Disciple (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="35"> ### Cultist (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 7+ | 8+ | **Restrictions:** Pistol, Basic, Special*, Close Combat. *One ganger only at gang creation, any during a campaign. </FighterCard> <FighterCard cost="25"> ### 0-2 Chaos Familiar (Exotic Beast) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [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. #### Psychic Manifestation Once per round, the owner can re-roll a failed Willpower test to perform a Wyrd Power (if the owner is a Psyker). </FighterCard> <FighterCard cost="130"> ### Chaos Spawn | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | D6” | ? | - | ? | ? | ? | ? | ? | - | -+ | - | - | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). A fighter who is turned into a Chaos Spawn is effectively slain and their equipment is lost. They are immediately replaced with a Chaos Spawn. The Spawn is added for free, but the cost affects Gang Rating. Roll a separate D6 for each ? in the profile and consult the table below. This is the Spawn’s characteristics which can't be altered in any way. | D6 | WS | S | T | W | I | A | | --- | --- | --- | --- | --- | --- | --- | | 1 | 5+ | 3 | 4 | 1 | 5+ | 1 | | 2-5 | 4+ | 4 | 5 | 2 | 4+ | 2 | | 6 | 3+ | 5 | 6 | 3 | 3+ | 3 | - Can only make the following actions: Move, Charge, Fight and Coup de Grace. - Can't be, suffer, use or gain any of the following: - Pinned. - Seriously Injured. - Flesh Wounds. - Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle). - Broken or Insane. - Weapons or equipment of any kind (always make unarmed attacks). - Experience or Advancements (in any way). - Automatically: - Passes any Cool or Willpower tests. - Fails any Leadership or Intelligence tests. After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury roll from the unfettered wrath of the Spawn. </FighterCard> ## Skill Access | | [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) | Cult Wyrd Powers | | :--------------- | --------- | --------- | --------- | ---------- | --------- | ---------------- | | Leader | Secondary | Primary | Primary | Primary | Secondary | - | | Champion | Secondary | Primary | Primary | Secondary | Secondary | - | | Champion (Witch) | Secondary | Secondary | Secondary | - | Primary | Primary | | Specialist | Secondary | Primary | Primary | - | Secondary | - | | Chaos Familiar | Secondary | Primary | - | - | - | - | ## Gang Composition Chaos Cults follow standard gang composition, with some additional rules: - 0-1 Witch. - Spawns have no impact on Gang Composition. - In Skirmish battles, 0-2 Chaos Spawns can be purchased. - When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added. ## Special Rules #### Gaining Experience Chaos Cults gain experience like normal. Spawns can't gain any Advancements or XP. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. From now their Type is changed to Leader and count as a Leader for determining which equipment and skill sets they can access. The new Leader gains the Devotion special rule. Their characteristics do not change. :::note The Witch can never become the Leader! ::: #### Special Resources Settlements generate free Gangers instead of Juves. #### Injured to Insanity Demagogue, Witch, Disciple and Spawn never gain Insanity. #### Campaign - Outlaw. - Can hire Chaotic Hive Scum and Bounty Hunters. - Can suffer Mutations instead of Lasting Injuries. - Claim Resource Bonuses just like any other gang. - **Dominion:** Treated as a Cawdor gang for the purposes of gang specific Resource bonuses. #### Post-battle Actions - Each Demagogue, Disciple and Witch can make one post-battle action (in the same way as a Leader and Champions). - The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). - Chaos Cults can't make the Sell to the Guilders action. Captives can instead be sacrificed to perform a Dark Ritual (in a circumstance where they normally could be sold). ## Witch Wyrd Powers ### Biomancy #### 1. Warp Strength (Simple), Continuous Effect +2 Strength and Close Combat attacks gain +1 Damage (while maintained). ### Pyromancy #### 2. Scouring (Basic) Make the following ranged attack: S2, AP -2, D1, Template, Blaze. ### Telepathy #### 3. Maddening Visions (Basic) Until the End phase of this round, any enemy fighter who ends their turn within 3” must pass a Willpower test or gain Insanity. If failed, roll a D6 each subsequent time the fighter is activated: | &nbsp;D6&nbsp; | Outcome | | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **1-2** | Immediately become Broken. If already Broken, they flee the battlefield (even if their 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. Once the turn is over, the fighter no longer counts as part of the opposing gang. | | **5-6** | The fighter can act as normal. Once their turn is over, make a Willpower test for them, if it is passed, they regain their sanity and are no longer affected. | ### Telekinesis #### 4. Assail (Basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. #### 5. Dark Shield (Simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. #### 6. Levitation (Basic), Continuous Effect While maintained: - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base.
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# Helot Chaos Cult ## Fighters <FighterCard cost="100"> ### Demagogue (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistols, Basic and Close Combat. #### Devotion If standing, friendly fighters within 9” and have LOS to this fighter can use this fighter’s Cool & Willpower stats for any tests. </FighterCard> <FighterCard cost="70"> ### 0-1 Witch (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ | **Skills:** 1 Primary (custom) and 1 Wyrd Power (Witch or Universal). **Restrictions:** Pistols and Close Combat. #### Unsanctioned Psyker. Can choose Wyrd Powers as Primary skill (Witch or Universal). </FighterCard> <FighterCard cost="60"> ### Disciple (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="35"> ### Cultist (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 7+ | 8+ | **Restrictions:** Pistol, Basic, Special*, Close Combat. *One ganger only at gang creation, any during a campaign. </FighterCard> <FighterCard cost="25"> ### 0-2 Chaos Familiar (Exotic Beast) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [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. #### Psychic Manifestation Once per round, the owner can re-roll a failed Willpower test to perform a Wyrd Power (if the owner is a Psyker). </FighterCard> <FighterCard cost="130"> ### Chaos Spawn | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | D6” | ? | - | ? | ? | ? | ? | ? | - | -+ | - | - | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). A fighter who is turned into a Chaos Spawn is effectively slain and their equipment is lost. They are immediately replaced with a Chaos Spawn. The Spawn is added for free, but the cost affects Gang Rating. Roll a separate D6 for each ? in the profile and consult the table below. This is the Spawn’s characteristics which can't be altered in any way. | D6 | WS | S | T | W | I | A | | --- | --- | --- | --- | --- | --- | --- | | 1 | 5+ | 3 | 4 | 1 | 5+ | 1 | | 2-5 | 4+ | 4 | 5 | 2 | 4+ | 2 | | 6 | 3+ | 5 | 6 | 3 | 3+ | 3 | - Can only make the following actions: Move, Charge, Fight and Coup de Grace. - Can't be, suffer, use or gain any of the following: - Pinned. - Seriously Injured. - Flesh Wounds. - Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle). - Broken or Insane. - Weapons or equipment of any kind (always make unarmed attacks). - Experience or Advancements (in any way). - Automatically: - Passes any Cool or Willpower tests. - Fails any Leadership or Intelligence tests. After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury roll from the unfettered wrath of the Spawn. </FighterCard> ## Skill Access | | [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) | Cult Wyrd Powers | | :--------------- | --------- | --------- | --------- | ---------- | --------- | ---------------- | | Leader | Secondary | Primary | Primary | Primary | Secondary | - | | Champion | Secondary | Primary | Primary | Secondary | Secondary | - | | Champion (Witch) | Secondary | Secondary | Secondary | - | Primary | Primary | | Specialist | Secondary | Primary | Primary | - | Secondary | - | | Chaos Familiar | Secondary | Primary | - | - | - | - | ## Gang Composition Chaos Cults follow standard gang composition, with some additional rules: - 0-1 Witch. - Spawns have no impact on Gang Composition. - In Skirmish battles, 0-2 Chaos Spawns can be purchased. - When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added. ## Special Rules #### Gaining Experience Chaos Cults gain experience like normal. Spawns can't gain any Advancements or XP. #### Loss of a Leader Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. Otherwise: Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. From now their Type is changed to Leader and count as a Leader for determining which equipment and skill sets they can access. The new Leader gains the Devotion special rule. Their characteristics do not change. :::note The Witch can never become the Leader! ::: #### Special Resources Settlements generate free Gangers instead of Juves. #### Injured to Insanity Demagogue, Witch, Disciple and Spawn never gain Insanity. #### Campaign - Outlaw. - Can hire Chaotic Hive Scum and Bounty Hunters. - Can suffer Mutations instead of Lasting Injuries. - Claim Resource Bonuses just like any other gang. - **Dominion:** Treated as a Cawdor gang for the purposes of gang specific Resource bonuses. #### Post-battle Actions - Each Demagogue, Disciple and Witch can make one post-battle action (in the same way as a Leader and Champions). - The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). - Chaos Cults can't make the Sell to the Guilders action. Captives can instead be sacrificed to perform a Dark Ritual (in a circumstance where they normally could be sold). ## Witch Wyrd Powers ### Biomancy #### 1. Warp Strength (Simple), Continuous Effect +2 Strength and Close Combat attacks gain +1 Damage (while maintained). ### Pyromancy #### 2. Scouring (Basic) Make the following ranged attack: S2, AP -2, D1, Template, Blaze. ### Telepathy #### 3. Maddening Visions (Basic) Until the End phase of this round, any enemy fighter who ends their turn within 3” must pass a Willpower test or gain Insanity. If failed, roll a D6 each subsequent time the fighter is activated: | &nbsp;D6&nbsp; | Outcome | | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **1-2** | Immediately become Broken. If already Broken, they flee the battlefield (even if their 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. Once the turn is over, the fighter no longer counts as part of the opposing gang. | | **5-6** | The fighter can act as normal. Once their turn is over, make a Willpower test for them, if it is passed, they regain their sanity and are no longer affected. | ### Telekinesis #### 4. Assail (Basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. #### 5. Dark Shield (Simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. #### 6. Levitation (Basic), Continuous Effect While maintained: - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base.
Unknown
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# Cawdor Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | **C.** | Cawdor | | **R.** | Redemptionist | | ✓ | 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 | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | :------------------------------------------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :-----: | :-----: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | | Autogun | (15) | (15) | - | 15 | - | 15 | 15 | 15 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Cawdor charger/autogun \* | - | - | - | 25 | - | - | - | - | - | - | - | - | | Cawdor charger/blunderbuss with grape & purgation shot \* | - | - | - | 45 | - | - | - | - | - | - | - | - | | Cawdor charger/flamer \* | - | - | - | 145 | - | - | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | - | - | - | - | - | - | - | - | - | | Reclaimed Autogun with Polearm | 20 | 20 | 20 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | - | | Blunderbuss (grape & purgation) with Polearm \* | 40 | 40 | 40 | - | - | - | - | - | - | - | - | - | | - Emperor’s Wrath rounds | 35 | 35 | 35 | - | - | - | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;- Master-crafted (Emperor's Wrath & Polearm) | 10 | - | - | - | - | - | - | - | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | - | (15) | (15) | - | - | - | - | - | | - Solid | 10 | 10 | - | 10 | - | (5) | (5) | - | - | - | - | - | | Shotgun (solid & scatter) | (30) | (30) | - | - | - | 30 | 30 | 30 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Executioner | - | - | - | - | - | 20 | - | - | - | - | - | - | | - Inferno | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Retributor | - | - | - | - | - | 20 | 20 | 20 | - | - | - | - | ## Pistols | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | :------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :-----: | :-----: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | ✓ | | | Autopistol | (10) | (10) | - | - | - | 10 | 10 | 10 | 10 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | - | - | - | - | 5 | 5 | - | | Hand crossbow | - | - | - | 10 | - | - | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | - | 75 | 75 | 75 | - | 75 | 75 | - | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | ## Special Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | G(S) | | | ✓ | ✓ | G(S) | | | | | Flamer | 130 | 130 | 130 | - | - | - | - | - | - | - | - | | + with Autogun (combi) | 110 | 110 | 110 | - | - | - | - | 110 | - | - | - | | + Fire Pike | - | - | - | - | - | 140 | 140 | 140 | - | - | - | | Grenade launcher (frag & krak) | - | - | - | - | - | 65 | 65 | 65 | - | - | - | | - Photon flash | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | - Smoke | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Long rifle | 30 | 30 | 30 | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | ## Heavy Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------------ | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Heavy crossbow (frag & krak) \* | 125 | 125 | - | - | - | - | - | - | - | - | - | | Heavy flamer \* | 195 | 195 | - | - | - | 195 | 195 | - | - | - | 70↑ | | Heavy stubber \* | 130 | 130 | - | - | - | - | - | - | - | - | - | ## Close Combat Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Axe | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Chainaxe | - | - | - | - | - | 30 | 30 | 30 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | | - with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Chain glaive \* | 60 | 60 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 15 | - | - | - | - | - | - | - | - | - | - | | Chainsword | - | - | - | - | - | 25 | 25 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | - | - | - | - | - | | Cleaver | 20 | 20 | 20 | - | 20 | - | - | - | - | - | - | | Eviscerator \* | - | - | - | - | - | 90 | 90 | 90 | 90 | - | - | | - Master-crafted | - | - | - | - | - | 20 | 20 | - | - | - | - | | Flail | 20 | 20 | 20 | 20 | 20 | - | - | - | - | - | - | | Frag lance | - | - | - | 35 | - | - | - | - | - | - | - | | Greatsword \* | 40 | 40 | 40 | - | - | - | - | - | - | - | - | | - Master-crafted | 10 | 10 | - | - | - | - | - | - | - | - | - | | Heavy club | 15 | 15 | 15 | - | 15 | (15) | (15) | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | | Krak lance | - | - | - | 50 | - | - | - | - | - | - | - | | Maul (club) | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Polearm \* | 30 | 30 | - | - | - | - | - | - | - | - | - | | Stun lance | - | - | - | 30 | - | - | - | - | - | - | - | | Two-handed axe \* | 25 | 25 | 25 | - | - | (25) | (25) | - | 25 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | - | - | (35) | (35) | - | 35 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | ## Grenades | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :--------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Choke gas | 50 | 50 | - | - | - | 50 | 50 | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | ## Armour | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :-------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace (light) | - | - | - | - | - | 80 | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Gutterforged cloak | 15 | 15 | 15 | 15 | 15 | (15) | (15) | (15) | (15) | - | - | | Incombustible hauberk | - | - | - | - | - | 20 | 20 | 20 | 20 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | (15) | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | | Scrap shield | 15 | 15 | (15) | (15) | (15) | (15) | (15) | (15) | (15) | - | - | ## Field Armour | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hexagrammic fetish | - | - | - | - | - | 35 | 35 | 35 | 35 | - | - | | [Refractor field](/docs/armoury/field-armour#refractor-field) | - | - | - | - | - | 50 | - | - | - | - | - | ## Equipment | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | - | - | - | - | - | - | - | - | - | 35 | - | | Bomb delivery rats | 30 | 30 | 30 | - | 30 | - | - | - | - | - | - | | Book of The Redemption | - | - | - | - | - | 50 | - | - | - | - | - | | Cult icon (max 1 per gang) | 40 | 40 | - | - | - | 40 | 40 | - | - | - | - | | Drop rig | 10 | 10 | 10 | - | - | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | 35 | - | | Pyromantic mantle | - | - | - | - | - | 45 | 45 | 45 | 45 | - | - | | Respirator | 15 | 15 | 15 | 15 | - | 15 | 15 | 15 | - | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | - | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | - | ## Pets (Status Item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :-------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sheen birds (0-2) | 90 | 90 | - | - | - | - | - | - | - | - | - | | Cherub-servitor (0-3) | - | - | - | - | - | 55 | 55 | - | - | - | - | ## Servo Skulls (Status Item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | SERVO SKULLS (STATUS ITEM) | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sensor skull | - | - | - | - | - | 60 | - | - | - | - | - | | Gun skull | - | - | - | - | - | 65 | 65 | - | - | - | - | | Medi skull | - | - | - | - | - | 80 | - | - | - | - | - | ## Weapon Accessories | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------------------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | - | - | - | - | - | 40 | 40 | - | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | - | - | \*\*: Maximum one gunsight per weapon. ## Cawdor Vehicle Equipment List All vehicles in a Cawdor gang add the following to their equipment lists: ### Weapons | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | ### Wargear | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
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# Cawdor Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | **C.** | Cawdor | | **R.** | Redemptionist | | ✓ | 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 | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | :------------------------------------------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :-----: | :-----: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | | Autogun | (15) | (15) | - | 15 | - | 15 | 15 | 15 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Cawdor charger/autogun \* | - | - | - | 25 | - | - | - | - | - | - | - | - | | Cawdor charger/blunderbuss with grape & purgation shot \* | - | - | - | 45 | - | - | - | - | - | - | - | - | | Cawdor charger/flamer \* | - | - | - | 145 | - | - | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | - | - | - | - | - | - | - | - | - | | Reclaimed Autogun with Polearm | 20 | 20 | 20 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | - | | Blunderbuss (grape & purgation) with Polearm \* | 40 | 40 | 40 | - | - | - | - | - | - | - | - | - | | - Emperor’s Wrath rounds | 35 | 35 | 35 | - | - | - | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;- Master-crafted (Emperor's Wrath & Polearm) | 10 | - | - | - | - | - | - | - | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | - | (15) | (15) | - | - | - | - | - | | - Solid | 10 | 10 | - | 10 | - | (5) | (5) | - | - | - | - | - | | Shotgun (solid & scatter) | (30) | (30) | - | - | - | 30 | 30 | 30 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Executioner | - | - | - | - | - | 20 | - | - | - | - | - | - | | - Inferno | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Retributor | - | - | - | - | - | 20 | 20 | 20 | - | - | - | - | ## Pistols | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | :------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :-----: | :-----: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | ✓ | | | Autopistol | (10) | (10) | - | - | - | 10 | 10 | 10 | 10 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | - | - | - | - | 5 | 5 | - | | Hand crossbow | - | - | - | 10 | - | - | - | - | - | - | - | | Hand flamer | 75 | 75 | 75 | 75 | - | 75 | 75 | 75 | - | 75 | 75 | - | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | ## Special Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | G(S) | | | ✓ | ✓ | G(S) | | | | | Flamer | 130 | 130 | 130 | - | - | - | - | - | - | - | - | | + with Autogun (combi) | 110 | 110 | 110 | - | - | - | - | 110 | - | - | - | | + Fire Pike | - | - | - | - | - | 140 | 140 | 140 | - | - | - | | Grenade launcher (frag & krak) | - | - | - | - | - | 65 | 65 | 65 | - | - | - | | - Photon flash | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | - Smoke | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Long rifle | 30 | 30 | 30 | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | ## Heavy Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------------ | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Heavy crossbow (frag & krak) \* | 125 | 125 | - | - | - | - | - | - | - | - | - | | Heavy flamer \* | 195 | 195 | - | - | - | 195 | 195 | - | - | - | 70↑ | | Heavy stubber \* | 130 | 130 | - | - | - | - | - | - | - | - | - | ## Close Combat Weapons | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Axe | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Chainaxe | - | - | - | - | - | 30 | 30 | 30 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | | - with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Chain glaive \* | 60 | 60 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 15 | - | - | - | - | - | - | - | - | - | - | | Chainsword | - | - | - | - | - | 25 | 25 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | - | - | - | - | - | | Cleaver | 20 | 20 | 20 | - | 20 | - | - | - | - | - | - | | Eviscerator \* | - | - | - | - | - | 90 | 90 | 90 | 90 | - | - | | - Master-crafted | - | - | - | - | - | 20 | 20 | - | - | - | - | | Flail | 20 | 20 | 20 | 20 | 20 | - | - | - | - | - | - | | Frag lance | - | - | - | 35 | - | - | - | - | - | - | - | | Greatsword \* | 40 | 40 | 40 | - | - | - | - | - | - | - | - | | - Master-crafted | 10 | 10 | - | - | - | - | - | - | - | - | - | | Heavy club | 15 | 15 | 15 | - | 15 | (15) | (15) | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | | Krak lance | - | - | - | 50 | - | - | - | - | - | - | - | | Maul (club) | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Polearm \* | 30 | 30 | - | - | - | - | - | - | - | - | - | | Stun lance | - | - | - | 30 | - | - | - | - | - | - | - | | Two-handed axe \* | 25 | 25 | 25 | - | - | (25) | (25) | - | 25 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | - | - | - | | Two-handed hammer \* | 35 | 35 | 35 | - | - | (35) | (35) | - | 35 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | ## Grenades | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :--------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Choke gas | 50 | 50 | - | - | - | 50 | 50 | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | ## Armour | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :-------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace (light) | - | - | - | - | - | 80 | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Gutterforged cloak | 15 | 15 | 15 | 15 | 15 | (15) | (15) | (15) | (15) | - | - | | Incombustible hauberk | - | - | - | - | - | 20 | 20 | 20 | 20 | - | - | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | (15) | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | | Scrap shield | 15 | 15 | (15) | (15) | (15) | (15) | (15) | (15) | (15) | - | - | ## Field Armour | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hexagrammic fetish | - | - | - | - | - | 35 | 35 | 35 | 35 | - | - | | [Refractor field](/docs/armoury/field-armour#refractor-field) | - | - | - | - | - | 50 | - | - | - | - | - | ## Equipment | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | - | - | - | - | - | - | - | - | - | 35 | - | | Bomb delivery rats | 30 | 30 | 30 | - | 30 | - | - | - | - | - | - | | Book of The Redemption | - | - | - | - | - | 50 | - | - | - | - | - | | Cult icon (max 1 per gang) | 40 | 40 | - | - | - | 40 | 40 | - | - | - | - | | Drop rig | 10 | 10 | 10 | - | - | 10 | 10 | 10 | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | 35 | - | | Pyromantic mantle | - | - | - | - | - | 45 | 45 | 45 | 45 | - | - | | Respirator | 15 | 15 | 15 | 15 | - | 15 | 15 | 15 | - | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | - | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | - | ## Pets (Status Item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :-------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sheen birds (0-2) | 90 | 90 | - | - | - | - | - | - | - | - | - | | Cherub-servitor (0-3) | - | - | - | - | - | 55 | 55 | - | - | - | - | ## Servo Skulls (Status Item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | SERVO SKULLS (STATUS ITEM) | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sensor skull | - | - | - | - | - | 60 | - | - | - | - | - | | Gun skull | - | - | - | - | - | 65 | 65 | - | - | - | - | | Medi skull | - | - | - | - | - | 80 | - | - | - | - | - | ## Weapon Accessories | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | :----------------------------------------------- | :-------: | :------: | :-------: | :---------: | :-----: | :-------: | :------: | :-------: | :-----: | :--: | :---: | | **Eligibility** | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | - | - | - | - | - | 40 | 40 | - | - | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | - | - | \*\*: Maximum one gunsight per weapon. ## Cawdor Vehicle Equipment List All vehicles in a Cawdor gang add the following to their equipment lists: ### Weapons | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | ### Wargear | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 21. Murder Cyborg _“Full eradication protocols initiated. No survivors. No exceptions.”_ \- Vox recording of Murder Cyborg Epsilon-58991 from the Massacre at Broken Dome 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! <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## 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 (8) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## 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 or the Murder Cyborg has been destroyed at the end of any round, the battle ends immediately. ## Victory The player who destroyed the Murder Cyborg is the winner. Any other result is a draw. ## Rewards #### Credits Taking out the Murder Cyborg nets the gang a healthy bounty. The victorious gang adds 3D6x10 credits to their Stash. #### Experience Any fighter that inflicted at least one wound on the Murder Cyborg earns an additional 1 XP. #### Reputation The victorious gang gains D3 Reputation. If either gang bottles out, they lose 1 Reputation. ## The Cyborg’s Mission When the Murder Cyborg is first revealed, the player with Priority rolls a D6 on the following table to find out what their mission is. The player who has Priority controls the Murder Cyborg as if they were one of their fighters, although they must follow their directives as detailed below. The Murder Cyborg never counts as a friendly model for either gang. ### Cyborg’s Mission | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Extermination Directives:** The Murder Cyborg must kill everyone. If they are Standing and Engaged, they will make a Fight (Basic) action, if not, they will target the closest model with a Shoot (Simple) action. If they can see more than one model, they must divide their Shoot (Simple) actions between them as evenly as possible, starting with the closest model and moving outward (they must take Cool tests as normal to target models other than the closest). If they cannot see any models, they must move toward the nearest model. | | 3-4 | **Decapitation Subroutines:** The Murder Cyborg must kill the Leaders and acts as above. However, they will only target Leader models, only fighting other models if they are either engaged with them, or blocking their path to a Leader. | | 5-6 | **Preservation Protocols:** The Murder Cyborg must return to their masters. When the Murder Cyborg is revealed, the player who has Priority picks a point on the board edge furthest from the Murder Cyborg – this is the Murder Cyborg’s escape point. If the Murder Cyborg ends any round in base contact with the escape point, they are removed from the board. While escaping, during each activation, the Murder Cyborg must make at least one Move (Simple) action that takes them closer to the escape point if possible, though they can shoot at the closest targets as detailed above, at the controlling player’s discretion. | <FighterCard> ### The Cyborg Until the Murder Cyborg is placed on the board, whenever a fighter suffers a wound as a result of a hit from a weapon with a Damage characteristic other than ‘-‘, the owning player rolls a D6. On a 5+, the Murder Cyborg is revealed. Remove the wounded fighter from the board (they do not count as having been Seriously Injured or taken Out of Action) and replace them with an appropriate model to represent the Murder Cyborg. The Murder Cyborg uses the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 2+ | 4 | 5 | 3 | 4+ | 3 | 8+ | 3+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | 2 x Bolt pistol (with las-projectors) | 6" | 12" | +2 | +1 | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Shotgun (with execution ammo) | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | </WeaponStats> **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace), [displacer field](/docs/armoury/field-armour#displacer-field), [frag grenades](/docs/armoury/grenades#frag-grenade), [krak grenades](/docs/armoury/grenades#krak-grenade). **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). The Murder Cyborg is unaffected by the Coup de Grace action and treats any Out of Action results on the injury dice as a Serious Injury instead. While Prone and Seriously Injured, the Murder Cyborg does not roll Injury dice in the End phase. Instead, they will recover (suffering a Flesh Wound as normal) if they can roll equal to or less than their Toughness value. Once the Murder Cyborg reaches 0 Toughness, as a result of Flesh Wounds, they cannot recover – though they may still make a Crawl (Double) action – and can now be removed from the board with a Coup de Grace action. The Murder Cyborg ignores the effects of the Flash, Gas and Toxin traits, and cannot become Prone and Pinned. The Murder Cyborg may be subject to the Blaze condition, but unlike other fighters only suffers a S3, AP-1, D1 hit at the start of their activation and may then act normally. 249 </FighterCard> :::info ## Arbitrating The Scenario For an especially challenging encounter, the Arbitrator can run a Rise of the Servitors scenario, with the Arbitrator running a force of servitors and Murder Cyborgs against one or more players’ gangs. Using appropriate models in their collection, the Arbitrator should place a number of servitors on the board, using the Hive Dwellers rules (see page 237), for example, equal to at least three times the number of opposing fighters. The Arbitrator can only take Move actions with the servitors as they go about their pre-programmed duties. The attackers’ mission is to find the three Murder Cyborgs posing as servitors. When a servitor is taken Out of Action, roll a D6. On a 4+, they become a Murder Cyborg as above, and roll to see what their mission is. Once three Murder Cyborgs have been revealed, no more are added to the board. The Arbitrator can make Attack actions with any servitors that activate within 12" of a Murder Cyborg as they overrides their simple machine functions for their own ends. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> Standard. <h2>Crews</h2> - Custom. The attacking crew must include a random Ganger or Juve to be the wounded fighter. <h2>Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> Standard. <h2>Special Rule: The Cyborg</h2> An augmented Hive Assassin is operating in the gang’s territory. Until the Assassin is placed on the board, whenever a fighter suffers a wound, roll a D6. On a 5+, the Cyborg Assassin is revealed. Remove the wounded fighter from the board (they do not count as having been Seriously Injured or taken Out of Action) and replace them with an appropriate model to represent the Cyborg Assassin. When the Cyborg is first revealed, the player with Priority should roll a D6 on the table below to find out what its mission is. The player with Priority controls the Cyborg, although it must follow its directives as detailed below. The Cyborg Assassin never counts as a friendly model for any gang. <FighterCard> <h3>Cyborg Assassin</h3> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 2+ | 4 | 5 | 3 | 4+ | 3 | 8+ | 3+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | 2 x Bolt pistol (with las-projectors) | 6" | 12" | +2 | +1 | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Shotgun (with execution shells) | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | </WeaponStats> **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Wargear:** [Light Carapace (4+)](/docs/armoury/armour#carapace), [displacer field](/docs/armoury/field-armour#displacer-field), [Frag](/docs/armoury/grenades#frag-grenade) & [Krak](/docs/armoury/grenades#krak-grenade) grenades. #### Special Rules - Ignores the effects of Flash, Gas and Toxin traits (while taking damage from Blaze, it may take actions and move as normal while on fire). - Can't be Pinned. - Unaffected by the Coup de Grace action. - Treats Out of Action as Serious Injury instead. - While Seriously Injured, do not roll Injury dice in the End phase. Instead, pass a Toughness test (roll equal to or lower than Toughness) to recover (suffering a Flesh Wound as normal). - Once Toughness reaches 0 as a result of Flesh Wounds, it can't recover. Although it may still Crawl as a Double action and can now be removed from the board with a Coup de Grace action. </FighterCard> | &nbsp;&nbsp;D6&nbsp;&nbsp; | Cyborg's Mission | | :------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Extermination Directives:** The Cyborg must kill everyone! If it is Engaged, it will take Fight actions. If not, it will target the closest model with a Shoot action. If it can see more than one model, it must divide its Shoot actions between then as evenly as possible, starting with the closest model and moving outward (it must take Cool tests as normal to target models other than the closest). If it can't see any models, it must move toward the nearest model. | | 3-4 | **Decapitation Subroutines:** The Cyborg must kill the Leaders. The Assassin acts as above, however it will only target Leader models, only fighting other emodels if they are either Engaged with it, or blocking its path to a Leader. | | 5-6 | **Preservation Protocols:** The Cyborg must return to its masters. When the Assassin is revealed, the player who has Priority picks a point on the board edge farthest from it, this is its escape point. If the Assassin ends any round in base contact with the escape point, it is removed. While escaping, in each activation the Cyborg must make at least one Move action that takes it closer to the escape point if possible, though it can shoot at the closest targets as detailed above, at the controlling player’s discretion. | <h2>Ending the Battle</h2> The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - At the end of a round in which the Cyborg was removed. <h2>Victory</h2> The gang who destroyed the Cyborg Assassin is the winner. Otherwise it is a draw. <h2>Rewards</h2> #### Credits - 3D6x10 for delivering the Coup de Grace to the Assassin. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for wounding the Cyborg. 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 delivering the Coup de Grace on the Cyborg. - -1 to any gang that bottled out. :::note Alternative Variant Use a Rise of the Servitors scenario against one or more gangs. The number of servitors should equal to at least 3 times the number of opposing fighters. Use the Hive Dweller profile for the Servitors (from the Downtown Dust-up scenario). The servitors can only make a Move action with the servitors as they go about their pre-programmed duties. The attackers’ mission is to find the 3 Cyborg Assassins posing as servitors. When a servitor is taken Out of Action, roll a D6. On a 4+, they become a Cyborg Assassin. Then roll to see what their mission is. Once 3 Cyborg Assassins have been revealed, no more are added to the board. Servitors activating within 12” of an active Cyborg Assassin can make Attack actions as the Assassin overrides their simple machine functions for its own ends. ::: :::note Alternative Endgame Variant Gangs work together or against each other, but there will be a Murder Cyborg for each gang. The game only ends when all the Cyborgs or Gangs are killed. Alternatively, the Murder Cyborgs might be chrono-gladiators turned assassins, and if not killed by the end of a set round, they explode! ::: </TabItem> </Tabs>
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Arbitrator Scenario', 'Core Rulebook Scenario 2023']
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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!
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import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 21. Murder Cyborg _“Full eradication protocols initiated. No survivors. No exceptions.”_ \- Vox recording of Murder Cyborg Epsilon-58991 from the Massacre at Broken Dome 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! <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## 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 (8) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## 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 or the Murder Cyborg has been destroyed at the end of any round, the battle ends immediately. ## Victory The player who destroyed the Murder Cyborg is the winner. Any other result is a draw. ## Rewards #### Credits Taking out the Murder Cyborg nets the gang a healthy bounty. The victorious gang adds 3D6x10 credits to their Stash. #### Experience Any fighter that inflicted at least one wound on the Murder Cyborg earns an additional 1 XP. #### Reputation The victorious gang gains D3 Reputation. If either gang bottles out, they lose 1 Reputation. ## The Cyborg’s Mission When the Murder Cyborg is first revealed, the player with Priority rolls a D6 on the following table to find out what their mission is. The player who has Priority controls the Murder Cyborg as if they were one of their fighters, although they must follow their directives as detailed below. The Murder Cyborg never counts as a friendly model for either gang. ### Cyborg’s Mission | &nbsp;&nbsp;D6&nbsp;&nbsp; | Result | | :------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Extermination Directives:** The Murder Cyborg must kill everyone. If they are Standing and Engaged, they will make a Fight (Basic) action, if not, they will target the closest model with a Shoot (Simple) action. If they can see more than one model, they must divide their Shoot (Simple) actions between them as evenly as possible, starting with the closest model and moving outward (they must take Cool tests as normal to target models other than the closest). If they cannot see any models, they must move toward the nearest model. | | 3-4 | **Decapitation Subroutines:** The Murder Cyborg must kill the Leaders and acts as above. However, they will only target Leader models, only fighting other models if they are either engaged with them, or blocking their path to a Leader. | | 5-6 | **Preservation Protocols:** The Murder Cyborg must return to their masters. When the Murder Cyborg is revealed, the player who has Priority picks a point on the board edge furthest from the Murder Cyborg – this is the Murder Cyborg’s escape point. If the Murder Cyborg ends any round in base contact with the escape point, they are removed from the board. While escaping, during each activation, the Murder Cyborg must make at least one Move (Simple) action that takes them closer to the escape point if possible, though they can shoot at the closest targets as detailed above, at the controlling player’s discretion. | <FighterCard> ### The Cyborg Until the Murder Cyborg is placed on the board, whenever a fighter suffers a wound as a result of a hit from a weapon with a Damage characteristic other than ‘-‘, the owning player rolls a D6. On a 5+, the Murder Cyborg is revealed. Remove the wounded fighter from the board (they do not count as having been Seriously Injured or taken Out of Action) and replace them with an appropriate model to represent the Murder Cyborg. The Murder Cyborg uses the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 2+ | 4 | 5 | 3 | 4+ | 3 | 8+ | 3+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | 2 x Bolt pistol (with las-projectors) | 6" | 12" | +2 | +1 | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Shotgun (with execution ammo) | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | </WeaponStats> **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace), [displacer field](/docs/armoury/field-armour#displacer-field), [frag grenades](/docs/armoury/grenades#frag-grenade), [krak grenades](/docs/armoury/grenades#krak-grenade). **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). The Murder Cyborg is unaffected by the Coup de Grace action and treats any Out of Action results on the injury dice as a Serious Injury instead. While Prone and Seriously Injured, the Murder Cyborg does not roll Injury dice in the End phase. Instead, they will recover (suffering a Flesh Wound as normal) if they can roll equal to or less than their Toughness value. Once the Murder Cyborg reaches 0 Toughness, as a result of Flesh Wounds, they cannot recover – though they may still make a Crawl (Double) action – and can now be removed from the board with a Coup de Grace action. The Murder Cyborg ignores the effects of the Flash, Gas and Toxin traits, and cannot become Prone and Pinned. The Murder Cyborg may be subject to the Blaze condition, but unlike other fighters only suffers a S3, AP-1, D1 hit at the start of their activation and may then act normally. 249 </FighterCard> :::info ## Arbitrating The Scenario For an especially challenging encounter, the Arbitrator can run a Rise of the Servitors scenario, with the Arbitrator running a force of servitors and Murder Cyborgs against one or more players’ gangs. Using appropriate models in their collection, the Arbitrator should place a number of servitors on the board, using the Hive Dwellers rules (see page 237), for example, equal to at least three times the number of opposing fighters. The Arbitrator can only take Move actions with the servitors as they go about their pre-programmed duties. The attackers’ mission is to find the three Murder Cyborgs posing as servitors. When a servitor is taken Out of Action, roll a D6. On a 4+, they become a Murder Cyborg as above, and roll to see what their mission is. Once three Murder Cyborgs have been revealed, no more are added to the board. The Arbitrator can make Attack actions with any servitors that activate within 12" of a Murder Cyborg as they overrides their simple machine functions for their own ends. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ <h2>Battlefield</h2> Standard. <h2>Crews</h2> - Custom. The attacking crew must include a random Ganger or Juve to be the wounded fighter. <h2>Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> Standard. <h2>Special Rule: The Cyborg</h2> An augmented Hive Assassin is operating in the gang’s territory. Until the Assassin is placed on the board, whenever a fighter suffers a wound, roll a D6. On a 5+, the Cyborg Assassin is revealed. Remove the wounded fighter from the board (they do not count as having been Seriously Injured or taken Out of Action) and replace them with an appropriate model to represent the Cyborg Assassin. When the Cyborg is first revealed, the player with Priority should roll a D6 on the table below to find out what its mission is. The player with Priority controls the Cyborg, although it must follow its directives as detailed below. The Cyborg Assassin never counts as a friendly model for any gang. <FighterCard> <h3>Cyborg Assassin</h3> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 2+ | 4 | 5 | 3 | 4+ | 3 | 8+ | 3+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | 2 x Bolt pistol (with las-projectors) | 6" | 12" | +2 | +1 | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Shotgun (with execution shells) | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | </WeaponStats> **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Wargear:** [Light Carapace (4+)](/docs/armoury/armour#carapace), [displacer field](/docs/armoury/field-armour#displacer-field), [Frag](/docs/armoury/grenades#frag-grenade) & [Krak](/docs/armoury/grenades#krak-grenade) grenades. #### Special Rules - Ignores the effects of Flash, Gas and Toxin traits (while taking damage from Blaze, it may take actions and move as normal while on fire). - Can't be Pinned. - Unaffected by the Coup de Grace action. - Treats Out of Action as Serious Injury instead. - While Seriously Injured, do not roll Injury dice in the End phase. Instead, pass a Toughness test (roll equal to or lower than Toughness) to recover (suffering a Flesh Wound as normal). - Once Toughness reaches 0 as a result of Flesh Wounds, it can't recover. Although it may still Crawl as a Double action and can now be removed from the board with a Coup de Grace action. </FighterCard> | &nbsp;&nbsp;D6&nbsp;&nbsp; | Cyborg's Mission | | :------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Extermination Directives:** The Cyborg must kill everyone! If it is Engaged, it will take Fight actions. If not, it will target the closest model with a Shoot action. If it can see more than one model, it must divide its Shoot actions between then as evenly as possible, starting with the closest model and moving outward (it must take Cool tests as normal to target models other than the closest). If it can't see any models, it must move toward the nearest model. | | 3-4 | **Decapitation Subroutines:** The Cyborg must kill the Leaders. The Assassin acts as above, however it will only target Leader models, only fighting other emodels if they are either Engaged with it, or blocking its path to a Leader. | | 5-6 | **Preservation Protocols:** The Cyborg must return to its masters. When the Assassin is revealed, the player who has Priority picks a point on the board edge farthest from it, this is its escape point. If the Assassin ends any round in base contact with the escape point, it is removed. While escaping, in each activation the Cyborg must make at least one Move action that takes it closer to the escape point if possible, though it can shoot at the closest targets as detailed above, at the controlling player’s discretion. | <h2>Ending the Battle</h2> The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - At the end of a round in which the Cyborg was removed. <h2>Victory</h2> The gang who destroyed the Cyborg Assassin is the winner. Otherwise it is a draw. <h2>Rewards</h2> #### Credits - 3D6x10 for delivering the Coup de Grace to the Assassin. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for wounding the Cyborg. 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 delivering the Coup de Grace on the Cyborg. - -1 to any gang that bottled out. :::note Alternative Variant Use a Rise of the Servitors scenario against one or more gangs. The number of servitors should equal to at least 3 times the number of opposing fighters. Use the Hive Dweller profile for the Servitors (from the Downtown Dust-up scenario). The servitors can only make a Move action with the servitors as they go about their pre-programmed duties. The attackers’ mission is to find the 3 Cyborg Assassins posing as servitors. When a servitor is taken Out of Action, roll a D6. On a 4+, they become a Cyborg Assassin. Then roll to see what their mission is. Once 3 Cyborg Assassins have been revealed, no more are added to the board. Servitors activating within 12” of an active Cyborg Assassin can make Attack actions as the Assassin overrides their simple machine functions for its own ends. ::: :::note Alternative Endgame Variant Gangs work together or against each other, but there will be a Murder Cyborg for each gang. The game only ends when all the Cyborgs or Gangs are killed. Alternatively, the Murder Cyborgs might be chrono-gladiators turned assassins, and if not killed by the end of a set round, they explode! ::: </TabItem> </Tabs>
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# 71. Deus Ex Machina _A cruel intelligence stirs deep within the underhive._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker & Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the attacker. Otherwise, the player whose gang has the lower rating is the attacker. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (10) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending The Battle The battle ends when only one gang has fighters remaining on the battlefield or when the fighter harbouring the Abominable Intelligence has been taken Out of Action and the Abominable Intelligence captured. ## Victory The attacker wins if, at the end of the battle, the Abominable Intelligence has been captured. The defender wins if, at the end of the battle, the attacker has no fighters remaining on the battlefield and the Abominable Intelligence has not been captured. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - If, at the end of the battle, the Abominable Intelligence has been captured, the fighter that captured it earns D3 XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## Ghost Of The Machine Spirit A single randomly determined fighter within the defender’s starting crew has been possessed by the Abominable Intelligence residing within a tech-trinket picked up as a curio from the local bazaar. The influence of this malign machine spirit improves each of this fighter’s characteristics by 1 (to a maximum of 1+ or 10, as appropriate) for the duration of this battle. In addition, this fighter may make a 5+ save roll against any attack made against them. This save cannot be modified by a weapon’s Armour Piercing value. However, only one save attempt can be made per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using this special rule. The player controlling the defending gang should place an appropriate marker on this fighter’s Fighter card, representing the tech-trinket. The identity of this fighter is known to the attackers at the start of the battle, and the attackers are hunting this fighter, certain that the machine spirit possessing them holds many secrets. To aid them, every member of the attacker’s starting crew has been equipped with a containment unit with which to capture the Abominable Intelligence. ## Capturing the Abominable Intelligence The attacker’s first priority is to take the possessed fighter Out of Action. Once this is done, the Abominable Intelligence can be captured. Should the possessed fighter be taken Out of Action, when the model is removed from play, replace it on the battlefield with the tech-trinket marker. This represents the tech-trinket harbouring the Abominable Intelligence being dropped by the downed fighter. Any member of the attacking gang that is within 1" of this marker can attempt to capture it using their containment device. To do so, the fighter makes the Operate Containment Device (Double) action and immediately makes an Intelligence check with a -2 modifier. If this check is passed, the fighter takes possession of the marker (place it on their Fighter card). If this check is failed, the marker remains on the battlefield. ## “That’s Ours!” Whilst the marker representing the tech-trinket lies on the battlefield and is not in the possession of a fighter, any member of the defending gang can pick it up. To do so, the fighter must be within 1" of the marker and must perform the Pick Up Techtrinket (Simple) action. Once a fighter has picked up the tech trinket, they become possessed by the Abominable Intelligence (as described above). The marker is placed on their Fighter card and they immediately become the focus of the attackers’ attention!
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'House Van Saar Scenario']
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# 71. Deus Ex Machina _A cruel intelligence stirs deep within the underhive._ **Source: House of Artifice** :::info Designer's Note: Death For All! While the scenarios presented here have been designed specifically for House Van Saar gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Scenarios such as Deus Ex Machina lend themselves well to multi-player scenarios, where multiple gangs attempt to bring down an Archaeo-Cyborg. By contrast, Last Rites for the Machine makes for an interesting Arbitrated game, with the Arbitrator taking control of the Fading Legend while one gang attempts to protect them from destruction – or, alternatively, the Arbitrator can bring an entire cabal of Archeoteks, pitting them against the players and their gangs. ::: ## Battlefield This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook. ## Attacker & Defender In this scenario, one gang is the attacker and the other is the defender. If one gang is of House Van Saar and their opponent is not, then the House Van Saar gang will be the attacker. Otherwise, the player whose gang has the lower rating is the attacker. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend. ## Crews This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (10) method to determine their crew. ## Deployment This scenario uses the standard rules for deployment, as described in the Necromunda Rulebook. ## Gang Tactics Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player’s starting crew is less than their opponent’s, they may randomly determine one additional gang tactic for each full 100 credits of difference. ## Ending The Battle The battle ends when only one gang has fighters remaining on the battlefield or when the fighter harbouring the Abominable Intelligence has been taken Out of Action and the Abominable Intelligence captured. ## Victory The attacker wins if, at the end of the battle, the Abominable Intelligence has been captured. The defender wins if, at the end of the battle, the attacker has no fighters remaining on the battlefield and the Abominable Intelligence has not been captured. Any other result is a draw. ## Rewards ### Credits The victorious gang adds D6x10 credits to their Stash. ### Experience - Each fighter who took part in the battle earns 1 XP. - If, at the end of the battle, the Abominable Intelligence has been captured, the fighter that captured it earns D3 XP. ### Reputation - If the defender is victorious, they gain D3 Reputation. - If the attacker is victorious, they gain D3 Reputation. - If either gang bottled out, they lose 1 Reputation. ## Ghost Of The Machine Spirit A single randomly determined fighter within the defender’s starting crew has been possessed by the Abominable Intelligence residing within a tech-trinket picked up as a curio from the local bazaar. The influence of this malign machine spirit improves each of this fighter’s characteristics by 1 (to a maximum of 1+ or 10, as appropriate) for the duration of this battle. In addition, this fighter may make a 5+ save roll against any attack made against them. This save cannot be modified by a weapon’s Armour Piercing value. However, only one save attempt can be made per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using this special rule. The player controlling the defending gang should place an appropriate marker on this fighter’s Fighter card, representing the tech-trinket. The identity of this fighter is known to the attackers at the start of the battle, and the attackers are hunting this fighter, certain that the machine spirit possessing them holds many secrets. To aid them, every member of the attacker’s starting crew has been equipped with a containment unit with which to capture the Abominable Intelligence. ## Capturing the Abominable Intelligence The attacker’s first priority is to take the possessed fighter Out of Action. Once this is done, the Abominable Intelligence can be captured. Should the possessed fighter be taken Out of Action, when the model is removed from play, replace it on the battlefield with the tech-trinket marker. This represents the tech-trinket harbouring the Abominable Intelligence being dropped by the downed fighter. Any member of the attacking gang that is within 1" of this marker can attempt to capture it using their containment device. To do so, the fighter makes the Operate Containment Device (Double) action and immediately makes an Intelligence check with a -2 modifier. If this check is passed, the fighter takes possession of the marker (place it on their Fighter card). If this check is failed, the marker remains on the battlefield. ## “That’s Ours!” Whilst the marker representing the tech-trinket lies on the battlefield and is not in the possession of a fighter, any member of the defending gang can pick it up. To do so, the fighter must be within 1" of the marker and must perform the Pick Up Techtrinket (Simple) action. Once a fighter has picked up the tech trinket, they become possessed by the Abominable Intelligence (as described above). The marker is placed on their Fighter card and they immediately become the focus of the attackers’ attention!
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# Running The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ The Uprising Campaign is divided into three phases, all of which run for a fixed length of real time. It is important for the Arbitrator and players alike to pay careful attention to the passing Campaign Weeks during an Uprising Campaign as, at the start of each Campaign Week, gangs have the opportunity to ‘work’ their Territories for much-needed resources: | Phase | Duration | | :------------------------ | :------------------- | | **1. Insurrection phase** | Three Campaign Weeks | | **2. Downtime** | One Campaign Week | | **3. Damnation phase** | Three Campaign Weeks | Each phase is broken down as follows: ## 1. Insurrection Phase (3 Campaign Weeks) The first part of the Uprising Campaign charts the rise of the rebellion and the destruction of reason and law within the hive. - At the beginning of each campaign week, gangs receive the benefits from their Territories. - At the end of each campaign week in which Chaos gains Ascendancy (see below), each player must choose one of their Territories to become Ruined. ### Ascendancy A key part of the Uprising Campaign is the struggle between the Ruinous Powers and the iron authority of the Imperium. As each side waxes and wanes in strength, entire regions of the hive are turned into war zones and, piece by piece, the great city descends deeper into unrestrained mayhem. At the start of the first campaign week, Order will automatically have Ascendancy. At the end of each campaign week, the Arbitrator tallies up the number of scenarios won by Chaos and the number won by Order. The side with the most victories gains, or retains, Ascendancy for the following campaign week. In the case of a tie, whichever side has Ascendancy retains it. #### Ascendancy Effects Ascendancy has an effect on every battle, reflecting the ebb and flow of the Uprising. When fighting a battle, during the pre-battle sequence, the player who issued the challenge rolls a D6. If Chaos has Ascendancy then apply the result from the Hand of Chaos table. If Order has Ascendancy, then apply the result from the Bonds of Order table. ### Hand Of Chaos | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Manufactorum Shortages:** During the post-battle sequence of this battle, both players must add 10 credits to the cost of any items purchased from their gang lists or the Trading Post. If this battle is being fought during the Damnation phase then both players reduce their number of Scavenging rolls by 1. | | 2 | **Dark Dreams:** During the battle, fighters that become Broken must make a Willpower test before testing to Rally in the End phase. If they fail then they are no longer Broken but become subject to the Insane condition. | | 3 | **Rotting Meat:** At the end of the battle, Seriously Injured fighters succumb to their injuries on a D6 roll of 1, 2 or 3, rather than just a 1 or 2. If the rules for Festering Injuries are in effect then fighters at risk of suffering a Festering Injury must roll two D6 and choose the highest result. | | 4 | **Abundant Dead:** At the end of the battle, any fighters killed (as indicated by a result on the Lasting Injuries table) are worth D6x10 credits to their gang. If the rules for Starvation are in effect, then each dead fighter is worth one additional portion of Meat. | | 5 | **Blood for the Blood God:** When a fighter takes an enemy Out of Action with a weapon with the Melee trait, they earn an additional 1 XP. | | 6 | **Gnawing Hunger:** After selecting crews, both players randomly select one friendly fighter in their crew. For the duration of the battle, the selected fighter reduces their Strength characteristic by 1. If the rules for Starvation are in effect then instead each player rolls a D3 and randomly selects that many fighters in their crew. These fighters gain the Starving condition. | ### Bonds of Order | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory:** At the end of the scenario, in addition to any other rewards, the victorious gang receives an additional D6x10 credits. If the rules for Scavenging are in effect then the victorious gang receives 1 extra Scavenging roll instead. | | 2 | **Head Hunters:** For the duration of the battle, whenever a fighter takes a Leader or Champion Out of Action, they earn an additional 1 XP. | | 3 | **Crack Down:** In the post-battle sequence, fighters belonging to the losing gang only avoid being Captured on a roll of a natural 6. | | 4 | **Suppression Orders:** For the duration of the battle, whenever a fighter takes an enemy Out of Action with a ranged weapon, they earn an additional 1 XP. | | 5 | **Good Medicine:** During the post-battle sequence of this battle, the credit cost for the Medical Escort post-battle action is D6x10, rather than 2D6x10. If the End of Days rule is in effect then the Medical Escort post-battle action does not cost any Meat. | | 6 | **Call to Arms:** Halve the cost of any Gangers chosen during the Hire a Fighter sub-step of the post-battle sequence of this battle (rounded up to the nearest 5 credits). | ## 1. Downtime (1 Campaign Week) During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, and fix up wounded fighters. Exceptionally bold and active players might put their gangs through a special side battle (as follows) if they just can’t be away from the roar of guns and chainblades for that long. ### The Effects Of Downtime After their last battle of the Insurrection phase, players complete the following steps at the end of the post-battle sequence: 1. Fighters Recover 2. Captives are Returned 3. Experienced Juves and Prospects are Promoted 4. Fresh Recruitment ### 1. Fighters Recover Any In Recovery boxes on the gang roster are cleared. ### 2. Captives Are Returned Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits). ### 3. Experienced Juves And Prospects Are Promoted If any gang contains any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry. ### 4. Fresh Recruitment All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on. These credits must be spent now and cannot be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. :::note ### Side Battles Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Damnation phase, there may be a few who can’t go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied. Side battles should, as a rule, be unusual, and have no effect on the campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the Arbitrator tools from the Necromunda Core Rulebook, or to play some of the narrative scenarios. Fighters can earn Experience and suffer Lasting Injuries from a side battle, but should not gain or earn Income, or gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archeotech, a unique chem, or a custom gang tactic. ::: ## 1. Damnation Phase (3 Campaign Weeks) The third phase of the Uprising Campaign charts the hive’s descent into madness and horror. During this phase the following rules apply: - At the beginning of this phase, all Territories become Ruined if they are not already. - At the beginning of each week, gangs receive the Benefits from their Territories. - The rules for Scavenging, Festering Injuries and Starvation come into effect (see below). - Chaos begins this phase in Ascendancy. ### End Of Days During the Insurrection phase, the rule of law remains mostly intact and the ancient mechanisms of Imperial authority ensure a semblance of order. In the Damnation phase, these systems begin to break down and true anarchy takes the hive within its grasp. This rise of lawlessness, open warfare and rampant corruption are represented by a number of special conditions coming into effect for this final phase of the campaign. Gangs may no longer purchase equipment from their Gang Equipment Lists during the post-battle sequence. In addition, gangs cannot recruit new fighters, Hired Guns and Hangers-on. Docs no longer accept credits when gangs visit them as part of the Medical Escort post-battle action. Instead, the cost of visiting the Doc becomes D3 portions of Meat. Captured fighters cannot be sold to the Guilders. Captured fighters can instead be turned into one portion of Meat (as follows) after their gang has had a chance to rescue them as normal. In addition to these changes to the post-battle sequence, three new rules are introduced: Scavenging, Starvation and Festering Injuries. ### Scavenging As the Guilds succumb to Chaos, fragment, or go into hiding, and entire regions within the hive become impassable, gangs are forced to forage among the ruins for equipment and allies. Gangs can gain Scavenging rolls from their Territories and as rewards for playing some scenarios. Each Scavenging roll can be used to roll once on the Scavenging table. When a gang earns a Scavenging roll, the player makes a note of it on their gang roster, and may then use it in the post-battle sequence of any battle when they would normally be able to purchase equipment. Scavenging is a dangerous business, for the hive wilderness is filled with cannibal cults and starving wildlife. Results on the Scavenging table range from encounters with monsters that will savage the gang’s fighters and leave them empty handed, to discovering bands of survivors offering fresh recruits and precious weaponry. Because of these perils, players do not have to roll on the Scavenging table if they don’t want to, and during the post-battle sequence may use any, all or none of their stashed Scavenging rolls. #### Scavenging Table | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | **Unfortunate Encounter:** Randomly select one of the gang’s fighters and make a roll on the Lasting Injury table for them. | | 4-5 | **Paid in Blood:** Roll 3D6 and add that many credits worth of items from the gang’s Gang Equipment List to their Stash. Then, randomly select one of the gang’s fighters and make a roll on the Lasting Injury table for them. | | 6-7 | **Useful Scrap:** Roll D6x10 and choose a single item from the gang’s Gang Equipment List up to this value in credits and add it to their Stash. | | 8-9 | **Hidden Cache:** Roll D6x10 and add that many credits worth of items from the gang’s Gang Equipment List to their Stash. | | 10-11 | **Band of Survivors:** Add a Ganger to the gang’s roster. This fighter may be equipped for free with 2D6x10 credits of weapons and Wargear chosen from the Gang Equipment List. | | 12 | **Lost Holestead:** Roll a D6. On a 1-5, add a Ganger to the gang’s roster. On a 6, add a Champion to the gang’s roster. This fighter may be equipped for free with 4D6x10 credits of weapons and Wargear chosen from the gang’s Gang Equipment List. | ### Starvation Hunger gnaws at the heart of the hive, making people savage with gluttonous madness. As the power of the Corpse Grinder Cults grows, the influence of their hidden master spreads, bringing with it an unnatural hunger for human flesh. With the breakdown of order and the cessation of corpse-starch production, food rapidly becomes more important than coin for the inhabitants of the hive. When the Starvation rules come into effect, players are required to feed their gang during the pre-battle sequence of each battle before selecting their crew. Each fighter requires a portion of Meat to stave off hunger. Meat can be gained from Territories, earned as part of scenarios, ‘acquired’ from captive fighters or by ‘retiring’ fighters. Each fighter ‘retired’ from the gang in this way is worth one portion of Meat. Survivors acquired as part of Scavenging can also be turned into portions of Meat in the same way on a onefor- one basis. In either case, any weapons and Wargear that the fighter was equipped with are added to the gang’s Stash. If the player cannot feed a fighter, or chooses not to, the fighter gains the Starving condition (the player noting it on the gang’s roster and placing a token on the fighter’s card during battles as a reminder). Starving fighters retain the Starving condition until they either eat a portion of Meat in the pre-battle sequence or cannibalise a downed opponent (as follows). The Starvation condition has the following effects on a fighter: The fighter counts their Strength characteristic as 1 lower when making Strength checks, unarmed attacks and when working out the strength of weapons with the Melee trait. The fighter gains access to the Cannibalise (Basic) action and can use it during their activations as they would other actions. Starving fighters must make a Willpower test when they activate if there is a Prone and Seriously Injured fighter (friend or foe) within their maximum Charge range. If they fail this test, they must Charge the downed fighter and perform a Cannibalise (Basic) action. If for any reason they cannot reach their intended victim, such as if there are other models in the way or impassable terrain then they must use their activation to move as close to the downed fighter as possible. If the fighter has an opportunity to perform a Coup de Grace action (such as against an opponent that has been Seriously Injured in close combat), they instead make a Cannibalise action. **Cannibalise (Basic) Action:** The fighter feeds on the flesh of a wounded fighter. This action can be performed in place of a Fight action or a Coup de Grace action. It can only be made against fighters who are Prone and Seriously Injured. Immediately roll on the Lasting Injuries table for the fighter being fed upon and apply the result, counting results of Lesson Learned (11) as Out Cold (15-26). Note, the Prone and Seriously Injured fighter remains on the battlefield, and may be fed upon again, unless they roll a Captured (55-56), Critical Injury (61-65) or Memorable Death (66) result, in which case they are removed from the battlefield and considered to have been taken Out of Action (do not roll again on the Lasting Injury table for them). A fighter who has successfully fed using the Cannibalise action loses the Starving condition. :::note DESIGNER’S NOTE: MODELLING MUTATIONS While mutations can simply be recorded on a fighter’s card (after all, it is easy to imagine the members of a gang being a little circumspect about displaying their mutations openly), modelling mutations onto fighters can also be a fun way to represent them on the tabletop and as a reminder of who among a player’s gang has succumbed to the taint of Chaos. ::: ## Festering Injuries Open wounds are a gateway for more than just disease and rot. The Blood God exalts in torn flesh and severed muscle, bestowing his blessings on those that spill gore in his sight. In addition to the ever-present risk of infection and death, gangers fighting beneath the gaze of the Lord of Skin and Sinew risk more unnatural dangers. When the Festering Injuries rules are in effect and a fighter gains a Lasting Injury (regardless of the cause), there is a chance that it will become a mutation. If the result was Humiliated, Head Injury, Eye Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled roll a D6 with the following modifiers: - Add 1 if the Lasting Injury was inflicted by a fighter aligned to Chaos. - Add 1 if the Lasting Injury was sustained during a Campaign Week in which Chaos was in Ascendancy. - Add 1 if the fighter who suffered the Lasting Injury has the Starving condition. If the result of the roll is 6 or more then the Lasting Injury becomes a mutation. Do not apply the effects of the Lasting Injury to the fighter and instead make a note on their Fighter card of the corresponding mutation (see the Festering Injuries table below). The same mutation cannot be gained more than once. If a fighter would gain a duplicate mutation, the player may choose another mutation from the Festering Injuries table instead. The boons of the Dark Gods always come with a price, and no one suffers their blessings for long without succumbing to madness and corruption. As soon as a fighter gains a number of mutations equal to their Toughness characteristic, they are transformed into a Chaos Spawn and removed from the gang roster. Alternatively, if you have access to Necromunda: The Book of Ruin, a Chaos Helot Cult, Corpse Grinder Cult or Chaos-corrupted gang may instead replace the lost fighter with a Chaos Spawn (see Necromunda: The Book of Ruin). ### Festering Injuries Table | Lasting Injury | Mutation | | :---------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Humiliated** | **Hungering Pride:** The fighter must activate before any other fighters in their crew. If there is more than one fighter in the crew with this mutation, the controlling player may choose which one to activate first. Fighters with this mutation gain 1 additional Experience point if they take an enemy Leader or Champion Out of Action. | | **Head Injury** | **Dark Madness:** The fighter must make an Intelligence test when they activate. If the test is failed, roll a D6 to determine their first action: 1-2 Move (Simple) action, 3-4 Shoot (Basic) or Fight (Basic) action, 5-6 No action. | | **Eye Injury** | **Bestial Senses:** The fighter cannot be included as part of a group activation, nor can they initiate a group activation if they are a Leader or Champion. The fighter counts as always being equipped with a bio-scanner. | | **Hand Injury** | **Disturbing Appendage:** The fighter always counts as being equipped with a fighting knife which cannot be disarmed or destroyed. When using weapons with the Unwieldy trait, the fighter suffers a -1 modifier to their Weapon Skill or Ballistic Skill rolls. | | **Hobbled** | **Warped Limbs:** Reduce the fighter’s Move characteristic by 1. When the fighter makes a Charge action, roll three D3, instead of one, and choose the highest to determine the distance they move. | | **Spinal Injury** | **Crooked Body:** Ranged attacks made against the fighter suffer a -1 modifier to hit while within the attacking weapon’s Long range. The fighter cannot wear armour of any kind – any armour they are currently equipped with may be returned to the gang’s Stash. | | **Enfeebled** | **Twisted Flesh:** When the fighter activates, they may remove one Flesh Wound from their Fighter card. The fighter cannot benefit from bio-boosters, medicae kits or assistance from other fighters when making Recovery tests. | ## Winning Victory in the Uprising Campaign can be measured in many ways, although simply surviving the effects of starvation, societal collapse and the brutal madness of the Blood God is an achievement in itself. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the uprising. Some of these reflect the final fate of the hive and the ascension of Chaos or the restoration of Imperial rule, while others are more personal and reward gangs who have earned the most impressive reputation or outlived the competition. The Arbitrator should have a look at the Triumphs at the start of the Uprising Campaign as some of them require keeping track of how many battles each gang has won, and of which kind. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to try to achieve. Below is a list of the Uprising Campaign Triumphs: ## Triumphs | Triumph | Condition | | :------------------------ | :------------------------------------------------------------------------------------------- | | Champion of the Dark Gods | The player’s gang which has won the most scenarios for Chaos. | | Scion of the Imperium | The player’s gang which has won the most scenarios for Order. | | Flesh Harvester | The player’s gang with the most portions of Meat. | | Icon of Salvation | The player’s gang which had the most fighters on its gang roster at the end of the campaign. | | Legendary Status | The player’s gang which had the highest Reputation score at the end of the campaign. | | Survivor | The player who suffered the fewest deaths amongst their fighters. |
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# Running The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ The Uprising Campaign is divided into three phases, all of which run for a fixed length of real time. It is important for the Arbitrator and players alike to pay careful attention to the passing Campaign Weeks during an Uprising Campaign as, at the start of each Campaign Week, gangs have the opportunity to ‘work’ their Territories for much-needed resources: | Phase | Duration | | :------------------------ | :------------------- | | **1. Insurrection phase** | Three Campaign Weeks | | **2. Downtime** | One Campaign Week | | **3. Damnation phase** | Three Campaign Weeks | Each phase is broken down as follows: ## 1. Insurrection Phase (3 Campaign Weeks) The first part of the Uprising Campaign charts the rise of the rebellion and the destruction of reason and law within the hive. - At the beginning of each campaign week, gangs receive the benefits from their Territories. - At the end of each campaign week in which Chaos gains Ascendancy (see below), each player must choose one of their Territories to become Ruined. ### Ascendancy A key part of the Uprising Campaign is the struggle between the Ruinous Powers and the iron authority of the Imperium. As each side waxes and wanes in strength, entire regions of the hive are turned into war zones and, piece by piece, the great city descends deeper into unrestrained mayhem. At the start of the first campaign week, Order will automatically have Ascendancy. At the end of each campaign week, the Arbitrator tallies up the number of scenarios won by Chaos and the number won by Order. The side with the most victories gains, or retains, Ascendancy for the following campaign week. In the case of a tie, whichever side has Ascendancy retains it. #### Ascendancy Effects Ascendancy has an effect on every battle, reflecting the ebb and flow of the Uprising. When fighting a battle, during the pre-battle sequence, the player who issued the challenge rolls a D6. If Chaos has Ascendancy then apply the result from the Hand of Chaos table. If Order has Ascendancy, then apply the result from the Bonds of Order table. ### Hand Of Chaos | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Manufactorum Shortages:** During the post-battle sequence of this battle, both players must add 10 credits to the cost of any items purchased from their gang lists or the Trading Post. If this battle is being fought during the Damnation phase then both players reduce their number of Scavenging rolls by 1. | | 2 | **Dark Dreams:** During the battle, fighters that become Broken must make a Willpower test before testing to Rally in the End phase. If they fail then they are no longer Broken but become subject to the Insane condition. | | 3 | **Rotting Meat:** At the end of the battle, Seriously Injured fighters succumb to their injuries on a D6 roll of 1, 2 or 3, rather than just a 1 or 2. If the rules for Festering Injuries are in effect then fighters at risk of suffering a Festering Injury must roll two D6 and choose the highest result. | | 4 | **Abundant Dead:** At the end of the battle, any fighters killed (as indicated by a result on the Lasting Injuries table) are worth D6x10 credits to their gang. If the rules for Starvation are in effect, then each dead fighter is worth one additional portion of Meat. | | 5 | **Blood for the Blood God:** When a fighter takes an enemy Out of Action with a weapon with the Melee trait, they earn an additional 1 XP. | | 6 | **Gnawing Hunger:** After selecting crews, both players randomly select one friendly fighter in their crew. For the duration of the battle, the selected fighter reduces their Strength characteristic by 1. If the rules for Starvation are in effect then instead each player rolls a D3 and randomly selects that many fighters in their crew. These fighters gain the Starving condition. | ### Bonds of Order | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory:** At the end of the scenario, in addition to any other rewards, the victorious gang receives an additional D6x10 credits. If the rules for Scavenging are in effect then the victorious gang receives 1 extra Scavenging roll instead. | | 2 | **Head Hunters:** For the duration of the battle, whenever a fighter takes a Leader or Champion Out of Action, they earn an additional 1 XP. | | 3 | **Crack Down:** In the post-battle sequence, fighters belonging to the losing gang only avoid being Captured on a roll of a natural 6. | | 4 | **Suppression Orders:** For the duration of the battle, whenever a fighter takes an enemy Out of Action with a ranged weapon, they earn an additional 1 XP. | | 5 | **Good Medicine:** During the post-battle sequence of this battle, the credit cost for the Medical Escort post-battle action is D6x10, rather than 2D6x10. If the End of Days rule is in effect then the Medical Escort post-battle action does not cost any Meat. | | 6 | **Call to Arms:** Halve the cost of any Gangers chosen during the Hire a Fighter sub-step of the post-battle sequence of this battle (rounded up to the nearest 5 credits). | ## 1. Downtime (1 Campaign Week) During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, and fix up wounded fighters. Exceptionally bold and active players might put their gangs through a special side battle (as follows) if they just can’t be away from the roar of guns and chainblades for that long. ### The Effects Of Downtime After their last battle of the Insurrection phase, players complete the following steps at the end of the post-battle sequence: 1. Fighters Recover 2. Captives are Returned 3. Experienced Juves and Prospects are Promoted 4. Fresh Recruitment ### 1. Fighters Recover Any In Recovery boxes on the gang roster are cleared. ### 2. Captives Are Returned Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits). ### 3. Experienced Juves And Prospects Are Promoted If any gang contains any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry. ### 4. Fresh Recruitment All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on. These credits must be spent now and cannot be added to the gang’s Stash. Gangs may supplement these credits with extra credits from their Stash. :::note ### Side Battles Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Damnation phase, there may be a few who can’t go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied. Side battles should, as a rule, be unusual, and have no effect on the campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the Arbitrator tools from the Necromunda Core Rulebook, or to play some of the narrative scenarios. Fighters can earn Experience and suffer Lasting Injuries from a side battle, but should not gain or earn Income, or gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archeotech, a unique chem, or a custom gang tactic. ::: ## 1. Damnation Phase (3 Campaign Weeks) The third phase of the Uprising Campaign charts the hive’s descent into madness and horror. During this phase the following rules apply: - At the beginning of this phase, all Territories become Ruined if they are not already. - At the beginning of each week, gangs receive the Benefits from their Territories. - The rules for Scavenging, Festering Injuries and Starvation come into effect (see below). - Chaos begins this phase in Ascendancy. ### End Of Days During the Insurrection phase, the rule of law remains mostly intact and the ancient mechanisms of Imperial authority ensure a semblance of order. In the Damnation phase, these systems begin to break down and true anarchy takes the hive within its grasp. This rise of lawlessness, open warfare and rampant corruption are represented by a number of special conditions coming into effect for this final phase of the campaign. Gangs may no longer purchase equipment from their Gang Equipment Lists during the post-battle sequence. In addition, gangs cannot recruit new fighters, Hired Guns and Hangers-on. Docs no longer accept credits when gangs visit them as part of the Medical Escort post-battle action. Instead, the cost of visiting the Doc becomes D3 portions of Meat. Captured fighters cannot be sold to the Guilders. Captured fighters can instead be turned into one portion of Meat (as follows) after their gang has had a chance to rescue them as normal. In addition to these changes to the post-battle sequence, three new rules are introduced: Scavenging, Starvation and Festering Injuries. ### Scavenging As the Guilds succumb to Chaos, fragment, or go into hiding, and entire regions within the hive become impassable, gangs are forced to forage among the ruins for equipment and allies. Gangs can gain Scavenging rolls from their Territories and as rewards for playing some scenarios. Each Scavenging roll can be used to roll once on the Scavenging table. When a gang earns a Scavenging roll, the player makes a note of it on their gang roster, and may then use it in the post-battle sequence of any battle when they would normally be able to purchase equipment. Scavenging is a dangerous business, for the hive wilderness is filled with cannibal cults and starving wildlife. Results on the Scavenging table range from encounters with monsters that will savage the gang’s fighters and leave them empty handed, to discovering bands of survivors offering fresh recruits and precious weaponry. Because of these perils, players do not have to roll on the Scavenging table if they don’t want to, and during the post-battle sequence may use any, all or none of their stashed Scavenging rolls. #### Scavenging Table | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | :-------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | **Unfortunate Encounter:** Randomly select one of the gang’s fighters and make a roll on the Lasting Injury table for them. | | 4-5 | **Paid in Blood:** Roll 3D6 and add that many credits worth of items from the gang’s Gang Equipment List to their Stash. Then, randomly select one of the gang’s fighters and make a roll on the Lasting Injury table for them. | | 6-7 | **Useful Scrap:** Roll D6x10 and choose a single item from the gang’s Gang Equipment List up to this value in credits and add it to their Stash. | | 8-9 | **Hidden Cache:** Roll D6x10 and add that many credits worth of items from the gang’s Gang Equipment List to their Stash. | | 10-11 | **Band of Survivors:** Add a Ganger to the gang’s roster. This fighter may be equipped for free with 2D6x10 credits of weapons and Wargear chosen from the Gang Equipment List. | | 12 | **Lost Holestead:** Roll a D6. On a 1-5, add a Ganger to the gang’s roster. On a 6, add a Champion to the gang’s roster. This fighter may be equipped for free with 4D6x10 credits of weapons and Wargear chosen from the gang’s Gang Equipment List. | ### Starvation Hunger gnaws at the heart of the hive, making people savage with gluttonous madness. As the power of the Corpse Grinder Cults grows, the influence of their hidden master spreads, bringing with it an unnatural hunger for human flesh. With the breakdown of order and the cessation of corpse-starch production, food rapidly becomes more important than coin for the inhabitants of the hive. When the Starvation rules come into effect, players are required to feed their gang during the pre-battle sequence of each battle before selecting their crew. Each fighter requires a portion of Meat to stave off hunger. Meat can be gained from Territories, earned as part of scenarios, ‘acquired’ from captive fighters or by ‘retiring’ fighters. Each fighter ‘retired’ from the gang in this way is worth one portion of Meat. Survivors acquired as part of Scavenging can also be turned into portions of Meat in the same way on a onefor- one basis. In either case, any weapons and Wargear that the fighter was equipped with are added to the gang’s Stash. If the player cannot feed a fighter, or chooses not to, the fighter gains the Starving condition (the player noting it on the gang’s roster and placing a token on the fighter’s card during battles as a reminder). Starving fighters retain the Starving condition until they either eat a portion of Meat in the pre-battle sequence or cannibalise a downed opponent (as follows). The Starvation condition has the following effects on a fighter: The fighter counts their Strength characteristic as 1 lower when making Strength checks, unarmed attacks and when working out the strength of weapons with the Melee trait. The fighter gains access to the Cannibalise (Basic) action and can use it during their activations as they would other actions. Starving fighters must make a Willpower test when they activate if there is a Prone and Seriously Injured fighter (friend or foe) within their maximum Charge range. If they fail this test, they must Charge the downed fighter and perform a Cannibalise (Basic) action. If for any reason they cannot reach their intended victim, such as if there are other models in the way or impassable terrain then they must use their activation to move as close to the downed fighter as possible. If the fighter has an opportunity to perform a Coup de Grace action (such as against an opponent that has been Seriously Injured in close combat), they instead make a Cannibalise action. **Cannibalise (Basic) Action:** The fighter feeds on the flesh of a wounded fighter. This action can be performed in place of a Fight action or a Coup de Grace action. It can only be made against fighters who are Prone and Seriously Injured. Immediately roll on the Lasting Injuries table for the fighter being fed upon and apply the result, counting results of Lesson Learned (11) as Out Cold (15-26). Note, the Prone and Seriously Injured fighter remains on the battlefield, and may be fed upon again, unless they roll a Captured (55-56), Critical Injury (61-65) or Memorable Death (66) result, in which case they are removed from the battlefield and considered to have been taken Out of Action (do not roll again on the Lasting Injury table for them). A fighter who has successfully fed using the Cannibalise action loses the Starving condition. :::note DESIGNER’S NOTE: MODELLING MUTATIONS While mutations can simply be recorded on a fighter’s card (after all, it is easy to imagine the members of a gang being a little circumspect about displaying their mutations openly), modelling mutations onto fighters can also be a fun way to represent them on the tabletop and as a reminder of who among a player’s gang has succumbed to the taint of Chaos. ::: ## Festering Injuries Open wounds are a gateway for more than just disease and rot. The Blood God exalts in torn flesh and severed muscle, bestowing his blessings on those that spill gore in his sight. In addition to the ever-present risk of infection and death, gangers fighting beneath the gaze of the Lord of Skin and Sinew risk more unnatural dangers. When the Festering Injuries rules are in effect and a fighter gains a Lasting Injury (regardless of the cause), there is a chance that it will become a mutation. If the result was Humiliated, Head Injury, Eye Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled roll a D6 with the following modifiers: - Add 1 if the Lasting Injury was inflicted by a fighter aligned to Chaos. - Add 1 if the Lasting Injury was sustained during a Campaign Week in which Chaos was in Ascendancy. - Add 1 if the fighter who suffered the Lasting Injury has the Starving condition. If the result of the roll is 6 or more then the Lasting Injury becomes a mutation. Do not apply the effects of the Lasting Injury to the fighter and instead make a note on their Fighter card of the corresponding mutation (see the Festering Injuries table below). The same mutation cannot be gained more than once. If a fighter would gain a duplicate mutation, the player may choose another mutation from the Festering Injuries table instead. The boons of the Dark Gods always come with a price, and no one suffers their blessings for long without succumbing to madness and corruption. As soon as a fighter gains a number of mutations equal to their Toughness characteristic, they are transformed into a Chaos Spawn and removed from the gang roster. Alternatively, if you have access to Necromunda: The Book of Ruin, a Chaos Helot Cult, Corpse Grinder Cult or Chaos-corrupted gang may instead replace the lost fighter with a Chaos Spawn (see Necromunda: The Book of Ruin). ### Festering Injuries Table | Lasting Injury | Mutation | | :---------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Humiliated** | **Hungering Pride:** The fighter must activate before any other fighters in their crew. If there is more than one fighter in the crew with this mutation, the controlling player may choose which one to activate first. Fighters with this mutation gain 1 additional Experience point if they take an enemy Leader or Champion Out of Action. | | **Head Injury** | **Dark Madness:** The fighter must make an Intelligence test when they activate. If the test is failed, roll a D6 to determine their first action: 1-2 Move (Simple) action, 3-4 Shoot (Basic) or Fight (Basic) action, 5-6 No action. | | **Eye Injury** | **Bestial Senses:** The fighter cannot be included as part of a group activation, nor can they initiate a group activation if they are a Leader or Champion. The fighter counts as always being equipped with a bio-scanner. | | **Hand Injury** | **Disturbing Appendage:** The fighter always counts as being equipped with a fighting knife which cannot be disarmed or destroyed. When using weapons with the Unwieldy trait, the fighter suffers a -1 modifier to their Weapon Skill or Ballistic Skill rolls. | | **Hobbled** | **Warped Limbs:** Reduce the fighter’s Move characteristic by 1. When the fighter makes a Charge action, roll three D3, instead of one, and choose the highest to determine the distance they move. | | **Spinal Injury** | **Crooked Body:** Ranged attacks made against the fighter suffer a -1 modifier to hit while within the attacking weapon’s Long range. The fighter cannot wear armour of any kind – any armour they are currently equipped with may be returned to the gang’s Stash. | | **Enfeebled** | **Twisted Flesh:** When the fighter activates, they may remove one Flesh Wound from their Fighter card. The fighter cannot benefit from bio-boosters, medicae kits or assistance from other fighters when making Recovery tests. | ## Winning Victory in the Uprising Campaign can be measured in many ways, although simply surviving the effects of starvation, societal collapse and the brutal madness of the Blood God is an achievement in itself. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the uprising. Some of these reflect the final fate of the hive and the ascension of Chaos or the restoration of Imperial rule, while others are more personal and reward gangs who have earned the most impressive reputation or outlived the competition. The Arbitrator should have a look at the Triumphs at the start of the Uprising Campaign as some of them require keeping track of how many battles each gang has won, and of which kind. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to try to achieve. Below is a list of the Uprising Campaign Triumphs: ## Triumphs | Triumph | Condition | | :------------------------ | :------------------------------------------------------------------------------------------- | | Champion of the Dark Gods | The player’s gang which has won the most scenarios for Chaos. | | Scion of the Imperium | The player’s gang which has won the most scenarios for Order. | | Flesh Harvester | The player’s gang with the most portions of Meat. | | Icon of Salvation | The player’s gang which had the most fighters on its gang roster at the end of the campaign. | | Legendary Status | The player’s gang which had the highest Reputation score at the end of the campaign. | | Survivor | The player who suffered the fewest deaths amongst their fighters. |
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# Outcast Scenarios Life in the outlands can be even more brutal and fleeting than the rest of the underhive, and Outcasts gangs must work hard for everything they need to survive. This often means going on dangerous prospecting or scavenging missions out into the wilds looking for anything they can use to fortify or improve their hideout, or even just to find the simplest of resources like food and water. Once an Outcasts gang has built its settlement it then needs to be defended. This can be against rival gangs, the various horrors of the underhive or even the settlement itself – many fledgling badzone towns are destroyed from within by the greed or recklessness of their residents. Should the gang survive long enough to stake a permanent claim to the outlands, they can then turn from prey into predator, and launch their own attacks and raids against nearby territories, either taking resources to make their own settlement larger and more powerful, or even taking over an enemy’s town altogether, and growing their burgeoning underhive empire. [Outcast Scenarios](/docs/tags/outcast-scenario) are designed for Outcasts gangs and gangs fighting in the outlands. These have been created both with Outcasts gangs in mind, but also for use with the [Outlander Campaign](/docs/campaigns/outlander-campaign/). They include resource gathering scenarios such as [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank), where the gang must siphon off valuable gunk before their enemies do, [Mining Expedition](http://localhost:3000/docs/scenarios/scenario-list/mining-expedition), detailing a gang’s prospecting efforts out in the badzones, and [The Big Score](/docs/scenarios/scenario-list/the-big-score), where a gang goes all in for a single large payday. Complementing these resource-focused scenarios are ones centred on attacking and defending underhive settlements. [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) is the classic assault on a settlement as one gang tries to bring down another's town, while [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) offers sneaky gangs a unique way to do some damage to their rivals. Finally, [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) is all about fighting inside the settlement itself, either against malcontents or enemies in a parlay gone wrong. ## Featured Terrain and Resources Many of the scenarios presented here make use of specific terrain features, such as settlement walls, gunk tanks or market stalls. These pieces of terrain come with their own set of rules governing how fighters interact with them and their overall effect on the battlefield. Players can either represent them with the corresponding Citadel miniatures, such as those from the Gang Stronghold set or the Underhive Market set, or create their own terrain pieces using the rules as a guideline for their size and function. In either case, when a scenario calls for a specific terrain feature to be present, it is important that both players clearly define the terrain before the battle begins. In addition to the inclusion of unique terrain features, many of the Outcast scenarios also include rewards keyed to the Outlander Campaign, namely Power, Sustenance and Salvage. These are the resources a gang will use to build and grow their underhive settlement, and are vital to victory in the campaign. If players are using these scenarios outside of the Outlander Campaign then these campaign-specific rewards can be ignored, and only the standard scenario rewards – as listed in each scenario – are used.
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# Outcast Scenarios Life in the outlands can be even more brutal and fleeting than the rest of the underhive, and Outcasts gangs must work hard for everything they need to survive. This often means going on dangerous prospecting or scavenging missions out into the wilds looking for anything they can use to fortify or improve their hideout, or even just to find the simplest of resources like food and water. Once an Outcasts gang has built its settlement it then needs to be defended. This can be against rival gangs, the various horrors of the underhive or even the settlement itself – many fledgling badzone towns are destroyed from within by the greed or recklessness of their residents. Should the gang survive long enough to stake a permanent claim to the outlands, they can then turn from prey into predator, and launch their own attacks and raids against nearby territories, either taking resources to make their own settlement larger and more powerful, or even taking over an enemy’s town altogether, and growing their burgeoning underhive empire. [Outcast Scenarios](/docs/tags/outcast-scenario) are designed for Outcasts gangs and gangs fighting in the outlands. These have been created both with Outcasts gangs in mind, but also for use with the [Outlander Campaign](/docs/campaigns/outlander-campaign/). They include resource gathering scenarios such as [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank), where the gang must siphon off valuable gunk before their enemies do, [Mining Expedition](http://localhost:3000/docs/scenarios/scenario-list/mining-expedition), detailing a gang’s prospecting efforts out in the badzones, and [The Big Score](/docs/scenarios/scenario-list/the-big-score), where a gang goes all in for a single large payday. Complementing these resource-focused scenarios are ones centred on attacking and defending underhive settlements. [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) is the classic assault on a settlement as one gang tries to bring down another's town, while [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) offers sneaky gangs a unique way to do some damage to their rivals. Finally, [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) is all about fighting inside the settlement itself, either against malcontents or enemies in a parlay gone wrong. ## Featured Terrain and Resources Many of the scenarios presented here make use of specific terrain features, such as settlement walls, gunk tanks or market stalls. These pieces of terrain come with their own set of rules governing how fighters interact with them and their overall effect on the battlefield. Players can either represent them with the corresponding Citadel miniatures, such as those from the Gang Stronghold set or the Underhive Market set, or create their own terrain pieces using the rules as a guideline for their size and function. In either case, when a scenario calls for a specific terrain feature to be present, it is important that both players clearly define the terrain before the battle begins. In addition to the inclusion of unique terrain features, many of the Outcast scenarios also include rewards keyed to the Outlander Campaign, namely Power, Sustenance and Salvage. These are the resources a gang will use to build and grow their underhive settlement, and are vital to victory in the campaign. If players are using these scenarios outside of the Outlander Campaign then these campaign-specific rewards can be ignored, and only the standard scenario rewards – as listed in each scenario – are used.
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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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# 73. Mercy Mission _In the aftermath of a gang battle, both sides try to get their fallen fighters to safety._ **Source: White Dwarf, April 2021** ## Battlefield Standard. ## Crews - Random (5). In addition, both teams add the following: - 1 Rogue Doc (Hangers-on). - 1 Hive Scum (Stub Gun). ## Tactics Cards - None ## Deployment Take turns (starting with the winner of a roll-off) in each of the following steps: 1. Place one of the 5 random enemy fighters anywhere on the battlefield, continue until all are deployed. 2. Place the friendly Rogue Doc & Hangers on a random battlefield edge. Then the other gang does the same on the opposite battlefield edge. Note that the battlefield edge where the Rogue Doc and Hive Scum is placed counts as the gang’s edge for the purpose of XP rewards, ending and winning the battle. ## The Aftermath _A brutal gang fight has taken place, and the battlefield is strewn with downed fighters._ All 5 random fighters from both teams begin: - Seriously Injured (Recovery rolls are made as normal at the end of each round). - Only 1 Wound remaining (if having more). - All weapons counts as Out of Amo (can be reloaded as normal after recovering). For this battle, all gangs (including all fighters) have the following effects: - No Lasting Injuries if going Out of Action. - No need to make Bottle tests. ## Mission of Mercy <FighterCard> ### Hive Scum (Generic) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> #### Special Rules - Can't Coup de Grace. </FighterCard> <FighterCard> ### Rogue Doc | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). #### Special Rules - Can't Coup de Grace. - Only Pinned if hit by an attack (otherwise unaffected). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield (except the Rogue Doc and Hive Scum). - One gang has 3+ fighters B2B with their battlefield edge (except the Rogue Doc and Hive Scum). ## Victory - The winner is the only gang with 3+ fighters B2B on their battlefield edge. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter B2B with their battlefield edge. 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.
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Hangers-on']
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# 73. Mercy Mission _In the aftermath of a gang battle, both sides try to get their fallen fighters to safety._ **Source: White Dwarf, April 2021** ## Battlefield Standard. ## Crews - Random (5). In addition, both teams add the following: - 1 Rogue Doc (Hangers-on). - 1 Hive Scum (Stub Gun). ## Tactics Cards - None ## Deployment Take turns (starting with the winner of a roll-off) in each of the following steps: 1. Place one of the 5 random enemy fighters anywhere on the battlefield, continue until all are deployed. 2. Place the friendly Rogue Doc & Hangers on a random battlefield edge. Then the other gang does the same on the opposite battlefield edge. Note that the battlefield edge where the Rogue Doc and Hive Scum is placed counts as the gang’s edge for the purpose of XP rewards, ending and winning the battle. ## The Aftermath _A brutal gang fight has taken place, and the battlefield is strewn with downed fighters._ All 5 random fighters from both teams begin: - Seriously Injured (Recovery rolls are made as normal at the end of each round). - Only 1 Wound remaining (if having more). - All weapons counts as Out of Amo (can be reloaded as normal after recovering). For this battle, all gangs (including all fighters) have the following effects: - No Lasting Injuries if going Out of Action. - No need to make Bottle tests. ## Mission of Mercy <FighterCard> ### Hive Scum (Generic) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> #### Special Rules - Can't Coup de Grace. </FighterCard> <FighterCard> ### Rogue Doc | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). #### Special Rules - Can't Coup de Grace. - Only Pinned if hit by an attack (otherwise unaffected). </FighterCard> ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield (except the Rogue Doc and Hive Scum). - One gang has 3+ fighters B2B with their battlefield edge (except the Rogue Doc and Hive Scum). ## Victory - The winner is the only gang with 3+ fighters B2B on their battlefield edge. Otherwise it is a draw. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter B2B with their battlefield edge. 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.
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# 94. The Big Score _Find the mother lode and you can retire to live a life of luxury… just got to hope no one else has the same idea._ In The Big Score scenario, two gangs fight to loot an abandoned settlement whose defences are still active. :::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 1 Double the amount of Materials received as rewards if played in Phase 1. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Battlefield Standard. Add 4 Prospecting Sites (abouce 4" in size) at least 8" from any battlefield edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Standard. After deployment, take turns (starting with the gang with Priority) for each of the following steps: - Place 6 loot caskets within 6" of the centre (one at a time). - Place 6 defences anywhere (one at a time). :::note What are defenses? Defenses are ambiguous in Book of the Outcast, and this scenario refers to the following excerpt on terrain. > In the outlands, defences are even more important than in the rest of the underhive. > > Places such as Dust Falls, or even Sump City, survive by constant connection to the rest of the hive and the nominal protection of the Palanite Enforcers and Clan Houses. > > Not so the settlements deep in the badzones, who must endure on their own. Wallsare perhaps the most important component of their defences, as a simple three-metre tall fence around your settlement can be enough to keep most critters from wandering in – or at least give the inhabitants time to shoot them in the head before they do. > > For the more security conscious, towers, gates, sentry guns, minefields and guard beasts are all options, and few settlements thrive for long without at least a few of these. It is up to players to interpret this how they like. Defenses could be [booby traps](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), [watchtowers](/docs/battlefield-setup/special-terrian-features/special-terrain#watchtower), or even defence servitors. ::: ### The Score Defences are automated and treats both gangs as enemies. ## 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 (Necrodamus, A&A) Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - Any gang has 3+ Loot caskets in the gang's deployment zone. ## Victory The gang with the most loot caskets in the gang's deployment zone is the winner. ## Rewards #### Credits - 2D6x10 per loot casket. #### 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 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources Randomize one of the following Materials (roll a D3) per loot: 1. D6 Power. 1. D6 Salvage. 1. D6 Sustenance. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 94. The Big Score _Find the mother lode and you can retire to live a life of luxury… just got to hope no one else has the same idea._ In The Big Score scenario, two gangs fight to loot an abandoned settlement whose defences are still active. :::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 1 Double the amount of Materials received as rewards if played in Phase 1. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Battlefield Standard. Add 4 Prospecting Sites (abouce 4" in size) at least 8" from any battlefield edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Standard. After deployment, take turns (starting with the gang with Priority) for each of the following steps: - Place 6 loot caskets within 6" of the centre (one at a time). - Place 6 defences anywhere (one at a time). :::note What are defenses? Defenses are ambiguous in Book of the Outcast, and this scenario refers to the following excerpt on terrain. > In the outlands, defences are even more important than in the rest of the underhive. > > Places such as Dust Falls, or even Sump City, survive by constant connection to the rest of the hive and the nominal protection of the Palanite Enforcers and Clan Houses. > > Not so the settlements deep in the badzones, who must endure on their own. Wallsare perhaps the most important component of their defences, as a simple three-metre tall fence around your settlement can be enough to keep most critters from wandering in – or at least give the inhabitants time to shoot them in the head before they do. > > For the more security conscious, towers, gates, sentry guns, minefields and guard beasts are all options, and few settlements thrive for long without at least a few of these. It is up to players to interpret this how they like. Defenses could be [booby traps](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), [watchtowers](/docs/battlefield-setup/special-terrian-features/special-terrain#watchtower), or even defence servitors. ::: ### The Score Defences are automated and treats both gangs as enemies. ## 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 (Necrodamus, A&A) Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - Any gang has 3+ Loot caskets in the gang's deployment zone. ## Victory The gang with the most loot caskets in the gang's deployment zone is the winner. ## Rewards #### Credits - 2D6x10 per loot casket. #### 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 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources Randomize one of the following Materials (roll a D3) per loot: 1. D6 Power. 1. D6 Salvage. 1. D6 Sustenance. :::
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# Necromunda Rules - Gangs # GANGS The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. ## HOUSE GANGS [[house-cawdor]] **[HOUSE CAWDOR](https://necrovox.org/docs/gangs/gang-lists/house-cawdor)[](https://necrovox.org/docs/gangs/#house-cawdor) [HOUSE DELAQUE](https://necrovox.org/docs/gangs/gang-lists/house-delaque)[](https://necrovox.org/docs/gangs/#house-delaque) [HOUSE ESCHER](https://necrovox.org/docs/gangs/gang-lists/house-escher)[](https://necrovox.org/docs/gangs/#house-escher) [HOUSE GOLIATH](https://necrovox.org/docs/gangs/gang-lists/house-goliath)[](https://necrovox.org/docs/gangs/#house-goliath) [HOUSE ORLOCK](https://necrovox.org/docs/gangs/gang-lists/house-orlock)[](https://necrovox.org/docs/gangs/#house-orlock) [HOUSE VAN SAAR](https://necrovox.org/docs/gangs/gang-lists/house-van-saar)[](https://necrovox.org/docs/gangs/#house-van-saar)** ## ENFORCERS **[PALANITE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers)[](https://necrovox.org/docs/gangs/#palanite-enforcers) [BADZONE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers)[](https://necrovox.org/docs/gangs/#badzone-enforcers)** ## CULTS **[GENESTEALER CULT](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult)[](https://necrovox.org/docs/gangs/#genestealer-cult) [HELOT CHAOS CULT](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult)[](https://necrovox.org/docs/gangs/#helot-chaos-cult) [CORPSE GRINDER CULT](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult)[](https://necrovox.org/docs/gangs/#corpse-grinder-cult)** ## OUTLAWS & OUTSIDERS **[ASH WASTES NOMADS](https://necrovox.org/docs/gangs/gang-lists/ash-wastes-nomads)[](https://necrovox.org/docs/gangs/#ash-wastes-nomads) [IRONHEAD SQUAT PROSPECTORS](https://necrovox.org/docs/gangs/gang-lists/squats)[](https://necrovox.org/docs/gangs/#ironhead-squat-prospectors) [OUTCASTS](https://necrovox.org/docs/gangs/gang-lists/outcasts)[](https://necrovox.org/docs/gangs/#outcasts) [SLAVE OGRYNS](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns)[](https://necrovox.org/docs/gangs/#slave-ogryns) VENATORS** # GANG LISTS The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. ## HOUSE GANGS **[HOUSE CAWDOR](https://necrovox.org/docs/gangs/gang-lists/house-cawdor)[](https://necrovox.org/docs/gangs/gang-lists/#house-cawdor) [HOUSE DELAQUE](https://necrovox.org/docs/gangs/gang-lists/house-delaque)[](https://necrovox.org/docs/gangs/gang-lists/#house-delaque) [HOUSE ESCHER](https://necrovox.org/docs/gangs/gang-lists/house-escher)[](https://necrovox.org/docs/gangs/gang-lists/#house-escher) [HOUSE GOLIATH](https://necrovox.org/docs/gangs/gang-lists/house-goliath)[](https://necrovox.org/docs/gangs/gang-lists/#house-goliath) [HOUSE ORLOCK](https://necrovox.org/docs/gangs/gang-lists/house-orlock)[](https://necrovox.org/docs/gangs/gang-lists/#house-orlock) [HOUSE VAN SAAR](https://necrovox.org/docs/gangs/gang-lists/house-van-saar)[](https://necrovox.org/docs/gangs/gang-lists/#house-van-saar)** ## ENFORCERS **[PALANITE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers)[](https://necrovox.org/docs/gangs/gang-lists/#palanite-enforcers) [BADZONE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers)[](https://necrovox.org/docs/gangs/gang-lists/#badzone-enforcers)** ## CULTS **[GENESTEALER CULT](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult)[](https://necrovox.org/docs/gangs/gang-lists/#genestealer-cult) [HELOT CHAOS CULT](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult)[](https://necrovox.org/docs/gangs/gang-lists/#helot-chaos-cult) [CORPSE GRINDER CULT](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult)[](https://necrovox.org/docs/gangs/gang-lists/#corpse-grinder-cult)** ## OUTLAWS & OUTSIDERS **[ASH WASTES NOMADS](https://necrovox.org/docs/gangs/gang-lists/ash-wastes-nomads)[](https://necrovox.org/docs/gangs/gang-lists/#ash-wastes-nomads) [IRONHEAD SQUAT PROSPECTORS](https://necrovox.org/docs/gangs/gang-lists/squats)[](https://necrovox.org/docs/gangs/gang-lists/#ironhead-squat-prospectors) [OUTCASTS](https://necrovox.org/docs/gangs/gang-lists/outcasts)[](https://necrovox.org/docs/gangs/gang-lists/#outcasts) [SLAVE OGRYNS](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns)[](https://necrovox.org/docs/gangs/gang-lists/#slave-ogryns) [VENATORS](https://necrovox.org/docs/gangs/gang-lists/venators)[](https://necrovox.org/docs/gangs/gang-lists/#venators)** # HOUSE CAWDOR *Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs.* *From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#gang-composition) House Cawdor follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#articles-of-faith) - [Devout Masses](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. NOTE The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ## CAWDOR FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-fighters) **100CREDITS** ### WORD-KEEPER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#word-keeper-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. *Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader.* **90CREDITS** ### FIREBRAND (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#firebrand-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. ### RIGHTEOUS WARRIOR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#righteous-warrior) Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). *Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption.* **45CREDITS** ### CAWDOR BRETHREN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-brethren-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). *Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons.* **80CREDITS** ### CAWDOR WAY-BRETHREN (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-way-brethren-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. ### PROMOTION (CAWDOR FIREBRAND OR REDEMPTIONIST DEACON)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#promotion-cawdor-firebrand-or-redemptionist-deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. ### BORN IN THE SADDLE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#born-in-the-saddle) This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. ### HOT-HEADED[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#hot-headed) Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. ### FAST LEARNER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fast-learner) During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. ### PIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#pious) A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. **20CREDITS** ### BONEPICKER (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bonepicker-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). *Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray.* **90CREDITS** ### 0-2 SHEEN BIRD (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-2-sheen-bird-exotic-beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#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. ### BATE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bate) When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. ### RAKE AWAY[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#rake-away) At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. *Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting.* *Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds.* *Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself.* **30CREDITS** ### CAWDOR ROAD PREACHER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-road-preacher-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#vehicle-crew) A Cawdor Road Preacher must always be equipped with a vehicle. ### PIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#pious-1) A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. ### ONE OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#one-of-the-faithful) If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. ## REDEMPTIONIST FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-fighters) **100CREDITS** ### REDEMPTOR PRIEST (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptor-priest-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. *Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood.* **90CREDITS** ### REDEMPTIONIST DEACON (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-deacon-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. ### FANATICAL FERVOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fanatical-fervour) Once per battle, can gain the following when Charging: - 2xA (base stat). - 1 hit modifier. *Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done.* **45CREDITS** ### REDEMPTIONIST BRETHREN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-brethren-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. *Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible.* **40CREDITS** ### ZEALOT (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#zealot-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. **55CREDITS** ### 0-3 CHERUB-SERVITOR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-3-cherub-servitor-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#flight-1) 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. ### BODYGUARD[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bodyguard) If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. ### FOCUS OF FAITH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#focus-of-faith) Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). ### STEALTHY[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#stealthy) - 1 hit modifier when targeted by ranged attacks. ### SMALL TARGET[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#small-target) Never a potential target for Stray shots. ### NIMBLE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#nimble) 4+ save (unmodifiable by AP) *Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals.* *The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself.* **35CREDITS** ### REDEMPTIONIST ROAD PREACHER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-road-preacher-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#vehicle-crew-1) A Cawdor Road Preacher must always be equipped with a vehicle. ### FANATICAL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fanatical) A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. ### ONE OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#one-of-the-faithful-1) If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. ## SHARED FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#shared-fighters) **280CREDITS** ### 0-1 STIG-SHAMBLER (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-1-stig-shambler-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. ### INTELLIGENT CONTROL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#intelligent-control) Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. ### MOVE AND SHOOT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#move-and-shoot) Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). *The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light.* *And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive.* *Truly, House Cawdor is home to some strange sights indeed!* ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#skill-access) ### CAWDOR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### REDEMPTIONIST[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### OTHER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#other) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## DEVOUT MASSES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#devout-masses) Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. # CAWDOR EQUIPMENT LIST Legend | Symbol | Meaning | | --- | --- | | C. | Cawdor | | R. | Redemptionist | | ✓ | 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[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#basic-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | | Autogun | (15) | (15) | - | 15 | - | 15 | 15 | 15 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Cawdor charger/autogun * | - | - | - | 25 | - | - | - | - | - | - | - | - | | Cawdor charger/blunderbuss with grape & purgation shot * | - | - | - | 45 | - | - | - | - | - | - | - | - | | Cawdor charger/flamer * | - | - | - | 145 | - | - | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | - | - | - | - | - | - | - | - | - | | Reclaimed Autogun with Polearm | 20 | 20 | 20 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | - | | Blunderbuss (grape & purgation) with Polearm * | 40 | 40 | 40 | - | - | - | - | - | - | - | - | - | | - Emperor’s Wrath rounds | 35 | 35 | 35 | - | - | - | - | - | - | - | - | - | | - Master-crafted (Emperor's Wrath & Polearm) | 10 | - | - | - | - | - | - | - | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | - | (15) | (15) | - | - | - | - | - | | - Solid | 10 | 10 | - | 10 | - | (5) | (5) | - | - | - | - | - | | Shotgun (solid & scatter) | (30) | (30) | - | - | - | 30 | 30 | 30 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Executioner | - | - | - | - | - | 20 | - | - | - | - | - | - | | - Inferno | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Retributor | - | - | - | - | - | 20 | 20 | 20 | - | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#pistols) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | ✓ | | | Autopistol | (10) | (10) | - | - | - | 10 | 10 | 10 | 10 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | - | - | - | - | 5 | 5 | - | | Hand crossbow | - | - | - | 10 | - | - | - | - | - | - | - | | | Hand flamer | 75 | 75 | 75 | 75 | - | 75 | 75 | 75 | - | 75 | 75 | - | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#special-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | ✓ | ✓ | G(S) | | | | | Flamer | 130 | 130 | 130 | - | - | - | - | - | - | - | - | | + with Autogun (combi) | 110 | 110 | 110 | - | - | - | - | 110 | - | - | - | | + Fire Pike | - | - | - | - | - | 140 | 140 | 140 | - | - | - | | Grenade launcher (frag & krak) | - | - | - | - | - | 65 | 65 | 65 | - | - | - | | - Photon flash | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | - Smoke | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Long rifle | 30 | 30 | 30 | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#heavy-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Heavy crossbow (frag & krak) * | 125 | 125 | - | - | - | - | - | - | - | - | - | | Heavy flamer * | 195 | 195 | - | - | - | 195 | 195 | - | - | - | 70↑ | | Heavy stubber * | 130 | 130 | - | - | - | - | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#close-combat-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Axe | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Chainaxe | - | - | - | - | - | 30 | 30 | 30 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | | - with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Chain glaive * | 60 | 60 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 15 | - | - | - | - | - | - | - | - | - | - | | Chainsword | - | - | - | - | - | 25 | 25 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | - | - | - | - | - | | Cleaver | 20 | 20 | 20 | - | 20 | - | - | - | - | - | - | | Eviscerator * | - | - | - | - | - | 90 | 90 | 90 | 90 | - | - | | - Master-crafted | - | - | - | - | - | 20 | 20 | - | - | - | - | | Flail | 20 | 20 | 20 | 20 | 20 | - | - | - | - | - | - | | Frag lance | - | - | - | 35 | - | - | - | - | - | - | - | | Greatsword * | 40 | 40 | 40 | - | - | - | - | - | - | - | - | | - Master-crafted | 10 | 10 | - | - | - | - | - | - | - | - | - | | Heavy club | 15 | 15 | 15 | - | 15 | (15) | (15) | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | | Krak lance | - | - | - | 50 | - | - | - | - | - | - | - | | Maul (club) | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Polearm * | 30 | 30 | - | - | - | - | - | - | - | - | - | | Stun lance | - | - | - | 30 | - | - | - | - | - | - | - | | Two-handed axe * | 25 | 25 | 25 | - | - | (25) | (25) | - | 25 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | - | - | - | | Two-handed hammer * | 35 | 35 | 35 | - | - | (35) | (35) | - | 35 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#grenades) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Choke gas | 50 | 50 | - | - | - | 50 | 50 | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#armour) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace (light) | - | - | - | - | - | 80 | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Gutterforged cloak | 15 | 15 | 15 | 15 | 15 | (15) | (15) | (15) | (15) | - | - | | Incombustible hauberk | - | - | - | - | - | 20 | 20 | 20 | 20 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | (15) | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | | Scrap shield | 15 | 15 | (15) | (15) | (15) | (15) | (15) | (15) | (15) | - | - | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#field-armour) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hexagrammic fetish | - | - | - | - | - | 35 | 35 | 35 | 35 | - | - | | https://necrovox.org/docs/armoury/field-armour#refractor-field | - | - | - | - | - | 50 | - | - | - | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#equipment) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | - | - | - | - | - | - | - | - | - | 35 | - | | Bomb delivery rats | 30 | 30 | 30 | - | 30 | - | - | - | - | - | - | | Book of The Redemption | - | - | - | - | - | 50 | - | - | - | - | - | | Cult icon (max 1 per gang) | 40 | 40 | - | - | - | 40 | 40 | - | - | - | - | | Drop rig | 10 | 10 | 10 | - | - | 10 | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | 35 | - | | Pyromantic mantle | - | - | - | - | - | 45 | 45 | 45 | 45 | - | - | | Respirator | 15 | 15 | 15 | 15 | - | 15 | 15 | 15 | - | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | - | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#pets-status-item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sheen birds (0-2) | 90 | 90 | - | - | - | - | - | - | - | - | - | | Cherub-servitor (0-3) | - | - | - | - | - | 55 | 55 | - | - | - | - | ## SERVO SKULLS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#servo-skulls-status-item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | SERVO SKULLS (STATUS ITEM) | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sensor skull | - | - | - | - | - | 60 | - | - | - | - | - | | Gun skull | - | - | - | - | - | 65 | 65 | - | - | - | - | | Medi skull | - | - | - | - | - | 80 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#weapon-accessories) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) ** | - | - | - | - | - | 40 | 40 | - | - | - | - | | Mono-sight (Basic, Special, Heavy) ** | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | - | - | - *: Maximum one gunsight per weapon. # ARTICLES OF FAITH *Source: House of Faith* *There is no greater weapon in the arsenal of the Imperium than faith. This is a fact as true among the greater diaspora of humanity as it is on Necromunda, and in the depths of the hive cities there are none more faithful than the followers of the Redemption. Tales abound of members of Clan Cawdor overcoming terrible wounds, delivering devastating blows or even cheating death itself through the strength of their belief. While undoubtedly many of these tales are either exaggerated or outright fabrications, enough evidence exists to make those who have faced the warriors of the Redemption wonder just what it might have been that turned aside their bullet or lent strength to the attacks of their foes – was it just luck, or was something divine at work?* Articles of Faith are a collection of rules that apply to all House Cawdor fighters. As they focus on the faith and conviction of the followers of the Redemption they are not so clean cut as things like Skills, Wargear or bionics that grant their users clearly defined benefits at an XP or credit cost. Rather, should a Cawdor fighter believe strongly enough in themselves, their brothers and the God-Emperor, something miraculous might happen. Equally though, should the fighter’s faith falter, then the gifts of the God-Emperor that were so graciously bestowed upon them might just as easily be taken away. ## FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#faith-dice) Faith dice represent the religious zeal of a Cawdor gang. These dice are a resource that all Cawdor gangs (except those that have become Chaos Corrupted or Genestealer Infected) generate over the course of a battle, and which can be used to attempt miraculous events known as ‘Articles of Faith’ – such as surviving a fatal blow or making an impossible leap. ### GENERATING FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#generating-faith-dice) Faith is a strange thing – and those that attempt to understand how it works probably don’t have it. Sometimes a tide of righteous frenzy will envelop the fighters of House Cawdor, bearing them to victory on a tide of religious zeal. Other times the gaze of the God-Emperor will turn away from them, leaving them to their fate. In the End phase of each round (including the first), count up the number of friendly House Cawdor fighters currently on the battlefield that are neither Seriously Injured or Broken, and roll a D6 for each. Each dice that rolls a 5 or 6 is added to a special pool of dice called the Faith dice pool (this can also be represented by tokens or notes on a piece of paper if it is easier). Cawdor fighters may also attempt to work themselves up into a frenzy of faith – waving holy relics, chanting prayers or flagellating themselves – during their activation by performing the Beseech the God-Emperor (Double) action: **Beseech the God-Emperor (Double):** During the End phase, roll three D6 for a fighter that performed this action, rather than the usual one. Faith dice can be retained from one round to the next. However, if in the End phase, after generating Faith dice, there are more dice in the pool than there are friendly House Cawdor fighters on the battlefield, these excess dice must be discarded. ### USING FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#using-faith-dice) When a Cawdor fighter activates, if there is at least one dice in the Faith dice pool, they may attempt to invoke an Article of Faith. Each Article of Faith only affects the fighter performing it (unless otherwise noted) and lasts until the start of that fighter’s next activation (unless otherwise noted). An Article of Faith must be invoked and performed at the start of a fighter’s activation, before performing any actions. Attempting an Article of Faith does not require the fighter to use one of their actions (unless otherwise noted). When invoking an Article of Faith, the controlling player declares the Article of Faith the fighter is attempting to invoke. The fighter then makes a Threshold test. To make a Threshold test, the player chooses a number of Faith dice to roll, removing them from the Faith dice pool and rolling them. Once this roll has been made, the number of dice used cannot be changed, i.e., the player cannot roll more Faith dice to increase the total rolled. Once a dice has been taken from the Faith dice pool, it is used up and discarded: - If the total result equals or exceeds the threshold of the Article of Faith being invoked, a miracle has occurred and the Article of Faith is performed successfully! - If the total result is lower than the threshold of the Article of Faith being invoked, they have failed and the God-Emperor has turned his back on them. ## PATHS OF FAITH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#paths-of-faith) While the other Clan Houses see little difference between the varied followers of the Redemption – perhaps only making some vague distinction between the law abiding and the outlaw – there are in fact myriad splinter faiths within House Cawdor. Most Redemptionist faiths stay more or less true to the core tenets of the Clan House, those rules that reflect tried and true beliefs. Some stray, or include divergent philosophies. These divergent beliefs are represented in games of Necromunda by the four ‘Paths of Faith’. These are the Path of the Faithful, the Path of the Fanatic, the Path of the Doomed, and the Path of the Redeemer. The Path of Faith a House Cawdor gang follows is determined by their Leader and must be chosen when the gang is first created. Once a Path has been chosen the Leader may not choose another or change it. However, should the Leader die, their successor may choose their own Path – affecting the rest of the gang as normal. Each Path grants the gang access to a different set of Articles of Faith, reflecting the ideologies of the gang members. There are also certain benefits conferred by the path a gang follows. ### PATH OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-faithful) The Path of the Faithful is the path followed by the great majority of House Cawdor. It is the path of the Redemption, an extreme interpretation of the Imperial Creed that fills many with dread and fear. Whilst most members of House Cawdor consider themselves moderate, to outsiders there is little distinction between a moderate Redemptionist and an outlawed follower of a fanatical fringe. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, an additional D6 is rolled for each friendly House Cawdor Leader or Champion that is currently on the battlefield and that is not either Seriously Injured or Broken. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Faithful. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And Contempt shall be My Armour!” | Whilst this Article of Faith is in effect, this fighter and any friendly House Cawdor fighters within 6" of them may not be targeted by and are immune to the effects of psychic powers. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter reduces their Willpower by 1 for the remainder of this battle. | 4+ | | “And Lo His Gaze did Illuminate them!” | The fighter can attack through smoke clouds and ignores the Pitch Black rules. In addition, if they are hit by a Flash weapon, add 1 to the result of the Initiative check to see whether they become subject to the Blind condition. | 3+ | | “And the Word fell upon them, and they were Broken by it!” | All enemy fighters that are within 9" of this fighter and that can draw a line of sight to this fighter must immediately make a Nerve test. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter must immediately make a Nerve test. | 5+ | | “And by Their Works shall They be known!” | One enemy Psyker within 12" of this fighter and that can draw a line of sight to this fighter must immediately make a Leadership check. If this check is failed, the enemy psyker must roll on the Perils of the Warp table. | 5+ | | “And the Heart of the Heretic was easily cowed!” | One enemy fighter within 12" of this fighter and that can draw a line of sight to this fighter must immediately make an Intelligence check. If this check is failed, they lose their Ready marker (if they have one). However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter’s activation ends immediately. | 8+ | | “And those of Warped and Twisted Limb shall be Despised!” | Whilst this Article of Faith is in effect, all friendly Cawdor fighters within 6" of this fighter and that can draw a line of sight to this fighter (including this fighter) may re-roll any failed Hit rolls made against Brutes (including Spawn), pets, critters, or enemy fighters with mutations. | 7+ | ### PATH OF THE FANATIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-fanatic) Those who follow the Path of the Fanatic embody the frenzy of faith the Redemption is so well known for. The Red Walk, Disciples of the Burning Brand and the Children of Blessed Day are all examples of splinter faiths of the Redemption who follow the Path of the Fanatic. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, an additional D6 is rolled for each friendly House Cawdor fighter that is Engaged with an enemy fighter. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Fanatic. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And Lo, I did spread my Wings and the God-Emperor carried me aloft!” | Whilst this Article of Faith is in effect, this fighter may add 3D6" to their Movement when attempting to leap a gap. When attempting to jump down to a level below, this fighter can reduce the distance measured (and therefore reduce the risk) by D6+2".Players should note that, when invoking this Article of Faith, they must declare the move this fighter intends to make, including the leap or jump. If this fighter fails to pass the Threshold test for this Article of Faith, they must still move and attempt the leap or jump (should they fall, their faith was clearly lacking). | 5+ | | “And by our Pain shall He Judge our worth!” | Whilst this Article of Faith is in effect, this fighter improves their Toughness by 3. However, this fighter will suffer a Flesh Wound. If the fighter did not pass the threshold for this Article of Faith, this Flesh Wound is applied immediately. If the fighter did pass the Threshold test, this Flesh Wound is applied when this Article of Faith expires. | 5+ | | “And without thought He Smote Them Down!” | The fighter immediately makes a free Charge (Double) action (i.e., does not use any of their actions). However, this fighter suffers a -2 modifier to their Hit rolls for the remainder of this round. Should the Threshold test be failed and this Article of Faith not be invoked, this fighter suffers a -2 modifier to their Hit rolls for the remainder of this battle. | 6+ | | “And His Feet carried him into the fray!” | The fighter can make an immediate free Move (Simple) action. However, this fighter suffers an immediate Flesh Wound, regardless of whether or not they successfully pass the Threshold test for the Article of Faith. | 2+ | | “And He stood Defiant upon the mountain!” | When this fighter is hit by a ranged attack, they do not become Prone and Pinned. However, whilst this Article of Faith is in effect, this fighter is unable to perform a Take Cover (Basic) action and does not benefit from partial cover. | 5+ | | “And He Gave Unto Them the Emperor’s Mercy!” | Unlike other Articles of Faith, this one is not invoked at the start of a fighter’s activation. Instead, a House Cawdor fighter may interrupt the activation of an enemy fighter that wishes to perform a Coup De Grace (Simple) action against that House Cawdor fighter.If the Threshold test is passed, this fighter may interrupt that fighter’s activation to perform a free Fight (Basic) action targeting the fighter performing the Coup De Grace (Simple) action. Note that this may prevent the Coup De Grace (Simple) action from being performed at all. | 5+ | ### PATH OF THE DOOMED[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-doomed) The Path of the Doomed draws upon the core beliefs of the Redemption, and relishes in the death of all things. The Forsaken Truth, the Scions of the Void and the Cult of the True Resurrection are all examples of splinter faiths of the Redemption who follow the Path of the Doomed. If a Leader has chosen this Path, their gang gains the following benefits: - If the Leader is Seriously Injured or has been taken Out of Action, or if the gang has failed a Bottle test, Faith dice are generated on a roll of 4+, rather than the usual roll of 5 or 6. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Doomed. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And the people Rose Up in their multitudes to aid Him!” | If the Threshold test to invoke this Article of Faith is passed, this fighter may forfeit their actions for this activation to add D3 extra Cawdor fighters to the battlefield (these must be fighters belonging to this fighter’s gang who were not part of the crew for this battle). These new fighters arrive immediately and are deployed with Ready markers, touching the battlefield edge closest to this fighter, but not within 9" of an enemy fighter.However, should the Threshold test be failed and this Article of Faith not be invoked, one randomly determined fighter belonging to this fighter’s gang that is not part of the crew for this battle is immediately taken Captive by the enemy gang. | 8+ | | “And by the manner of his Death did the Emperor judge him!” | The fighter may immediately perform a single Move (Simple) action. After they have moved, centre the Large Blast (5") marker on them. All fighters under the marker suffer an automatic Str 3, Ap-, D1 hit. Once all hits have been resolved, this fighter goes Out of Action. | 5+ | | “And in the Grace of the Emperor even Death was Defied!” | Whilst this Article of Faith is in effect, this fighter ignores the effects of being Seriously Injured and cannot be taken Out of Action until the end of their next activation, at which time they automatically go Out of Action. | 8+ | | “And in His Light were they struck blind!” | Any fighter that is within 6" of this fighter (including this fighter) cannot make ranged attacks against targets more than 3" away from them, nor can they be targeted by a ranged attack made by a fighter that is more than 3" away from them. | 5+ | | “And a river of blood did Drown Them!” | In the End phase of this round, the enemy gang must count those fighters belonging to this fighter’s gang that have gone Out of Action as if they were friendly fighters when making a Bottle test. | 11+ | | “And upon a Fortress of Bone shall my Strength be built!” | Whilst this Article of Faith is in effect, this fighter increases their Strength and Toughness by a number equal to the number of friendly House Cawdor fighters with the Gang Fighter (Ganger) special rule that have gone Out of Action (to a maximum of +3). However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter reduces their Strength and Toughness by 1 for the remainder of this battle. | 6+ | ### PATH OF THE REDEEMER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-redeemer) There are faithful within the Redemption who see it as their duty to purify the souls of the faithless – these follow the Path of the Redeemer. The Red Redemption, the Followers of Klovis and the Glorium Excrucium are all examples of splinter faiths of the Redemption who follow the Path of the Redeemer. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, roll one additional dice for each enemy fighter that is either Seriously Injured or that was taken Out of Action during this round. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Redeemer. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And each Blow shall be a Barb unto my enemy’s flesh!” | Any enemy fighter that wishes to make a close combat attack that targets this fighter must first make a Willpower check. If this check is failed, that fighter immediately suffers a Flesh Wound. | 5+ | | “And Flame shall Burn Away their sin!” | Whilst this Article of Faith is in effect, attacks made by this fighter with weapons that have the Melee or Versatile trait gain the Blaze trait. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter immediately becomes subject to the Blaze condition. | 3+ | | “And with Iron Teeth shall they be Devoured!” | Whilst this Article of Faith is in effect, this fighter may re-roll any failed Wound rolls made when using a chain weapon (e.g., a chainsword, chainaxe, chain glaive or eviscerator). | 5+ | | “And Agony brought the unbelievers Low!” | Whilst this Article of Faith is in effect, enemy fighters that have suffered a Flesh Wound, that are within 6" of this fighter and that can draw a line of sight to this fighter can only perform a single action during their activation. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter can only perform a single action during this activation. | 7+ | | “And in His Gaze were they Found Wanting!” | The fighter can use their activation to ‘Judge’ one enemy fighter that is within 9" and that they can draw a line of sight to. A Judged fighter must immediately make a Willpower check. If this check is failed, they cannot perform any actions during their next activation. | 9+ | | “And Death could not stay His Righteous Wrath!” | If this fighter is taken Out of Action before their next activation, one enemy fighter chosen by this fighter’s controlling player that is within 6" of this fighter and that can draw a line of sight to this fighter suffers an automatic Str 5, Ap-1, D2 hit. | 7+ | INFO ### DESIGNER’S NOTE: FORGE YOUR OWN PATH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#designers-note-forge-your-own-path) During Campaign play, should players wish, they can choose not to follow any of the Paths of Faith previously described and can instead forge their own. Doing so allows a gang leader to choose up to four Articles of Faith which will form the basis for their gang’s unique beliefs. However, selecting this option does enable players to choose a combination of Articles of Faith that may prove very powerful when used in battle. It is therefore essential that, should a player wish to forge their own Path, the Arbitrator first grants permission. Should a gang leader wish to forge their own Path, follow these steps: - **Name your Path:** Before forging their own Path, the player must first name the Path. Doing so is an essential step that will help define the beliefs of the gang. Without this first step, players may simply be choosing what they feel is the best combination of Articles of Faith to use, and that should be avoided! - **Choose your Beliefs:** Choose up to four different Articles of Faith from those listed previously. These will form the basis of the gang’s unique Path of Faith. This could be one Article of Faith from each Path, or any other combination the player wishes. Finally, players should note that when forging their own Path, their gang will not gain any of the benefits associated with any of the Paths of Faith. ### PATH OF THE PROPHET[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) DESIGNER’S COMMENTARY: PATHS OF FAITH Presented below are the rules for the Path of the Prophet, a new path for the Cawdor Articles of Faith rules (as detailed above). These rules allow players to recreate the action detailed in Nexus of Violence and, if the Arbitrator wishes, these new rules may be included in their campaign. *Source: Apocrypha Necromunda: Nexus of Violence* The Path of the Prophet is the utter devotion to the word of the Prophet and the Great Pilgrimage which he leads. Its followers see this path as the one true expression of the Redemption, and the Prophet himself as ordained by the God-Emperor to lead all who claim devotion to the Imperial Creed. During the Aranthian Succession millions of faithful would flock to the banner of the Prophet, until they dominated the fractured House of Cawdor in their relentless quest to convert or destroy all who opposed their holy master. - When generating Faith dice, if your crew outnumbers your opponent’s crew (only counting fighters currently on the battlefield that are not Seriously Injured or Broken), roll an additional number of D6s equal to the number of fighters your crew outnumbers your opponent’s crew by. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Prophet. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “Look not upon the Face of the Prophet, lest he Blind you with his Glory!” | All other fighters (both friend and foe) within 12" of the fighter invoking this Article of Faith change their facing so that their vision arcs are facing directly away from the invoking fighter. | 5+ | | “By his Word shall you be Redeemed and in his Name shall you Serve!” | The invoking fighter targets an enemy fighter they are engaged with. The targeted fighter must make a Willpower test, if they fail they become subject to the Insane condition. | 8+ | | “Look to the Light Of The Prophet!” | Whilst this Article of Faith is in effect, all fighters (both friend and foe) within 12" of the invoking fighter are unaffected by the Visibility (X) rule. | 3+ | | “Look not to the counsel of False Masters!” | Whilst this Article of Faith is in effect, all enemy fighters within 12" of the invoking fighter cannot benefit from Group Activations or the Gang Hierarchy (X) special rules. | 7+ | | “Let those who Fear, Fear Not, and those who Fear Not, Know Fear!” | All Broken fighters (both friend and foe) within 12" of the invoking fighter immediately Rally. All other fighters (both friend and foe) must take a Nerve test. | 6+ | | “Empty are the Hands of the Faithless!” | While this Article of Faith is in effect, enemy fighters count as being Unarmed when making close combat attacks against the invoking fighter. | 4+ | # CAWDOR TERRAIN *Source: House of Faith* 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. Cawdor 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 game the gang plays unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#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. ### CAWDOR TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#cawdor-terrain-1) | Terrain | Cost (Credits) | Availability | | --- | --- | --- | | Divine Brazier | 80 | Common | | Incendiary Trap | 30 | Common | | Hive Incense | 40 | Rare (7) | | Caged Heretic | 40 | Rare (9) | | Holy Gang-Relic | 30 | Rare (8) | INFO ## HIDDEN TRAPS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#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. ## DIVINE BRAZIER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#divine-brazier) The gangs of House Cawdor often daub symbols of the faith on the walls of the underhive, or bring along icons hammered together from hive scrap to inspire them – these icons are more often than not on fire. A Divine Brazier can be placed anywhere in the Cawdor gang’s deployment zone. If the Pitch Black rules are being used then all fighters within 3" of the Divine Brazier count as revealed. As a simple action, any fighter may dip a weapon with the Melee or Versatile trait in the brazier, giving the weapon the Blaze trait until the End phase of the following round. A Divine Brazier should be represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## INCENDIARY TRAP[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#incendiary-trap) The gangs of House Cawdor often make crude incendiary traps that can douse an entire area in flame. An Incendiary Trap is a Hidden trap (as described previously) and has the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Incendiary Trap | - | - | - | - | 2 | -2 | 1 | - | Blast (5"), Blaze, Single Shot | ## HIVE INCENSE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#hive-incense) As part of their religious rites, House Cawdor gangs often burn holy censers or tapers of incense – perhaps having seen such rituals being performed by the priests of the Ministorum. Unlike that august organisation, however, the incense burned by the Redemption is often far from ‘holy’. Hive Incense may be placed anywhere on the battlefield that is not within the enemy gang’s deployment zone and not within 6" of an enemy fighter. Any ranged attack that is made into, out of or across the area within 3" of the Hive Incense suffers a -1 modifier to the Hit roll. In addition, all fighters – with the exception of House Cawdor fighters – that start their activation within 3" of a Hive Incense marker must make a Toughness check as if they had been hit by a weapon with the Gas trait (allowing them to use the modifier granted by filter plugs or a respirator, for example). If this check is failed, their first Move (simple) action must be made in a random direction, as determined by the Scatter dice. Hive Incense is represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## CAGED HERETIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#caged-heretic) As a warning to the faithless, House Cawdor gangs will sometimes bring along heretics, mutants or other unclean prisoners to display to their enemies. Transported in swaying gibbets, the prisoners are hung over the battlefield, where their piteous cries act as a reminder to the unworthy as to the price of opposing the Redemption. A Caged Heretic may be placed anywhere on the battlefield that is not within the enemy gang’s deployment zone and not within 6" of an enemy fighter. All fighters – with the exception of House Cawdor fighters – that end their movement within 6" of a Caged Heretic must make a Nerve test. Caged Heretics cannot be targeted by shooting (it is assumed they cower in their cages if shot at), though if they are caught under a Blast marker or template roll a D6 – on a 3+ they are unaffected, otherwise they are destroyed and removed from the battlefield. Enemy fighters may also attempt to free the Caged Heretic by performing a Double action while in base contact with the Caged Heretic and making a Strength or Intelligence check. If the check is passed, remove the Caged Heretic from the battlefield and the fighter that freed them gains D3 XP. A Caged Heretic is represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## HOLY GANG-RELIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#holy-gang-relic) Holy Gang-Relics are sacred objects that hold great significance to the Redemption. It might be a battered autopistol (now long broken) that was once wielded by a great ‘saint’ of the clan, or perhaps a shattered fragment of armour that in a certain light looks like the face of the God-Emperor (or at least how the followers of the Redemption believe his face to look). A Holy Gang-Relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, Cawdor fighters within 6" of a Holy Gang- Relic are filled with a fervent zeal as they attempt to protect the object, and may apply a +1 modifier to both their Hit and Wound rolls. Cawdor gangs can only include a Holy Gang-Relic if they are the defender in a scenario with an attacker and defender. A Holy Gang-Relic can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base. If an enemy fighter is able to get within 1" of a Holy Gang-Relic, they can make a Defile Relic (Double) action. Once a Holy Gang-Relic has been defiled, it loses its special rules and cannot be defiled again. In a campaign, a fighter who defiles a Holy Gang-Relic gains D3 XP. # HOUSE DELAQUE *House Delaque, or the House of Shadow, as it is also commonly known, is one of the more unusual Clan Houses of Necromunda. Unlike the Goliath, Escher, Van Saar and Orlock Houses, that are built upon vital industries and lord their wealth and power over a substantial population of workers, or the Cawdor, who are bound together by faith and claim populations across the hive world as their own, the Delaque have no defined home and no defined industrial role within Necromundan society. If one were to ask a hiver what purpose the Delaque serve for Lord Helmawr, one would doubtless receive myriad answers. Some believe them to be information brokers, who deal in secrets and buy and sell this vital commodity to the highest bidder. Others claim they are afforded their place because of some clandestine deal with the Helmawr line, and that they are spies for the Imperial House, or perhaps one or more of the Noble Houses. Still others claim the Delaque are assassins and saboteurs without peer, and in a world where open warfare between Houses is forbidden, all must enlist their services if they want to advance their power and influence. Like all good lies there is a grain of truth in each of these beliefs. For instance it is true that the Delaque deal in information, and any hiver knows that if you can meet their price a Delaque info-broker can find out what you want to know. It is also true that there is some connection between Lord Helmawr and Delaque, though no one really knows the true nature of this relationship and it ranges from them being the Lord of Necromunda’s eyes and ears below the Wall to the Delaque being a bastard offshoot of the Imperial House itself. House Delaque is also known for the quality of its spies, assassins and saboteurs, though they do not market themselves like mercenaries, and these skills seem more to be a by-product of their true purpose… whatever that is.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#gang-composition) House Delaque follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Psychoteric Whispers](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-3) and [Psychoteric Mastery](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-2) ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#fighters) **100CREDITS** ### MASTER OF SHADOW (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#master-of-shadow-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Psychoteric Whispers. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. *A Master of Shadow is the very embodiment of the Psychoterica. They are everything the Delaque are known for – an invisible hand moving among the hives doing the will of the Star Chamber. Most hivers will never know if they have ever crossed paths with a Master of Shadow, such are the forms they might assume – and those who do peek behind the mask seldom live long to recount the experience.* **85CREDITS** ### PHANTOM (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#phantom-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Psychoteric Whispers. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-1) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. *Cast in the image of their leaders, Phantoms are able lieutenants to the Master of Shadow, enacting their will as their master enacts the will of the Star Chamber, and becoming a focus for the Psychoterica.* **110CREDITS** ### NACHT-GHUL (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#nacht-ghul-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 2+ | 3+ | 4 | 3 | 2 | 2+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), From the Shadows, Psychoteric Whispers. ### FROM THE SHADOWS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#from-the-shadows) Can be placed aside instead of being set up at the start of a battle. Deployment: - Start of any of any round after the first (before rolling for Priority). - Anywhere on the battlefield. - Outside 6” and LOS of any enemy fighters. - If both gangs have fighters with this special rule, take turns, starting with the winner of a roll-off. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-2) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. Unsanctioned Psyker (when recruited). *A Nacht-Ghul is an assassin and saboteur without peer. Crafted by psychic-science and esoteric chems, they are the edge of the blade in the dark that cuts away the enemies of the Delaque – or the enemies of their friends if it suits their purposes. Delaque gangs will often include these talented agents, though they do so with the knowledge that the Nacht-Ghul ultimately answer to the Star Chamber and the whispers of the Psychoterica.* **40CREDITS** ### GHOST (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#ghost-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Delaque Specialist), Tools of the Trade (Delaque Specialist only). *The rank and file of the Delaque gangs are its Ghosts, though there is nothing common about their appearance and skills, each one unique in their unremarkability.* **60CREDITS** ### PSY-GHEIST (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psy-gheist-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Delaque Phantom or Delaque Nacht-Ghul), Psychoteric Mastery, Non-sanctioned Psyker, Hot-headed, Fast Learner. ### PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery) Unsanctioned Psyker. When recruited: - Choose a discipline (Darkness, Delusion or Madness). - 1 Wyrd Power (free). ### ADDITIONAL WYRD POWERS (+30 EACH)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#additional-wyrd-powers-30-each) When recruited: - Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each). **25CREDITS** ### SHADOW (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#shadow-juve) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Delaque Specialist), Fast Learner. *When an individual is newly brought into the Psychoterica, their previous life is washed away by the psychic energy of the Silent Ones. Such fighters are known as Shadows, perhaps as a reference to what they have become.* **190CREDITS** ### 0-1 SPYKER (N18 BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-1-spyker-n18-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 6+ | 6+ | 3 | 4 | 4 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ | ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#options) - Displaced field: +50 ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#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. ### WYRD POWERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#wyrd-powers) **Psychic Assault (Basic)** An enemy fighter within 18” is Pinned and must pass a Willpower test or suffer 1 Damage (if reduced to 0 Wounds, roll an Injury dice as normal). **Psychic Scream (Basic)** Enemy fighters within 3” must pass a Nerve test with a -1 modifier or become Broken. **Force Blast (Basic)** Any enemy fighters within 3” are immediately pushed D3+1” directly away. If a fighter is pushed from a platform or into a pitfall, they must pass an Initiative test to be placed Prone at the edge. Otherwise they will fall. If pushed into 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. NOTE There has been a new Delaque fighter called a [Spyker](https://necrovox.org/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-2-spyker) that was released in House of Shadows (whereas this was not included). Talk to your Arbitrator if you want to include this earlier version, as they may deem it invalid. **205CREDITS** ### 0-2 PISCEAN SPEKTOR (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 4 | 4 | 3 | 3+ | 4 | 7+ | 6+ | 6+ | 8+ | **Skills:** [Fearsome](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Phychomantic Claws (paired). **Wargear:** Carapace (light). ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#flight-1) 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. ### PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-1) Unsanctioned Psyker. When recruited: - Choose a discipline (Darkness, Delusion or Madness). - 1 Wyrd Power (free). ### ADDITIONAL WYRD POWERS (+30 EACH)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#additional-wyrd-powers-30-each-1) When recruited: - Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each). *Piscean Spektors are yet another mystery unique to the Delaque. Most other clans see little distinction between the Delaque Spektor forms and consider them merely another mechanical ally created by the House of Shadow. In truth, the Piscean Spektors are unlike anything else employed by the Delaque and are more akin to a true race in their own right. A cybernetic form wrapped around a harvested xenos brain, the Spektor retains much of its memories from its prior existence, and serves the Clan House in accordance with an ancient pact between humans and its race. While not even the Delaque know for sure where the Pisceans come from, it is believed they are an aquatic race that arrived on Necromunda millennia ago and made their home in its subterranean seas. Occasionally, ancient members of this race come to the Delaque to have their brains placed in machines, the two races sharing a common connection to the Psychoterica.* *In life, a Piscean warrior is a ferocious aquatic alien, shark-headed and inhumanly strong. When its brain is interned in the shell of a Spektor, its connection to the Psychoterica becomes even stronger and it develops psychic powers. While still a competent warrior, favouring savage close quarters combat, its true strength is its ability to channel the Psychoterica into strange and deadly powers. This same ability allows it to float through the air, rapidly climb structures and move with a disturbing grace that belies its cumbersome form. When the Delaque are expecting trouble or staging an important assault, it is often to their Piscean Spektors they will turn, the creations perfectly adapted for combat in the underhive with a truly alien lust for battle.* **100CREDITS** ### 0-3 CEPHALOPOD SPEKTER (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-3-cephalopod-spekter-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 5+ | 8+ | 4+ | **Weapons:** Shock stave (same as: shock tendrils). **Special Rules:** Flight, Sensor Array, Threat Respose, Watchdog. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#flight-2) 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. ### SENSOR ARRAY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#sensor-array) If within 3” when the owner makes an Intelligence test (for any reason), roll an extra D6 and pick a dice to discard. ### THREAD RESPONSE[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#thread-response) When the owner is taken Out of Action, all enemy fighters within D6” of this pet suffer a Strength 1 automatic hit with Seismic (always Pinned, no save roll if the wound roll is a 6 before modifiers). ### WATCHDOG[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#watchdog) If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). *House Delaque utilises numerous tools to gather secrets and pry knowledge from their surroundings, from scuttling whisper-thieves to burrowing data serpents. Among these, the Cephalopod Spektor is perhaps the most sinister, and the most effective. Each Spektor is a writhing mass of mechanical tentacles and gleaming oculi, its whirring lenses constantly tracking the shadows for movement. Via a complex array of auspexes, the Spektor drinks in its surroundings and communicates them to its owner, granting them a multi-spectral view of the battlefield. The Spektor’s cogitator is built around a fragment of synaptic tissue, grown from its owner’s genetic material. Extracted from a cloned brain gestated to the edge of adulthood, the fragment is interred into the mechanical cranium of the Spektor, and then raised to consciousness by its master. This cognitive bonding also has its drawbacks, however – a Spektor might anticipate its master’s needs, but it also often shares their hatreds or fears, making it act erratically if their owner gives in to rage or panic.* **70CREDITS** ### 0-2 PSYCHOTERIC WYRM (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-2-psychoteric-wyrm-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Weapons:** Flensing knife (same as Ferocious Jaws). **Special Rules:** Long Leash, Psychoteric Node, Burrowing. ### LONG LEASH[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#long-leash) Must try to remain within 12" of the owner (instead of 3"). ### PSYCHOTERIC NODE[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-node) While this pet is Active or Pinned (not Seriously Injured), the owner can channel Wyrd Powers through this fighter: - The Psyker suffers any Perils of the Warp (as normal). - Range, distance & LOS is measured from this pet. ### BURROWING[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#burrowing) Move freely under impassable terrain (if movement is sufficient to pass through completely). *Psychoteric Wyrms are disturbing creations born of dark technology and alien biology. No one save the Delaque know for sure how they are created or what gives them the semblance of life they possess, but the few examples captured by other gangs have yielded no answers – as when a dead wyrm is dissected no mechanisms or organs can be found, only an oily black fluid that reeks like the depths of the sump. In life, however, their abilities are all too terrifying to behold. Wyrms can burrow through all manner of obstacles, from ferrocrete to plasteel, or squeeze their way through the tiniest of openings, as their bodies constrict and segment with unnatural speed. This mobility makes them excellent spies for the Delaque, as there are few places they cannot travel. The connection between a Delaque and Psychoteric Wyrm is similar to that between a Delaque and one of the Spektor creations – the fighter using their `connection to the Psychoteric as well as cranial splicing to exert control over the beast.* **35CREDITS** ### WRAITH (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#wraith-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#obfuscation | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | - | - | Primary | | - | Primary | Secondary | Secondary | Secondary | | Champion (Specialist) | Primary | - | - | Primary | | - | Secondary | - | Secondary | Secondary | | Champion | Secondary | - | - | Primary | | - | Secondary | Primary | Secondary | Primary | | Ganger (Specialist) | Secondary | - | Secondary | Primary | | - | - | Primary | - | - | | Juve (Specialist) | Secondary | - | - | Primary | | - | - | Secondary | - | - | | Juve | Secondary | - | - | Primary | | - | - | Secondary | - | - | | Spekter (Exotic Beast) | Secondary | - | - | Primary | | - | - | - | - | - | | Wyrm (Exotic Beast) | Secondary | - | - | Primary | | - | - | - | - | - | | Spyker V1 (N18 Brute) | Secondary | - | - | Secondary | | - | - | Primary | - | - | | Spektor (Brute) | - | Secondary | Secondary | - | | Primary | - | - | - | - | | Crew (?) | - | - | - | - | Primary | - | - | - | - | - | ## PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-3) Leader & Champion (including Specialist) can become an Unsanctioned Psyker (Psychoteric Mastery) in the following situations: - When recruited (+30 credits). - Spend 7 XP as an Advancement (increase the rating by +30 credits). ## PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-2) When a Faction fighter becomes a Psyker (when recruited or during Advancement), apply the following: - Choose a discipline (Darkness, Delusion or Madness). - Gain 1 Wyrd Power (free) from the chosen discipline (or any universal discipline). - Gain additional Wyrd Powers as a Primary skill during Advancements (from the selected discipline or any universal discipline): - Psychoteric (Random): 6 XP. - Psychoteric (Custom): 9 XP. - Universal (Random): 9 XP. - Universal (Custom): 12 XP. - Juve (Specialist) & Spektor (Brute): Purchase any number of additional Wyrd Powers from the chosen Psychoteric discipline for 30 credits (each). ## PSYCHOTERIC CHOIRS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-choirs) When a friendly Psyker uses a Psychoteric Wyrd Power (Darkness, Delusion or Madness), up to 3 other Active friendly Faction fighters within 3" of the Psyker can give 1 modifier each in all of the following situations: - **Increased Range:** +1" range to any Psychoteric Wyrd Power (max +3"). - **Harder to resist:** -1 modifier to enemy Intelligence tests to resist any Psychoteric Wyrd Power (min -3). # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | Heavy flamer * | 195 | - | 195 | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | | https://necrovox.org/docs/armoury/field-armour#displacer-field (Spyker V1, N18 Brute) | - | - | - | - | - | - | 50 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | 15 | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 30 | 30 | 30 | 30 | - | - | - | - | | Cameleoline Cloak | 35 | 35 | 35 | - | - | - | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | Grapnel launcher | 25 | 25 | 25 | 25 | (25) | (25) | - | - | | https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicle-equipment-list) All vehicles in a Delaque gang add the following entries to their equipment lists: ### SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#special-weapons-1) | Item | Cost | | --- | --- | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | ### HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#heavy-weapons-1) | Item | Cost | | --- | --- | | Heavy flamer | 195 | ## WARGEAR: WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) # VEHICLE EQUIPMENT LISTS This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). House Delaque does not yet have a custom vehicle, but has an additonal equipment list for vehicles that they field. ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#weapons) | Weapons | Credits | | --- | --- | | Special Weapons | -- | | Grav Gun | 120 | | Meltagun | 135 | | Plasma Gun | 100 | | Web Gun | 115 | | Heavy Weapons | | | Heavy flamer | 195 | ### WARGEAR: WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#wargear-weapon-accessories-1) | Item | Credits | | --- | --- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | *Last updated on **December 28, 2023 10:44 PM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#delaque-terrain-1) | 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Sightblind trap | - | - | - | - | - | - | - | - | Blast (5"), Flash, Single Shot | 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Web trap | - | - | - | - | 5 | -2 | - | - | Blast (5"), Web, Single Shot | 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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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. *Last updated on **December 14, 2023 3:06 AM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE ESCHER *At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-composition) House Escher follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#fighters) **125CREDITS** ### GANG QUEEN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-queen-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). *It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it.* **100CREDITS** ### GANG MATRIARCH (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-matriarch-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). *Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang.* **115CREDITS** ### DEATH-MAIDEN (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#death-maiden-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. ### POISON BLOOD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#poison-blood) Toxin weapons can re-roll 1s before modifiers (against Toughness). *The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades.* **50CREDITS** ### SISTER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#sister-ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). *Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around.* **45CREDITS** ### WYLD RUNNER (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#wyld-runner-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. ### LIMITED PROMOTION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#limited-promotion) Can only be promoted to Champion (Matriarch). *All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx.* **20CREDITS** ### LITTLE SISTER (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#little-sister-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. *Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters.* **220CREDITS** ### 0-1 KHIMERIX (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. ### REGENERATION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#regeneration) Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ ### CRUSHING BLOW[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#crushing-blow) Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). *House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders.* *More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions.* **120CREDITS** ### 0-2 PHYRR CAT (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-2-phyrr-cat-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). ### INDEPENDENT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#independent) Must try to remain within 9” of the owner (instead of 3”). ### LANDS ON THE FEET[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#lands-on-the-feet) - 2 Strength to any falling damage. *House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities.* *However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them.* **50CREDITS** ### 0-3 PHELYNX (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-3-phelynx-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | ### VENOMOUS BITE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#venomous-bite) If hitting on a 6 (before modifiers), apply Toxin. ### UNTAMED[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#untamed) All attacks have Reckless (only has unarmed attack). *House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes.* *The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match.* **50CREDITS** ### HELION (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#helion-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## MOUNT: CUTTER[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#mount-cutter) **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. *Last updated on **December 14, 2023 3:06 AM*** # ESCHER 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#basic-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autogun | 15 | - | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | - | - | - | - | - | | Lasgun | 5 | - | 5 | 5 | - | - | - | - | | + With Hotshot las pack | 25 | - | 25 | 25 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | - | 15 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Acid rounds | 15 | - | 15 | 15 | - | - | - | - | | Throwing knives | 5 | 5 | 5 | 5 | 5 | 5 | - | - | | Wyld bow | - | - | - | - | 10 | - | - | - | | - Acid | - | - | - | - | 20 | - | - | - | | - Explosive | - | - | - | - | 20 | - | - | - | | - Poison | - | - | - | - | 25 | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#pistols) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autopistol | 10 | (10) | 10 | 10 | (10) | 10 | 10 | - | | Hand flamer | 75 | 75 | 75 | 75 | - | - | 75 | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | + With Hotshot las pack | 30 | (30) | 30 | 30 | (30) | - | (30) | - | | Needle pistol | 25 | 25 | 25 | - | - | 25 | - | - | | Plasma pistol | 50 | 50 | 50 | - | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | - | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / needle pistol (combi) | 60 | - | 60 | - | - | - | - | | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#special-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | G(S) | ✓ | ✓ | ✓ | ✓ | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Gaseous eruption | - | - | - | - | - | - | - | 80↑ | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | + Twin-linked * (Cutter) | 75 | - | 75 | - | 75 | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Needle rifle | 35 | - | 35 | 35 | - | - | - | - | | ‘Nightshade’ chem-thrower | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | + Twin-linked * (Cutter) | 110 | - | 110 | - | 110 | - | - | - | | Bolter / flamer (combi) | 180 | - | 180 | 180 | - | - | - | - | | Bolter / melta (combi) | 170 | - | 170 | 170 | - | - | - | - | | Bolter / needler (combi) | 80 | - | 80 | 80 | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | 115 | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Heavy stubber * | 130 | - | 130 | - | - | - | - | - | | + Twin-linked * (Cutter) | 200 | - | 200 | - | 200 | - | - | - | | Plasma cannon * | 130 | | 130 | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#close-combat-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Chainaxe | 30 | - | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | Power knife | 25 | 25 | 25 | - | 25 | - | - | - | | Power sword | 45 | 45 | 45 | - | - | - | - | - | | Razor-sharp talons | - | - | - | - | - | - | - | 30↑ | | Servo claw | 35 | - | 35 | - | - | - | - | - | | Shock whip | 25 | 25 | 25 | 25 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | - | | Stiletto sword | 30 | 30 | 30 | 30 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Venom Claw | - | 30 | - | - | - | - | - | - | | Whip | (15) | (15) | (15) | - | 15 | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#grenades) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | (30) | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | - | 45 | 45 | 45 | 45 | - | - | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | - | 25 | 25 | 25 | 25 | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | (15) | (15) | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | - | - | - | - | - | - | 35 | - | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Cutter (Mount) | 85 | 85 | 85 | - | 85 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#pets-status-item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Phelynx cat (0-3) | - | - | - | - | 50 | - | - | - | | Phyrr cat (0-2) | 120 | 120 | 120 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#weapon-accessories) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | 20 | - | - | - | - | | Las-projector (Pistol, Basic, Special) | 35 | - | 35 | 35 | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | NOTE All weapon options for Khimerix are upgrades and replace existing weapons. *Last updated on **January 7, 2024 1:46 PM*** # ESCHER CHEM-ALCHEMY *Source: House of Blades* House Escher gangs benefit from the prodigious output of the clan’s Chymist Cults. All manner of stimms, chems and toxins are available to Gang Queens and their fighters, enhancing their natural abilities and making even the slightest scratch of their stiletto knives and swords exceptionally deadly. In addition to the standard selection of chems, toxins and poisonous gases available on Necromunda, House Escher gangs can buy speciality concoctions and compounds from those detailed below. ## USING CHEM-ALCHEMY[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#using-chem-alchemy) When an Escher gang visits the Trading Post during the post-battle sequence, they can buy a Chem-alchemy Elixir in the Purchase Equipment step. Chem-alchemy Elixirs are considered to be part of the gang’s House Equipment List, and so do not require a Seek Rare Equipment roll to be purchased. When a gang buys a Chem-alchemy Elixir, they must decide what kind of chem (Stimm, Toxic Ammo or Gaseous Ammo) it will be, and what its effects will be. This is done when it is purchased, and will affect its final cost. Creating a Chem-alchemy Elixir is done using the following steps: - Choose a chem type either: Stimm, Toxic Ammo or Gaseous Ammo - Choose up to three effects from the chosen chem’s effect list - Add up the credit cost of each effect to find the final cost of the chem Each time a chem is bought, regardless of the number of effects it includes, it represents a single dose or application. A dose or application lasts for the duration of a single battle (unless otherwise noted) then it is used up and removed from the gang’s stash. ## STIMMS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#stimms) Stimms are beneficial chems fighters use to heal themselves, enhance their fighting abilities, or protect themselves against poisons and other perils. A stimm counts as Wargear. A fighter can start a battle under the effects of any stimm they are equipped with if they choose, or can administer that stimm during a battle to themselves or a friendly fighter in base contact by performing an **Administer Dose (Simple)** action during their activation. | Stimm Effects | Cost | | --- | --- | | Bad Blood | 10 | | Blood Rush | 15 | | Brain Lock | 15 | | Dreamland | 10 | | Hyper | 20 | | Ice Cold | 15 | | Jolt | 30 | | Night Night | 25 | | Puke | 15 | | Wide-eye | 10 | ### BAD BLOOD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bad-blood) *This stimm contains genophaic haem-mimics that modify the subject’s haemoglobin. The result is to make the blood highly toxic to all but the carrier, ensuring a single drop is enough to kill if it comes into contact with another fighter.* **Effect:** When a fighter under the effects of this chem suffers one or more Wounds and/ or Flesh Wounds, all fighters in base contact with them must make an Initiative check. If this check is failed, they are considered to have taken a hit from a weapon with the Toxin trait. ### BLOOD RUSH[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blood-rush) *Created from a collection of plasmid-modified cells, Blood Rush rapidly knits together torn flesh and thereby stops bleeding.* **Effect:** When this stimm is administered to a fighter, that fighter may remove a single Flesh Wound or immediately recover from being Seriously Injured. ### BRAIN LOCK[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#brain-lock) Psychoactive stimms fill the fighter’s brain, allowing them to disrupt malign energies in the area around them by strength of will. **Effect:** A fighter under the effects of this stimm counts as a Psyker for the purposes of disrupting enemy psychic powers (as described in the Necromunda Rulebook). ### DREAMLAND[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#dreamland) *The neural blockers contained in this stimm interfere with receptors associated with harmful thoughts that might otherwise affect the fighter.* **Effect:** A fighter under the effects of this stimm ignores the effects of the Insane condition. ### HYPER[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#hyper) *Cortical-kinetic impellers energise the motive pathways of the fighter’s body, giving them thought-quick movements and blinding reflexes.* **Effect:** A fighter under the effects of this stimm increases their Movement characteristic by 2, and, when they take the Charge (Double) Action, they add D6" to their movement rather than D3". This increased level of hyper-activity makes them exceptionally twitchy, and they must reduce all their hit rolls by 1. ### ICE COLD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#ice-cold) *Created from strains of Kalma and Spur, this stimm dulls reality without deadening the senses or making the subject docile.* **Effect:** A fighter under the effects of this stimm adds 2 to any Cool checks they are required to make. ### JOLT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#jolt) *A blast of powerful stimulants floods the fighter’s body, allowing them to shrug off their injuries and get back into the fight – at least until the chems wear off.* **Effect:** Until the end of the round in which this stimm was administered, a fighter under the effects of this stimm counts any Serious Injuries they suffer as Flesh Wounds. ### NIGHT NIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#night-night) *Sometimes the only way to keep death at bay is to have a good sleep. Night Night uses bio-anaesthesitics to put the subject into a healing coma.* **Effect:** When a fighter under the effects of this stimm goes Out of Action, do not roll for a Lasting Injury. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. Note that the fighter may still be captured as normal. ### PUKE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#puke) *This stimm pumps potent counter-toxins into the fighter’s system, the tiny microbes purging any foreign agents introduced into their bloodstream.* **Effect:** A fighter under the effects of this stimm doubles their Toughness when testing to see if they are affected by weapons with the Toxin or Gas traits. ### WIDE-EYE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#wide-eye) *The chem contains ocular stimulants that expand the subject’s pupils and sharpens their mind so they are capable of noticing even the minutest of details.* **Effect:** A fighter under the effects of this stimm ignores the effects of the Pitch Black rules. In addition, if the fighter is a Sentry in a battle using the Sneak Attack rules (as described in the Necromunda Rulebook) then they always count enemy fighters as being ‘in the open’. ## GASEOUS AMMO[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#gaseous-ammo) This includes all manner of collected poisonous chemicals and vapours carefully sorted and stored by the Chymist Cults. Their effects can range from knocking a victim out to driving them insane with wild hallucinations, blinding them, or even burning through respirators. A fighter equipped with Gaseous Ammo can apply its effects to any weapon they are equipped with that has the Gas trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Gas trait, Gaseous Ammo will change the profile and Traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Gas Effects | Cost | | --- | --- | | Acidic | 20 | | Bane | 15 | | Blackout | 30 | | Blinding | 10 | | Expansive | 20 | | Hallucinogen | 15 | | Leaden | 30 | | Liftin’ | 25 | | Pathogenic | 15 | | Pyrophoric | 20 | ### ACIDIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#acidic) *Caustic compounds within the gas eat away at filters and seals, making a mockery of respirators and hazard suits. However, such gases, while able to work their way through such defences, are not as lethal as true biopathic toxins.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied does not benefit from armour or Wargear that would normally increase their Toughness against weapons with the Gas trait (i.e., respirators). Out of Action results on the Injury dice generated by hits from a weapon with the Gas trait with this Gaseous Ammo applied count as Seriously Injured results instead. ### BANE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bane) *Some chemical compounds are designed to specifically attack the weakest points on ponderous machines or massive creatures, working their way into eyes, mouths and organs that might otherwise be protected from conventional weapons.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied counts their Toughness as 3, regardless of their actual Toughness characteristic. Note that Wargear such as a respirator can still modify the fighter’s Toughness against Gas weapons as normal. ### BLACKOUT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blackout) *Blackout contains potent flurane chems. These are powerful mixtures of knockout drugs and the slightest whiff can render a fighter instantly unconscious.* **Effect:** If a fighter suffers a Serious Injury from a weapon with the Gas trait with this Gaseous Ammo applied, they are taken Out of Action, just as if they had rolled an Out of Action result. Fighters taken Out of Action by a weapon with the Gas trait with this Gaseous Ammo applied do not need to roll on the Lasting Injury table. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. ### BLINDING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blinding) *Bio-adhesives in Blinding gas infiltrate the victim’s eyes, restricting their blood flow to rob them of their sight. Though these debilitating effects are short lived, they often last long enough for the victim’s enemies to finish them off.* **Effect:** A fighter that suffers a Flesh Wound from a weapon with the Gas trait with this Gaseous Ammo applied becomes subject to the Blind condition until the End phase of the current round. ### EXPANSIVE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#expansive) *Helio-molecular stimulation of toxic gases allows Expansive gas to disperse over an extremely large area.* **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Blast (X") traits. When placing a Blast marker generated by a weapon with the Gas trait with this Gaseous Ammo applied, a fighter may place one more Blast marker than normal. This marker must be placed so that it is touching at least one other Blast marker generated by this weapon. ### HALLUCINOGEN[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#hallucinogen) *Hallucinogen gases contain aggressive psychogenic chems that attack the subject’s mind and make them doubt their own senses.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied must make a Willpower check in addition to the Toughness check to resist the effects of being hit by a weapon with the Gas trait. If this Willpower check is failed, the fighter immediately becomes subject to the Insane condition. ### LEADEN[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#leaden) *Leaden gases are incredibly dense, causing bursts to settle upon the battlefield and increase their dispersal time.* **Effect:** After resolving an attack using a weapon with the Gas trait with this Gaseous Ammo applied, place a 3" Blast marker so that its central hole is within the area of the Flame template or Blast marker placed when making the attack. Any fighters that move through this Blast marker count as being hit by the weapon that made this attack (work out this hit when the fighter ends their current action). This Blast marker remains in play until the End phase of the current round. ### LIFTIN’[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#liftin) *Liftin’ gases have had their composition altered, decreasing their density without sacrificing their potency, allowing them to be sprayed further from weapons such as chem throwers.* **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Template traits. When making an attack using a weapon with the Gas trait with this Gaseous Ammo applied, the template may be placed up to 6" away from the fighter making the attack. When placing the template, it must be positioned so the narrow end points directly towards the fighter making the attack. The wide end of the template must be the furthest part of the template from the fighter. ### PATHOGENIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#pathogenic) *There are many kinds of microbic chems that induce rapid necrosis in human flesh, and the Chymist Cults are adept at weaponising many of them. Pathogenics can quickly kill their victim if a counter-agent is not deployed in time.* **Effect:** After a fighter is hit by a weapon with the Gas trait with this Gaseous Ammo applied, place a marker next to them. At the start of that fighter’s next activation, roll a D6. On a 3+, immediately remove this marker. On a roll of 1 or 2, the fighter immediately suffers the effects of the Gas trait, just as if they had been hit by the same weapon again. ### PYROPHORIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#pyrophoric) *Pyrophoric gases are particularly insidious, clinging to their targets for extended periods of time and remaining self-fuelling in their immolation.* **Effect:** A weapon with the Gas trait with this Gaseous Ammo applied gains the Blaze trait. ## TOXIC AMMO[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo) The toxins used by the Chymist Cults are virulent poisons and the most extreme kinds of weaponised chemicals. Their effects can range from causing wounds that won’t stop bleeding to driving their victims into a killing frenzy, from relentlessly attacking their system to even causing their organs to explode! A fighter equipped with a Toxic Ammo can apply its effects to any weapon they are equipped with that has the Toxin trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Toxin trait, Toxic Ammo will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Toxin Effects | Cost | | --- | --- | | Bleeding | 10 | | Concentrated | 15 | | Debilitating | 10 | | Decaying | 5 | | Exploding | 20 | | Maddening | 5 | | Maiming | 10 | | Panicking | 10 | | Paralysing | 5 | | Silencing | 5 | ### BLEEDING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bleeding) *Anticoagulant compounds are laced into the toxin, causing wounds to bleed freely once inflicted.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. At the beginning of each End phase, each of these markers is removed and replaced with a Flesh Wound. ### CONCENTRATED[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#concentrated) *Concentrated toxins have a short-lived potency, but are highly effective at delivering a strong dose of poison right into the heart of their victims.* **Effect:** The first time a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 2 to the dice roll to see if it overcomes the fighter’s Toughness. Note that this Toxic Ammo only affects this weapon’s first successful hit, and any subsequent hits, even during the same action, will be worked out as normal. ### DEBILITATING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#debilitating) *Debilitating toxins can cause blindness, partial paralysis, or enfeeblement.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Characteristic checks they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### DECAYING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#decaying) *Necrotic acids are used to create toxins that can not only poison living organisms but also eat away at armour making their victims more vulnerable to further harm.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Save rolls they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### EXPLODING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#exploding) *The hexaphagic venoms in explosive toxins attack their victims at a cellular level, literally expanding their organs until they explode in a shower of blood and gore.* **Effect:** If a fighter is taken Out of Action by a hit from a weapon with the Toxin trait with this Toxic Ammo applied, before removing them from the battlefield place a 3" Blast marker over that fighter, with the marker’s hole centred on their base. All fighters touched by this Blast marker suffer an immediate hit as if from a weapon with the Gas trait. ### MADDENING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#maddening) *Psycho-conductive chems make Maddening poisons not only potentially deadly but are also capable of driving their victims into a frenzied rage.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the battle all their attacks gain the Reckless trait. ### MAIMING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#maiming) *Maiming toxins are filled with nano-caustic chems that tear the victim’s body apart from the inside, leaving savage, lasting wounds even if they survive the poison’s initial effects.* **Effect:** If a fighter is taken Out of Action by a weapon with the Toxin trait with this Toxic Ammo applied, the opposing player may roll twice on the Lasting Injuries table and choose which of the two results to apply. ### PANICKING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#panicking) *Even a small drop of these kinds of nerve agents can send uncontrollable flesh quakes through a victim’s muscles, sending their heart racing and their mind spiralling into a pit of terror and despair.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they immediately become Broken, as if they had failed a Nerve test. ### PARALYSING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#paralysing) *Cortical inhibitors are common medicae chems used to keep patients still during surgeries. When mixed with deadly poisons, they ensure that should the target live through the effects of the toxins they will be going nowhere.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they must immediately make a Strength check or become Paralysed. A Paralysed fighter counts as being subject to the Webbed condition. ### SILENCING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#silencing) *Silencing toxins contain chemicals that target the victim’s vocal organs and auditory senses, effectively isolating them from the world around them.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the round they cannot issue or be part of Group Activations. INFO ### NAMING YOUR CHEMS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#naming-your-chems) Part of the fun of creating your own chems and poisons is coming up with names for them! Players are encouraged to experiment combining the effects provided to find the concoction that is right for their gang. For example, a poisonous Gas combining Acidic, Blinding and Pyrophoric traits might be known as Eyebite Gas, while one with the Expansive and Liftin’ traits could be known on the streets as Khimerix Breath. With the Arbitrator’s permission, in a campaign an Escher gang might even concoct these poisons and sell them to other gangs, creating their own clandestine trade in stimms, chem weapons and toxic blades. ## HOUSE OF GILDED GRACE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) NOTE ### DESIGNER’S COMMENTARY: NEW RULES FOR HOUSE ESCHER GANGS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#designers-commentary-new-rules-for-house-escher-gangs) Presented below are special rules that will allow you to recreate the events described in [Apocrypha Necromunda: Queen of Ash Town](https://www.warhammer-community.com/wp-content/uploads/2022/11/LY6kk10sz3uV0hmQ.pdf), as well as new options for House Escher gangs. If the Arbitrator wishes, these rules can be used during a campaign. *Source: Apocrypha Necromunda: Queens of Ash Town* If your gang includes an Apprentice Clan Chymist, then the following may be purchased as Chem-alchemy Elixirs. Note that unlike other Chem-alchemy Elixirs, these may not be combined with other chems and an Apprentice Clan Chymist does not reduce their credit cost. ### BLOOD BOIL (TOXIC AMMO)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blood-boil-toxic-ammo) **+30 Credits** *Blood Boil is a deadly concoction of Esmer Tul’s own devising. It causes a victim’s organs to rupture and destroy themselves whilst driving them mad with agony.* **Effect:** Whenever a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 1 to the dice roll to see if it overcomes the fighter’s Toughness. In addition, the weapon has the Exploding and Maddening Toxin Effects applied to it. ### SKIN FIRE (TOXIC AMMO)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#skin-fire-toxic-ammo) **+25 Credits** *Skin Fire is a vicious chem that upon contact with a person’s skin changes the chemistry of their blood so that it becomes extremely flammable, whilst the area around the wound blackens and decays.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, roll a D6; on a 4+ the fighter becomes subject to the Blaze condition. In addition, the weapon has the Debilitating and Decaying Toxin Effects applied to it. ### PREDATOR’S KISS (STIMM)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#predators-kiss-stimm) **+45 Credits** *A potent mix, Predator’s Kiss combines the Blood Rush and Hyper stimms with Esmer Tul’s own addition distilled from the pheromone glands of Phelynx. The result burns away a fighter’s fatigue, replacing it with a burning strength and a desire to do great violence.* **Effect:** A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close combat attacks, though all of their weapons gain the Reckless trait. In addition, they have the Blood Rush and Hyper Stimm Effects applied to them. # 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#escher-terrain-1) | 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE GOLIATH *Source: House of Chains* *Strength is all for House Goliath. Without the physical strength to dominate rivals or to endure the hardships of Necromunda, a Goliath is nothing. They were created as a slave race to work the refineries and forges of Necromunda and toil in places where even hardy Necromundans could not survive, and while the members of the clan are practically abhuman in their size and strength, only fools underestimate their resourcefulness and low cunning. It was the folly of their creators, who believed the Goliaths could be kept docile and ignorant though genetic meddling, that allowed elements of the clan to gain their independence. Ironically, no sooner had the Goliaths gained their freedom from their creators than they enslaved themselves again through the creation of a savage hierarchy. From among their ranks, the strongest rose to dominate domes and hives, culminating in the ascendance of the Over-tyrant, the lord of all the Goliaths on Necromunda. This overlord holds dominion over the clan via the flow of life-giving stimms – chem cocktails essential to the continued existence of all Goliaths. The clan’s reverence of strength, however, grants the Over-tyrant this right, and while the members of House Goliath once rebelled against outside control, they willingly accept rulership by one of their own.* *Goliaths are unique among the peoples of Necromunda, being on the whole gene-smithed beings, forged from a stable genus of humanity but enhanced for strength and endurance. Whether or not Goliaths are, in fact, abhumans remains a subject of much debate among the representatives of the Adeptus Terra on Necromunda, though the Imperium has deemed them ‘sanctioned’ for use on the hive world under the proviso that Lord Helmawr monitors their development. To date, most Goliaths are still largely created through esoteric biological means – rapidly grown in amneo-vats from flesh-templates and turned out into the refineries and factories for immediate hard labour. These brutish creations are mostly male and mostly sterile, living for less than a decade on a diet of backbreaking work and growth stimms before their bodies fail and they die. Despite this short life-span, Goliaths are born with a baseline knowledge of their world and their position in it, delivered via a cranial data-slug. During the years of slavery, this mnemonic injection was intended to keep the Goliaths ignorant and included only the basest information, keeping them at a learning level akin to a small child or a clever animal. After the Goliaths won their freedom, the Alphas ensured that the data-slug was altered to include the collected knowledge and experience of the Goliaths who had come before. In this way, the Goliaths share the knowledge of the clan gathered over hundreds of generations, giving them a working understanding of everything from hive industries to clan weaponry.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#gang-composition) House Goliath follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Gene-smithing](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#gene-smithing). - Specialist Champion does not have Group Activation (1). ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#fighters) **135CREDITS** ### GOLIATH FORGE TYRANT (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-tyrant-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ | **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). - Special Rules - Skill Access - Equipment - Lore *Source: House of Chains* **100CREDITS** ### GOLIATH FORGE BOSS (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-boss-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ | **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). - Special Rules - Skill Access - Equipment - Lore **125CREDITS** ### STIMMER (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#stimmer-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 8+ | 4+ | 7+ | 8+ | **Restrictions:** Pistol, Heavy and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash. - Special Rules - Skill Access - Equipment - Lore **35CREDITS** ### GOLIATH FORGE-BORN (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-born-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner. - Special Rules - Skill Access - Equipment - Lore **55CREDITS** ### GOLIATH BRUISER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-bruiser-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only). - Special Rules - Skill Access - Equipment - Lore **35CREDITS** ### GOLIATH BULLY (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-bully-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner. - Special Rules - Skill Access - Equipment - Lore **210CREDITS** ### 0-1 'ZERKER (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ | **Skills:** [Impetuous](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) (consolidate 4” instead of 2”). **Wargear:** 2 x Open Fists. **Restrictions:** 'Zerker Brute options. Can roll a D6 when activated to modify the Attack characteristic (until the end of the round): | D6 | Outcome | | --- | --- | | 1 | Attack = 1 | | 2 | +1 Attack | | 3-4 | +2 Attack | | 5-6 | +3 Attack | *The members of House Goliath are notorious for their gen-hancing and bio- manipulation of their physical forms to monstrous levels. Many Goliath infants are vat-grown, the better to ensure a healthy specimen, whilst others are born of Goliath parents deemed suitable to reproduce for their adherence to the Goliath physical ideal. Whatever the infant’s origin, from an early age House Goliath utilises all manner of artificial assistance to boost its members’ abilities to superhuman levels, be it through the use of combat stimms or other, more esoteric drugs brokered through dealings with House Escher, or the genetic manipulation of their young, up to and including the surgical grafting on of huge volumes of extra muscle mass. There are almost no limits to which the members of House Goliath will not go in their pursuit of what they deem to be the physical ideal. Indeed, this manipulation of their form has gone on for so many centuries that there are those within the Administratum and the Adeptus Mechanicus who believe that many of House Goliath have evolved to become a distinct sub-set of abhuman unique to Necromunda. This is quite alarming considering that gen-hancement and vat-grown muscle grafting is common across the Imperium, and speaks volumes about the levels to which House Goliath has taken these practices.* *Such abuse of growth stimms, surgeries and other methods is not without risks, however, as even the most baseline of Goliaths will show noticeable reductions in cognitive function. For Goliaths that push the limits of their physical form to the extreme, the risks are even greater. Rampant and uncontrollable muscle growth, spontaneous bone spur mutations, metabolisms that rage out of control and total loss of all higher brain functions are common. Such post-human flesh hulks are frequently seen in the gangs of the underhive, where in the crude parlance of the gangs they are called ‘Zerkers’, bringing rampant destruction to the foes of their house.* **120CREDITS** ### 0-1 SUMPKROC (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#0-1-sumpkroc-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 68+ | 7+ | 11+ | **Wargear:** Flensing knife (same as ferocious jaws), [mesh armour](https://necrovox.org/docs/armoury/armour#mesh-armour) (5+, same as: Scaly Hide 2). ### COUNTER-CHARGE[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#counter-charge) Once per round, if all conditions are true: - Active. - An enemy charges the owner. After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged). *Hive legend has it that many thousands of years ago, during a different age of Necromunda, a now long-extinct type of reptile became the fashion accessory of choice for uphive nobility. Imported as eggs, once hatched these snappy little creatures were seen everywhere for a period of several seasons, kept in fine artificial habitats or carried around in specially-made hand luggage. They became almost common, rapidly…* *But as they became common, so too did they become big, and with size came increased aggression. Many were culled after accidents led to lost digits, even lost limbs, and in some cases, so the legends go, loss of life. Many more were hurriedly discarded down waste chutes and heat sinks. And so, in the fullness of time, many were found by the denizens of the underhive. Over time, these strange creatures were captured as a new food source, but that practice ended as they were more likely to make food of their human hunters.* *And there their story might have ended in extinction, but for the intervention of House Goliath. For some inexplicable reason, the Goliaths were attracted to these creatures as pets, taking pride in their size and strength, and revelling in their ferocity.* *Today, the Sumpkrocs that House Goliath keep are somewhat different to the original creature, with centuries of genetic cloning causing a few changes and they no longer wholly resemble the creature first imported…* **100CREDITS** ### MAULER (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | M | Front | Side | Rear | W | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7” | 5 | 4 | 4 | 3 | 5+ | 5+ | **Type:** Hybrid drive (wheeled & tracked). **Upgrade Slots:** 2 Body, 1 Drive, 1 Engine. **Weapon Locomotion:** 1 (Crew: Front). ### POWER RAM[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#power-ram) Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc. **25CREDITS** ### ROAD THUG (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary | | Champion (Specialist) | - | Secondary | Secondary | - | Primary | - | - | - | Primary | | Champion | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary | | Ganger (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Juve (Specialist) | Secondary | - | Primary | - | - | - | - | Secondary | - | | Juve | Secondary | Secondary | - | - | Primary | - | - | - | - | | Brute (‘Zerker) | - | Primary | Secondary | - | Secondary | - | - | - | Primary | | Exotic Beast (Sumpkroc) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Road Thug) | - | - | - | Primary | - | Secondary | Secondary | Primary | - | *Last updated on **December 22, 2023 2:02 AM*** # GOLIATH 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[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#basic-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#pistols) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#special-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder * | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Heavy bolter * | 160 | - | 160 | - | - | - | - | - | | Heavy flamer * | 195 | - | 195 | - | - | - | - | - | | Heavy stubber * | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon * | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) * | 165 | - | 165 | - | - | - | - | - | | Multi-melta * | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) * | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#close-combat-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw * | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired * | - | 50 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe * | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired * | - | 25 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe * | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer * | 35 | (35) | 35 | 35 | (35) | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#grenades) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#pets-status-item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#weapon-accessories) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) ** | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | - *: Maximum one gunsight per weapon. NOTE All weapon options for ‘Zerker are upgrades and replace existing weapons. ## GOLIATH MAULER[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#goliath-mauler) This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). ### LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#legend) | Column Header | Definition | | --- | --- | | D | Delaque Vehicles | | G | Goliath Mauler | | O | Outrider Quad | ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#weapons) | Weapons | Credits | | --- | --- | | Basic Weapons | | | Bolter (twin-linked) | 65 | | Special Weapons | | | Twin-linked | 75 | ### VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#vehicle-upgrades) ### BODY UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#body-upgrades) | Item | Credits | | --- | --- | | Body Upgrades | | | Ablative armour | 15 | | Extra armour | 25 | | Drive Upgrades | | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Engine shell | 15 | | Glys injector | 20 | ### WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#wargear) | Item | Credits | | --- | --- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | *Last updated on **January 7, 2024 1:46 PM*** # GOLIATH GENE-SMITHING *Source: House of Chains* *Goliaths are unique among the denizens of Necromunda, as they were grown for a purpose, rather than having evolved through chance; that purpose being to work the factories of the hive world. Engineered to be hardy and resilient, as well as strong and stoic, they excel in their task, though the legacy of their creation continues to shape them. Even when the Clan House broke away from its creators and earned its freedom, it took with it this heritage of genetic manipulation. The Goliaths’ gene-smithed past means there remains substantial genetic variance within each clan enclave and gang, each drawing their lineage from a different bio-lab, or Alpha. Some represent the best of their kind, toughest of the tough, and are blessed with the most valuable genetic gifts. While others carry biological missteps, their strength and toughness won at a price to their minds or their longevity. Then there are those that are barely true Goliaths at all, their bodies carrying the weakest of the clan’s genetics, even though their loyalty to the Over-tyrant remains undiminished.* ## USING GENE-SMITHING[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#using-gene-smithing) Goliath Gene-smithing is a collection of rules allowing players to further customise their gangs by determining the genetic legacy of their fighters. They provide a huge amount of variety within a Goliath gang, and can be used to create small elite gangs of genetically superior Natborn, flesh-cursed gangs of Vatborn suffering from the biological tampering of their creators, or even gangs of aspiring Unborn who share few of the benefits of the Goliaths but who hope to prove themselves to the clan. Players can also run baseline Goliath gangs without spending any extra credits on Gene-smithing, simply by running gangs of Vatborn without any upgrades. To use these rules, fighters must choose a sub-type (Natborn, Vatborn or Unborn) when they are added to the gang – Vatborn being the default sub-type. The cost of their sub-type is added to the fighter’s credits cost, as detailed in the House Goliath gang list. Other upgrades are optional, and can be added to fighters using the following guidelines: - Fighters can only be Gene-smithed when they are added to the gang. Under unusual circumstances the Arbitrator might allow a fighter to be Genesmithed during campaign downtime. - The fighter can only select Gene-smithing upgrades from those available to their sub-type (as detailed on the Vatborn, Natborn and Unborn tables as follows): - Fighters with the Gang fighter (Juve), (Prospect) or (Ganger) special rule can have a maximum of one Gene-smithed upgrade. - Fighters with the Gang Hierarchy (Leader) or (Champion) special rule may have a maximum of two Gene-smithed upgrades. Customise the gang by determining the genetic legacy of the fighters. New fighters added to the gang can be given one of the following origins (affecting cost and gang rating). ## GOLIATH SUB-TYPES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#goliath-sub-types) | Sub-type | Cost | | --- | --- | | Vatborn | +0 credits | | Natborn | +20 credits | | Unborn | +10 credits | INFO ## CHARACTERISTIC CHANGES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#characteristic-changes) Some Gene-smithed upgrades either increase or decrease the characteristics of a fighter. After these changes have been made, the fighter’s new profile is considered to be their base profile for the purposes of Maximum Characteristics (see the Necromunda Rulebook). If a fighter has multiple Gene-smithed upgrades that alter their characteristics, then the effects are combined, either adding together or cancelling each other out. ## VATBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#vatborn-fighters) Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule: ### BASELINE GOLIATH[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#baseline-goliath) *Even without the genetic manipulation common within the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks.* When added to the gang, Vatborn fighters can choose from any of the Genesmithed upgrades opposite, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### VATBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#vatborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Reduced Bone DensityThis fighter’s bones lack the rock-like solidity of most Goliaths.Reduce either this fighter’s starting Strength characteristic or this fighter’s starting Toughness characteristic by 1. | -10 | | Corrupted SlugA faulty data-slug has resulted in this fighter having only the basest level of education.Reduce this fighter’s Leadership, Willpower and Intelligence by 1. | -5 | | Fearless But FoolishA quirk of the indoctrination process has resulted in this fighter having almost no regard for their own life.Increase this fighter’s Cool by 1, but reduce the fighter’s Intelligence by 1. | +5 | | Genetic AncientThis Goliath comes from a long line of stable Vatborn, and carries within their body a kind of genetic memory, increasing their knowledge and sharpening their mind.Increase this fighter’s Leadership, Willpower and Intelligence by 1. | +10 | | Hardened Immune SystemPoison finds little purchase within this fighter’s flesh, their organs and blood designed to swiftly purge harmful substances.Hits from weapons with the Gas or Toxin traits only ever affect this fighter on a roll of 6 when rolling against their Toughness. | +5 | | Hyper HealingThis fighter’s flesh retains many of the regenerative properties of the amneo-tank.This fighter can roll an extra Injury dice when making a Recovery test and choose the dice they wish to use. In addition, during the post-battle sequence, if this fighter has any Lasting Injuries, roll a D6. On a 6, the fighter can heal one of their Lasting Injuries and remove its effects from their Fighter card. | +15 | | Nerve BurnoutAge and the brutality of gang warfare have caused a nerve burnout in this fighter, making them more unstable.Reduce this fighter’s Cool by 1. | -5 | | Dermal HardeningThe fighter’s skin is far thicker than normal, akin to a coating of ballistic cloth wrapped around their entire body.Increase this fighter’s Toughness by 1. | +10 | | Terminal BiologyThe years are catching up with this fighter, and their body is beginning to fail them.Each time the fighter suffers a Lasting Injury (i.e., an effect that reduces one of their characteristics or results in them having to be taken to the Docs) roll a D6. On a roll of 1, the fighter perishes and is removed from the gang’s roster. | -10 | | Overdeveloped MusculatureMassive slab-like muscles cocoon this fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind.Increase this fighter’s Strength by 1 but reduce their Initiative by 1. | +5 | ## NATBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#natborn-fighters) Natborn are longer lived and more ‘evolved’ than their genetic cousins from the vat, though the promise of a longer life, and their superior intelligence, makes them less reckless with their existence. They enjoy some of the most potent genetic gifts of all Goliaths representing, as they do, a development of the clan’s genetic heritage from its inception as a slave race. Natborn fighters have the Clever but Cautious and Physical Perfection special rules: ### CLEVER BUT CAUTIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#clever-but-cautious) *The curse of heightened intelligence and a longer life means more incentive to hang on to both.* Natborn alter their starting characteristics by increasing their Intelligence by 2, increasing their Willpower by 1 and decreasing their Cool by 1. ### PHYSICAL PERFECTION[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#physical-perfection) Natborn have the blessing of near-perfect flesh and can build their muscles faster than any of the other Goliath sub-types. Natborn Leaders, Champions, Prospects, Juves and Specialists can increase their Strength or Toughness at a cost of 6 XP rather than 8 XP. When Natborn Gangers gain an Advancement, they can either roll on the Ganger Advancement table (see the Necromunda Rulebook), or increase either their Strength or Toughness by 1. When added to the gang, Natborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost – this represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### NATBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#natborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Adaptive BiologyThe gifts of a strong genetic legacy have given this fighter almost preternatural levels of strength and resilience, their body adapting swiftly to counter the worst Necromunda has to offer.This fighter may re-roll any Strength or Toughness checks they are required to take. Hits from weapons with the Gas or Toxin traits must re-roll the dice to see if they inflict an injury should they successfully equal or beat the fighter’s Toughness. | +10 | | Adaptive MindGenetic memory combined with an evolving intelligence grants this fighter an instinctive understanding of countless fighting styles and skills.This fighter counts their Secondary skill sets as Primary skill sets when spending XP. | +5 | | Alpha’s LineageThe blood of the Alpha flows in this fighter’s veins, making them a formidable addition to any underhive gang.This fighter counts the Leadership skill set as one of their Primary skill sets. In addition, if this fighter has the Group Activation (X) special rule, they may activate one more fighter than normal when using it. If the fighter does not have the Group Activation (X) special rule, they gain the Group Activation (1) special rule:Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath 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. | +20 | | Iron FleshGenerations of forge workers have passed onto this fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel.Increase this fighter’s Wounds characteristic by 1. | +10 | | Over-EngineeredThis fighter represents a mismatch of genetic heritages, some beneficial, some detrimental, making it more likely their body will betray them.When this fighter must roll on the Lasting Injury table, they must roll twice and accept the higher result. This Gene-smithed upgrade cannot be combined with Redundant Organs. | -10 | | Prime SpecimenThis fighter is a perfect example of their kind, and represents the ideal that all Goliaths aspire to.This fighter can improve one of their characteristics by 1. | +10 | | Rapid Muscle GrowthWith a minimum of effort, this fighter can build up their muscles until they are hulking beasts, massive even compared to the largest of their kind.This fighter can increase their Strength characteristic by up to 3 points, rather than the usual 2. | +5 | | Redundant OrgansExtra organs have grown in this fighter’s body, providing them with redundancies in case of severe internal trauma.When this fighter must roll on the Lasting Injury table, they may roll twice and accept the lower result. This Gene-smithed upgrade cannot be combined with Over-engineered. | +15 | | The Tyrant’s OwnThe Over-tyrant’s offspring are among the strongest of all Goliaths, and often walk the path of the Alpha, their gaze set upon one day claiming the title of Over-tyrant for themselves.This fighter can improve any two of their characteristics by 1. Only a Forge Tyrant (Leader) may take this Gene-smithed upgrade. | +20 | | Tyrant’s PrideGoliaths grow in power only through competition with their kin, and the strongest among them soon defeat all challengers to their dominance, leaving them surrounded by lesser warriors.Only a Forge Tyrant (Leader) may take this Genesmithed upgrade. However, this fighter’s gang can include no fighters with the Gang Hierarchy (Champion) special rule. | -20 | ## UNBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#unborn-fighters) As outsiders, Unborn fighters bring a variety of benefits from other parts of Necromunda to House Goliath. They are also among the hardiest of the clan, often having survived great pain and peril to be counted as one of the Clan House. Unborn fighters have the ‘Outsider’ special rule: ### OUTSIDER[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#outsider) *A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see.* Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unborn fighters may never select skills from the Muscle skill group. When added to the gang, Unborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost as they represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list ### UNBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#unborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Data-Slug OverlaySomething has gone wrong with the data-slug, its false engrams overlaying this fighter’s own memories, making them prone to flashbacks and bouts of madness.When this fighter activates for the first time in a battle, they must make an Intelligence check. If the check is failed, they become subject to the Insane condition (see the Necromunda Rulebook). | -10 | | Doc’s ExperimentWhile this fighter was under the knife, the doc decided to try an experimental procedure.Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Increase one characteristic by 1 and decrease the other characteristic by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | +5 | | Doc’s FailureWhile this fighter was under the knife, the doc may not have been focused enough on the task at hand...Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Decrease both by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | -10 | | Genetic OutsiderAn air of distrust surrounds this fighter, no matter how hard they try to prove themselves, other Goliaths are unsettled by their presence.This fighter cannot use the Group Activation (X) special rule. Only a Forge Tyrant (Leader), or Forge Boss (Champion) may take this Gene-smithed upgrade. | -5 | | MalformedMuscle grafts have given this fighter the size and appearance of a Goliath, but all the extra weight makes them ungainly and slow.This fighter increases their Strength characteristic by 1, but reduces their Initiative characteristic by 1. | +5 | | Proto GoliathThis fighter has yet to undergo the transformative surgery to become accepted as a Goliath, though they aspire to be part of the clan.Increase the fighter’s Movement by 1, reduce their Strength by 1, reduce their Toughness by 1, reduce their Cool by 2, increase their Intelligence by 2, and increase their Willpower by 1. | -10 | | Scar TissueGreat knots of scar tissue cover this fighter’s body, inuring them to both pain and damage.Reduce the Damage of all hits suffered by this fighter by 1, to a minimum of 1. | +10 | | SurvivorThis fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss.When making Recovery tests for this fighter, they can re-roll one of the Injury dice rolled. | +10 | | Stimm ImplantExperimental organs have been implanted in this fighter, feeding a steady stream of chems into their blood.When this fighter activates, they can choose to increase their Strength by 2 until the end of the round. However, if they do they must roll a D6 in the End phase. On a roll of 4+, they will suffer a Flesh Wound. | +5 | | Two LivesDespite being remade into a Goliath, this fighter retains some of the skills from their previous life, memories that can sometimes be dredged to the surface.Whenever this fighter gains a skill as an advancement, or for free during gang creation, randomly generate a second skill from their Primary or Secondary skill sets. Make a note on this fighter’s Fighter card that these two skills are a pair. Whenever this fighter is selected to take part in a battle, one of these skills, determined at random, will be forgotten. To determine which skill is forgotten, assign one skill the numbers 1-3, and the other skill the numbers 4-6, then roll a D6. The number rolled indicates which of the pair of skills is forgotten. | +5 | ## THE IRONTREE REAVERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast and Goliath gangs. If the Arbitrator wishes, these rules can be used during a campaign. The following additional Goliath Gene-smithing options are available when founding a Goliath gang: | Upgrade | Credits | | --- | --- | | Thermal ResistanceVatborn Goliaths onlyThis fighter has been designed to work the heat of the forges for cycles at a time without breaks and as such their body has been adapted to withstand great heat without damage.Reduce the Strength of any attacks made with the Blaze trait against this fighter by 1, to a minimum of 1. | +10 | | Enhanced StaminaNatborn Goliaths onlySome Goliaths come from long lines of cargo handlers, and a genetic legacy of hefting large, heavy and cumbersome loads around has left this fighter with the ability to carry far more than even their fellow Goliaths can manage.This fighter may treat weapons marked with a * as only taking up one of their weapon slots. | +20 | | Unique Organ TransplantUnborn Goliaths onlyWhen this fighter was under the knife being transformed into a Goliath, something went wrong and they only survived due to the Doc using specially gene-coded organs that are expensive to maintain or replace.When this fighter suffers a Critical Injury, increase the credit cost of the Medical Escort action for them by D6x10 credits. | -10 | *Source: Apocrypha Necromunda: Twins of the Two Tunnels* # GOLIATH TERRAIN *Source: House of Chains* 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. Goliath 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 takes part in unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#placing-gang-terrain) Gang terrain is placed on the battlefield before any fighters are deployed, but after other terrain has been set up. A gang can place its terrain in its own deployment area, or, if noted, in no-man's-land (i.e., anywhere outside both 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. ### GOLIATH TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#goliath-terrain-1) | Terrain | Cost | Availability | | --- | --- | --- | | Amneo Canisters | 60 credits | Rare (9) | | Furnace Barricade | 10 credits | Common | | Heavy Rivet Cannon | 75 credits | Rare (8) | | Pillar of Chains | 20 credits | Common | | Relic of the Forge | 100 credits | Rare (10) | NOTE ## MODELLING GOLIATH TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#modelling-goliath-terrain) Many of the gang-specific terrain detailed here can be represented by items from the Necromunda model range. For example, Amneo Canisters can be represented by Ammo Crates with appropriate gang markings, while Furnace Barricades can be represented by appropriately-marked Necromunda barricades. A Heavy Rivet Cannon could be created using a rivet cannon (such as a spare one from the Goliath gang sprue) fixed to a base. Others, such as the Pillar of Chains, can be represented by any appropriate marker, or a girder or pole on a base, hung with chains, while a Relic of the Forge could be anything from a marker to a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Goliath icons. ## AMNEO CANISTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#amneo-canisters) *These contain the vital fluids of the growth vats, and can be used by Goliaths to rapidly heal wounds.* A Goliath fighter within 3" of an Amneo Canister can remove a single Flesh Wound during the End phase of any round. ## FURNACE BARRICADE[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#furnace-barricade) *Heavy heat shields can be found throughout Goliath forges. Gangs often turn these thick plates into makeshift barricades where their folded ceramite layers prove especially effective against flamers and melta weaponry.* A Goliath gang can place its Furnace Barricades anywhere in its deployment area or in no-man's-land. A fighter within 1" of a Furnace Barricade ignores both the Blaze or Melta traits when suffering hits, provided the barricade is granting them cover against the origin of the hit. ## HEAVY RIVET CANNON[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#heavy-rivet-cannon) *Rivet guns and cannon are a vital tool of the Goliath factories, the heaviest examples are fixed to tripods or tracked carriages and supplied with an abundance of ammo. Unsurprisingly, gangs turn these tools into weapons, hauling them into position to cover corridors and doorways.* Goliath gangs can only include Heavy Rivet Cannon if they are the defender in a scenario with an attacker and defender. A Heavy Rivet Cannon uses the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy Rivet Cannon | | | | | | | | | | | - rapid fire | 6" | 18" | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | - super-heated | 3" | 12" | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | ## PILLAR OF CHAINS (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#pillar-of-chains-gang-relic) *Goliaths often use crude iron spikes hung with chains as a convenient method of securing slaves. Captives are dragged back to the Pillar of Chains, and locked in place for later transportation back to the Goliath enclave.* When a gang with a Pillar of Chains has a chance to capture enemy fighters, it may re-roll one or both of the dice. ## RELIC OF THE FORGE (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#relic-of-the-forge-gang-relic) *Forge relics are pieces of broken machinery that have been reshaped into a totem pole of clan icons and industrial weaponry. Gangs often use these to mark the boundaries of their territories, the grinning iron faces beaten into their sides a warning to trespassers.* A Relic of the Forge counts as a Gang Relic (see the Necromunda Rulebook). In addition, Goliath fighters within 3" of a Relic of the Forge ignore the effects of the Disarm trait and can re-roll failed Ammo checks. Enemy fighters who end their activation within 3" of a Relic of the Forge must make a Nerve test (see the Necromunda Rulebook) or become Broken. Goliath gangs can only include a Relic of the Forge if they are the defender in a scenario with an attacker and defender. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE ORLOCK *They say the Orlocks have iron in their souls. But then you’d have to be made of the black ore of Necromunda to climb the spider’s web of Lord Helmawr’s feudal society as quickly as they have. In just three short millennia, House Orlock has risen from a loose alliance of Clan Families and waste prospectors to become the largest mining operation on the planet. It is a success built upon the backs of a massive slave underclass, the Drudges, born to scrape ore from the dark pits of the Spoil, or work endless cycles in the clan’s smoke- wreathed refineries. House Orlock has had a troubled history with this underclass, and at times they have threatened to rise up and tear down everything the Clan Families have fought to build. It speaks to the ruthlessness and determination of these families that they managed to endure these rebellions, ultimately building their entire social structure around the simmering discontentment within their ranks.* *From the outside, however, the troubled history of the Drudges is largely unknown, or at the very least discounted, and it is not these unwashed masses that most consider when they think of the Orlocks. The image of the House of Iron is one of veteran rebels, outland ash-riders and bare-knuckled hardmen. This is entirely intentional, and the heads of the Orlock mining families have worked long and hard to cultivate a soldier class within the clan to fight for its interests, and keep the drudging classes in line. At the top of the Orlock social ladder, a small group of families hold power over millions of subjects, who, should they ever unite, could sweep this ruling class away in a single violent uprising. It is only the clan’s gangs that stand in the way of these would-be rebels. As paradoxical as it might seem, most of these gangs come from the drudging classes themselves, selected for their rebellious nature and fierce independence. Thus do the ruling families weed out troublemakers before they have a chance to incite rebellion, and turn them back upon their own kind, with a promise of freedom and power.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#gang-composition) House Orlock follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#special-rules) Follow normal rules as other gangs with the following exceptions: - House Orlock has access to [Legendary Names](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#legendary-names), which are given to Leaders/Champions when created and can be purchased with XP as they advance. - Specialist Gangers can use Heavy Weapons. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#fighters) **105CREDITS** ### ROAD CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#road-captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). *Road Captains are without exception hard men and women, willing to thumb their nose at authority and forge their own path. However, Orlock gangers respect independence as much as strength, and a successful Road Captain needs to be the embodiment of both of these traits. Being a Road Captain means earning the respect of their gang through their own deeds. Unlike some gangs and clans of Necromunda, the brotherhoods and sisterhoods of House Orlock are a two-way street; if a leader in the House of Iron wants to have men and women follow them, then they had best be worthy of the right.* **80CREDITS** ### ROAD SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#road-sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). *A good Road Sergeant can take orders from their Captain, but has enough initiative to break the rules to get the job done. The very best Sergeants know just when to question their Captains and anticipate what they want before they even have a solid plan in mind. A Road Sergeant also needs to be able to step into the boots of the Road Captain should the latter go down or get killed, keeping the gang together and fighting.* **95CREDITS** ### ARMS MASTER (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#arms-master-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). ### RULE OF IRON[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#rule-of-iron) - When activated, 1 visible Faction fighter within 6” gains the [Nerves of Steel](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) skill (if not already having it). - +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield. *If an Orlock gang gets large enough, it’s inevitable it’ll need an Arms Master to keep the Gunners and Greenhorns in line. Road Captains rely on their Arms Masters to enforce order within their gang, as well as leading by example – usually cracking heads or setting their cyber- mastiffs on those who cross the gang. To be an Arms Master means being hard as nails, even by the standards of House Orlock, and there are countless stories about these stony-faced fighters getting stabbed, blasted or shot and getting back up to make their enemies pay for making them mad.* **45CREDITS** ### GUNNER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#gunner-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist). *The bulk of Orlock gangs are made up of Gunners, hive-hardened men and women with a rebellious streak a mile wide. Most often they are drawn up from the drudging classes, where they never really fit in among work crews and mining towns, the gangs their last chance to prove their worth.* **55CREDITS** ### WRECKER (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#wrecker-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner. ### JUMP BOOSTER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#jump-booster) Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways: - **Safe mode:** +3” M. - **Overcharge:** - +1 S and +1 hit modifier when charging. - Must roll a D6:**1:** Pinned (malfunction, no move).**2:** +4" M.**3-4:** +5" M.**5-6:** +6" M. When used, Grenade and Template weapons gain Unstable (for the rest of the activation). Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down). *In every Clan House there are those fighters who court danger to an even greater extent than normal underhive gangers. Among the members of House Orlock these risk-takers are the Wreckers. In the tangled confines of the underhive, they jump among the gantries and tumbled domes taking out enemy fighters – while at the same time making sure they don’t take their head off on a low-hanging ceiling or end up as a stain on the floor from a bad landing.* **35CREDITS** ### GREENHORN (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#greenhorn-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner. *There is always a steady supply of Greenhorns signing up for the gangs, eager to escape the crushing brutality of existence in the drudging classes.* **230CREDITS** ### 0-1 SERVITOR (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) **Cost:** 230 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ | **Wargear:** Harpoon launcher, Open Fist (same as: servitor combat weapon), [Light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Ammo Hoppers, Weapons Platform. ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#options) | Option | Cost | | --- | --- | | Heavy bolter (replaces harpoon launcher) | +50 | | Heavy flamer (replaces harpoon launcher) | +85 | | Heavy stubber (replaces harpoon launcher) | +20 | | Heavy carapace armour (replaces light carapace) | +20 | | Mono-sight | +25 | ### WEAPONS PLATFORM[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#weapons-platform) Firing an Unwieldy ranged weapon becomes a Basic action rather than a Double action. ### AMMO HOPPERS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#ammo-hoppers) Re-roll any failed ammo test results of 1 (before modifiers). *Common across all of the worlds of the Imperium, servitors are melds of flesh andmachine, most often human flesh, but sometimes, as in the case of the Ambot, alien life forms slaved to a servitor engine. Most often, the human component of aservitor is harvested from a convicted criminal, one whose crimes are deemed toogreat to allow them to carry on as a part of Imperial society but who may continueto serve in another form rather than be wasted in incarceration or execution. Servitors possess the most rudimentary of human intelligence, their minds scrubbed of past memories and all but the most essential knowledge, artificial memory engrams grafted in their place so that they will know their designated roleand function and little else. Servitors are put to work in all manner of industry andfor any menial task with which an unmodified human cannot perform. They work inhostile environments, their living flesh variously blasted by extremes of heat and cold, eroded by extreme elements, or withered and wasted by toxic surroundings, performing their tasks until they fail, at which point their mechanics are reclaimedand a new human ‘donor’ grafted into place. House Orlock has ready access to mining and heavy industry servitors of all makes and manner, but those repurposedfor gang warfare often take the form referred to by the gangers as ‘Luggers’ – heavy, tracked units able to lift, move and carry bulky cargos. Be they liberated frommine workings or cargo depots, such constructs are well suited to a combat role with minimal reprogramming.* **100CREDITS** ### 0-3 CYBER-MASTIFF (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#0-3-cyber-mastiff-exotic-beast) **Cost:** 100 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ | **Wargear:** Savage Bite. **Special Rules:** Watchdog, Loyal Protector, Group Activation (Exotic Beasts). ### WATCHDOG[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#watchdog) If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). ### LOYAL PROTECTOR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#loyal-protector) While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. *On Necromunda, dogs are no less common than anywhere else in the Imperium, though it must be said that they often provide a food source more readily than they provide their traditional roles of companion, guard or hunter. However, they do still have loyal friends amongst the people. Guilders breed and keep large hounds to protect their caravans and holdings, and House Orlock in particular takes great pride in the rearing of dogs as guards and fighters. The dogs of House Orlock show great diversity of type. From the sleek, alert watch dogs they raise to guard their mine workings and store houses, to the stocky, bull-like fighting dogs they breed for sport, Orlock Gangers are frequently accompanied by hounds. What’s more, to the outsider, there is a strange sentimentality shown by Orlocks towards their dogs, and it is not uncommon to see hounds sporting expensive cybernetics to compensate for past injuries or illness.* **80CREDITS** ### OUTRIDER QUAD (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | M | Front | Side | Rear | W | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 9” | 4 | 3 | 3 | 2 | 4+ | 5+ | **Locomotion:** Wheeled. **Upgrade Slots:** 0 Body, 1 Drive, 2 Engine. **Weapon Hardpoints:** 1. Crew Operated, Front Arc. ### DEDICATED GUNNER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#dedicated-gunner) Can move full distance (instead of half) during Move & Shoot. ### AGILE[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#agile) Can make 1 extra turn (up to 90°) when moving (before, during or after). **35CREDITS** ### IRON RIDER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 6+ | 6+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#vehicle-crew) An Iron Rider must always be equipped with a vehicle. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#bravado | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Road Captain | - | Secondary | - | - | Primary | Primary | Primary | Secondary | Secondary | | Arms Master | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Road Sergeant | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Gunner (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Wrecker | - | - | Secondary | - | - | - | Secondary | Primary | - | | Greenhorn | Secondary | Secondary | - | - | Primary | - | - | - | - | | Servitor | - | Secondary | Secondary | - | - | - | - | Primary | - | | Cyber-Mastiff | - | - | Primary | - | Secondary | - | - | - | - | | Iron Rider | - | - | - | Primary | - | - | Secondary | Primary | - | *Last updated on **December 14, 2023 3:06 AM*** # ORLOCK 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[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#basic-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#pistols) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Limited* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | NOTE - Wreckers have confusing and contradictory weapon access: > During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market > We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#special-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#heavy-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher * | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter * | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer * | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber * | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser * | 125 | - | 125 | - | - | - | - | - | | Seismic cannon * | 140 | - | 140 | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#close-combat-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer * | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer * | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#grenades) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#armour) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#equipment) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#pets-status-item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#weapon-accessories) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) ** | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) ** | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | - *: Maximum one gunsight per weapon. NOTE All weapon options for Servitor are upgrades and replace existing weapons. ## OUTRIDER QUAD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#outrider-quad) This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#weapons) | Item | | | --- | --- | | Heavy Weapons | | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#vehicle-upgrades) | Vehicle Upgrades | Credits | | --- | --- | | Body Upgrades | | | None | | | Drive Upgrades | | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#wargear) | Item | Credits | | --- | --- | | Headlights | 15 | | Smoke launchers | 20 | *Last updated on **November 30, 2023 4:04 AM*** # ORLOCK LEGENDARY NAMES *Source: House of Iron* An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what. Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name ‘Iron Hard’, thus becoming Rothgo ‘Iron Hard’ Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name’s special rules. ## USING LEGENDARY NAMES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#using-legendary-names) Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited: - Any fighter can have up to two Legendary Names. - Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names. Legendary Names may be taken by fighters as follows: - Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter’s value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again. - Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile). ## UNBELIEVABLE ESCAPES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#unbelievable-escapes) Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside. ### 1. IRON HARD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-iron-hard) This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make. ### 2. BULLET DODGER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-bullet-dodger) Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter’s next activation after this ability has been used, they can only make Move (Simple) actions. ### 3. BADZONE LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-badzone-legend) This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter’s next activation after this ability has been used, they cannot initiate or take part in Group Activations. ### 4. PROMETHIUM-PROOF KILLER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-promethium-proof-killer) This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule. ### 5. SLIPPERY SCUMMER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-slippery-scummer) If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter. ### 6. BLADE BREAKER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-blade-breaker) When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait). ## IMPRESSIVE LEADERSHIP[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#impressive-leadership) In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you’re on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up. ### 1. BIGMAN[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-bigman) When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2). ### 2. LUCKY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-lucky) Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter’s Fighter card must be placed in the Reinforcement deck. ### 3. IMPRESSIVE SCARS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-impressive-scars) As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1. ### 4. TOO PRETTY FOR PRIMUS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-too-pretty-for-primus) If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead. ### 5. IRON STARE[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-iron-stare) Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority. ### 6. ROCK STEADY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-rock-steady) As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield. ## IMPROBABLE BEAT-DOWNS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#improbable-beat-downs) Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy’s eyes from the other side of a dome! ### 1. ONE PUNCH[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-one-punch) When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour). ### 2. BULLET LORD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-bullet-lord) Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter’s weapon counts as having failed an Ammo check. ### 3. TWO-GUNS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-two-guns) When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation. ### 4. CHANCER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-chancer) Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead. ### 5. HEADSHOT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-headshot) If this fighter takes an enemy fighter Out of Action with their first Shoot (Basic) action of the battle, they gain D3 XP. However, all missed ranged attacks made by the fighter count as Stray Shots. ### 6. ONE SHOT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-one-shot) Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice. # ORLOCK TERRAIN *Source: House of Iron* 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. Orlock 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[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#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 zone, 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. ### ORLOCK TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#orlock-terrain-1) | Terrain | Cost (Credits) | Availability | | --- | --- | --- | | Sawn-off Surprise | 20 | Common | | Promethium Barrels | 30 | Rare (8) | | Servitor Sentry | 100 | Rare (11) | | Tool Box | 50 | Rare (9) | | Road Relic | 75 | Rare (10) | ## SAWN-OFF SURPRISE (BOOBY TRAP)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#sawn-off-surprise-booby-trap) Sawn-off shotguns are a staple of House Orlock gangs, and find dozens of uses in their crews, including as part of traps to blast unsuspecting foes. A Sawn-off Surprise is a Booby Trap, and follows the rules for Booby Traps. It should be represented by a marker, or model on a 25mm base. When a Sawn-off Surprise explodes, all fighters within 3" take an automatic hit from a Sawn-off shotgun. ## PROMETHIUM BARRELS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#promethium-barrels) Bullet-riddled barrels of waste promethium make for useful hazards when it comes to gang warfare. Orlock gangs will roll these barrels into an area before a fight, where their foul contents can leak out to saturate an area, ideally catching enemy fighters in the slick, hindering their movement and making them prone to burst into flames! A Promethium Barrel can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. These pieces of terrain may be placed anywhere on the battlefield at least 3" from the enemy deployment zone. If a fighter, from either crew, activates within 3" of one of these markers, they can only make a single Move (Simple) action during their activation. In addition, if a fighter within 3" of a Promethium Barrel is hit by a weapon with the Blaze trait, add 1 to the dice when rolling to see if they are set on fire. ## SERVITOR SENTRY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#servitor-sentry) Servitors are used extensively throughout the hives of Necromunda, and House Orlock employs vast numbers of them for the autonomous piloting of transport rigs and cargo sorters. Some of these servitors find their way into Orlock gangs, most gangers favouring ‘Luggers’ for their size and ability to carry heavy weapons. Many of these are ripped right out of their old machines and lack arms or legs, being little more than a torso driven by mono-programming – more than enough to operate an autogun. A Servitor Sentry can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. The servitor can only be deployed when the player’s gang is the defender in a scenario with an attacker and a defender, and then it must be placed within their deployment zone. Servitors cannot move themselves, but can be moved by friendly fighters in the same way as a Loot casket. A Servitor Sentry has the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | ### SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#special-rules) **Living Wargear:** This model counts as a fighter in all regards, but cannot gain Experience, and counts all Lasting Injuries as Out Cold results. In addition, they automatically pass any Cool or Willpower checks they are required to take and automatically fail any Leadership or Intelligence checks they must make. They do not count for the purposes of Bottle tests, nor can they be included in a Reinforcement deck, and must always be deployed on the battlefield, in addition to the specified crew size. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#equipment) A Servitor Sentry may be armed with either an autogun or a shotgun with solid and scatter ammo. ## TOOL BOX[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#tool-box) All Orlock fighters carry tools on their belts, these ubiquitous kits a mark of being a member of the clan, as well as the difference between life and death out in the wastes. Sometimes a gang might bring along heavier equipment to help with the servicing of their weapons, vehicles or servitors. Carried around in old ammo containers, these tool boxes contain everything the gang might need for field repairs. A Tool Box can be represented by a marker, an ammo crate or an appropriate model on a 25mm base. A Tool Box can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Tool Box can take one Reload (Simple) action for free when they activate. In addition, a Cyber-mastiff, Ambot, Servitor Sentry or ‘Lugger’ Cargo Servitor that activates within 1" of a Tool Box can remove a single Flesh Wound or recover a single lost Wound on a D6 roll of 4+. ## ROAD RELIC (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#road-relic-gang-relic) House Orlock gang relics are altars to the road gods of Necromunda. Fashioned from scavenged parts of destroyed ash-runners, crawlers or mighty war-rigs, they remind the gang of their mastery over the Ash Wastes and its trade routes. Often these relics will be hung with icons of the road, such as wheels, fuel tanks, or battered gun turrets – some of which still work. A Road Relic counts as a Gang Relic (see the Necromunda Rulebook) and can be represented by a marker, an appropriate piece of terrain or a model on a 40mm base. In addition, a friendly fighter in base contact with a Road Relic can crew one of its turrets, using the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Turret heavy stubber | | | | | | | | | | | - burst fire | 20" | 40" | - | - | 4 | -1 | 1 | 4+ | Rapid Fire (1), Fixed | | - suppressive fire | 12" | 24" | +1 | - | 4 | -1 | 1 | 4+ | Rapid Fire (3), Fixed, Unstable | *Last updated on **December 14, 2023 3:06 AM*** # HOUSE VAN SAAR *Source: House of Artifice* - Updates - 09/11/2023 *The Aranthian Succession: Ruins of Jardlan* - Added [Ash Wastes ‘Arachni-Rig’](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) - Added [Teknika](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#teknika-crew) - Added [Ash Waste Grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#ash-waste-grav-cutter) - 29/04/2022 *[FAQs and Errata](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf)* - Changed skill working on Van Saar Subtek *Necromunda is a vast machine and the sons and daughters of House Van Saar are its engineers. While other clans and Noble Houses have been content to embrace the slavish traditions of the Imperium, in particular its superstitious fear of technology, those of House Van Saar have sought to unravel the mysteries of humanity’s lost age of advancement and progress. At times during their long history, their actions have brought them close to tech-heresy, and only the extreme secrecy of their Archeotek cabals and the benevolence of House Helmawr – which benefits most from their innovation – have protected them. This delving into the unknown, however, has taken its toll upon the Van Saar. It is not without good reason that the secrets of the Machine God are sacrosanct to the Adeptus Mechanicus. Those who seek to peek behind the curtain of creation must be ready to pay the price such knowledge brings – and so it was with House Van Saar.* *At the heart of the Clan House is its secret STC, or Standard Template Construct system device. These rare and ancient tools are the most prized of relics to the Adeptus Mechanicus, whose agents and armies are endlessly scouring the galaxy in their quest for these venerated artefacts. Created using long-lost technologies, the STCs were given to colony ships during one of Mankind’s earlier expansions across the stars. Encoded into the imperishable hardware of each machine were the blueprints for all manner of things the colonists might need, from power sources and habitats to armoured vehicles and weapons. In an age during which so much knowledge has been lost to the slow entropy of time, each STC represents a priceless artefact, and in the case of the Van Saar STC, a near infinite source of wealth. It is around this wondrous machine that House Van Saar is built, and it is at once the blessing that affords its members continued existence, and the curse that condemns them to sickness and short lives.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#gang-composition) House Van Saar follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Archaeo-cyberteknika](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika) - Specialist Champions do **not** have Group Activation (1). - Specialist Gangers can use Heavy Weapons. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#fighters) **130CREDITS** ### VAN SAAR PRIME (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-prime-leader) | 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](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). - Special Rules **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](https://necrovox.org/docs/founding-a-gang/gang-creation#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. - Skill Access A Van Saar Prime has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Secondary | - | - | Secondary | - | Primary | Primary | Primary | Secondary | - Equipment 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-prime-equipment-lists) - Weapons | 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 | - Wargear - Lore *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.* *Source: House of Artifice* *Source: House of Artifice* **110CREDITS** ### VAN SAAR AUGMEK (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-augmek-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). - Special Rules **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. **Group Activation (1):** 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 Augmek 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. - Skill Access A Van Saar Augmek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | Secondary | Secondary | - | Secondary | Primary | Primary | Secondary | - Equipment A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list: - During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available. ### VAN SAAR AUGMEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-augmek-equipment-lists) - Weapons | 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 | | Las sub-carbine | 15 | | - 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 | - Wargear | 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 | | PERSONAL EQUIPMENT | | | Ash waste grav-cutter | 65 | | https://necrovox.org/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 | | | 0-2 Cyberachnid | 75 | - Lore *Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness.* *Source: House of Artifice* *e* **125CREDITS** ### VAN SAAR ARCHEOTEK (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-archeotek-specialist-champion) | 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](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika. - Special Rules **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. - Skill Access A Van Saar Archeotek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | - | Secondary | - | - | Primary | Secondary | Primary | - Equipment 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-archeotek-equipment-lists) - Weapons | 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 | - Wargear | 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 | | | https://necrovox.org/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 | - Lore *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.* *Source: House of Artifice* *Source: House of Artifice* **70CREDITS** ### VAR SAAR NEOTEK (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#var-saar-neotek-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove) and [Grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#grav-cutter). **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner. - Special Rules **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. **Gang Fighter (Prospect):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Augmek or Van Saar Archeotek):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Van Saar Augmek or a Van Saar Archeotek as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Van Saar Augmek or a Van Saar Archeotek for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Van Saar Augmek or a Van Saar Archeotek), Hot-headed and Fast Learner special rules and gain all the special rules associated with a Van Saar Augmek or a Van Saar Archeotek, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become an Archeotek), an appropriate model should be used to represent their new category and type. **Hot-headed:** Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. - Skill Access A Van Saar Neotek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Primary | - | - | - | - | - | Secondary | Secondary | - | - Equipment A Van Saar Neotek is equipped with an [armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove) and a [grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#grav-cutter) (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Neotek equipment list: - During the course of a campaign, a Van Saar Neotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Neotek may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market. ### VAN SAAR NEOTEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-neotek-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | PISTOLS | | | Hand flamer | 75 | | Laspistol | 5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | CLOSE COMBAT WEAPONS | | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Filter plugs | 10 | | Respirator | 15 | | WEAPON ACCESSORIES | | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | - Lore *Reckless and young, Neoteks have yet to feel the full effects of the wasting inflicted on the Van Saar by their use of their STC’s technologies. They favour either untested or dangerous tech, and are perhaps most well-known for their use of grav-cutters. Racing through the hive’s close confines on a repulsor platform like a cutter might look cool but, as more than one Neotek has discovered, it can be fatal.* *Source: House of Artifice* *Source: House of Artifice* **65CREDITS** ### VAN SAAR TEK (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-tek-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 7+ | 6+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Ganger), Promotion (Van Saar Specialist), Tools of the Trade (Van Saar Specialist). - Special Rules - *Gang Fighter (Ganger): **Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** When the gang is founded, a single Van Saar Tek can be promoted to become a Van Saar Specialist. During Campaign play, additional Van Saar Teks may become Van Saar Specialists by spending Experience (XP), as described in the campaign rules. A Van Saar Specialist gains the Tools of the Trade special rule, may purchase Special weapons and Heavy weapons, and may spend XP to gain additional skills. **Tools of the Trade (Van Saar Specialist):** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. - Skill Access A Van Saar Specialist has access to the following skill sets (note, however, that a Van Saar Tek may not gain additional skills): | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | Secondary | Secondary | - | - | Primary | Primary | - | - Equipment Van Saar Teks and Van Saar Specialists are equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Tek equipment list: - During the course of a campaign, both Van Saar Teks and Van Saar Specialists may be given additional weapons purchased from this list. - In addition, during a campaign both Van Saar Teks and Van Saar Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Tek may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list. - Once promoted, a Van Saar Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available. ### VAN SAAR TEKS EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-teks-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | Las carbine | 20 | | Suppression laser | 40 | | PISTOLS | | | Hand flamer | 75 | | Laspistol | 5 | | Las sub-carbine | 15 | | Plasma pistol | 50 | | SPECIAL WEAPONS | | | Flamer | 140 | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Rad gun | 100 | | HEAVY WEAPONS | | | Plasma cannon* | 130 | | Multi-melta* | 180 | | Rad cannon* | 130 | | CLOSE COMBAT WEAPONS | | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | Ash waste grav-cutter | 65 | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Medicae kit | 30 | | 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 | | Suspensor (Heavy Weapons only) | 60 | - Lore *The foot soldiers of the Van Saar clan gangs are the Teks. Despite their humble status in a Clan House filled with technological geniuses and augmented cyber- warriors, a Tek is often better equipped and trained than their rivals from other gangs. The armour built into their survival suit, combined with access to highgrade energy weapons, is only part of this – the remainder being increased intelligence and an education second only to those born in the spire.* *Source: House of Artifice* *Source: House of Artifice* **35CREDITS** ### VAN SAAR SUBTEK (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-subtek-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. - Special Rules **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. - Skill Access A Van Saar Subtek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Primary | - | - | - | - | - | Secondary | Secondary | - | - Equipment A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. ### VAN SAAR SUBTEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-subtek-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | PISTOLS | | | Laspistol | 5 | | Las sub-carbine | 15 | | CLOSE COMBAT WEAPONS | | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | - Lore *Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away.* *Source: House of Artifice* *Source: House of Artifice* **45CREDITS** ### TEKNIKA (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#teknika-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 3+ | 6+ | 7+ | 7+ | 6+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Crew), Vehicle Crew. - Special Rules ### GANG FIGHTER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#gang-fighter-crew) Models with this special rule form the backbone of House Van Saar gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#vehicle-crew) A Van Saar Teknika must always be equipped with a vehicle. - Skill Access A Van Saar Teknika has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | - | - | - | Secondary | Secondary | Primary | Primary | - Equipment A Van Saar Teknika must be equipped with a vehicle and they may purchase Wargear and weapons from the Van Saar Teknika equipment list. - During the course of a campaign, a Van Saar Teknika may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Van Saar Teknika may be given additional weapons from this list and the Pistols section of the Trading Post. - A Van Saar Teknika may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. ### VAN SAAR TEKNIKA EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-teknika-equipment-lists) - Vehicles | Item | Credits | | :------------- | ------: | -------- | | Custom vehicle | | variable | | Ridgerunner | | 95 | | Rockgrinder | | 145 | | Wolfquad | | 70 | - Weapons | Item | Credits | | :-------------- | ------: | --- | | **PISTOLS** | | Laspistol | | 5 | | Las sub-carbine | | 15 | | Plasma pistol | | 50 | - Wargear | Item | Credits | | :--------------------- | ------: | --- | | **PERSONAL EQUIPMENT** | | Filter plugs | | 10 | | Photo-goggles | | 35 | | Respirator | | 15 | *Source: The Aranthian Succession: Ruins of Jardlan* *Source: The Aranthian Succession: Ruins of Jardlan* **240CREDITS** ### 0-1 ‘ARACHNI-RIG’ SERVO-SUIT (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 4 | 5+ | 5+ | 8+ | 6+ | **Skills:** [Fast Shot](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) (same as Superior Weapons Array). **Weapons:** [Twin-linked heavy las carbine](https://necrovox.org/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), 4x [servo-arms](https://necrovox.org/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Twin-linked, Van Saar Protective Gear, Superior Weapons Array. - Options | Option | Credits | | --- | --- | | A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a rad gun. Doing so will reduce its Attacks characteristic by 1 | +60 | | A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a plasma gun. Doing so will reduce its Attacks characteristic by 1 | +60 | | A Van Saar Arachni-rig Servo-suit may upgrade its light carapace armour to heavy carapace armour | +20 | - Special Rules **Twin-linked:** When a fighter 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. **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. - Skill Access A Van Saar Arachni-rig Servo-suit has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | Secondary | - | - | Secondary | - | - | Primary | - | - Lore *Servo-rigs are effectively mechanical exoskeletons, most commonly seen in heavy industry, where workers may be equipped with them to aid with lifting and moving heavy materials or operating large tools or machinery – anywhere where weights not normally manageable by baseline humans must be handled, but where duties cannot readily be entrusted to abhumans or servitors. Where most servo-rigs are worn over the body and limbs, controlled by the wearer’s physical movements and granting themextra strength, servo-rigs are often also utilised to give a worker extra limbs, greatly increasing their dexterity and the range of tasks that can be performed, making what may otherwise be the work of many, the work of a few. Such a rig may be plugged directly into the wearer’s nervous system and controlled directly, or may be automated, forcing a worker to keep up with the pre-programmed movements of the rig into which they are strapped.* *Van Saar makes particular use of such things, in no small part due to the physical deficiencies common within their House. Highly-advanced forms of servo harness, controlled by the wearer’s nervous system or via a direct MIU are common, advanced artisan pieces that put to shame the simple utilitarian forms mass produced and seen in wide use. In battle, it is not uncommon to see Van Saar fighters wearing massive rigs that grant them a huge, spider-like appearance, with many mechanical limbs that greatly increase the combat efficiency of the gang as a whole.* *Source: House of Artifice* *Source: House of Artifice* **360CREDITS** ### 0-2 VAN SAAR ASH WASTES ‘ARACHNI-RIG’ (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | 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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](https://necrovox.org/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](https://necrovox.org/docs/armoury/special-weapons#rad-gun), [plasma gun](https://necrovox.org/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](https://necrovox.org/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](https://necrovox.org/docs/armoury/armour#carapace), [Arachni-rig jump boosters](https://necrovox.org/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. - Options | 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 | - Special Rules **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. - Skill Access A Van Saar 'Ash Wastes' Arachni-rig has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | Secondary | - | - | Secondary | - | - | Primary | - | - Lore *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.* *Source: The Aranthian Succession: Ruins of Jardlan* *Source: The Aranthian Succession: Ruins of Jardlan* **75CREDITS** ### CYBERARCHNID (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#cyberarchnid-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6" | 4+ | 5+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 8+ | 8+ | 8+ | | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Venomous bite | - | E | - | - | -1 | - | - | - | Melee, Toxin | | Web projector | - | T | - | - | 2 | - | - | 6+ | Scarce, Silent, Template, Web | **Special Rules:** Clamber, Fear Inducing, Fearsome (Ferocity), Horrific. - Special Rules **Clamber:** When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. **Fear Inducing:** Cyberachnids have the Fearsome (Ferocity) skill and may confer this onto their owner. The owner only gains this skill provided they have an Active Cyberachnid within 3", otherwise the skill is lost. **Fearsome (Ferocity):** If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately. **Horrific:** A Cyberachnid is a horrifying meld of machine and spider that gangers of other Houses would just as soon not have in their hide-out. A Cyberachnid can never be Captured. - Skill Access Should a Cyberachnid become a Specialist, it has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Secondary | - | - | Primary | - | - | - | - | - | - Equipment A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector. - Lore *Spiders are common to every human-colonised world in the galaxy. Perhaps millennia ago, when Mankind set out to populate the stars, those first ships had onboard stowaways in the form of insects and arachnids, and they were accidentally introduced to new ecosystems. Perhaps they were deliberately introduced to control dangerous insect life on many worlds. Or perhaps they were always there. No one knows for sure, but that spiders can be found almost everywhere humanity thrives is beyond doubt.* *The hives of Necromunda are infamous for their mutant spiders, and many millions of subspecies exist in the dark corners and dusty cracks of the great hives. Some varieties can grow to several feet across, and their presence can make whole domes uninhabitable.* *The spiders of Necromunda mean much to the planet, not least featuring heavily in the heraldry of many clans and ruling families. Yet possibly the most readily-made association is to the House of Van Saar, whose sigil is the likeness of a spider. Van Saar play on this, capturing and breeding large Necromundan arachnids and modifying them cybernetically for many purposes. Van Saar gangs are often accompanied by several such slaved servitor spiders, and their gruesome appearance is often enough to make the faint-hearted maintain what they feel is a safe distance, but in truth is right in the crosshairs, where the Van Saar want them…* *Source: House of Artifice* # VAN SAAR EQUIPMENT LIST ### LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#field-armour) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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 | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | https://necrovox.org/docs/armoury/personal-equipment#medicae-kit | 30 | - | 30 | 30 | - | 30 | - | - | | https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#vehicles) | Item | Teknika | | --- | --- | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | *Last updated on **December 13, 2023 4:05 AM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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. | 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. *Last updated on **December 14, 2023 3:06 AM*** # VAN SAAR TERRAIN *Source: House of Artifice* Gangs often make use of cunning 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. Van Saar 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 takes part in unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#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. ### VAN SAAR TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#van-saar-terrain-1) | Terrain | Cost | Availability | | --- | --- | --- | | Rad Cannon Emplacement | 145 credits | Rare (8) | | Thermal Mine | 70 credits | Rare (11) | | Energy Sink | 60 credits | Rare (10) | | Rad Casters | 40 credits | Rare (10) | | Archaeo-relic | 80 credits | Rare (9) | ## HIDDEN TRAPS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#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. ## RAD CANNON EMPLACEMENT[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#rad-cannon-emplacement) *The signature weapons of House Van Saar are those which utilise the same deadly radiation that blights the very existence of the Van Saar themselves against their enemies. To the Van Saar, such weapons hold little terror – they are accustomed to wearing protective gear that shields them against this invisible poison, and spend their lives enduring the painful treatments required to purge their thin blood of radiation – but to outsiders, the debilitating after-effects of Rad weapons are fearful to behold.* Van Saar gangs can only include a Rad Cannon Emplacement if they are the defender in a scenario with an attacker and defender. A Rad Cannon Emplacement uses the following profile: | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Rad Cannon | 24" | 48" | - | -1 | 2 | -2 | 1 | 3+ | Blast (5"), Fixed, Rad-phage, Unwieldy | ## THERMAL MINE[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#thermal-mine) *A Thermal Mine is a larger, more powerful version of a melta bomb. When set off, the area within several metres of the mine is rapidly heated to temperatures high enough to melt rock. The effect on living organisms is profound, to say the least!* Thermal Mines are traps, and use the Hidden Traps rules. Thermal mines can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Thermal Mine 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, it explodes immediately with the following profile. Note that when a Thermal Mine explodes, every fighter that is currently within 6" of the marker is hit, whilst those that are within 3" of the marker are not only hit, but suffer the effects of the Melta trait. | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Melta trap | 3" | 6" | - | - | 8 | -4 | 3 | - | Blaze, Melta | ## ENERGY SINK[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#energy-sink) *An Energy Sink works by drawing power from its immediate environment to charge power cells. Prohibited across most of the Imperium due to how easily they can be misused to collect ‘free’ energy, House Van Saar seemingly cares little, utilising Energy Sinks to power their own weapons and disarm their enemies.* An Energy Sink can be represented by either a marker or a piece of terrain on a 25mm base. An Energy Sink can be set up anywhere on the battlefield outside of your opponent’s deployment area. Any fighter, friend or foe, that attempts to make a ranged attack with a las or plasma weapon, or a weapon with the Melta trait, or that attempts to make a close combat attack with a weapon with the Power trait whilst too close to an Energy Sink will find its Strength reduced: - If the fighter is within 3" of the Energy Sink, reduce the weapon’s Strength by D3, to a minimum of 1. - If the fighter is within 6" of the Energy Sink, reduce the weapon’s Strength by 1. ## RAD CASTERS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#rad-casters) *Rad Casters hung from low ceilings or doorways slowly release deadly radiation into the air. They can be represented by either a marker or a piece of terrain on a 25mm base, and 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 Rad Casters must make a Toughness check, adding +1 to the roll for each item of Wargear and armour that protects against weapons with the Rad-phage trait. If this check is failed, or the roll was a natural 6, the fighter suffers an immediate Flesh Wound. Rad Casters 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 Rad Casters as a rad grenade. Once the attack has been worked out, remove the marker from the battlefield. ## ARCHAEO-RELIC[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#archaeo-relic) *House Van Saar relics are shrines to the wonders of technology. Strange structures that combine together advanced cogitation devices, weird power sources, and bizarre sensor arrays. Such devices are so alien in design to outsiders that they could easily be mistaken for being xenos in origin, and their disturbing appearance, combined with the strange waves of static and pulses of white noise, can deeply affect even the most unflappable of underhivers.* An Archaeo-relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, enemy fighters who end their activation within 3" of an Archaeo-relic must make an Intelligence check. If the check is passed, nothing happens. If, however, the check is failed, the fighter immediately becomes subject to the Insane condition (as described in the Necromunda Rulebook). Van Saar gangs can only include an Archaeo-relic if they are the defender in a scenario with an attacker and defender. An Archaeo-relic can be represented by an appropriate marker or a suitably impressive piece of industrial terrain, painted in the colours of the gang and modelled to represent advanced technology utilising unnatural and dangerous energy sources. Note that if the Archaeo-relic is defiled (see the Necromunda Rulebook), it loses the bonuses it provides to Cool and Leadership checks, but retains its other benefits. *Last updated on **December 14, 2023 3:06 AM*** # VENATORS (BOUNTY HUNTERS) *The underhive is infested with criminals, killers, deviants and worse – making it a rich hunting ground for the so-called Venator bands – temporary coalitions of normally solitary Bounty Hunters.* *All across Necromunda, from the drudging halls of manufactorums and precinct blockhouse walls, to the rusting gates of downhive settlements and cross-tunnel gibbets, images of the faces of wanted individuals flutter in the stale breeze of the carbon scrubbers. A group of talented murderers can make a healthy living collecting the bounties of these criminals, killers and deviants.* *The motley bands of hired guns who go after these bounties are commonly known as Venators, after the ancient High Gothic name for a hunting party; a temporary coalition of Bounty Hunters out for blood and coin. With the promise of shared rewards and extra firepower, Venators form into gangs and pursue Merchants Guild patronage and the stability that comes from regular contracts. Drawn from every Clan or House on Necromunda, Venators come in all shapes and sizes – mixing ex-Goliath heavies and nimble Escher assassins, alongside disgraced watchmen or embittered outcast nobles. Most of them are sanctioned by the Guilders or the Imperial House itself, and carry a hunter’s oath-token as proof of their patronage. However, many are not, though the Guilders often pay for the gang’s captives and kills all the same. In the underhive, lawmen don’t ask too many questions if a masked killer dumps the corpse of a wanted ganger at their feet – they hand over the scrip and sleep a little sounder with one less criminal at large.* ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/venators#fighters) **110CREDITS** ### HUNT LEADER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunt-leader-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 6+ | 6+ | | 3” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 5+ | 5+ | | 4” | 3+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 8+ | 9+ | | 4” | 4+ | 2+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 6+ | 5+ | **Weapons:** No restrictions. When hired, choose Common and Rare equipment up to Rarity value 11. **Skills:** Choose 1 Primary skill. **Psyker (+35):** Become Psyker (Sanctioned or Unsanctioned) and choose 1 Wyrd Power. Gain additional Wyrd Powers from any universal discipline as Primary skills. **85CREDITS** ### HUNT CHAMPION (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunt-champion-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 7+ | | 3” | 4+ | 4+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 5+ | | 4” | 3+ | 5+ | 4 | 4 | 2 | 5+ | 2 | 7+ | 5+ | 8+ | 8+ | | 4” | 5+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 6+ | 6+ | **Weapons:** No restrictions. When hired, choose Common and Rare equipment up to Rarity value 10. **Skills:** Choose 1 Primary skill. **50CREDITS** ### HUNTER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunter-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | | 3” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 6+ | 6+ | 7+ | 6+ | | 4” | 3+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 8+ | 9+ | | 4” | 5+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 6+ | 6+ | 7+ | **Weapons:** Basic, Pistol & Close Combat weapons. When hired, choose Common and Rare equipment up to Rarity value 8. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/venators#skill-access) Pick 4 skill sets apart from Leadership and rank them from 1 to 4. The skill sets is then determined by looking at the table below. | | Primary | Secondary | | --- | --- | --- | | Leader | 1 & 2 plus Leadership | 3 & 4 | | Champion | 1 & 2 | 3 & 4 plus Leadership | | Specialist | 1 & 2 | 3 & 4 | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/venators#special-rules) Follow normal rules as other gangs with the following exceptions: - The Leader’s House Legacy determines what House the gang counts as for the purposes claiming Gang Specific Bonuses from Resources. If the Leader has no House Legacy, no Gang Specific Bonus may be claimed. - Automatically sell captured enemy fighters that are not rescued to the Guilders. Earn full value rather than the usual half. - When an enemy fighter dies, (either during the battle or during post-battle sequence), claim half of that fighter’s value rounded up to the nearest 5 credits. - Can hire Hive Scum and Dramatis Personae (Special Characters), but not regular Bounty Hunters. - Can hire generic Hangers-on and Brutes not associated with any specific House. ### HOUSE LEGACY[](https://necrovox.org/docs/gangs/gang-lists/venators#house-legacy) **Cost:** 30 **(Goliath, Escher, Cawdor, Orlock, Van Saar, Delaque)** Each fighter can have up to 1 House Legacy, allowing them to purchase equipment from the chosen House's Leader Equipment List (if there are multiple Leader's, pick one). A Leader or Champion may purchase Status Items or Exotic Beasts associated with their House Legacy. HOUSE RULE (A&A) Campaign: On a Settlement role of 6, gain a random Ganger *Last updated on **August 7, 2023 6:57 AM*** # PALANITE ENFORCERS *Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers.* *More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#gang-composition) Enforcers follow [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#special-rules) Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-enforcers-in-dominion-campaigns). HOUSE RULE (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#fighters) **140CREDITS** ### CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **100CREDITS** ### SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade-1) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **70CREDITS** ### PATROLMAN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#patrolman-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade-2) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **0*CREDITS** ### ROOKIE (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#rookie-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. ### FRESH FROM THE ACADEMY[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#fresh-from-the-academy) When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. **30CREDITS** ### PALANITE RANGER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-ranger-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | ### PALANITE SPECIALIST[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-specialist) The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#vehicle-crew) A Palanite Ranger must always be equipped with a vehicle. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#equipment) A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. *Source: The Aranthian Succession: Ruins of Jardlan* **130CREDITS** ### ENFORCER TAUROS VENATOR (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#enforcer-tauros-venator-vehicle) | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). ### DEDICATED GUNNER[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#dedicated-gunner) When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#equipment-1) An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. *Source: The Aranthian Succession: Ruins of Jardlan* **130CREDITS** ### 0-2 HARDCASE CYBER-MASTIFF (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#0-2-hardcase-cyber-mastiff-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | Melee, Rending, Shock | **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace) & [respirator](https://necrovox.org/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. ### TENACIOUS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#tenacious) If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. ### HARDCASE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#hardcase) Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](https://necrovox.org/docs/armoury/armour#carapace) and a [respirator](https://necrovox.org/docs/armoury/personal-equipment#respirator). ### FAITHFUL PROTECTOR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#faithful-protector) While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. *For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving.* *As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf.* **205CREDITS** ### 0-2 ENFORCER ‘SANCTIONER’ PATTERN AUTOMATA (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | Concussion, Melee, Parry, Shock | | Grenade launcher array- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | Blast (5"), Flash | **Skills:** [Got Your Six](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. ### AUTOMATED REPAIR SYSTEMS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#automated-repair-systems) During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. ### MOBILE BULWARK[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#mobile-bulwark) If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#options) An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | --- | --- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | --- | --- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --- | --- | | Heavy carapace armour | +20 | *To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner.* *A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going.* *The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way.* *A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers.* *Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold.* ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## PALANITE ENFORCERS IN DOMINION CAMPAIGNS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-enforcers-in-dominion-campaigns) An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### TERRITORIES AND CAMPAIGN PHASES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territories-and-campaign-phases) Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### TERRITORY ACTIONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territory-actions) If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### TRIUMPHS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#triumphs) Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### UNIQUE TERRITORY – PALANITE PRECINCT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#unique-territory--palanite-precinct) Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### HOMEGROUND[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#homeground) If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### TERRITORY BOON[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territory-boon) **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation. *Last updated on **November 29, 2023 5:52 PM*** # PALANITE ENFORCERS 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[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#basic-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Enforcer Boltgun | 50 | - | - | | - Penetrator | 20 | - | - | | Combat shotgun (salvo & shredder) | 60 | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#pistols) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Autopistol | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | - | | - Manstopper | 10 | 10 | - | | Stub gun | 5 | 5 | 5 | | - Dumdum | 5 | 5 | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#special-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Concussion carbine | 30 | - | - | | Grenade launcher (frag & stun) | - | 50 | - | | - Choke | - | 30 | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | | Sniper rifle | 35 | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#heavy-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Heavy concussion ram * | - | 70 | - | | Assault ram (SLHG ‘sledge hammer’) * | - | 90 | - | | - Assault ram | - | - | - | | - Grenade launcher (choke gas & frag) | - | - | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#close-combat-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Shield (Vigilance assault) | - | 40 | - | | Shock baton | 30 | 30 | - | | Shock stave | 25 | 25 | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#grenades) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Choke gas | 50 | 50 | - | | Frag | 30 | 30 | - | | Photon flash | 15 | 15 | - | | Smoke | 15 | 15 | - | | Stun | 15 | 15 | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#armour) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Hardened flak | 20 | - | - | | Hardened layered flak | - | 30 | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#equipment) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | - | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 20 | 20 | - | | Filter plugs | - | - | 10 | | Photo-goggles | - | - | 35 | | Photo-lumens | 15 | 15 | - | | Respirator | 15 | 15 | 15 | | Stimm-slug stash | 30 | 30 | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#weapon-accessories) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Infra-sight (P, B, S, H) | 40 | - | - | - *: Maximum one gunsight per weapon. ## VEHICLES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicles) | Item | Palanite Ranger | | --- | --- | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Enforcer Tauros Venator | 130 | | Wolfquad | 70 | ## VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicle-upgrades) | Item | Enforcer Tauros Venator | | --- | --- | | Body Upgrades | | | Ablative armour | 15 | | Crash cage | 15 | | Reinforced armour | 20 | | Weapons stash | 20 | | Drive Upgrades | | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Archeotech automantic reactor | 40 | | Easy turnover | 5 | | Engine shell | 15 | | Glys injector | 20 | ## WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#weapons) | Item | Enforcer Tauros Venator | | --- | --- | | Heavy | | | Twin-linked concussion cannon | 145 | | Twin-linked heavy stubber | 155 | ## VEHICLE WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicle-wargear) | Item | Enforcer Tauros Venator | | --- | --- | | Booby-trapped fuel tanks | 10 | | Caltrop launcher | 20 | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 | *Last updated on **December 28, 2023 10:44 PM*** # BADZONE ENFORCERS *The Palanite Enforcers keep Lord Helmawr's Peace throughout the underhives of Necromunda, often at the end of a shock baton or boltgun. Being the most overt and visible sign of Lord Helmawr's total dominion over Necromunda, the Palanite Enforcers are rightfully feared wherever they go.* *However, like much on Necromunda, appearances can be deceptive. Out in the badzones of the underhive, regular communication and consistent supply lares are impossible. However, the hive world's inhabitants cannot be allowed to believe they are beyond Helmawr's gaze. This leads to Precinct-Fortresses being set up far from the warmth of the hive's central heat sink. Initially well-supplied and with a full complement of Enforcers, these lone beacons of order are them left to their own devices to maintain the Pax Helmawr as best they can.* *Isolated as they are, Badzone Precinct Captains must abandon many of the restrictions their fellow Enforcers operate under if they are to survive, often abolishing the delineation of their forces between Palanites and Subjugators and even deputising hive scum to bulk out their numbers. Occasionally, an especially promising scum even gets accepted within the Badzone Enforcers' ranks; after all, losses must be replaced somehow. In addition, with limited resupplies of armaments making it through to them, Badzone Enforcers must rely upon whatever they can seize from other badzone elements or trade for on the open markets, with the more specialist equipment ending up in the hands of the Captains and Sergeants alone.* The following section, along with the Palanite Enforcers list, provide all the rules needed top run a Badzone Enforcers gang in your campaigns of Necromunda. ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#gang-composition) Enforcers follow [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation) with the following exceptions: - Must have at least 1 Ganger per Leader / Champion. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#fighters) **125CREDITS** ### CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. **85CREDITS** ### SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. **55CREDITS** ### PATROLMAN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#patrolman-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. ### BROKEN SUPPLY LINES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#broken-supply-lines) Gain Scarce for the following weapons: - Enforcer Boltgun. - Combat shotgun. - Concussion carbine. **30CREDITS** ### ENLISTED HIVE SCUM (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#enlisted-hive-scum-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistols, Basic and Close Combat. ### EXPENDABLE CONSCRIPT[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#expendable-conscript) Cannot benefit from or participate in **Leading By Example** or **Group Activation**. Does not trigger Nerve tests to friendly fighters without this special rule within 3” (when Seriously Injured or taken Out of Action). NOTE Enlisted Hive Scum are not exactly Juves. They promote after 5 advancements like Juve. Stats like Ganger / Hive Scum. Hot-headed like Specialist Juve (Prospect). And promoted to Ganger! But they don't have Fast Learner advancement discount. So it is entirely unclear how they spend XP. To make things easy, they will be treated as Juves here. **100CREDITS** ### 0-1 CYBER-MASTIFF (HACKED) (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#0-1-cyber-mastiff-hacked-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 8+ | 8+ | **Weapons:** Flensing knife (same as: jaws). ### GLITCHY[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#glitchy) In each activation, roll a 2+ or gain Insanity. ### TENACIOUS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#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. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | Palanite Drill | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | - | - | Secondary | Secondary | Primary | Primary | | Champion | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | | Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | | Juve | Secondary | - | - | Primary | Secondary | - | - | - | | Exotic Beast | - | - | Primary | - | Secondary | - | - | - | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#special-rules) Follow normal rules as other gangs with the following exceptions: - Ganger (Specialist): Access to Special & Heavy weapons from the gang equipment table. *Last updated on **September 26, 2023 5:42 PM***# BADZONE ENFORCERS 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[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#basic-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Autogun | 15 | 15 | 15 | 15 | | + Reclaimed | (10) | (10) | - | 10 | | Enforcer Boltgun | 50 | 50 | 50 | - | | Combat shotgun (salvo & shredder) | 60 | 60 | 60 | - | | Lasgun | (15) | (15) | - | 15 | | Sawn-off shotgun | (15) | (15) | - | 15 | | Shotgun (solid & scatter) | (30) | (30) | - | 30 | | Throwing knives | (10) | (10) | - | 10 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#pistols) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Autopistol | 10 | 10 | 10 | 10 | | + Reclaimed | (5) | (5) | - | 5 | | Laspistol | (10) | (10) | - | 10 | | Plasma pistol | 50 | 50 | - | - | | Stub gun | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#special-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | Concussion carbine | 30 | 30 | 30 | - | | Flamer | - | - | 140 | - | | Grenade launcher (frag & stun) | 50 | 50 | - | - | | Sniper rifle | 35 | 35 | 35 | - | | Web gun | 125 | 125 | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#heavy-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | Assault ram (SLHG ‘sledge hammer’) * | 90 | 90 | - | - | | - Assault ram | 0 | 0 | - | - | | - Grenade launcher (choke gas & frag) | 0 | 0 | | | | Heavy concussion ram * | 70 | 70 | - | - | | Heavy Stubber * | 130 | 130 | 130 | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#close-combat-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Axe | (10) | (10) | - | 10 | | Chainsword | - | - | - | 25 | | Flail | (20) | (20) | - | 20 | | Fighting Knife | (10) | (10) | - | 10 | | Maul (club) | (10) | (10) | - | 10 | | Power knife | 25 | 25 | - | - | | Power maul | 30 | 30 | - | - | | Shield (Vigilance assault) | 40 | 40 | - | - | | Shock baton | 30 | 30 | 30 | - | | Shock stave | 25 | 25 | 25 | - | | Two-handed axe * | (25) | (25) | - | 25 | | Two-handed hammer * | (35) | (35) | - | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#grenades) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Blasting charges | - | - | - | 35 | | Frag | 30 | 30 | 30 | 30 | | Krak | - | - | - | 45 | | Photon flash | 15 | 15 | 15 | - | | Smoke | 15 | 15 | 15 | 15 | | Stun | 15 | 15 | 15 | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#armour) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | - | - | - | 25 | | Flak | 10 | 10 | 10 | 10 | | - Layered | 20 | 20 | - | - | | - Hardened | 30 | 30 | - | - | | - Hardened layered | 50 | 50 | - | - | | Hazard suit | - | - | - | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#field-armour) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | - | - | | Refractor | 50 | 50 | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#equipment) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | - | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 20 | 20 | 20 | - | | Drop rig | (10) | (10) | (10) | 10 | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | (10) | (10) | (10) | 10 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | (20) | | Respirator | 15 | 15 | 15 | (15) | | Stimm-slug stash | 30 | 30 | 30 | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#pets-status-item) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Hacked cyber-mastiff (0-1) | 100 | 100 | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#weapon-accessories) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Infra-sight (PBSH) ** | 40 | 40 | 40 | - | | Telescopic sight (PBS) ** | 25 | 25 | 25 | 25 | - *: Maximum one gunsight per weapon. *Last updated on **December 28, 2023 10:44 PM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#fighters) **120CREDITS** ### CULT ADEPT (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](https://necrovox.org/docs/the-rules/wyrd-powers)). **Restrictions:** None. ### UNSANCTIONED PSYKER[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#unsanctioned-psyker) Gain additional Wyrd Powers as Primary skills. **145CREDITS** ### CULT ALPHA (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. **85CREDITS** ### HYBRID ACOLYTE (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#options) **Early Generation (+45):** Comes with an Extra Arm. **95CREDITS** ### ABERRANT (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). **45CREDITS** ### NEOPHYTE HYBRIDS (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#options-1) **Early Generation (+45):** Comes with an Extra Arm. **25CREDITS** ### 0-3 PSYCHIC FAMILIAR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). ### OMEN OF FORTUNE[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. HOUSE RULE (NECRODAMUS, A&A) Omen of Fortune save can only be made once per round. ### PRECOGNITION[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#precognition) - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#special-rules) ### EXTRA ARM[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#gaining-experience) Genestealer Cults gain experience like normal. Aberrants advance like Gangers. ### CAPTURED FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#loss-of-a-leader) Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. *Last updated on **September 26, 2023 5:42 PM*** # GENESTEALER CULT 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#basic-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Autogun | 15 | 15 | - | 15 | 15 | | Lasgun | 15 | 15 | - | 15 | 15 | | Shotgun (solid & scatter) | 30 | 30 | - | 30 | 30 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#pistols) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Autopistol | 10 | 10 | - | 10 | 10 | | Hand flamer | 50 | 50 | - | 50 | 50 | | Laspistol | 10 | 10 | - | 10 | 10 | | Needle pistol | 40 | 40 | - | 40 | 40 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#special-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | | | Flamer | 140 | 140 | - | 140 | - | | Grenade launcher (frag & krak) | 55 | 55 | - | 55 | - | | Long las | 20 | 20 | - | 20 | - | | Webber | 125 | 125 | - | 125 | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#heavy-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | Heavy stubber * | 145 | 145 | - | - | - | | Mining laser * | 125 | 125 | - | - | - | | Seismic cannon * | 140 | 140 | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#close-combat-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------------------- | :----: | :------------: | -------- | ------------------- | ------ | --- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Chainsword | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | | Heavy rock cutter * | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill * | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw * | 120 | 120 | 120 | 120 | 120 | | Power hammer | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | | Power pick | 40 | 40 | 40 | 40 | 40 | | Power sword (bone sword) | 45 | 45 | 45 | 45 | 45 | | Shock stave (Staff of Office) | 25 | 25 | 25 | 25 | 25 | | Shock whip (lash whip) | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer * | 35 | 35 | 35 | 35 | 35 | ` | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#grenades) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Blasting charges | 35 | 35 | - | 35 | 35 | | Demolition charge | 65 (50) | 65 (50) | - | 65 (50) | 65 (50) | | Frag | 30 | 30 | - | 30 | 30 | | Incendiary | 40 | 40 | - | 40 | 40 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#armour) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | | Hazard suit | 10 | 10 | 10 | 10 | 10 | | Flak | 10 | 10 | 10 | 10 | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#equipment) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | - | 35 | 35 | | Cult icon (max 1 per gang) | 40 | 40 | - | 40 | 40 | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | - | 10 | 10 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | - | 35 | 35 | | Respirator | 15 | 15 | - | 15 | 15 | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#pets-status-item) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | | Familiar (0-3) | 25 | 25 | - | - | - | *Last updated on **November 30, 2023 4:04 AM*** # HELOT CHAOS CULT ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#fighters) **100CREDITS** ### DEMAGOGUE (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#demagogue-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistols, Basic and Close Combat. ### DEVOTION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#devotion) If standing, friendly fighters within 9” and have LOS to this fighter can use this fighter’s Cool & Willpower stats for any tests. **70CREDITS** ### 0-1 WITCH (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#0-1-witch-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ | **Skills:** 1 Primary (custom) and 1 Wyrd Power (Witch or Universal). **Restrictions:** Pistols and Close Combat. ### UNSANCTIONED PSYKER.[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#unsanctioned-psyker) Can choose Wyrd Powers as Primary skill (Witch or Universal). **60CREDITS** ### DISCIPLE (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#disciple-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **35CREDITS** ### CULTIST (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#cultist-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 7+ | 8+ | **Restrictions:** Pistol, Basic, Special*, Close Combat. - One ganger only at gang creation, any during a campaign. **25CREDITS** ### 0-2 CHAOS FAMILIAR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#0-2-chaos-familiar-exotic-beast) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). ### OMEN OF FORTUNE[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#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. HOUSE RULE (NECRODAMUS, A&A) Omen of Fortune save can only be made once per round. ### PRECOGNITION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#precognition) - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. ### PSYCHIC MANIFESTATION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#psychic-manifestation) Once per round, the owner can re-roll a failed Willpower test to perform a Wyrd Power (if the owner is a Psyker). **130CREDITS** ### CHAOS SPAWN[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#chaos-spawn) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | D6” | ? | - | ? | ? | ? | ? | ? | - | -+ | - | - | **Skills:** [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). A fighter who is turned into a Chaos Spawn is effectively slain and their equipment is lost. They are immediately replaced with a Chaos Spawn. The Spawn is added for free, but the cost affects Gang Rating. Roll a separate D6 for each ? in the profile and consult the table below. This is the Spawn’s characteristics which can't be altered in any way. | D6 | WS | S | T | W | I | A | | --- | --- | --- | --- | --- | --- | --- | | 1 | 5+ | 3 | 4 | 1 | 5+ | 1 | | 2-5 | 4+ | 4 | 5 | 2 | 4+ | 2 | | 6 | 3+ | 5 | 6 | 3 | 3+ | 3 | - Can only make the following actions: Move, Charge, Fight and Coup de Grace. - Can't be, suffer, use or gain any of the following: - Pinned. - Seriously Injured. - Flesh Wounds. - Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle). - Broken or Insane. - Weapons or equipment of any kind (always make unarmed attacks). - Experience or Advancements (in any way). - Automatically: - Passes any Cool or Willpower tests. - Fails any Leadership or Intelligence tests. After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury roll from the unfettered wrath of the Spawn. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | Cult Wyrd Powers | | --- | --- | --- | --- | --- | --- | --- | | Leader | Secondary | Primary | Primary | Primary | Secondary | - | | Champion | Secondary | Primary | Primary | Secondary | Secondary | - | | Champion (Witch) | Secondary | Secondary | Secondary | - | Primary | Primary | | Specialist | Secondary | Primary | Primary | - | Secondary | - | | Chaos Familiar | Secondary | Primary | - | - | - | - | ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#gang-composition) Chaos Cults follow standard gang composition, with some additional rules: - 0-1 Witch. - Spawns have no impact on Gang Composition. - In Skirmish battles, 0-2 Chaos Spawns can be purchased. - When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#special-rules) ### GAINING EXPERIENCE[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#gaining-experience) Chaos Cults gain experience like normal. Spawns can't gain any Advancements or XP. ### LOSS OF A LEADER[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#loss-of-a-leader) Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. Otherwise:Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. From now their Type is changed to Leader and count as a Leader for determining which equipment and skill sets they can access. The new Leader gains the Devotion special rule. Their characteristics do not change. NOTE The Witch can never become the Leader! ### SPECIAL RESOURCES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#special-resources) Settlements generate free Gangers instead of Juves. ### INJURED TO INSANITY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#injured-to-insanity) Demagogue, Witch, Disciple and Spawn never gain Insanity. ### CAMPAIGN[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#campaign) - Outlaw. - Can hire Chaotic Hive Scum and Bounty Hunters. - Can suffer Mutations instead of Lasting Injuries. - Claim Resource Bonuses just like any other gang. - **Dominion:** Treated as a Cawdor gang for the purposes of gang specific Resource bonuses. ### POST-BATTLE ACTIONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#post-battle-actions) - Each Demagogue, Disciple and Witch can make one post-battle action (in the same way as a Leader and Champions). - The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). - Chaos Cults can't make the Sell to the Guilders action. Captives can instead be sacrificed to perform a Dark Ritual (in a circumstance where they normally could be sold). ## WITCH WYRD POWERS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#witch-wyrd-powers) ### BIOMANCY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#biomancy) ### 1. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#1-warp-strength-simple-continuous-effect) +2 Strength and Close Combat attacks gain +1 Damage (while maintained). ### PYROMANCY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#pyromancy) ### 2. SCOURING (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#2-scouring-basic) Make the following ranged attack: S2, AP -2, D1, Template, Blaze. ### TELEPATHY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#telepathy) ### 3. MADDENING VISIONS (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#3-maddening-visions-basic) Until the End phase of this round, any enemy fighter who ends their turn within 3” must pass a Willpower test or gain Insanity. If failed, roll a D6 each subsequent time the fighter is activated: | D6 | Outcome | | --- | --- | | 1-2 | Immediately become Broken. If already Broken, they flee the battlefield (even if their 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. Once the turn is over, the fighter no longer counts as part of the opposing gang. | | 5-6 | The fighter can act as normal. Once their turn is over, make a Willpower test for them, if it is passed, they regain their sanity and are no longer affected. | ### TELEKINESIS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#telekinesis) ### 4. ASSAIL (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#4-assail-basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. ### 5. DARK SHIELD (SIMPLE)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#5-dark-shield-simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. ### 6. LEVITATION (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#6-levitation-basic-continuous-effect) While maintained: - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base. *Last updated on **September 26, 2023 5:42 PM*** # HELOT CHAOS CULT 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[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#basic-weapons) | Item | Cost | | --- | --- | | Autogun | 15 | | Autogun (reclaimed) | 10 | | Lasgun | 15 | | Shotgun (solid & scatter) | 30 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#pistols) | Item | Cost | | --- | --- | | Autopistol | 10 | | Autopistol (reclaimed) | 5 | | Hand flamer | 70 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum rounds | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#special-weapons) | Item | Cost | | --- | --- | | Flamer | 130 | | Grenade launcher (frag & krak) | 55 | | Long rifle | 30 | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#heavy-weapons) | Item | Cost | | --- | --- | | Heavy flamer * | 195 | | Heavy stubber * | 130 | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#close-combat-weapons) | Item | Cost | | --- | --- | | Axe | 10 | | Chain glaive * | 60 | | Chainsword | 25 | | Club, maul or bludgeon | 10 | | Fighting Knife | 15 | | Flail | 20 | | Sword | 20 | | Two-handed axe * | 25 | | Two-handed hammer * | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#grenades) | Item | Cost | | --- | --- | | Blasting charges | 35 | | Demolition charges | 65 | | Frag | 30 | | Incendiary charges | 40 | | Krak | 45 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#armour) | Item | Cost | | --- | --- | | Hazard suit | 10 | | Flak | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#equipment) | Item | Cost | | --- | --- | | Cult icon (max 1 per gang) ………… | 40 | | Fitler plugs | 10 | | Infra-sight | 40 | | Mono-sight | 35 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | | Respirator | 15 | ## EXOTIC BEASTS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#exotic-beasts) | Item | Cost | | --- | --- | | Chaos Familiar | 25 | *Last updated on **November 30, 2023 4:04 AM*** # CORPSE GRINDER CULT *A cannibal sickness lurks at the heart of Necromunda, like a festering wound that will never heal. It is the great cycle of existence that rules over all who serve the Imperial House, the denizens of the hives either feeding on their predecessors, or feeding the living with their own dead flesh. Corpse Grinder Cults are a by-product of this brutal necessity, charged with the grim task of recycling their fellow hivers into corpse-starch. The Great Houses of Necromunda are intimately familiar with the Corpse Grinder Cults, for they are a plague that rises from within the mortuary combines and Corpse Guilds with regular frequency. Even in the unrelenting horror of the hive, those forced to recycle corpses sometimes rebel against reality, losing their sanity among the whirr of the meat-saw and wet crunch of the bone-grinders. Where once a creature of reason and temperance stood, now a hollow shell consumed by hunger remains – the perfect vessel for the corrupting touch of Chaos to infect.* *Corpse Grinder Cults often start within the hallowed ranks of the Corpse Guilds. From among the toiling workers a leader will arise. Whether these deranged individuals draw the gaze of the Blood God with their cannibal madness or if it is the influence of the Dark God who turns honest men to feast upon the cutting floor is unclear. The result, however, is the same. Over time, a cult leader will become stronger and more ravenous, the growling voice of Khorne driving them to murder so that they might feast upon warmand bloody flesh. Around these debased leaders, deviant cults are formed. Prospective followers might be drawn from within the mortuary manufactorums, or from the greater hive populace. At first trusted members are inducted, and offered a taste of the gory bounty smuggled out of production lines. Thus are entire families and hab communities corrupted, most knowing only that the meat gives them strength and endurance like nothing they have known, unaware of the dark blessing surrounding the cult leader.* ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#fighters) **130CREDITS** ### BUTCHER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#butcher-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Butcher), plate mail armour. **Restrictions:** Close Combat. ### FIRST TO THE FRAY[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#first-to-the-fray) Charge distance is Move + D6” (instead of D3”). ### MASK (BUTCHER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-butcher) - 6+ save (unmodifiable by AP). - Terrifying. - Can't be improved by other armour. ### TERRIFYING[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#terrifying) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. ### BLESSED BY THE LORD OF SKIN AND SINEW: INVOKE THE DARK GODS (SUMP CITY SINKING)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew-invoke-the-dark-gods-sump-city-sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. **90CREDITS** ### CUTTER (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Cutter), plate mail armour. **Restrictions:** Close Combat. ### DERVISH[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#dervish) Extend LoS to 360° when making Fight (Basic) action with Versatile weapons. ### MASK (CUTTER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-cutter) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - Terrifying. ### TERRIFYING[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#terrifying-1) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. ### BLESSED BY THE LORD OF SKIN AND SINEW: INVOKE THE DARK GODS (SUMP CITY SINKING)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew-invoke-the-dark-gods-sump-city-sinking-1) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. **40CREDITS** ### SKINNER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#skinner-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 9+ | **Skills:** [Berserker](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging). **Wargear:** Mask (Skinner), plate mail armour. **Restrictions:** Close Combat. ### MASK (SKINNER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-skinner) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - [Fearsome](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **25CREDITS** ### INITIATE (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#initiate-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Infiltrate](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Wargear:** Mask (Initiate), Flak armour. **Restrictions:** None. ### MASK (INITIATE)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-initiate) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). HOUSE RULES - Necrodamus - A&A - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | Primary | - | Secondary | Primary | Secondary | Secondary | | Champion | Primary | Primary | Secondary | Secondary | Secondary | Primary | - | | Ganger | Secondary | Primary | - | Secondary | - | Primary | - | | Juve | Secondary | Primary | - | Secondary | - | Secondary | - | ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#gang-composition) A Corpse Grinder Cult gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader (Butcher) chosen when the gang is first founded. - The total number of Initiates in the gang must always be equal to, or higher than, the number of other Skinners in the gang. - The gang may only ever include a maximum of 0-3 Champions (Cutters) at any time. - 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 an Uprising Campaign, gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - During the course of an Uprising 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 gang’s House Equipment List or as a result of Scavenging. 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 their House List. - Leaders and Champions can be given additional weapons, but if they have more than three weapons, they will have to fill out multiple Fighter cards, each representing a different ‘set’ of equipment. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#special-rules) In a Dominion Campaign, Corpse Grinder Cult gangs are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, each D6 roll of a 6 generates a free Initiate. If both of the D6s roll a 6, this becomes a single Skinner. Despite their secret agenda, a Corpse Grinder Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, a Corpse Grinder Cult gang gains Enhanced Boons for a Corpse Farm Territory as if they were a Cawdor gang and from a Fighting Pit Territory as if they were a Goliath gang. ### OUTLAW[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#outlaw) A Corpse Grinder Cult gang is automatically an [Outlaw gang](https://necrovox.org/docs/founding-a-gang/gang-creation#outlaw-gangs). ### AGENTS OF MISRULE[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#agents-of-misrule) In a Law and Misrule Campaign, Corpse Grinder Cult gangs start aligned to Misrule. They cannot change their alignment over the course of the campaign. ### BLESSED BY THE LORD OF SKIN AND SINEW[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) DESIGNER'S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions. **Invoke the Dark Gods:** This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation: - +1 to their Strength, Toughness and Attacks characteristics. - Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound. *Source: Apocrypha Necromunda: Sump City Sinking* *Last updated on **December 31, 2023 8:30 PM*** # CORPSE GRINDER CULT 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. | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#pistols) | Item | Cost | | --- | --- | | Autopistol | 10 | | - Fragmentation | 10 | | - Manstopper | 10 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#special-weapons) | Item | Cost | | --- | --- | | Flamer | 140 | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#heavy-weapons) | Item | Cost | | --- | --- | | Harpoon launcher * | 110 | | Heavy flamer * | 195 | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#close-combat-weapons) | Item | Cost | | --- | --- | | Boning sword | 20 | | Cleaver (same as: butcher's cleaver) | 25 | | Chain | 45 | | + Paired * | 80 | | + Chain glaive * | 60 | | Fighting Knife | 15 | | Flensing knife | 15 | | Heavy chain cleaver | 70 | | + Paired * | 130 | | Heavy rock cutter * | 135 | | Rotary flensing saw * | 55 | | Two-handed axe * | 25 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#grenades) | Item | Cost | | --- | --- | | Frag | 30 | | Incendiary | 40 | | Krak | 45 | | Smoke | 15 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#armour) | Item | Cost | | --- | --- | | Armoured undersuit | 25 | | Hazard suit | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | | Plate mail | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#equipment) | Item | Cost | | --- | --- | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Cult icon | 40 | | Corpse Grinder | 40 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | | Photo-lumens | 35 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 30 | ## GANG EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#gang-equipment) | Item | Cost | | --- | --- | | Booby trap: frag | 20 | | Booby trap: gas | 40 | | Booby trap: melta | 50 | *Last updated on **November 30, 2023 4:04 AM*** # SLAVE OGRYNS ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#fighters) **145CREDITS** ### OVERBOSS (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#overboss-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **110CREDITS** ### UNDERBOSS (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#underboss-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **90CREDITS** ### GANGER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 5 | 5 | 2 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Restrictions:** None. ### LOYAL[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#loyal) Add 2 when assisting (instead of 1). **70CREDITS** ### LOBO-SLAVE (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#lobo-slave-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ | **Restrictions:** None. ### LOBOTOMISED[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#lobotomised) Do not become Pinned when hit by a ranged attack. ### SLOW-WITTED[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#slow-witted) May never be activated as part of a Group Activation. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | Muscle | | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Secondary | Secondary | Primary | - | Primary | | Champion | - | Primary | Secondary | Secondary | Secondary | - | Primary | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#special-rules) - Can only be given Augmetic weapons when recruited. - Can't buy weapons from the Trading Post or Black Market (can only buy Wargear). - Can't discard weapons or have multiple Equipment Sets (can swap Wargear like normal). ### LEADER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#leader) Limited to Group Activation (1). ### CHAMPION[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#champion) Can't Group Activate. ### GANGER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#ganger-1) Limited Learning Capacity: Can't be Promoted. If rolling 2 or 12 on the Ganger Advancement table, choose any other result instead. ### OUTLAW[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#outlaw) Always Outlaw (can't change Alignment). ### RUNAWAY[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#runaway) Any fighters from this gang that are Captured and Sold to the Guilders are worth +D6x10. HOUSE RULES (NECRODAMUS, A&A) - Should be able to swap and discard weapons like everyone else, except for Augmetic weapons that are physically attached to the fighter. - Should be able to buy weapons from the Trading Post and Black Market like everyone else. *Last updated on **September 26, 2023 5:42 PM*** # SLAVE OGRYNS 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. | ## SPECIAL (AUGMETIC)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#special-augmetic) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Storm-welder * | 75 | 75 | 75 | 75 | ## CLOSE COMBAT (AUGMETIC)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#close-combat-augmetic) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Arc welder | 50 | 50 | 50 | 50 | | Augmetic Fist | 40 | 40 | 40 | 40 | | + Paired * | 70 | 70 | 70 | 70 | | Heavy rock cutter * | 120 | 120 | 120 | 120 | | Heavy rock saw * | 110 | 110 | 110 | 110 | | Las cutter | 60 | 60 | 60 | 60 | ## SPECIAL (HAND HELD)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#special-hand-held) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Axe | 10 | 10 | 10 | 10 | | Brute cleaver | 20 | 20 | 20 | 20 | | Maul (Club) | 10 | 10 | 10 | 10 | | Spud-jacker | 15 | 15 | 15 | 15 | | Two-handed axe * | 25 | 25 | 25 | 25 | | Two-handed hammer * | 35 | 35 | 35 | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#grenades) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Blasting charges | 35 | 35 | 35 | - | | Demo charges | 50 | 50 | 50 | - | | Frag | 30 | 30 | - | - | | Incendiary | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#armour) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | 25 | 25 | 25 | 25 | | Carapace - light | 80 | 80 | 80 | 80 | | Furnace plates | 5 | 5 | 5 | 5 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#equipment) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | | Drop-rig | 10 | 10 | 10 | 10 | | Servo harness - partial | 100 | 100 | 100 | 100 | | Stimm-slug stash | 25 | 25 | 25 | 25 | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#weapon-accessories) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Suspensor (Unwieldy) | 40 | 40 | 40 | 40 | *Last updated on **November 30, 2023 4:04 AM***
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# Necromunda Rules - Gangs # GANGS The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. ## HOUSE GANGS [[house-cawdor]] **[HOUSE CAWDOR](https://necrovox.org/docs/gangs/gang-lists/house-cawdor)[](https://necrovox.org/docs/gangs/#house-cawdor) [HOUSE DELAQUE](https://necrovox.org/docs/gangs/gang-lists/house-delaque)[](https://necrovox.org/docs/gangs/#house-delaque) [HOUSE ESCHER](https://necrovox.org/docs/gangs/gang-lists/house-escher)[](https://necrovox.org/docs/gangs/#house-escher) [HOUSE GOLIATH](https://necrovox.org/docs/gangs/gang-lists/house-goliath)[](https://necrovox.org/docs/gangs/#house-goliath) [HOUSE ORLOCK](https://necrovox.org/docs/gangs/gang-lists/house-orlock)[](https://necrovox.org/docs/gangs/#house-orlock) [HOUSE VAN SAAR](https://necrovox.org/docs/gangs/gang-lists/house-van-saar)[](https://necrovox.org/docs/gangs/#house-van-saar)** ## ENFORCERS **[PALANITE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers)[](https://necrovox.org/docs/gangs/#palanite-enforcers) [BADZONE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers)[](https://necrovox.org/docs/gangs/#badzone-enforcers)** ## CULTS **[GENESTEALER CULT](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult)[](https://necrovox.org/docs/gangs/#genestealer-cult) [HELOT CHAOS CULT](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult)[](https://necrovox.org/docs/gangs/#helot-chaos-cult) [CORPSE GRINDER CULT](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult)[](https://necrovox.org/docs/gangs/#corpse-grinder-cult)** ## OUTLAWS & OUTSIDERS **[ASH WASTES NOMADS](https://necrovox.org/docs/gangs/gang-lists/ash-wastes-nomads)[](https://necrovox.org/docs/gangs/#ash-wastes-nomads) [IRONHEAD SQUAT PROSPECTORS](https://necrovox.org/docs/gangs/gang-lists/squats)[](https://necrovox.org/docs/gangs/#ironhead-squat-prospectors) [OUTCASTS](https://necrovox.org/docs/gangs/gang-lists/outcasts)[](https://necrovox.org/docs/gangs/#outcasts) [SLAVE OGRYNS](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns)[](https://necrovox.org/docs/gangs/#slave-ogryns) VENATORS** # GANG LISTS The first thing any aspiring gang leader needs is a gang of followers. Most gang leaders are experienced fighters, champions or heroes who have struck out on their own to further their legend and strengthen their position within their House. Accompanying these renowned fighters will be a core of close allies from their former gang, competent and seasoned fighters all. These fighters will form the core of the new gang, creating its hierarchy and leadership. To these dangerous individuals will flock aspiring gangers, the foot soldiers of their House. These fighters will be joined by green Juves and youthful Prospects. Juves are inexperienced rookies – in the parlance of Necromunda, those individuals with little to no fighting experience hoping to be accepted into a gang and prove their worth. Prospects represent the young hopefuls of the House. Often, these fighters are the sons and daughters of past gangers. Such fighters bring with them great potential, and a great weight of responsibility to their forebears. ## HOUSE GANGS **[HOUSE CAWDOR](https://necrovox.org/docs/gangs/gang-lists/house-cawdor)[](https://necrovox.org/docs/gangs/gang-lists/#house-cawdor) [HOUSE DELAQUE](https://necrovox.org/docs/gangs/gang-lists/house-delaque)[](https://necrovox.org/docs/gangs/gang-lists/#house-delaque) [HOUSE ESCHER](https://necrovox.org/docs/gangs/gang-lists/house-escher)[](https://necrovox.org/docs/gangs/gang-lists/#house-escher) [HOUSE GOLIATH](https://necrovox.org/docs/gangs/gang-lists/house-goliath)[](https://necrovox.org/docs/gangs/gang-lists/#house-goliath) [HOUSE ORLOCK](https://necrovox.org/docs/gangs/gang-lists/house-orlock)[](https://necrovox.org/docs/gangs/gang-lists/#house-orlock) [HOUSE VAN SAAR](https://necrovox.org/docs/gangs/gang-lists/house-van-saar)[](https://necrovox.org/docs/gangs/gang-lists/#house-van-saar)** ## ENFORCERS **[PALANITE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers)[](https://necrovox.org/docs/gangs/gang-lists/#palanite-enforcers) [BADZONE ENFORCERS](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers)[](https://necrovox.org/docs/gangs/gang-lists/#badzone-enforcers)** ## CULTS **[GENESTEALER CULT](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult)[](https://necrovox.org/docs/gangs/gang-lists/#genestealer-cult) [HELOT CHAOS CULT](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult)[](https://necrovox.org/docs/gangs/gang-lists/#helot-chaos-cult) [CORPSE GRINDER CULT](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult)[](https://necrovox.org/docs/gangs/gang-lists/#corpse-grinder-cult)** ## OUTLAWS & OUTSIDERS **[ASH WASTES NOMADS](https://necrovox.org/docs/gangs/gang-lists/ash-wastes-nomads)[](https://necrovox.org/docs/gangs/gang-lists/#ash-wastes-nomads) [IRONHEAD SQUAT PROSPECTORS](https://necrovox.org/docs/gangs/gang-lists/squats)[](https://necrovox.org/docs/gangs/gang-lists/#ironhead-squat-prospectors) [OUTCASTS](https://necrovox.org/docs/gangs/gang-lists/outcasts)[](https://necrovox.org/docs/gangs/gang-lists/#outcasts) [SLAVE OGRYNS](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns)[](https://necrovox.org/docs/gangs/gang-lists/#slave-ogryns) [VENATORS](https://necrovox.org/docs/gangs/gang-lists/venators)[](https://necrovox.org/docs/gangs/gang-lists/#venators)** # HOUSE CAWDOR *Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs.* *From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#gang-composition) House Cawdor follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#articles-of-faith) - [Devout Masses](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. NOTE The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ## CAWDOR FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-fighters) **100CREDITS** ### WORD-KEEPER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#word-keeper-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. *Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader.* **90CREDITS** ### FIREBRAND (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#firebrand-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. ### RIGHTEOUS WARRIOR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#righteous-warrior) Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). *Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption.* **45CREDITS** ### CAWDOR BRETHREN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-brethren-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). *Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons.* **80CREDITS** ### CAWDOR WAY-BRETHREN (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-way-brethren-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. ### PROMOTION (CAWDOR FIREBRAND OR REDEMPTIONIST DEACON)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#promotion-cawdor-firebrand-or-redemptionist-deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. ### BORN IN THE SADDLE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#born-in-the-saddle) This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. ### HOT-HEADED[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#hot-headed) Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. ### FAST LEARNER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fast-learner) During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. ### PIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#pious) A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. **20CREDITS** ### BONEPICKER (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bonepicker-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). *Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray.* **90CREDITS** ### 0-2 SHEEN BIRD (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-2-sheen-bird-exotic-beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#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. ### BATE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bate) When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. ### RAKE AWAY[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#rake-away) At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. *Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting.* *Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds.* *Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself.* **30CREDITS** ### CAWDOR ROAD PREACHER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor-road-preacher-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#vehicle-crew) A Cawdor Road Preacher must always be equipped with a vehicle. ### PIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#pious-1) A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. ### ONE OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#one-of-the-faithful) If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. ## REDEMPTIONIST FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-fighters) **100CREDITS** ### REDEMPTOR PRIEST (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptor-priest-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. *Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood.* **90CREDITS** ### REDEMPTIONIST DEACON (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-deacon-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. ### FANATICAL FERVOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fanatical-fervour) Once per battle, can gain the following when Charging: - 2xA (base stat). - 1 hit modifier. *Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done.* **45CREDITS** ### REDEMPTIONIST BRETHREN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-brethren-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. *Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible.* **40CREDITS** ### ZEALOT (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#zealot-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. **55CREDITS** ### 0-3 CHERUB-SERVITOR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-3-cherub-servitor-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#flight-1) 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. ### BODYGUARD[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#bodyguard) If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. ### FOCUS OF FAITH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#focus-of-faith) Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). ### STEALTHY[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#stealthy) - 1 hit modifier when targeted by ranged attacks. ### SMALL TARGET[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#small-target) Never a potential target for Stray shots. ### NIMBLE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#nimble) 4+ save (unmodifiable by AP) *Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals.* *The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself.* **35CREDITS** ### REDEMPTIONIST ROAD PREACHER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist-road-preacher-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#vehicle-crew-1) A Cawdor Road Preacher must always be equipped with a vehicle. ### FANATICAL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#fanatical) A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. ### ONE OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#one-of-the-faithful-1) If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. ## SHARED FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#shared-fighters) **280CREDITS** ### 0-1 STIG-SHAMBLER (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#0-1-stig-shambler-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. ### INTELLIGENT CONTROL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#intelligent-control) Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. ### MOVE AND SHOOT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#move-and-shoot) Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). *The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light.* *And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive.* *Truly, House Cawdor is home to some strange sights indeed!* ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#skill-access) ### CAWDOR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#cawdor) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### REDEMPTIONIST[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#redemptionist) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### OTHER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#other) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## DEVOUT MASSES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/#devout-masses) Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. # CAWDOR EQUIPMENT LIST Legend | Symbol | Meaning | | --- | --- | | C. | Cawdor | | R. | Redemptionist | | ✓ | 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[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#basic-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | | Autogun | (15) | (15) | - | 15 | - | 15 | 15 | 15 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Cawdor charger/autogun * | - | - | - | 25 | - | - | - | - | - | - | - | - | | Cawdor charger/blunderbuss with grape & purgation shot * | - | - | - | 45 | - | - | - | - | - | - | - | - | | Cawdor charger/flamer * | - | - | - | 145 | - | - | - | - | - | - | - | - | | Reclaimed Autogun | 10 | 10 | 10 | - | - | - | - | - | - | - | - | - | | Reclaimed Autogun with Polearm | 20 | 20 | 20 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | - | | Blunderbuss (grape & purgation) with Polearm * | 40 | 40 | 40 | - | - | - | - | - | - | - | - | - | | - Emperor’s Wrath rounds | 35 | 35 | 35 | - | - | - | - | - | - | - | - | - | | - Master-crafted (Emperor's Wrath & Polearm) | 10 | - | - | - | - | - | - | - | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | 15 | 15 | 15 | - | (15) | (15) | - | - | - | - | - | | - Solid | 10 | 10 | - | 10 | - | (5) | (5) | - | - | - | - | - | | Shotgun (solid & scatter) | (30) | (30) | - | - | - | 30 | 30 | 30 | - | - | - | - | | + with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Executioner | - | - | - | - | - | 20 | - | - | - | - | - | - | | - Inferno | - | - | - | - | - | 15 | 15 | 15 | - | - | - | - | | - Retributor | - | - | - | - | - | 20 | 20 | 20 | - | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#pistols) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | C. Crew | R. Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | ✓ | | | Autopistol | (10) | (10) | - | - | - | 10 | 10 | 10 | 10 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | - | | Reclaimed Autopistol | 5 | 5 | 5 | 5 | 5 | - | - | - | - | 5 | 5 | - | | Hand crossbow | - | - | - | 10 | - | - | - | - | - | - | - | | | Hand flamer | 75 | 75 | 75 | 75 | - | 75 | 75 | 75 | - | 75 | 75 | - | | Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#special-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | ✓ | ✓ | G(S) | | | | | Flamer | 130 | 130 | 130 | - | - | - | - | - | - | - | - | | + with Autogun (combi) | 110 | 110 | 110 | - | - | - | - | 110 | - | - | - | | + Fire Pike | - | - | - | - | - | 140 | 140 | 140 | - | - | - | | Grenade launcher (frag & krak) | - | - | - | - | - | 65 | 65 | 65 | - | - | - | | - Photon flash | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | - Smoke | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Long rifle | 30 | 30 | 30 | - | - | - | - | - | - | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#heavy-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Heavy crossbow (frag & krak) * | 125 | 125 | - | - | - | - | - | - | - | - | - | | Heavy flamer * | 195 | 195 | - | - | - | 195 | 195 | - | - | - | 70↑ | | Heavy stubber * | 130 | 130 | - | - | - | - | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#close-combat-weapons) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Axe | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Chainaxe | - | - | - | - | - | 30 | 30 | 30 | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | 5 | - | - | - | - | | - with Exterminator | - | - | - | - | - | 15 | 15 | 15 | - | - | - | | Chain glaive * | 60 | 60 | - | - | - | - | - | - | - | - | - | | - Master-crafted | 15 | - | - | - | - | - | - | - | - | - | - | | Chainsword | - | - | - | - | - | 25 | 25 | - | - | - | - | | - Master-crafted | - | - | - | - | - | 5 | - | - | - | - | - | | Cleaver | 20 | 20 | 20 | - | 20 | - | - | - | - | - | - | | Eviscerator * | - | - | - | - | - | 90 | 90 | 90 | 90 | - | - | | - Master-crafted | - | - | - | - | - | 20 | 20 | - | - | - | - | | Flail | 20 | 20 | 20 | 20 | 20 | - | - | - | - | - | - | | Frag lance | - | - | - | 35 | - | - | - | - | - | - | - | | Greatsword * | 40 | 40 | 40 | - | - | - | - | - | - | - | - | | - Master-crafted | 10 | 10 | - | - | - | - | - | - | - | - | - | | Heavy club | 15 | 15 | 15 | - | 15 | (15) | (15) | - | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | - Master-crafted | 5 | 5 | - | - | - | - | - | - | - | - | - | | Krak lance | - | - | - | 50 | - | - | - | - | - | - | - | | Maul (club) | 10 | 10 | 10 | 10 | 10 | (10) | (10) | - | - | - | - | | Polearm * | 30 | 30 | - | - | - | - | - | - | - | - | - | | Stun lance | - | - | - | 30 | - | - | - | - | - | - | - | | Two-handed axe * | 25 | 25 | 25 | - | - | (25) | (25) | - | 25 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | | - Master-crafted | 5 | - | - | - | - | - | - | - | - | - | - | | Two-handed hammer * | 35 | 35 | 35 | - | - | (35) | (35) | - | 35 | - | - | | - with Exterminator | - | - | - | - | - | - | - | - | 15 | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#grenades) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Choke gas | 50 | 50 | - | - | - | 50 | 50 | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Smoke | 15 | 15 | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#armour) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Carapace (light) | - | - | - | - | - | 80 | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Gutterforged cloak | 15 | 15 | 15 | 15 | 15 | (15) | (15) | (15) | (15) | - | - | | Incombustible hauberk | - | - | - | - | - | 20 | 20 | 20 | 20 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | (15) | (15) | (15) | (15) | 15 | 15 | (15) | (15) | - | - | | Scrap shield | 15 | 15 | (15) | (15) | (15) | (15) | (15) | (15) | (15) | - | - | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#field-armour) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Hexagrammic fetish | - | - | - | - | - | 35 | 35 | 35 | 35 | - | - | | https://necrovox.org/docs/armoury/field-armour#refractor-field | - | - | - | - | - | 50 | - | - | - | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#equipment) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | - | - | - | - | - | - | - | - | - | 35 | - | | Bomb delivery rats | 30 | 30 | 30 | - | 30 | - | - | - | - | - | - | | Book of The Redemption | - | - | - | - | - | 50 | - | - | - | - | - | | Cult icon (max 1 per gang) | 40 | 40 | - | - | - | 40 | 40 | - | - | - | - | | Drop rig | 10 | 10 | 10 | - | - | 10 | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | 35 | - | | Pyromantic mantle | - | - | - | - | - | 45 | 45 | 45 | 45 | - | - | | Respirator | 15 | 15 | 15 | 15 | - | 15 | 15 | 15 | - | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | - | - | | Strip kit | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#pets-status-item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sheen birds (0-2) | 90 | 90 | - | - | - | - | - | - | - | - | - | | Cherub-servitor (0-3) | - | - | - | - | - | 55 | 55 | - | - | - | - | ## SERVO SKULLS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#servo-skulls-status-item) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | SERVO SKULLS (STATUS ITEM) | ✓ | ✓ | | | | ✓ | ✓ | | | | | | Sensor skull | - | - | - | - | - | 60 | - | - | - | - | - | | Gun skull | - | - | - | - | - | 65 | 65 | - | - | - | - | | Medi skull | - | - | - | - | - | 80 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/equipment-list#weapon-accessories) | Item | C. Leader | C. Champ | C. Ganger | C. Prospect | C. Juve | R. Leader | R. Champ | R. Ganger | R. Juve | Crew | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) ** | - | - | - | - | - | 40 | 40 | - | - | - | - | | Mono-sight (Basic, Special, Heavy) ** | 35 | 35 | 35 | 35 | - | 35 | 35 | 35 | - | - | - | - *: Maximum one gunsight per weapon. # ARTICLES OF FAITH *Source: House of Faith* *There is no greater weapon in the arsenal of the Imperium than faith. This is a fact as true among the greater diaspora of humanity as it is on Necromunda, and in the depths of the hive cities there are none more faithful than the followers of the Redemption. Tales abound of members of Clan Cawdor overcoming terrible wounds, delivering devastating blows or even cheating death itself through the strength of their belief. While undoubtedly many of these tales are either exaggerated or outright fabrications, enough evidence exists to make those who have faced the warriors of the Redemption wonder just what it might have been that turned aside their bullet or lent strength to the attacks of their foes – was it just luck, or was something divine at work?* Articles of Faith are a collection of rules that apply to all House Cawdor fighters. As they focus on the faith and conviction of the followers of the Redemption they are not so clean cut as things like Skills, Wargear or bionics that grant their users clearly defined benefits at an XP or credit cost. Rather, should a Cawdor fighter believe strongly enough in themselves, their brothers and the God-Emperor, something miraculous might happen. Equally though, should the fighter’s faith falter, then the gifts of the God-Emperor that were so graciously bestowed upon them might just as easily be taken away. ## FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#faith-dice) Faith dice represent the religious zeal of a Cawdor gang. These dice are a resource that all Cawdor gangs (except those that have become Chaos Corrupted or Genestealer Infected) generate over the course of a battle, and which can be used to attempt miraculous events known as ‘Articles of Faith’ – such as surviving a fatal blow or making an impossible leap. ### GENERATING FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#generating-faith-dice) Faith is a strange thing – and those that attempt to understand how it works probably don’t have it. Sometimes a tide of righteous frenzy will envelop the fighters of House Cawdor, bearing them to victory on a tide of religious zeal. Other times the gaze of the God-Emperor will turn away from them, leaving them to their fate. In the End phase of each round (including the first), count up the number of friendly House Cawdor fighters currently on the battlefield that are neither Seriously Injured or Broken, and roll a D6 for each. Each dice that rolls a 5 or 6 is added to a special pool of dice called the Faith dice pool (this can also be represented by tokens or notes on a piece of paper if it is easier). Cawdor fighters may also attempt to work themselves up into a frenzy of faith – waving holy relics, chanting prayers or flagellating themselves – during their activation by performing the Beseech the God-Emperor (Double) action: **Beseech the God-Emperor (Double):** During the End phase, roll three D6 for a fighter that performed this action, rather than the usual one. Faith dice can be retained from one round to the next. However, if in the End phase, after generating Faith dice, there are more dice in the pool than there are friendly House Cawdor fighters on the battlefield, these excess dice must be discarded. ### USING FAITH DICE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#using-faith-dice) When a Cawdor fighter activates, if there is at least one dice in the Faith dice pool, they may attempt to invoke an Article of Faith. Each Article of Faith only affects the fighter performing it (unless otherwise noted) and lasts until the start of that fighter’s next activation (unless otherwise noted). An Article of Faith must be invoked and performed at the start of a fighter’s activation, before performing any actions. Attempting an Article of Faith does not require the fighter to use one of their actions (unless otherwise noted). When invoking an Article of Faith, the controlling player declares the Article of Faith the fighter is attempting to invoke. The fighter then makes a Threshold test. To make a Threshold test, the player chooses a number of Faith dice to roll, removing them from the Faith dice pool and rolling them. Once this roll has been made, the number of dice used cannot be changed, i.e., the player cannot roll more Faith dice to increase the total rolled. Once a dice has been taken from the Faith dice pool, it is used up and discarded: - If the total result equals or exceeds the threshold of the Article of Faith being invoked, a miracle has occurred and the Article of Faith is performed successfully! - If the total result is lower than the threshold of the Article of Faith being invoked, they have failed and the God-Emperor has turned his back on them. ## PATHS OF FAITH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#paths-of-faith) While the other Clan Houses see little difference between the varied followers of the Redemption – perhaps only making some vague distinction between the law abiding and the outlaw – there are in fact myriad splinter faiths within House Cawdor. Most Redemptionist faiths stay more or less true to the core tenets of the Clan House, those rules that reflect tried and true beliefs. Some stray, or include divergent philosophies. These divergent beliefs are represented in games of Necromunda by the four ‘Paths of Faith’. These are the Path of the Faithful, the Path of the Fanatic, the Path of the Doomed, and the Path of the Redeemer. The Path of Faith a House Cawdor gang follows is determined by their Leader and must be chosen when the gang is first created. Once a Path has been chosen the Leader may not choose another or change it. However, should the Leader die, their successor may choose their own Path – affecting the rest of the gang as normal. Each Path grants the gang access to a different set of Articles of Faith, reflecting the ideologies of the gang members. There are also certain benefits conferred by the path a gang follows. ### PATH OF THE FAITHFUL[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-faithful) The Path of the Faithful is the path followed by the great majority of House Cawdor. It is the path of the Redemption, an extreme interpretation of the Imperial Creed that fills many with dread and fear. Whilst most members of House Cawdor consider themselves moderate, to outsiders there is little distinction between a moderate Redemptionist and an outlawed follower of a fanatical fringe. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, an additional D6 is rolled for each friendly House Cawdor Leader or Champion that is currently on the battlefield and that is not either Seriously Injured or Broken. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Faithful. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And Contempt shall be My Armour!” | Whilst this Article of Faith is in effect, this fighter and any friendly House Cawdor fighters within 6" of them may not be targeted by and are immune to the effects of psychic powers. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter reduces their Willpower by 1 for the remainder of this battle. | 4+ | | “And Lo His Gaze did Illuminate them!” | The fighter can attack through smoke clouds and ignores the Pitch Black rules. In addition, if they are hit by a Flash weapon, add 1 to the result of the Initiative check to see whether they become subject to the Blind condition. | 3+ | | “And the Word fell upon them, and they were Broken by it!” | All enemy fighters that are within 9" of this fighter and that can draw a line of sight to this fighter must immediately make a Nerve test. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter must immediately make a Nerve test. | 5+ | | “And by Their Works shall They be known!” | One enemy Psyker within 12" of this fighter and that can draw a line of sight to this fighter must immediately make a Leadership check. If this check is failed, the enemy psyker must roll on the Perils of the Warp table. | 5+ | | “And the Heart of the Heretic was easily cowed!” | One enemy fighter within 12" of this fighter and that can draw a line of sight to this fighter must immediately make an Intelligence check. If this check is failed, they lose their Ready marker (if they have one). However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter’s activation ends immediately. | 8+ | | “And those of Warped and Twisted Limb shall be Despised!” | Whilst this Article of Faith is in effect, all friendly Cawdor fighters within 6" of this fighter and that can draw a line of sight to this fighter (including this fighter) may re-roll any failed Hit rolls made against Brutes (including Spawn), pets, critters, or enemy fighters with mutations. | 7+ | ### PATH OF THE FANATIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-fanatic) Those who follow the Path of the Fanatic embody the frenzy of faith the Redemption is so well known for. The Red Walk, Disciples of the Burning Brand and the Children of Blessed Day are all examples of splinter faiths of the Redemption who follow the Path of the Fanatic. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, an additional D6 is rolled for each friendly House Cawdor fighter that is Engaged with an enemy fighter. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Fanatic. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And Lo, I did spread my Wings and the God-Emperor carried me aloft!” | Whilst this Article of Faith is in effect, this fighter may add 3D6" to their Movement when attempting to leap a gap. When attempting to jump down to a level below, this fighter can reduce the distance measured (and therefore reduce the risk) by D6+2".Players should note that, when invoking this Article of Faith, they must declare the move this fighter intends to make, including the leap or jump. If this fighter fails to pass the Threshold test for this Article of Faith, they must still move and attempt the leap or jump (should they fall, their faith was clearly lacking). | 5+ | | “And by our Pain shall He Judge our worth!” | Whilst this Article of Faith is in effect, this fighter improves their Toughness by 3. However, this fighter will suffer a Flesh Wound. If the fighter did not pass the threshold for this Article of Faith, this Flesh Wound is applied immediately. If the fighter did pass the Threshold test, this Flesh Wound is applied when this Article of Faith expires. | 5+ | | “And without thought He Smote Them Down!” | The fighter immediately makes a free Charge (Double) action (i.e., does not use any of their actions). However, this fighter suffers a -2 modifier to their Hit rolls for the remainder of this round. Should the Threshold test be failed and this Article of Faith not be invoked, this fighter suffers a -2 modifier to their Hit rolls for the remainder of this battle. | 6+ | | “And His Feet carried him into the fray!” | The fighter can make an immediate free Move (Simple) action. However, this fighter suffers an immediate Flesh Wound, regardless of whether or not they successfully pass the Threshold test for the Article of Faith. | 2+ | | “And He stood Defiant upon the mountain!” | When this fighter is hit by a ranged attack, they do not become Prone and Pinned. However, whilst this Article of Faith is in effect, this fighter is unable to perform a Take Cover (Basic) action and does not benefit from partial cover. | 5+ | | “And He Gave Unto Them the Emperor’s Mercy!” | Unlike other Articles of Faith, this one is not invoked at the start of a fighter’s activation. Instead, a House Cawdor fighter may interrupt the activation of an enemy fighter that wishes to perform a Coup De Grace (Simple) action against that House Cawdor fighter.If the Threshold test is passed, this fighter may interrupt that fighter’s activation to perform a free Fight (Basic) action targeting the fighter performing the Coup De Grace (Simple) action. Note that this may prevent the Coup De Grace (Simple) action from being performed at all. | 5+ | ### PATH OF THE DOOMED[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-doomed) The Path of the Doomed draws upon the core beliefs of the Redemption, and relishes in the death of all things. The Forsaken Truth, the Scions of the Void and the Cult of the True Resurrection are all examples of splinter faiths of the Redemption who follow the Path of the Doomed. If a Leader has chosen this Path, their gang gains the following benefits: - If the Leader is Seriously Injured or has been taken Out of Action, or if the gang has failed a Bottle test, Faith dice are generated on a roll of 4+, rather than the usual roll of 5 or 6. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Doomed. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And the people Rose Up in their multitudes to aid Him!” | If the Threshold test to invoke this Article of Faith is passed, this fighter may forfeit their actions for this activation to add D3 extra Cawdor fighters to the battlefield (these must be fighters belonging to this fighter’s gang who were not part of the crew for this battle). These new fighters arrive immediately and are deployed with Ready markers, touching the battlefield edge closest to this fighter, but not within 9" of an enemy fighter.However, should the Threshold test be failed and this Article of Faith not be invoked, one randomly determined fighter belonging to this fighter’s gang that is not part of the crew for this battle is immediately taken Captive by the enemy gang. | 8+ | | “And by the manner of his Death did the Emperor judge him!” | The fighter may immediately perform a single Move (Simple) action. After they have moved, centre the Large Blast (5") marker on them. All fighters under the marker suffer an automatic Str 3, Ap-, D1 hit. Once all hits have been resolved, this fighter goes Out of Action. | 5+ | | “And in the Grace of the Emperor even Death was Defied!” | Whilst this Article of Faith is in effect, this fighter ignores the effects of being Seriously Injured and cannot be taken Out of Action until the end of their next activation, at which time they automatically go Out of Action. | 8+ | | “And in His Light were they struck blind!” | Any fighter that is within 6" of this fighter (including this fighter) cannot make ranged attacks against targets more than 3" away from them, nor can they be targeted by a ranged attack made by a fighter that is more than 3" away from them. | 5+ | | “And a river of blood did Drown Them!” | In the End phase of this round, the enemy gang must count those fighters belonging to this fighter’s gang that have gone Out of Action as if they were friendly fighters when making a Bottle test. | 11+ | | “And upon a Fortress of Bone shall my Strength be built!” | Whilst this Article of Faith is in effect, this fighter increases their Strength and Toughness by a number equal to the number of friendly House Cawdor fighters with the Gang Fighter (Ganger) special rule that have gone Out of Action (to a maximum of +3). However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter reduces their Strength and Toughness by 1 for the remainder of this battle. | 6+ | ### PATH OF THE REDEEMER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-redeemer) There are faithful within the Redemption who see it as their duty to purify the souls of the faithless – these follow the Path of the Redeemer. The Red Redemption, the Followers of Klovis and the Glorium Excrucium are all examples of splinter faiths of the Redemption who follow the Path of the Redeemer. If a Leader has chosen this Path, their gang gains the following benefits: - When generating Faith dice, roll one additional dice for each enemy fighter that is either Seriously Injured or that was taken Out of Action during this round. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Redeemer. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “And each Blow shall be a Barb unto my enemy’s flesh!” | Any enemy fighter that wishes to make a close combat attack that targets this fighter must first make a Willpower check. If this check is failed, that fighter immediately suffers a Flesh Wound. | 5+ | | “And Flame shall Burn Away their sin!” | Whilst this Article of Faith is in effect, attacks made by this fighter with weapons that have the Melee or Versatile trait gain the Blaze trait. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter immediately becomes subject to the Blaze condition. | 3+ | | “And with Iron Teeth shall they be Devoured!” | Whilst this Article of Faith is in effect, this fighter may re-roll any failed Wound rolls made when using a chain weapon (e.g., a chainsword, chainaxe, chain glaive or eviscerator). | 5+ | | “And Agony brought the unbelievers Low!” | Whilst this Article of Faith is in effect, enemy fighters that have suffered a Flesh Wound, that are within 6" of this fighter and that can draw a line of sight to this fighter can only perform a single action during their activation. However, should the Threshold test be failed and this Article of Faith not be invoked, this fighter can only perform a single action during this activation. | 7+ | | “And in His Gaze were they Found Wanting!” | The fighter can use their activation to ‘Judge’ one enemy fighter that is within 9" and that they can draw a line of sight to. A Judged fighter must immediately make a Willpower check. If this check is failed, they cannot perform any actions during their next activation. | 9+ | | “And Death could not stay His Righteous Wrath!” | If this fighter is taken Out of Action before their next activation, one enemy fighter chosen by this fighter’s controlling player that is within 6" of this fighter and that can draw a line of sight to this fighter suffers an automatic Str 5, Ap-1, D2 hit. | 7+ | INFO ### DESIGNER’S NOTE: FORGE YOUR OWN PATH[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#designers-note-forge-your-own-path) During Campaign play, should players wish, they can choose not to follow any of the Paths of Faith previously described and can instead forge their own. Doing so allows a gang leader to choose up to four Articles of Faith which will form the basis for their gang’s unique beliefs. However, selecting this option does enable players to choose a combination of Articles of Faith that may prove very powerful when used in battle. It is therefore essential that, should a player wish to forge their own Path, the Arbitrator first grants permission. Should a gang leader wish to forge their own Path, follow these steps: - **Name your Path:** Before forging their own Path, the player must first name the Path. Doing so is an essential step that will help define the beliefs of the gang. Without this first step, players may simply be choosing what they feel is the best combination of Articles of Faith to use, and that should be avoided! - **Choose your Beliefs:** Choose up to four different Articles of Faith from those listed previously. These will form the basis of the gang’s unique Path of Faith. This could be one Article of Faith from each Path, or any other combination the player wishes. Finally, players should note that when forging their own Path, their gang will not gain any of the benefits associated with any of the Paths of Faith. ### PATH OF THE PROPHET[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) DESIGNER’S COMMENTARY: PATHS OF FAITH Presented below are the rules for the Path of the Prophet, a new path for the Cawdor Articles of Faith rules (as detailed above). These rules allow players to recreate the action detailed in Nexus of Violence and, if the Arbitrator wishes, these new rules may be included in their campaign. *Source: Apocrypha Necromunda: Nexus of Violence* The Path of the Prophet is the utter devotion to the word of the Prophet and the Great Pilgrimage which he leads. Its followers see this path as the one true expression of the Redemption, and the Prophet himself as ordained by the God-Emperor to lead all who claim devotion to the Imperial Creed. During the Aranthian Succession millions of faithful would flock to the banner of the Prophet, until they dominated the fractured House of Cawdor in their relentless quest to convert or destroy all who opposed their holy master. - When generating Faith dice, if your crew outnumbers your opponent’s crew (only counting fighters currently on the battlefield that are not Seriously Injured or Broken), roll an additional number of D6s equal to the number of fighters your crew outnumbers your opponent’s crew by. - The following Articles of Faith can only be performed by members of a House Cawdor gang that follows the Path of the Prophet. | Article of Faith | Effect | Threshold | | --- | --- | --- | | “Look not upon the Face of the Prophet, lest he Blind you with his Glory!” | All other fighters (both friend and foe) within 12" of the fighter invoking this Article of Faith change their facing so that their vision arcs are facing directly away from the invoking fighter. | 5+ | | “By his Word shall you be Redeemed and in his Name shall you Serve!” | The invoking fighter targets an enemy fighter they are engaged with. The targeted fighter must make a Willpower test, if they fail they become subject to the Insane condition. | 8+ | | “Look to the Light Of The Prophet!” | Whilst this Article of Faith is in effect, all fighters (both friend and foe) within 12" of the invoking fighter are unaffected by the Visibility (X) rule. | 3+ | | “Look not to the counsel of False Masters!” | Whilst this Article of Faith is in effect, all enemy fighters within 12" of the invoking fighter cannot benefit from Group Activations or the Gang Hierarchy (X) special rules. | 7+ | | “Let those who Fear, Fear Not, and those who Fear Not, Know Fear!” | All Broken fighters (both friend and foe) within 12" of the invoking fighter immediately Rally. All other fighters (both friend and foe) must take a Nerve test. | 6+ | | “Empty are the Hands of the Faithless!” | While this Article of Faith is in effect, enemy fighters count as being Unarmed when making close combat attacks against the invoking fighter. | 4+ | # CAWDOR TERRAIN *Source: House of Faith* 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. Cawdor 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 game the gang plays unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#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. ### CAWDOR TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#cawdor-terrain-1) | Terrain | Cost (Credits) | Availability | | --- | --- | --- | | Divine Brazier | 80 | Common | | Incendiary Trap | 30 | Common | | Hive Incense | 40 | Rare (7) | | Caged Heretic | 40 | Rare (9) | | Holy Gang-Relic | 30 | Rare (8) | INFO ## HIDDEN TRAPS[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#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. ## DIVINE BRAZIER[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#divine-brazier) The gangs of House Cawdor often daub symbols of the faith on the walls of the underhive, or bring along icons hammered together from hive scrap to inspire them – these icons are more often than not on fire. A Divine Brazier can be placed anywhere in the Cawdor gang’s deployment zone. If the Pitch Black rules are being used then all fighters within 3" of the Divine Brazier count as revealed. As a simple action, any fighter may dip a weapon with the Melee or Versatile trait in the brazier, giving the weapon the Blaze trait until the End phase of the following round. A Divine Brazier should be represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## INCENDIARY TRAP[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#incendiary-trap) The gangs of House Cawdor often make crude incendiary traps that can douse an entire area in flame. An Incendiary Trap is a Hidden trap (as described previously) and has the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Incendiary Trap | - | - | - | - | 2 | -2 | 1 | - | Blast (5"), Blaze, Single Shot | ## HIVE INCENSE[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#hive-incense) As part of their religious rites, House Cawdor gangs often burn holy censers or tapers of incense – perhaps having seen such rituals being performed by the priests of the Ministorum. Unlike that august organisation, however, the incense burned by the Redemption is often far from ‘holy’. Hive Incense may be placed anywhere on the battlefield that is not within the enemy gang’s deployment zone and not within 6" of an enemy fighter. Any ranged attack that is made into, out of or across the area within 3" of the Hive Incense suffers a -1 modifier to the Hit roll. In addition, all fighters – with the exception of House Cawdor fighters – that start their activation within 3" of a Hive Incense marker must make a Toughness check as if they had been hit by a weapon with the Gas trait (allowing them to use the modifier granted by filter plugs or a respirator, for example). If this check is failed, their first Move (simple) action must be made in a random direction, as determined by the Scatter dice. Hive Incense is represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## CAGED HERETIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#caged-heretic) As a warning to the faithless, House Cawdor gangs will sometimes bring along heretics, mutants or other unclean prisoners to display to their enemies. Transported in swaying gibbets, the prisoners are hung over the battlefield, where their piteous cries act as a reminder to the unworthy as to the price of opposing the Redemption. A Caged Heretic may be placed anywhere on the battlefield that is not within the enemy gang’s deployment zone and not within 6" of an enemy fighter. All fighters – with the exception of House Cawdor fighters – that end their movement within 6" of a Caged Heretic must make a Nerve test. Caged Heretics cannot be targeted by shooting (it is assumed they cower in their cages if shot at), though if they are caught under a Blast marker or template roll a D6 – on a 3+ they are unaffected, otherwise they are destroyed and removed from the battlefield. Enemy fighters may also attempt to free the Caged Heretic by performing a Double action while in base contact with the Caged Heretic and making a Strength or Intelligence check. If the check is passed, remove the Caged Heretic from the battlefield and the fighter that freed them gains D3 XP. A Caged Heretic is represented by a 32mm marker or a piece of terrain modelled on a 32mm Necromunda base. ## HOLY GANG-RELIC[](https://necrovox.org/docs/gangs/gang-lists/house-cawdor/cawdor-terrain#holy-gang-relic) Holy Gang-Relics are sacred objects that hold great significance to the Redemption. It might be a battered autopistol (now long broken) that was once wielded by a great ‘saint’ of the clan, or perhaps a shattered fragment of armour that in a certain light looks like the face of the God-Emperor (or at least how the followers of the Redemption believe his face to look). A Holy Gang-Relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, Cawdor fighters within 6" of a Holy Gang- Relic are filled with a fervent zeal as they attempt to protect the object, and may apply a +1 modifier to both their Hit and Wound rolls. Cawdor gangs can only include a Holy Gang-Relic if they are the defender in a scenario with an attacker and defender. A Holy Gang-Relic can be represented by a 40mm marker or a piece of terrain modelled on a 40mm Necromunda base. If an enemy fighter is able to get within 1" of a Holy Gang-Relic, they can make a Defile Relic (Double) action. Once a Holy Gang-Relic has been defiled, it loses its special rules and cannot be defiled again. In a campaign, a fighter who defiles a Holy Gang-Relic gains D3 XP. # HOUSE DELAQUE *House Delaque, or the House of Shadow, as it is also commonly known, is one of the more unusual Clan Houses of Necromunda. Unlike the Goliath, Escher, Van Saar and Orlock Houses, that are built upon vital industries and lord their wealth and power over a substantial population of workers, or the Cawdor, who are bound together by faith and claim populations across the hive world as their own, the Delaque have no defined home and no defined industrial role within Necromundan society. If one were to ask a hiver what purpose the Delaque serve for Lord Helmawr, one would doubtless receive myriad answers. Some believe them to be information brokers, who deal in secrets and buy and sell this vital commodity to the highest bidder. Others claim they are afforded their place because of some clandestine deal with the Helmawr line, and that they are spies for the Imperial House, or perhaps one or more of the Noble Houses. Still others claim the Delaque are assassins and saboteurs without peer, and in a world where open warfare between Houses is forbidden, all must enlist their services if they want to advance their power and influence. Like all good lies there is a grain of truth in each of these beliefs. For instance it is true that the Delaque deal in information, and any hiver knows that if you can meet their price a Delaque info-broker can find out what you want to know. It is also true that there is some connection between Lord Helmawr and Delaque, though no one really knows the true nature of this relationship and it ranges from them being the Lord of Necromunda’s eyes and ears below the Wall to the Delaque being a bastard offshoot of the Imperial House itself. House Delaque is also known for the quality of its spies, assassins and saboteurs, though they do not market themselves like mercenaries, and these skills seem more to be a by-product of their true purpose… whatever that is.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#gang-composition) House Delaque follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Psychoteric Whispers](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-3) and [Psychoteric Mastery](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-2) ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#fighters) **100CREDITS** ### MASTER OF SHADOW (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#master-of-shadow-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Psychoteric Whispers. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. *A Master of Shadow is the very embodiment of the Psychoterica. They are everything the Delaque are known for – an invisible hand moving among the hives doing the will of the Star Chamber. Most hivers will never know if they have ever crossed paths with a Master of Shadow, such are the forms they might assume – and those who do peek behind the mask seldom live long to recount the experience.* **85CREDITS** ### PHANTOM (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#phantom-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Psychoteric Whispers. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-1) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. *Cast in the image of their leaders, Phantoms are able lieutenants to the Master of Shadow, enacting their will as their master enacts the will of the Star Chamber, and becoming a focus for the Psychoterica.* **110CREDITS** ### NACHT-GHUL (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#nacht-ghul-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 2+ | 3+ | 4 | 3 | 2 | 2+ | 2 | 7+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), From the Shadows, Psychoteric Whispers. ### FROM THE SHADOWS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#from-the-shadows) Can be placed aside instead of being set up at the start of a battle. Deployment: - Start of any of any round after the first (before rolling for Priority). - Anywhere on the battlefield. - Outside 6” and LOS of any enemy fighters. - If both gangs have fighters with this special rule, take turns, starting with the winner of a roll-off. ### PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-2) Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline. Unsanctioned Psyker (when recruited). *A Nacht-Ghul is an assassin and saboteur without peer. Crafted by psychic-science and esoteric chems, they are the edge of the blade in the dark that cuts away the enemies of the Delaque – or the enemies of their friends if it suits their purposes. Delaque gangs will often include these talented agents, though they do so with the knowledge that the Nacht-Ghul ultimately answer to the Star Chamber and the whispers of the Psychoterica.* **40CREDITS** ### GHOST (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#ghost-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Delaque Specialist), Tools of the Trade (Delaque Specialist only). *The rank and file of the Delaque gangs are its Ghosts, though there is nothing common about their appearance and skills, each one unique in their unremarkability.* **60CREDITS** ### PSY-GHEIST (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psy-gheist-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Delaque Phantom or Delaque Nacht-Ghul), Psychoteric Mastery, Non-sanctioned Psyker, Hot-headed, Fast Learner. ### PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery) Unsanctioned Psyker. When recruited: - Choose a discipline (Darkness, Delusion or Madness). - 1 Wyrd Power (free). ### ADDITIONAL WYRD POWERS (+30 EACH)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#additional-wyrd-powers-30-each) When recruited: - Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each). **25CREDITS** ### SHADOW (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#shadow-juve) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Delaque Specialist), Fast Learner. *When an individual is newly brought into the Psychoterica, their previous life is washed away by the psychic energy of the Silent Ones. Such fighters are known as Shadows, perhaps as a reference to what they have become.* **190CREDITS** ### 0-1 SPYKER (N18 BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-1-spyker-n18-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 6+ | 6+ | 3 | 4 | 4 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ | ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#options) - Displaced field: +50 ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#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. ### WYRD POWERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#wyrd-powers) **Psychic Assault (Basic)** An enemy fighter within 18” is Pinned and must pass a Willpower test or suffer 1 Damage (if reduced to 0 Wounds, roll an Injury dice as normal). **Psychic Scream (Basic)** Enemy fighters within 3” must pass a Nerve test with a -1 modifier or become Broken. **Force Blast (Basic)** Any enemy fighters within 3” are immediately pushed D3+1” directly away. If a fighter is pushed from a platform or into a pitfall, they must pass an Initiative test to be placed Prone at the edge. Otherwise they will fall. If pushed into 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. NOTE There has been a new Delaque fighter called a [Spyker](https://necrovox.org/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on/#0-2-spyker) that was released in House of Shadows (whereas this was not included). Talk to your Arbitrator if you want to include this earlier version, as they may deem it invalid. **205CREDITS** ### 0-2 PISCEAN SPEKTOR (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 4 | 4 | 3 | 3+ | 4 | 7+ | 6+ | 6+ | 8+ | **Skills:** [Fearsome](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Phychomantic Claws (paired). **Wargear:** Carapace (light). ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#flight-1) 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. ### PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-1) Unsanctioned Psyker. When recruited: - Choose a discipline (Darkness, Delusion or Madness). - 1 Wyrd Power (free). ### ADDITIONAL WYRD POWERS (+30 EACH)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#additional-wyrd-powers-30-each-1) When recruited: - Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each). *Piscean Spektors are yet another mystery unique to the Delaque. Most other clans see little distinction between the Delaque Spektor forms and consider them merely another mechanical ally created by the House of Shadow. In truth, the Piscean Spektors are unlike anything else employed by the Delaque and are more akin to a true race in their own right. A cybernetic form wrapped around a harvested xenos brain, the Spektor retains much of its memories from its prior existence, and serves the Clan House in accordance with an ancient pact between humans and its race. While not even the Delaque know for sure where the Pisceans come from, it is believed they are an aquatic race that arrived on Necromunda millennia ago and made their home in its subterranean seas. Occasionally, ancient members of this race come to the Delaque to have their brains placed in machines, the two races sharing a common connection to the Psychoterica.* *In life, a Piscean warrior is a ferocious aquatic alien, shark-headed and inhumanly strong. When its brain is interned in the shell of a Spektor, its connection to the Psychoterica becomes even stronger and it develops psychic powers. While still a competent warrior, favouring savage close quarters combat, its true strength is its ability to channel the Psychoterica into strange and deadly powers. This same ability allows it to float through the air, rapidly climb structures and move with a disturbing grace that belies its cumbersome form. When the Delaque are expecting trouble or staging an important assault, it is often to their Piscean Spektors they will turn, the creations perfectly adapted for combat in the underhive with a truly alien lust for battle.* **100CREDITS** ### 0-3 CEPHALOPOD SPEKTER (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-3-cephalopod-spekter-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 5+ | 8+ | 4+ | **Weapons:** Shock stave (same as: shock tendrils). **Special Rules:** Flight, Sensor Array, Threat Respose, Watchdog. ### FLIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#flight-2) 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. ### SENSOR ARRAY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#sensor-array) If within 3” when the owner makes an Intelligence test (for any reason), roll an extra D6 and pick a dice to discard. ### THREAD RESPONSE[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#thread-response) When the owner is taken Out of Action, all enemy fighters within D6” of this pet suffer a Strength 1 automatic hit with Seismic (always Pinned, no save roll if the wound roll is a 6 before modifiers). ### WATCHDOG[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#watchdog) If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). *House Delaque utilises numerous tools to gather secrets and pry knowledge from their surroundings, from scuttling whisper-thieves to burrowing data serpents. Among these, the Cephalopod Spektor is perhaps the most sinister, and the most effective. Each Spektor is a writhing mass of mechanical tentacles and gleaming oculi, its whirring lenses constantly tracking the shadows for movement. Via a complex array of auspexes, the Spektor drinks in its surroundings and communicates them to its owner, granting them a multi-spectral view of the battlefield. The Spektor’s cogitator is built around a fragment of synaptic tissue, grown from its owner’s genetic material. Extracted from a cloned brain gestated to the edge of adulthood, the fragment is interred into the mechanical cranium of the Spektor, and then raised to consciousness by its master. This cognitive bonding also has its drawbacks, however – a Spektor might anticipate its master’s needs, but it also often shares their hatreds or fears, making it act erratically if their owner gives in to rage or panic.* **70CREDITS** ### 0-2 PSYCHOTERIC WYRM (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#0-2-psychoteric-wyrm-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ | **Weapons:** Flensing knife (same as Ferocious Jaws). **Special Rules:** Long Leash, Psychoteric Node, Burrowing. ### LONG LEASH[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#long-leash) Must try to remain within 12" of the owner (instead of 3"). ### PSYCHOTERIC NODE[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-node) While this pet is Active or Pinned (not Seriously Injured), the owner can channel Wyrd Powers through this fighter: - The Psyker suffers any Perils of the Warp (as normal). - Range, distance & LOS is measured from this pet. ### BURROWING[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#burrowing) Move freely under impassable terrain (if movement is sufficient to pass through completely). *Psychoteric Wyrms are disturbing creations born of dark technology and alien biology. No one save the Delaque know for sure how they are created or what gives them the semblance of life they possess, but the few examples captured by other gangs have yielded no answers – as when a dead wyrm is dissected no mechanisms or organs can be found, only an oily black fluid that reeks like the depths of the sump. In life, however, their abilities are all too terrifying to behold. Wyrms can burrow through all manner of obstacles, from ferrocrete to plasteel, or squeeze their way through the tiniest of openings, as their bodies constrict and segment with unnatural speed. This mobility makes them excellent spies for the Delaque, as there are few places they cannot travel. The connection between a Delaque and Psychoteric Wyrm is similar to that between a Delaque and one of the Spektor creations – the fighter using their `connection to the Psychoteric as well as cranial splicing to exert control over the beast.* **35CREDITS** ### WRAITH (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#wraith-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 6+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#obfuscation | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | - | - | Primary | | - | Primary | Secondary | Secondary | Secondary | | Champion (Specialist) | Primary | - | - | Primary | | - | Secondary | - | Secondary | Secondary | | Champion | Secondary | - | - | Primary | | - | Secondary | Primary | Secondary | Primary | | Ganger (Specialist) | Secondary | - | Secondary | Primary | | - | - | Primary | - | - | | Juve (Specialist) | Secondary | - | - | Primary | | - | - | Secondary | - | - | | Juve | Secondary | - | - | Primary | | - | - | Secondary | - | - | | Spekter (Exotic Beast) | Secondary | - | - | Primary | | - | - | - | - | - | | Wyrm (Exotic Beast) | Secondary | - | - | Primary | | - | - | - | - | - | | Spyker V1 (N18 Brute) | Secondary | - | - | Secondary | | - | - | Primary | - | - | | Spektor (Brute) | - | Secondary | Secondary | - | | Primary | - | - | - | - | | Crew (?) | - | - | - | - | Primary | - | - | - | - | - | ## PSYCHOTERIC WHISPERS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-whispers-3) Leader & Champion (including Specialist) can become an Unsanctioned Psyker (Psychoteric Mastery) in the following situations: - When recruited (+30 credits). - Spend 7 XP as an Advancement (increase the rating by +30 credits). ## PSYCHOTERIC MASTERY[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-mastery-2) When a Faction fighter becomes a Psyker (when recruited or during Advancement), apply the following: - Choose a discipline (Darkness, Delusion or Madness). - Gain 1 Wyrd Power (free) from the chosen discipline (or any universal discipline). - Gain additional Wyrd Powers as a Primary skill during Advancements (from the selected discipline or any universal discipline): - Psychoteric (Random): 6 XP. - Psychoteric (Custom): 9 XP. - Universal (Random): 9 XP. - Universal (Custom): 12 XP. - Juve (Specialist) & Spektor (Brute): Purchase any number of additional Wyrd Powers from the chosen Psychoteric discipline for 30 credits (each). ## PSYCHOTERIC CHOIRS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/#psychoteric-choirs) When a friendly Psyker uses a Psychoteric Wyrd Power (Darkness, Delusion or Madness), up to 3 other Active friendly Faction fighters within 3" of the Psyker can give 1 modifier each in all of the following situations: - **Increased Range:** +1" range to any Psychoteric Wyrd Power (max +3"). - **Harder to resist:** -1 modifier to enemy Intelligence tests to resist any Psychoteric Wyrd Power (min -3). # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | Heavy flamer * | 195 | - | 195 | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | | https://necrovox.org/docs/armoury/field-armour#displacer-field (Spyker V1, N18 Brute) | - | - | - | - | - | - | 50 | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | 15 | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 30 | 30 | 30 | 30 | - | - | - | - | | Cameleoline Cloak | 35 | 35 | 35 | - | - | - | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | Grapnel launcher | 25 | 25 | 25 | 25 | (25) | (25) | - | - | | https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicle-equipment-list) All vehicles in a Delaque gang add the following entries to their equipment lists: ### SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#special-weapons-1) | Item | Cost | | --- | --- | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Web gun | 115 | ### HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#heavy-weapons-1) | Item | Cost | | --- | --- | | Heavy flamer | 195 | ## WARGEAR: WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) # VEHICLE EQUIPMENT LISTS This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). House Delaque does not yet have a custom vehicle, but has an additonal equipment list for vehicles that they field. ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#weapons) | Weapons | Credits | | --- | --- | | Special Weapons | -- | | Grav Gun | 120 | | Meltagun | 135 | | Plasma Gun | 100 | | Web Gun | 115 | | Heavy Weapons | | | Heavy flamer | 195 | ### WARGEAR: WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/equipment-list#wargear-weapon-accessories-1) | Item | Credits | | --- | --- | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | *Last updated on **December 28, 2023 10:44 PM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#delaque-terrain-1) | 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Sightblind trap | - | - | - | - | - | - | - | - | Blast (5"), Flash, Single Shot | 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Web trap | - | - | - | - | 5 | -2 | - | - | Blast (5"), Web, Single Shot | 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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/delaque-terrain#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. *Last updated on **December 14, 2023 3:06 AM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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)[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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[](https://necrovox.org/docs/gangs/gang-lists/house-delaque/psychoteric-wyrd-powers#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. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE ESCHER *At once ancient and youthful, the House of Escher has endured far longer than any other Clan House of Necromunda. Under one name or another, they can trace their lineage back to the age of Martek Helm’ayr, the first Lord Helmawr, and, it is rumoured, even beyond that. Few now know of the early centuries of House Escher, the past of the clan hidden behind ritual and history. Rather, they are seen as what they have become: a matriarchy built upon a throne of chems and violence. These are the pillars of what it means to be Escher, a drive to prove their strength through skill at arms and reckless aggression, fuelled by a chemical empire that mixes Imperial science with pagan ritual. To outsiders, Eschers are cruel and deadly warriors, a perfection of the female fighter on Necromunda. Their gangs stalk the underhive alongside strange and exotic beasts, the mere touch of their weapons enough to corrupt blood or set a victim’s nerves on fire. Above these youthful and energetic gang warriors toils a House more prosperous than any on Necromunda – all women born beneath the beneficent smile of a Clan Chymist equal in the eyes of the Matriarch Primus and her Council of Crones. Thus may an Escher prove herself no matter the manner or place of her birthand, should she do well in the concoction of chems, therearing of xenos beasts, or fighting for the clan in the endless inter-House wars, she may well rise up to join the council herself – or perhaps even don the mantle of Matriarch Primus.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-composition) House Escher follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Chem-alchemy Elixir](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy): A gang visiting the Trading post during the post-battle sequence can buy any number of doses (Common). - Fighters promoted to Champion can only become a Matriarch, not a Death-Maiden. - Death-Maidens do not have Group Activation (1). ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#fighters) **125CREDITS** ### GANG QUEEN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-queen-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). *It takes a lot of ruthlessness and no small talent for violence to be a Gang Queen. Those who rise to lead one of House Escher’s underhive gangs are, without exception, skilled killers and charismatic leaders, able to inspire their girls not with empty words and promises, but bloody deeds and sheer audacity. Of course the life of a Gang Queen is seldom a long one. As any Escher will tell you: the cost of living life on the edge is that eventually you fall over it.* **100CREDITS** ### GANG MATRIARCH (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#gang-matriarch-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). *Gang Matriarchs are drawn from the craziest, wildest and most homicidal of the Gang Queen’s girls, each one a natural killer. Favouring even more outlandish dress than most Escher, and carrying the deadliest weapons they can lay their hands on, a Matriarch is both gang enforcer, underhive assassin and debutant of death all rolled into one. It is no surprise then, that should the Gang Queen fall, it is one of the Matriarchs who will inevitably take her place as mistress of the gang.* **115CREDITS** ### DEATH-MAIDEN (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#death-maiden-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Poison Blood. ### POISON BLOOD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#poison-blood) Toxin weapons can re-roll 1s before modifiers (against Toughness). *The Moraegan, or Deathmaidens, are the terror weapon of House Escher. Raised from their graves for revenge, they stalk the hives, dealing retribution in the name of the House of Blades.* **50CREDITS** ### SISTER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#sister-ganger) **Cost:** 50 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only). *Gang Sisters are the remorseless foot soldiers of the clan’s underhive gangs, each one skilled with both blades and guns, and more than willing to prove why House Escher is the deadliest House around.* **45CREDITS** ### WYLD RUNNER (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#wyld-runner-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner. ### LIMITED PROMOTION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#limited-promotion) Can only be promoted to Champion (Matriarch). *All Escher adolescents grow up in the Wyld, learning everything they need to know about hive life free from the oppressive societies practised by most other Clan Houses. As they come of age, they become responsible women and take up their preordained role within the clan – or, at least, most do. Some become Wyld Runners; reckless and bold underhive explorers and beast wranglers, eventually joining the House gangs or forming their own crews of Wyld Runners and their venomous hunting Phelynx.* **20CREDITS** ### LITTLE SISTER (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#little-sister-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner. *Little Sisters are gang newbies, who have given up the hab-factories or chem-domes of the House for the underhive. Those who survive their first fight might even earn a permanent place among their gang sisters.* **220CREDITS** ### 0-1 KHIMERIX (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ | **Skills:** [Crushing Blow](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-crushing-blow). **Wargear:** Chemical Cloud Breath Weapon, Mono-hook (same as: Sharp talons). **Restrictions:** Khimerix Brute options. **Special Rules:** Regeneration, Crushing Blow. ### REGENERATION[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#regeneration) Unless ablaze, can spend a Simple action (Regeneration) to heal 1 wound on a 4+ ### CRUSHING BLOW[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#crushing-blow) Nominate one attack (before rolling to hit) to gain +1 S & D (if hitting). *House Escher has a long and somewhat shadowy history in dealing in off-world life forms. It is well known that they make extensive use of strange and exotic creatures to fuel their pharmaceutical production, and the fact that it provides the raw materials for their outlandish costumes appears to be a fortuitous by-product. Most of these xenos life forms come the House’s way legally, through sanctioned trade with the Noble Houses of the upper spires and long-standing contracts and permits allow House Escher ready access to the segmentum’s most illustrious pedigree beast breeders.* *More disturbingly, perhaps, is the fact that House Escher runs a dark and hidden trade in the creation of new life from the creatures they deal in. Gene-spliced hybrids, flesh-fused chimerae and other, darker fusions of different species are commonly created. Provided that House Escher continues to avoid the use of intelligent xenos life in their experimentation, the Imperial House continues to turn a blind eye, and so these dumb monstrosities are produced and sold to the gladiatoria to entertain the crowds, kept as attack beasts to guard and protect Escher holdings, and quite often make their way into the ranks of particularly well renown Escher gangs, where they add considerably to the status of Leaders and Champions.* **120CREDITS** ### 0-2 PHYRR CAT (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-2-phyrr-cat-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 7” | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ | **Wargear:** Sharp talons (same as: Mono-hook). ### INDEPENDENT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#independent) Must try to remain within 9” of the owner (instead of 3”). ### LANDS ON THE FEET[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#lands-on-the-feet) - 2 Strength to any falling damage. *House Escher has a long tradition of dealing in many strange and exotic off-worldcreatures. At its most basic, this trade in xenos fauna helps to fuel many of theHouse’s unique elixirs and forms no small part of the basis for its trade and expertisein alchemical technology. A side effect of this prodigious, and often illicit, tradeinxenos lifeforms, is that House Escher has access to the pelts and plumage of manywonderful beasts, and this is clearly evidenced in the Escher style of dress. It is alsonot uncommon for House Escher to bring onto Necromunda the creatures that featurein the fighting pits and gladiatoria, a trade, which in turn, enables the House toset up ever more contacts amongst the many big game hunters and Rogue Traders that specialise in such commodities.* *However, not all off-world beasts are destined for the Escher laboratoria or thefightingpits of Necromunda, some creatures are prized as companions, especially thevariousfelids that originate on many different worlds. Escher gangers are attracted to thebigcats of Phyrr in particular for their exotic looks and killer instincts. Such beasts arerare in the extreme and smuggling them planetside to Hive Primus is no meanfeat, sothey are an incredibly rare sight as pets even amongst the hierarchy of HouseEscher. Yet seen they are, and when the opportunity to acquire such a beast, or even better, amating pair, arises, Escher gang queens will go to any lengths to secure them.* **50CREDITS** ### 0-3 PHELYNX (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#0-3-phelynx-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ | ### VENOMOUS BITE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#venomous-bite) If hitting on a 6 (before modifiers), apply Toxin. ### UNTAMED[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#untamed) All attacks have Reckless (only has unarmed attack). *House Escher has created countless gene-smithed felinoid creatures. One of the most successful is the Phelynx, or Venom Cat. A mix of reptilian biology and Phyrr Cat genes, it is an excellent hunting beast. Phelynx are used almost exclusively by the Wyld, the Runners driving entire packs of the creatures before them into battle. As their name implies, a Venom Cat’s bite can be deadly, its neuro-toxic venom able to incapacitate or kill in moments. Wyld Runners routinely apply Phelynx venom to their weapons, while some even imbibe it in small doses to build up a resistance to the toxins. Venom Cats are also naturally stealthy beasts and, like the Wyld Runners themselves, are masters of ambush. Part of this stealth comes from the creature’s instinctive grace and speed, the rest from its unique biology. Unlike Phyrr Cats, Phelynx are coldblooded, their bio-signs barely registering at all, making them extremely difficultto spot with auspexes.* *The bond between Phelynx and Wyld Runner is one built over a lifetime. When an Escher juve joins the Wyld, she will be given a weapon to master or a pet to train – this often coming in the form of an infant Phelynx. Over years of hunting and battle the Escher and beast become inseparable, one able to anticipate and coordinate with the actions of the other in a way no two human gangers could ever hope to match.* **50CREDITS** ### HELION (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#helion-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#finesse | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | Primary | Secondary | - | Secondary | Primary | - | - | Secondary | | Champion (Specialist) | Primary | Secondary | - | - | Secondary | - | - | - | Primary | | Champion | Primary | Primary | Secondary | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Primary | Primary | Secondary | - | Secondary | - | - | - | - | | Juve (Specialist) | Primary | Secondary | Secondary | - | - | - | - | - | - | | Juve | Primary | Secondary | Secondary | - | - | - | - | - | - | | Brute (Khimerix) | Secondary | Secondary | - | - | Primary | - | - | - | - | | Exotic Beast (Phyrr cat) | Primary | - | Secondary | - | - | - | - | - | - | | Exotic Beast (Phelynx Cat) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Helion) | - | - | - | Primary | - | Secondary | Primary | Secondary | - | ## MOUNT: CUTTER[](https://necrovox.org/docs/gangs/gang-lists/house-escher/#mount-cutter) **Cost:** 85 - Become Mounted. - Cannot be combined with any other Wargear that affects movement. - 9" Movement. - **High Flight:** Ignores all terrain, moves freely between levels without restriction and can never fall. Cannot ignore impassable terrain or walls and cannot - end its movement with its base overlapping an obstacle or the base of another fighter. Can move over enemy fighters (ignoring the 1" rule), but cannot end - the move within 1" of another fighter. - Must be equipped with one of the following (counts as being fitted with Suspensor and doesn't take up any weapon slots): - Twin-linked grenade launcher (frag & krak): 75 - Twin-linked plasma gun: 110 - Twin-linked heavy stubber: 200 - **Gas Trap Launcher:** Can spend a Double action (Deploy Gas Trap) to place a gas trap within 1" and then move up to the Movement stat. *Last updated on **December 14, 2023 3:06 AM*** # ESCHER 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#basic-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autogun | 15 | - | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | - | - | - | - | - | | Lasgun | 5 | - | 5 | 5 | - | - | - | - | | + With Hotshot las pack | 25 | - | 25 | 25 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | - | 15 | - | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Acid rounds | 15 | - | 15 | 15 | - | - | - | - | | Throwing knives | 5 | 5 | 5 | 5 | 5 | 5 | - | - | | Wyld bow | - | - | - | - | 10 | - | - | - | | - Acid | - | - | - | - | 20 | - | - | - | | - Explosive | - | - | - | - | 20 | - | - | - | | - Poison | - | - | - | - | 25 | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#pistols) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Autopistol | 10 | (10) | 10 | 10 | (10) | 10 | 10 | - | | Hand flamer | 75 | 75 | 75 | 75 | - | - | 75 | - | | Laspistol | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | + With Hotshot las pack | 30 | (30) | 30 | 30 | (30) | - | (30) | - | | Needle pistol | 25 | 25 | 25 | - | - | 25 | - | - | | Plasma pistol | 50 | 50 | 50 | - | - | - | - | - | | Stub gun | 5 | (5) | 5 | 5 | 5 | 5 | 5 | - | | - Dumdum rounds | 5 | - | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / needle pistol (combi) | 60 | - | 60 | - | - | - | - | | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#special-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | G(S) | ✓ | ✓ | ✓ | ✓ | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Gaseous eruption | - | - | - | - | - | - | - | 80↑ | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | + Twin-linked * (Cutter) | 75 | - | 75 | - | 75 | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Needle rifle | 35 | - | 35 | 35 | - | - | - | - | | ‘Nightshade’ chem-thrower | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | + Twin-linked * (Cutter) | 110 | - | 110 | - | 110 | - | - | - | | Bolter / flamer (combi) | 180 | - | 180 | 180 | - | - | - | - | | Bolter / melta (combi) | 170 | - | 170 | 170 | - | - | - | - | | Bolter / needler (combi) | 80 | - | 80 | 80 | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | 115 | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Heavy stubber * | 130 | - | 130 | - | - | - | - | - | | + Twin-linked * (Cutter) | 200 | - | 200 | - | 200 | - | - | - | | Plasma cannon * | 130 | | 130 | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#close-combat-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Chainaxe | 30 | - | - | - | - | - | - | - | | Chainsword | 25 | 25 | 25 | 25 | 25 | - | - | - | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | Power knife | 25 | 25 | 25 | - | 25 | - | - | - | | Power sword | 45 | 45 | 45 | - | - | - | - | - | | Razor-sharp talons | - | - | - | - | - | - | - | 30↑ | | Servo claw | 35 | - | 35 | - | - | - | - | - | | Shock whip | 25 | 25 | 25 | 25 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Stiletto knife | 20 | 20 | 20 | 20 | 20 | 20 | - | - | | Stiletto sword | 30 | 30 | 30 | 30 | - | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | - | | Venom Claw | - | 30 | - | - | - | - | - | - | | Whip | (15) | (15) | (15) | - | 15 | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#grenades) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Choke gas | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | (30) | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | - | 45 | 45 | 45 | 45 | - | - | | Photon flash flares | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Scare gas | 40 | 40 | 40 | 40 | 40 | 40 | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | - | 25 | 25 | 25 | 25 | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | - | - | - | - | | Carapace (light) | 80 | - | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | (15) | (15) | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | - | - | - | - | - | - | 35 | - | | Chem-synth | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Cutter (Mount) | 85 | 85 | 85 | - | 85 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Skinblade | 10 | 10 | 10 | 10 | 10 | 10 | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#pets-status-item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Phelynx cat (0-3) | - | - | - | - | 50 | - | - | - | | Phyrr cat (0-2) | 120 | 120 | 120 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-escher/equipment-list#weapon-accessories) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | 20 | - | - | - | - | | Las-projector (Pistol, Basic, Special) | 35 | - | 35 | 35 | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | NOTE All weapon options for Khimerix are upgrades and replace existing weapons. *Last updated on **January 7, 2024 1:46 PM*** # ESCHER CHEM-ALCHEMY *Source: House of Blades* House Escher gangs benefit from the prodigious output of the clan’s Chymist Cults. All manner of stimms, chems and toxins are available to Gang Queens and their fighters, enhancing their natural abilities and making even the slightest scratch of their stiletto knives and swords exceptionally deadly. In addition to the standard selection of chems, toxins and poisonous gases available on Necromunda, House Escher gangs can buy speciality concoctions and compounds from those detailed below. ## USING CHEM-ALCHEMY[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#using-chem-alchemy) When an Escher gang visits the Trading Post during the post-battle sequence, they can buy a Chem-alchemy Elixir in the Purchase Equipment step. Chem-alchemy Elixirs are considered to be part of the gang’s House Equipment List, and so do not require a Seek Rare Equipment roll to be purchased. When a gang buys a Chem-alchemy Elixir, they must decide what kind of chem (Stimm, Toxic Ammo or Gaseous Ammo) it will be, and what its effects will be. This is done when it is purchased, and will affect its final cost. Creating a Chem-alchemy Elixir is done using the following steps: - Choose a chem type either: Stimm, Toxic Ammo or Gaseous Ammo - Choose up to three effects from the chosen chem’s effect list - Add up the credit cost of each effect to find the final cost of the chem Each time a chem is bought, regardless of the number of effects it includes, it represents a single dose or application. A dose or application lasts for the duration of a single battle (unless otherwise noted) then it is used up and removed from the gang’s stash. ## STIMMS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#stimms) Stimms are beneficial chems fighters use to heal themselves, enhance their fighting abilities, or protect themselves against poisons and other perils. A stimm counts as Wargear. A fighter can start a battle under the effects of any stimm they are equipped with if they choose, or can administer that stimm during a battle to themselves or a friendly fighter in base contact by performing an **Administer Dose (Simple)** action during their activation. | Stimm Effects | Cost | | --- | --- | | Bad Blood | 10 | | Blood Rush | 15 | | Brain Lock | 15 | | Dreamland | 10 | | Hyper | 20 | | Ice Cold | 15 | | Jolt | 30 | | Night Night | 25 | | Puke | 15 | | Wide-eye | 10 | ### BAD BLOOD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bad-blood) *This stimm contains genophaic haem-mimics that modify the subject’s haemoglobin. The result is to make the blood highly toxic to all but the carrier, ensuring a single drop is enough to kill if it comes into contact with another fighter.* **Effect:** When a fighter under the effects of this chem suffers one or more Wounds and/ or Flesh Wounds, all fighters in base contact with them must make an Initiative check. If this check is failed, they are considered to have taken a hit from a weapon with the Toxin trait. ### BLOOD RUSH[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blood-rush) *Created from a collection of plasmid-modified cells, Blood Rush rapidly knits together torn flesh and thereby stops bleeding.* **Effect:** When this stimm is administered to a fighter, that fighter may remove a single Flesh Wound or immediately recover from being Seriously Injured. ### BRAIN LOCK[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#brain-lock) Psychoactive stimms fill the fighter’s brain, allowing them to disrupt malign energies in the area around them by strength of will. **Effect:** A fighter under the effects of this stimm counts as a Psyker for the purposes of disrupting enemy psychic powers (as described in the Necromunda Rulebook). ### DREAMLAND[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#dreamland) *The neural blockers contained in this stimm interfere with receptors associated with harmful thoughts that might otherwise affect the fighter.* **Effect:** A fighter under the effects of this stimm ignores the effects of the Insane condition. ### HYPER[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#hyper) *Cortical-kinetic impellers energise the motive pathways of the fighter’s body, giving them thought-quick movements and blinding reflexes.* **Effect:** A fighter under the effects of this stimm increases their Movement characteristic by 2, and, when they take the Charge (Double) Action, they add D6" to their movement rather than D3". This increased level of hyper-activity makes them exceptionally twitchy, and they must reduce all their hit rolls by 1. ### ICE COLD[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#ice-cold) *Created from strains of Kalma and Spur, this stimm dulls reality without deadening the senses or making the subject docile.* **Effect:** A fighter under the effects of this stimm adds 2 to any Cool checks they are required to make. ### JOLT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#jolt) *A blast of powerful stimulants floods the fighter’s body, allowing them to shrug off their injuries and get back into the fight – at least until the chems wear off.* **Effect:** Until the end of the round in which this stimm was administered, a fighter under the effects of this stimm counts any Serious Injuries they suffer as Flesh Wounds. ### NIGHT NIGHT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#night-night) *Sometimes the only way to keep death at bay is to have a good sleep. Night Night uses bio-anaesthesitics to put the subject into a healing coma.* **Effect:** When a fighter under the effects of this stimm goes Out of Action, do not roll for a Lasting Injury. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. Note that the fighter may still be captured as normal. ### PUKE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#puke) *This stimm pumps potent counter-toxins into the fighter’s system, the tiny microbes purging any foreign agents introduced into their bloodstream.* **Effect:** A fighter under the effects of this stimm doubles their Toughness when testing to see if they are affected by weapons with the Toxin or Gas traits. ### WIDE-EYE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#wide-eye) *The chem contains ocular stimulants that expand the subject’s pupils and sharpens their mind so they are capable of noticing even the minutest of details.* **Effect:** A fighter under the effects of this stimm ignores the effects of the Pitch Black rules. In addition, if the fighter is a Sentry in a battle using the Sneak Attack rules (as described in the Necromunda Rulebook) then they always count enemy fighters as being ‘in the open’. ## GASEOUS AMMO[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#gaseous-ammo) This includes all manner of collected poisonous chemicals and vapours carefully sorted and stored by the Chymist Cults. Their effects can range from knocking a victim out to driving them insane with wild hallucinations, blinding them, or even burning through respirators. A fighter equipped with Gaseous Ammo can apply its effects to any weapon they are equipped with that has the Gas trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Gas trait, Gaseous Ammo will change the profile and Traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Gas Effects | Cost | | --- | --- | | Acidic | 20 | | Bane | 15 | | Blackout | 30 | | Blinding | 10 | | Expansive | 20 | | Hallucinogen | 15 | | Leaden | 30 | | Liftin’ | 25 | | Pathogenic | 15 | | Pyrophoric | 20 | ### ACIDIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#acidic) *Caustic compounds within the gas eat away at filters and seals, making a mockery of respirators and hazard suits. However, such gases, while able to work their way through such defences, are not as lethal as true biopathic toxins.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied does not benefit from armour or Wargear that would normally increase their Toughness against weapons with the Gas trait (i.e., respirators). Out of Action results on the Injury dice generated by hits from a weapon with the Gas trait with this Gaseous Ammo applied count as Seriously Injured results instead. ### BANE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bane) *Some chemical compounds are designed to specifically attack the weakest points on ponderous machines or massive creatures, working their way into eyes, mouths and organs that might otherwise be protected from conventional weapons.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied counts their Toughness as 3, regardless of their actual Toughness characteristic. Note that Wargear such as a respirator can still modify the fighter’s Toughness against Gas weapons as normal. ### BLACKOUT[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blackout) *Blackout contains potent flurane chems. These are powerful mixtures of knockout drugs and the slightest whiff can render a fighter instantly unconscious.* **Effect:** If a fighter suffers a Serious Injury from a weapon with the Gas trait with this Gaseous Ammo applied, they are taken Out of Action, just as if they had rolled an Out of Action result. Fighters taken Out of Action by a weapon with the Gas trait with this Gaseous Ammo applied do not need to roll on the Lasting Injury table. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. ### BLINDING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blinding) *Bio-adhesives in Blinding gas infiltrate the victim’s eyes, restricting their blood flow to rob them of their sight. Though these debilitating effects are short lived, they often last long enough for the victim’s enemies to finish them off.* **Effect:** A fighter that suffers a Flesh Wound from a weapon with the Gas trait with this Gaseous Ammo applied becomes subject to the Blind condition until the End phase of the current round. ### EXPANSIVE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#expansive) *Helio-molecular stimulation of toxic gases allows Expansive gas to disperse over an extremely large area.* **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Blast (X") traits. When placing a Blast marker generated by a weapon with the Gas trait with this Gaseous Ammo applied, a fighter may place one more Blast marker than normal. This marker must be placed so that it is touching at least one other Blast marker generated by this weapon. ### HALLUCINOGEN[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#hallucinogen) *Hallucinogen gases contain aggressive psychogenic chems that attack the subject’s mind and make them doubt their own senses.* **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied must make a Willpower check in addition to the Toughness check to resist the effects of being hit by a weapon with the Gas trait. If this Willpower check is failed, the fighter immediately becomes subject to the Insane condition. ### LEADEN[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#leaden) *Leaden gases are incredibly dense, causing bursts to settle upon the battlefield and increase their dispersal time.* **Effect:** After resolving an attack using a weapon with the Gas trait with this Gaseous Ammo applied, place a 3" Blast marker so that its central hole is within the area of the Flame template or Blast marker placed when making the attack. Any fighters that move through this Blast marker count as being hit by the weapon that made this attack (work out this hit when the fighter ends their current action). This Blast marker remains in play until the End phase of the current round. ### LIFTIN’[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#liftin) *Liftin’ gases have had their composition altered, decreasing their density without sacrificing their potency, allowing them to be sprayed further from weapons such as chem throwers.* **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Template traits. When making an attack using a weapon with the Gas trait with this Gaseous Ammo applied, the template may be placed up to 6" away from the fighter making the attack. When placing the template, it must be positioned so the narrow end points directly towards the fighter making the attack. The wide end of the template must be the furthest part of the template from the fighter. ### PATHOGENIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#pathogenic) *There are many kinds of microbic chems that induce rapid necrosis in human flesh, and the Chymist Cults are adept at weaponising many of them. Pathogenics can quickly kill their victim if a counter-agent is not deployed in time.* **Effect:** After a fighter is hit by a weapon with the Gas trait with this Gaseous Ammo applied, place a marker next to them. At the start of that fighter’s next activation, roll a D6. On a 3+, immediately remove this marker. On a roll of 1 or 2, the fighter immediately suffers the effects of the Gas trait, just as if they had been hit by the same weapon again. ### PYROPHORIC[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#pyrophoric) *Pyrophoric gases are particularly insidious, clinging to their targets for extended periods of time and remaining self-fuelling in their immolation.* **Effect:** A weapon with the Gas trait with this Gaseous Ammo applied gains the Blaze trait. ## TOXIC AMMO[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#toxic-ammo) The toxins used by the Chymist Cults are virulent poisons and the most extreme kinds of weaponised chemicals. Their effects can range from causing wounds that won’t stop bleeding to driving their victims into a killing frenzy, from relentlessly attacking their system to even causing their organs to explode! A fighter equipped with a Toxic Ammo can apply its effects to any weapon they are equipped with that has the Toxin trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Toxin trait, Toxic Ammo will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Toxin Effects | Cost | | --- | --- | | Bleeding | 10 | | Concentrated | 15 | | Debilitating | 10 | | Decaying | 5 | | Exploding | 20 | | Maddening | 5 | | Maiming | 10 | | Panicking | 10 | | Paralysing | 5 | | Silencing | 5 | ### BLEEDING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#bleeding) *Anticoagulant compounds are laced into the toxin, causing wounds to bleed freely once inflicted.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. At the beginning of each End phase, each of these markers is removed and replaced with a Flesh Wound. ### CONCENTRATED[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#concentrated) *Concentrated toxins have a short-lived potency, but are highly effective at delivering a strong dose of poison right into the heart of their victims.* **Effect:** The first time a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 2 to the dice roll to see if it overcomes the fighter’s Toughness. Note that this Toxic Ammo only affects this weapon’s first successful hit, and any subsequent hits, even during the same action, will be worked out as normal. ### DEBILITATING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#debilitating) *Debilitating toxins can cause blindness, partial paralysis, or enfeeblement.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Characteristic checks they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### DECAYING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#decaying) *Necrotic acids are used to create toxins that can not only poison living organisms but also eat away at armour making their victims more vulnerable to further harm.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Save rolls they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### EXPLODING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#exploding) *The hexaphagic venoms in explosive toxins attack their victims at a cellular level, literally expanding their organs until they explode in a shower of blood and gore.* **Effect:** If a fighter is taken Out of Action by a hit from a weapon with the Toxin trait with this Toxic Ammo applied, before removing them from the battlefield place a 3" Blast marker over that fighter, with the marker’s hole centred on their base. All fighters touched by this Blast marker suffer an immediate hit as if from a weapon with the Gas trait. ### MADDENING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#maddening) *Psycho-conductive chems make Maddening poisons not only potentially deadly but are also capable of driving their victims into a frenzied rage.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the battle all their attacks gain the Reckless trait. ### MAIMING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#maiming) *Maiming toxins are filled with nano-caustic chems that tear the victim’s body apart from the inside, leaving savage, lasting wounds even if they survive the poison’s initial effects.* **Effect:** If a fighter is taken Out of Action by a weapon with the Toxin trait with this Toxic Ammo applied, the opposing player may roll twice on the Lasting Injuries table and choose which of the two results to apply. ### PANICKING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#panicking) *Even a small drop of these kinds of nerve agents can send uncontrollable flesh quakes through a victim’s muscles, sending their heart racing and their mind spiralling into a pit of terror and despair.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they immediately become Broken, as if they had failed a Nerve test. ### PARALYSING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#paralysing) *Cortical inhibitors are common medicae chems used to keep patients still during surgeries. When mixed with deadly poisons, they ensure that should the target live through the effects of the toxins they will be going nowhere.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they must immediately make a Strength check or become Paralysed. A Paralysed fighter counts as being subject to the Webbed condition. ### SILENCING[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#silencing) *Silencing toxins contain chemicals that target the victim’s vocal organs and auditory senses, effectively isolating them from the world around them.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the round they cannot issue or be part of Group Activations. INFO ### NAMING YOUR CHEMS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#naming-your-chems) Part of the fun of creating your own chems and poisons is coming up with names for them! Players are encouraged to experiment combining the effects provided to find the concoction that is right for their gang. For example, a poisonous Gas combining Acidic, Blinding and Pyrophoric traits might be known as Eyebite Gas, while one with the Expansive and Liftin’ traits could be known on the streets as Khimerix Breath. With the Arbitrator’s permission, in a campaign an Escher gang might even concoct these poisons and sell them to other gangs, creating their own clandestine trade in stimms, chem weapons and toxic blades. ## HOUSE OF GILDED GRACE[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) NOTE ### DESIGNER’S COMMENTARY: NEW RULES FOR HOUSE ESCHER GANGS[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#designers-commentary-new-rules-for-house-escher-gangs) Presented below are special rules that will allow you to recreate the events described in [Apocrypha Necromunda: Queen of Ash Town](https://www.warhammer-community.com/wp-content/uploads/2022/11/LY6kk10sz3uV0hmQ.pdf), as well as new options for House Escher gangs. If the Arbitrator wishes, these rules can be used during a campaign. *Source: Apocrypha Necromunda: Queens of Ash Town* If your gang includes an Apprentice Clan Chymist, then the following may be purchased as Chem-alchemy Elixirs. Note that unlike other Chem-alchemy Elixirs, these may not be combined with other chems and an Apprentice Clan Chymist does not reduce their credit cost. ### BLOOD BOIL (TOXIC AMMO)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#blood-boil-toxic-ammo) **+30 Credits** *Blood Boil is a deadly concoction of Esmer Tul’s own devising. It causes a victim’s organs to rupture and destroy themselves whilst driving them mad with agony.* **Effect:** Whenever a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 1 to the dice roll to see if it overcomes the fighter’s Toughness. In addition, the weapon has the Exploding and Maddening Toxin Effects applied to it. ### SKIN FIRE (TOXIC AMMO)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#skin-fire-toxic-ammo) **+25 Credits** *Skin Fire is a vicious chem that upon contact with a person’s skin changes the chemistry of their blood so that it becomes extremely flammable, whilst the area around the wound blackens and decays.* **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, roll a D6; on a 4+ the fighter becomes subject to the Blaze condition. In addition, the weapon has the Debilitating and Decaying Toxin Effects applied to it. ### PREDATOR’S KISS (STIMM)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/chem-alchemy#predators-kiss-stimm) **+45 Credits** *A potent mix, Predator’s Kiss combines the Blood Rush and Hyper stimms with Esmer Tul’s own addition distilled from the pheromone glands of Phelynx. The result burns away a fighter’s fatigue, replacing it with a burning strength and a desire to do great violence.* **Effect:** A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close combat attacks, though all of their weapons gain the Reckless trait. In addition, they have the Blood Rush and Hyper Stimm Effects applied to them. # 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#escher-terrain-1) | 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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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)[](https://necrovox.org/docs/gangs/gang-lists/house-escher/escher-terrain#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. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE GOLIATH *Source: House of Chains* *Strength is all for House Goliath. Without the physical strength to dominate rivals or to endure the hardships of Necromunda, a Goliath is nothing. They were created as a slave race to work the refineries and forges of Necromunda and toil in places where even hardy Necromundans could not survive, and while the members of the clan are practically abhuman in their size and strength, only fools underestimate their resourcefulness and low cunning. It was the folly of their creators, who believed the Goliaths could be kept docile and ignorant though genetic meddling, that allowed elements of the clan to gain their independence. Ironically, no sooner had the Goliaths gained their freedom from their creators than they enslaved themselves again through the creation of a savage hierarchy. From among their ranks, the strongest rose to dominate domes and hives, culminating in the ascendance of the Over-tyrant, the lord of all the Goliaths on Necromunda. This overlord holds dominion over the clan via the flow of life-giving stimms – chem cocktails essential to the continued existence of all Goliaths. The clan’s reverence of strength, however, grants the Over-tyrant this right, and while the members of House Goliath once rebelled against outside control, they willingly accept rulership by one of their own.* *Goliaths are unique among the peoples of Necromunda, being on the whole gene-smithed beings, forged from a stable genus of humanity but enhanced for strength and endurance. Whether or not Goliaths are, in fact, abhumans remains a subject of much debate among the representatives of the Adeptus Terra on Necromunda, though the Imperium has deemed them ‘sanctioned’ for use on the hive world under the proviso that Lord Helmawr monitors their development. To date, most Goliaths are still largely created through esoteric biological means – rapidly grown in amneo-vats from flesh-templates and turned out into the refineries and factories for immediate hard labour. These brutish creations are mostly male and mostly sterile, living for less than a decade on a diet of backbreaking work and growth stimms before their bodies fail and they die. Despite this short life-span, Goliaths are born with a baseline knowledge of their world and their position in it, delivered via a cranial data-slug. During the years of slavery, this mnemonic injection was intended to keep the Goliaths ignorant and included only the basest information, keeping them at a learning level akin to a small child or a clever animal. After the Goliaths won their freedom, the Alphas ensured that the data-slug was altered to include the collected knowledge and experience of the Goliaths who had come before. In this way, the Goliaths share the knowledge of the clan gathered over hundreds of generations, giving them a working understanding of everything from hive industries to clan weaponry.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#gang-composition) House Goliath follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Gene-smithing](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#gene-smithing). - Specialist Champion does not have Group Activation (1). ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#fighters) **135CREDITS** ### GOLIATH FORGE TYRANT (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-tyrant-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ | **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). - Special Rules - Skill Access - Equipment - Lore *Source: House of Chains* **100CREDITS** ### GOLIATH FORGE BOSS (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-boss-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ | **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). - Special Rules - Skill Access - Equipment - Lore **125CREDITS** ### STIMMER (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#stimmer-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 8+ | 4+ | 7+ | 8+ | **Restrictions:** Pistol, Heavy and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash. - Special Rules - Skill Access - Equipment - Lore **35CREDITS** ### GOLIATH FORGE-BORN (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-forge-born-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner. - Special Rules - Skill Access - Equipment - Lore **55CREDITS** ### GOLIATH BRUISER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-bruiser-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only). - Special Rules - Skill Access - Equipment - Lore **35CREDITS** ### GOLIATH BULLY (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#goliath-bully-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner. - Special Rules - Skill Access - Equipment - Lore **210CREDITS** ### 0-1 'ZERKER (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ | **Skills:** [Impetuous](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) (consolidate 4” instead of 2”). **Wargear:** 2 x Open Fists. **Restrictions:** 'Zerker Brute options. Can roll a D6 when activated to modify the Attack characteristic (until the end of the round): | D6 | Outcome | | --- | --- | | 1 | Attack = 1 | | 2 | +1 Attack | | 3-4 | +2 Attack | | 5-6 | +3 Attack | *The members of House Goliath are notorious for their gen-hancing and bio- manipulation of their physical forms to monstrous levels. Many Goliath infants are vat-grown, the better to ensure a healthy specimen, whilst others are born of Goliath parents deemed suitable to reproduce for their adherence to the Goliath physical ideal. Whatever the infant’s origin, from an early age House Goliath utilises all manner of artificial assistance to boost its members’ abilities to superhuman levels, be it through the use of combat stimms or other, more esoteric drugs brokered through dealings with House Escher, or the genetic manipulation of their young, up to and including the surgical grafting on of huge volumes of extra muscle mass. There are almost no limits to which the members of House Goliath will not go in their pursuit of what they deem to be the physical ideal. Indeed, this manipulation of their form has gone on for so many centuries that there are those within the Administratum and the Adeptus Mechanicus who believe that many of House Goliath have evolved to become a distinct sub-set of abhuman unique to Necromunda. This is quite alarming considering that gen-hancement and vat-grown muscle grafting is common across the Imperium, and speaks volumes about the levels to which House Goliath has taken these practices.* *Such abuse of growth stimms, surgeries and other methods is not without risks, however, as even the most baseline of Goliaths will show noticeable reductions in cognitive function. For Goliaths that push the limits of their physical form to the extreme, the risks are even greater. Rampant and uncontrollable muscle growth, spontaneous bone spur mutations, metabolisms that rage out of control and total loss of all higher brain functions are common. Such post-human flesh hulks are frequently seen in the gangs of the underhive, where in the crude parlance of the gangs they are called ‘Zerkers’, bringing rampant destruction to the foes of their house.* **120CREDITS** ### 0-1 SUMPKROC (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#0-1-sumpkroc-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 68+ | 7+ | 11+ | **Wargear:** Flensing knife (same as ferocious jaws), [mesh armour](https://necrovox.org/docs/armoury/armour#mesh-armour) (5+, same as: Scaly Hide 2). ### COUNTER-CHARGE[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#counter-charge) Once per round, if all conditions are true: - Active. - An enemy charges the owner. After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged). *Hive legend has it that many thousands of years ago, during a different age of Necromunda, a now long-extinct type of reptile became the fashion accessory of choice for uphive nobility. Imported as eggs, once hatched these snappy little creatures were seen everywhere for a period of several seasons, kept in fine artificial habitats or carried around in specially-made hand luggage. They became almost common, rapidly…* *But as they became common, so too did they become big, and with size came increased aggression. Many were culled after accidents led to lost digits, even lost limbs, and in some cases, so the legends go, loss of life. Many more were hurriedly discarded down waste chutes and heat sinks. And so, in the fullness of time, many were found by the denizens of the underhive. Over time, these strange creatures were captured as a new food source, but that practice ended as they were more likely to make food of their human hunters.* *And there their story might have ended in extinction, but for the intervention of House Goliath. For some inexplicable reason, the Goliaths were attracted to these creatures as pets, taking pride in their size and strength, and revelling in their ferocity.* *Today, the Sumpkrocs that House Goliath keep are somewhat different to the original creature, with centuries of genetic cloning causing a few changes and they no longer wholly resemble the creature first imported…* **100CREDITS** ### MAULER (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#mauler-vehicle) | M | Front | Side | Rear | W | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7” | 5 | 4 | 4 | 3 | 5+ | 5+ | **Type:** Hybrid drive (wheeled & tracked). **Upgrade Slots:** 2 Body, 1 Drive, 1 Engine. **Weapon Locomotion:** 1 (Crew: Front). ### POWER RAM[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#power-ram) Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc. **25CREDITS** ### ROAD THUG (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#road-thug-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary | | Champion (Specialist) | - | Secondary | Secondary | - | Primary | - | - | - | Primary | | Champion | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary | | Ganger (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Juve (Specialist) | Secondary | - | Primary | - | - | - | - | Secondary | - | | Juve | Secondary | Secondary | - | - | Primary | - | - | - | - | | Brute (‘Zerker) | - | Primary | Secondary | - | Secondary | - | - | - | Primary | | Exotic Beast (Sumpkroc) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Road Thug) | - | - | - | Primary | - | Secondary | Secondary | Primary | - | *Last updated on **December 22, 2023 2:02 AM*** # GOLIATH 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[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#basic-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#pistols) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#special-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder * | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#heavy-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Heavy bolter * | 160 | - | 160 | - | - | - | - | - | | Heavy flamer * | 195 | - | 195 | - | - | - | - | - | | Heavy stubber * | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon * | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) * | 165 | - | 165 | - | - | - | - | - | | Multi-melta * | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) * | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#close-combat-weapons) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw * | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired * | - | 50 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe * | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired * | - | 25 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe * | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer * | 35 | (35) | 35 | 35 | (35) | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#grenades) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#armour) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#equipment) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#pets-status-item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#weapon-accessories) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) ** | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | - *: Maximum one gunsight per weapon. NOTE All weapon options for ‘Zerker are upgrades and replace existing weapons. ## GOLIATH MAULER[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#goliath-mauler) This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). ### LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#legend) | Column Header | Definition | | --- | --- | | D | Delaque Vehicles | | G | Goliath Mauler | | O | Outrider Quad | ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#weapons) | Weapons | Credits | | --- | --- | | Basic Weapons | | | Bolter (twin-linked) | 65 | | Special Weapons | | | Twin-linked | 75 | ### VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#vehicle-upgrades) ### BODY UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#body-upgrades) | Item | Credits | | --- | --- | | Body Upgrades | | | Ablative armour | 15 | | Extra armour | 25 | | Drive Upgrades | | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Engine shell | 15 | | Glys injector | 20 | ### WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/equipment-list#wargear) | Item | Credits | | --- | --- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | *Last updated on **January 7, 2024 1:46 PM*** # GOLIATH GENE-SMITHING *Source: House of Chains* *Goliaths are unique among the denizens of Necromunda, as they were grown for a purpose, rather than having evolved through chance; that purpose being to work the factories of the hive world. Engineered to be hardy and resilient, as well as strong and stoic, they excel in their task, though the legacy of their creation continues to shape them. Even when the Clan House broke away from its creators and earned its freedom, it took with it this heritage of genetic manipulation. The Goliaths’ gene-smithed past means there remains substantial genetic variance within each clan enclave and gang, each drawing their lineage from a different bio-lab, or Alpha. Some represent the best of their kind, toughest of the tough, and are blessed with the most valuable genetic gifts. While others carry biological missteps, their strength and toughness won at a price to their minds or their longevity. Then there are those that are barely true Goliaths at all, their bodies carrying the weakest of the clan’s genetics, even though their loyalty to the Over-tyrant remains undiminished.* ## USING GENE-SMITHING[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#using-gene-smithing) Goliath Gene-smithing is a collection of rules allowing players to further customise their gangs by determining the genetic legacy of their fighters. They provide a huge amount of variety within a Goliath gang, and can be used to create small elite gangs of genetically superior Natborn, flesh-cursed gangs of Vatborn suffering from the biological tampering of their creators, or even gangs of aspiring Unborn who share few of the benefits of the Goliaths but who hope to prove themselves to the clan. Players can also run baseline Goliath gangs without spending any extra credits on Gene-smithing, simply by running gangs of Vatborn without any upgrades. To use these rules, fighters must choose a sub-type (Natborn, Vatborn or Unborn) when they are added to the gang – Vatborn being the default sub-type. The cost of their sub-type is added to the fighter’s credits cost, as detailed in the House Goliath gang list. Other upgrades are optional, and can be added to fighters using the following guidelines: - Fighters can only be Gene-smithed when they are added to the gang. Under unusual circumstances the Arbitrator might allow a fighter to be Genesmithed during campaign downtime. - The fighter can only select Gene-smithing upgrades from those available to their sub-type (as detailed on the Vatborn, Natborn and Unborn tables as follows): - Fighters with the Gang fighter (Juve), (Prospect) or (Ganger) special rule can have a maximum of one Gene-smithed upgrade. - Fighters with the Gang Hierarchy (Leader) or (Champion) special rule may have a maximum of two Gene-smithed upgrades. Customise the gang by determining the genetic legacy of the fighters. New fighters added to the gang can be given one of the following origins (affecting cost and gang rating). ## GOLIATH SUB-TYPES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#goliath-sub-types) | Sub-type | Cost | | --- | --- | | Vatborn | +0 credits | | Natborn | +20 credits | | Unborn | +10 credits | INFO ## CHARACTERISTIC CHANGES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#characteristic-changes) Some Gene-smithed upgrades either increase or decrease the characteristics of a fighter. After these changes have been made, the fighter’s new profile is considered to be their base profile for the purposes of Maximum Characteristics (see the Necromunda Rulebook). If a fighter has multiple Gene-smithed upgrades that alter their characteristics, then the effects are combined, either adding together or cancelling each other out. ## VATBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#vatborn-fighters) Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule: ### BASELINE GOLIATH[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#baseline-goliath) *Even without the genetic manipulation common within the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks.* When added to the gang, Vatborn fighters can choose from any of the Genesmithed upgrades opposite, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### VATBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#vatborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Reduced Bone DensityThis fighter’s bones lack the rock-like solidity of most Goliaths.Reduce either this fighter’s starting Strength characteristic or this fighter’s starting Toughness characteristic by 1. | -10 | | Corrupted SlugA faulty data-slug has resulted in this fighter having only the basest level of education.Reduce this fighter’s Leadership, Willpower and Intelligence by 1. | -5 | | Fearless But FoolishA quirk of the indoctrination process has resulted in this fighter having almost no regard for their own life.Increase this fighter’s Cool by 1, but reduce the fighter’s Intelligence by 1. | +5 | | Genetic AncientThis Goliath comes from a long line of stable Vatborn, and carries within their body a kind of genetic memory, increasing their knowledge and sharpening their mind.Increase this fighter’s Leadership, Willpower and Intelligence by 1. | +10 | | Hardened Immune SystemPoison finds little purchase within this fighter’s flesh, their organs and blood designed to swiftly purge harmful substances.Hits from weapons with the Gas or Toxin traits only ever affect this fighter on a roll of 6 when rolling against their Toughness. | +5 | | Hyper HealingThis fighter’s flesh retains many of the regenerative properties of the amneo-tank.This fighter can roll an extra Injury dice when making a Recovery test and choose the dice they wish to use. In addition, during the post-battle sequence, if this fighter has any Lasting Injuries, roll a D6. On a 6, the fighter can heal one of their Lasting Injuries and remove its effects from their Fighter card. | +15 | | Nerve BurnoutAge and the brutality of gang warfare have caused a nerve burnout in this fighter, making them more unstable.Reduce this fighter’s Cool by 1. | -5 | | Dermal HardeningThe fighter’s skin is far thicker than normal, akin to a coating of ballistic cloth wrapped around their entire body.Increase this fighter’s Toughness by 1. | +10 | | Terminal BiologyThe years are catching up with this fighter, and their body is beginning to fail them.Each time the fighter suffers a Lasting Injury (i.e., an effect that reduces one of their characteristics or results in them having to be taken to the Docs) roll a D6. On a roll of 1, the fighter perishes and is removed from the gang’s roster. | -10 | | Overdeveloped MusculatureMassive slab-like muscles cocoon this fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind.Increase this fighter’s Strength by 1 but reduce their Initiative by 1. | +5 | ## NATBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#natborn-fighters) Natborn are longer lived and more ‘evolved’ than their genetic cousins from the vat, though the promise of a longer life, and their superior intelligence, makes them less reckless with their existence. They enjoy some of the most potent genetic gifts of all Goliaths representing, as they do, a development of the clan’s genetic heritage from its inception as a slave race. Natborn fighters have the Clever but Cautious and Physical Perfection special rules: ### CLEVER BUT CAUTIOUS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#clever-but-cautious) *The curse of heightened intelligence and a longer life means more incentive to hang on to both.* Natborn alter their starting characteristics by increasing their Intelligence by 2, increasing their Willpower by 1 and decreasing their Cool by 1. ### PHYSICAL PERFECTION[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#physical-perfection) Natborn have the blessing of near-perfect flesh and can build their muscles faster than any of the other Goliath sub-types. Natborn Leaders, Champions, Prospects, Juves and Specialists can increase their Strength or Toughness at a cost of 6 XP rather than 8 XP. When Natborn Gangers gain an Advancement, they can either roll on the Ganger Advancement table (see the Necromunda Rulebook), or increase either their Strength or Toughness by 1. When added to the gang, Natborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost – this represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list. ### NATBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#natborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Adaptive BiologyThe gifts of a strong genetic legacy have given this fighter almost preternatural levels of strength and resilience, their body adapting swiftly to counter the worst Necromunda has to offer.This fighter may re-roll any Strength or Toughness checks they are required to take. Hits from weapons with the Gas or Toxin traits must re-roll the dice to see if they inflict an injury should they successfully equal or beat the fighter’s Toughness. | +10 | | Adaptive MindGenetic memory combined with an evolving intelligence grants this fighter an instinctive understanding of countless fighting styles and skills.This fighter counts their Secondary skill sets as Primary skill sets when spending XP. | +5 | | Alpha’s LineageThe blood of the Alpha flows in this fighter’s veins, making them a formidable addition to any underhive gang.This fighter counts the Leadership skill set as one of their Primary skill sets. In addition, if this fighter has the Group Activation (X) special rule, they may activate one more fighter than normal when using it. If the fighter does not have the Group Activation (X) special rule, they gain the Group Activation (1) special rule:Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath 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. | +20 | | Iron FleshGenerations of forge workers have passed onto this fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel.Increase this fighter’s Wounds characteristic by 1. | +10 | | Over-EngineeredThis fighter represents a mismatch of genetic heritages, some beneficial, some detrimental, making it more likely their body will betray them.When this fighter must roll on the Lasting Injury table, they must roll twice and accept the higher result. This Gene-smithed upgrade cannot be combined with Redundant Organs. | -10 | | Prime SpecimenThis fighter is a perfect example of their kind, and represents the ideal that all Goliaths aspire to.This fighter can improve one of their characteristics by 1. | +10 | | Rapid Muscle GrowthWith a minimum of effort, this fighter can build up their muscles until they are hulking beasts, massive even compared to the largest of their kind.This fighter can increase their Strength characteristic by up to 3 points, rather than the usual 2. | +5 | | Redundant OrgansExtra organs have grown in this fighter’s body, providing them with redundancies in case of severe internal trauma.When this fighter must roll on the Lasting Injury table, they may roll twice and accept the lower result. This Gene-smithed upgrade cannot be combined with Over-engineered. | +15 | | The Tyrant’s OwnThe Over-tyrant’s offspring are among the strongest of all Goliaths, and often walk the path of the Alpha, their gaze set upon one day claiming the title of Over-tyrant for themselves.This fighter can improve any two of their characteristics by 1. Only a Forge Tyrant (Leader) may take this Gene-smithed upgrade. | +20 | | Tyrant’s PrideGoliaths grow in power only through competition with their kin, and the strongest among them soon defeat all challengers to their dominance, leaving them surrounded by lesser warriors.Only a Forge Tyrant (Leader) may take this Genesmithed upgrade. However, this fighter’s gang can include no fighters with the Gang Hierarchy (Champion) special rule. | -20 | ## UNBORN FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#unborn-fighters) As outsiders, Unborn fighters bring a variety of benefits from other parts of Necromunda to House Goliath. They are also among the hardiest of the clan, often having survived great pain and peril to be counted as one of the Clan House. Unborn fighters have the ‘Outsider’ special rule: ### OUTSIDER[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#outsider) *A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see.* Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unborn fighters may never select skills from the Muscle skill group. When added to the gang, Unborn fighters can choose from any of the Genesmithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost as they represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath gang list ### UNBORN GENE-SMITHED UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#unborn-gene-smithed-upgrades) | Upgrade | Credits | | --- | --- | | Data-Slug OverlaySomething has gone wrong with the data-slug, its false engrams overlaying this fighter’s own memories, making them prone to flashbacks and bouts of madness.When this fighter activates for the first time in a battle, they must make an Intelligence check. If the check is failed, they become subject to the Insane condition (see the Necromunda Rulebook). | -10 | | Doc’s ExperimentWhile this fighter was under the knife, the doc decided to try an experimental procedure.Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Increase one characteristic by 1 and decrease the other characteristic by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | +5 | | Doc’s FailureWhile this fighter was under the knife, the doc may not have been focused enough on the task at hand...Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Decrease both by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0. | -10 | | Genetic OutsiderAn air of distrust surrounds this fighter, no matter how hard they try to prove themselves, other Goliaths are unsettled by their presence.This fighter cannot use the Group Activation (X) special rule. Only a Forge Tyrant (Leader), or Forge Boss (Champion) may take this Gene-smithed upgrade. | -5 | | MalformedMuscle grafts have given this fighter the size and appearance of a Goliath, but all the extra weight makes them ungainly and slow.This fighter increases their Strength characteristic by 1, but reduces their Initiative characteristic by 1. | +5 | | Proto GoliathThis fighter has yet to undergo the transformative surgery to become accepted as a Goliath, though they aspire to be part of the clan.Increase the fighter’s Movement by 1, reduce their Strength by 1, reduce their Toughness by 1, reduce their Cool by 2, increase their Intelligence by 2, and increase their Willpower by 1. | -10 | | Scar TissueGreat knots of scar tissue cover this fighter’s body, inuring them to both pain and damage.Reduce the Damage of all hits suffered by this fighter by 1, to a minimum of 1. | +10 | | SurvivorThis fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss.When making Recovery tests for this fighter, they can re-roll one of the Injury dice rolled. | +10 | | Stimm ImplantExperimental organs have been implanted in this fighter, feeding a steady stream of chems into their blood.When this fighter activates, they can choose to increase their Strength by 2 until the end of the round. However, if they do they must roll a D6 in the End phase. On a roll of 4+, they will suffer a Flesh Wound. | +5 | | Two LivesDespite being remade into a Goliath, this fighter retains some of the skills from their previous life, memories that can sometimes be dredged to the surface.Whenever this fighter gains a skill as an advancement, or for free during gang creation, randomly generate a second skill from their Primary or Secondary skill sets. Make a note on this fighter’s Fighter card that these two skills are a pair. Whenever this fighter is selected to take part in a battle, one of these skills, determined at random, will be forgotten. To determine which skill is forgotten, assign one skill the numbers 1-3, and the other skill the numbers 4-6, then roll a D6. The number rolled indicates which of the pair of skills is forgotten. | +5 | ## THE IRONTREE REAVERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) DESIGNER’S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels, as well as new options for Underhive Outcast and Goliath gangs. If the Arbitrator wishes, these rules can be used during a campaign. The following additional Goliath Gene-smithing options are available when founding a Goliath gang: | Upgrade | Credits | | --- | --- | | Thermal ResistanceVatborn Goliaths onlyThis fighter has been designed to work the heat of the forges for cycles at a time without breaks and as such their body has been adapted to withstand great heat without damage.Reduce the Strength of any attacks made with the Blaze trait against this fighter by 1, to a minimum of 1. | +10 | | Enhanced StaminaNatborn Goliaths onlySome Goliaths come from long lines of cargo handlers, and a genetic legacy of hefting large, heavy and cumbersome loads around has left this fighter with the ability to carry far more than even their fellow Goliaths can manage.This fighter may treat weapons marked with a * as only taking up one of their weapon slots. | +20 | | Unique Organ TransplantUnborn Goliaths onlyWhen this fighter was under the knife being transformed into a Goliath, something went wrong and they only survived due to the Doc using specially gene-coded organs that are expensive to maintain or replace.When this fighter suffers a Critical Injury, increase the credit cost of the Medical Escort action for them by D6x10 credits. | -10 | *Source: Apocrypha Necromunda: Twins of the Two Tunnels* # GOLIATH TERRAIN *Source: House of Chains* 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. Goliath 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 takes part in unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#placing-gang-terrain) Gang terrain is placed on the battlefield before any fighters are deployed, but after other terrain has been set up. A gang can place its terrain in its own deployment area, or, if noted, in no-man's-land (i.e., anywhere outside both 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. ### GOLIATH TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#goliath-terrain-1) | Terrain | Cost | Availability | | --- | --- | --- | | Amneo Canisters | 60 credits | Rare (9) | | Furnace Barricade | 10 credits | Common | | Heavy Rivet Cannon | 75 credits | Rare (8) | | Pillar of Chains | 20 credits | Common | | Relic of the Forge | 100 credits | Rare (10) | NOTE ## MODELLING GOLIATH TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#modelling-goliath-terrain) Many of the gang-specific terrain detailed here can be represented by items from the Necromunda model range. For example, Amneo Canisters can be represented by Ammo Crates with appropriate gang markings, while Furnace Barricades can be represented by appropriately-marked Necromunda barricades. A Heavy Rivet Cannon could be created using a rivet cannon (such as a spare one from the Goliath gang sprue) fixed to a base. Others, such as the Pillar of Chains, can be represented by any appropriate marker, or a girder or pole on a base, hung with chains, while a Relic of the Forge could be anything from a marker to a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Goliath icons. ## AMNEO CANISTERS[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#amneo-canisters) *These contain the vital fluids of the growth vats, and can be used by Goliaths to rapidly heal wounds.* A Goliath fighter within 3" of an Amneo Canister can remove a single Flesh Wound during the End phase of any round. ## FURNACE BARRICADE[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#furnace-barricade) *Heavy heat shields can be found throughout Goliath forges. Gangs often turn these thick plates into makeshift barricades where their folded ceramite layers prove especially effective against flamers and melta weaponry.* A Goliath gang can place its Furnace Barricades anywhere in its deployment area or in no-man's-land. A fighter within 1" of a Furnace Barricade ignores both the Blaze or Melta traits when suffering hits, provided the barricade is granting them cover against the origin of the hit. ## HEAVY RIVET CANNON[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#heavy-rivet-cannon) *Rivet guns and cannon are a vital tool of the Goliath factories, the heaviest examples are fixed to tripods or tracked carriages and supplied with an abundance of ammo. Unsurprisingly, gangs turn these tools into weapons, hauling them into position to cover corridors and doorways.* Goliath gangs can only include Heavy Rivet Cannon if they are the defender in a scenario with an attacker and defender. A Heavy Rivet Cannon uses the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy Rivet Cannon | | | | | | | | | | | - rapid fire | 6" | 18" | +1 | - | 4 | -1 | 2 | 3+ | Fixed, Rapid Fire (1), Rending | | - super-heated | 3" | 12" | +2 | - | 6 | -2 | 2 | 3+ | Blaze, Fixed, Rending | ## PILLAR OF CHAINS (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#pillar-of-chains-gang-relic) *Goliaths often use crude iron spikes hung with chains as a convenient method of securing slaves. Captives are dragged back to the Pillar of Chains, and locked in place for later transportation back to the Goliath enclave.* When a gang with a Pillar of Chains has a chance to capture enemy fighters, it may re-roll one or both of the dice. ## RELIC OF THE FORGE (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-goliath/goliath-terrain#relic-of-the-forge-gang-relic) *Forge relics are pieces of broken machinery that have been reshaped into a totem pole of clan icons and industrial weaponry. Gangs often use these to mark the boundaries of their territories, the grinning iron faces beaten into their sides a warning to trespassers.* A Relic of the Forge counts as a Gang Relic (see the Necromunda Rulebook). In addition, Goliath fighters within 3" of a Relic of the Forge ignore the effects of the Disarm trait and can re-roll failed Ammo checks. Enemy fighters who end their activation within 3" of a Relic of the Forge must make a Nerve test (see the Necromunda Rulebook) or become Broken. Goliath gangs can only include a Relic of the Forge if they are the defender in a scenario with an attacker and defender. *Last updated on **December 14, 2023 3:06 AM*** # HOUSE ORLOCK *They say the Orlocks have iron in their souls. But then you’d have to be made of the black ore of Necromunda to climb the spider’s web of Lord Helmawr’s feudal society as quickly as they have. In just three short millennia, House Orlock has risen from a loose alliance of Clan Families and waste prospectors to become the largest mining operation on the planet. It is a success built upon the backs of a massive slave underclass, the Drudges, born to scrape ore from the dark pits of the Spoil, or work endless cycles in the clan’s smoke- wreathed refineries. House Orlock has had a troubled history with this underclass, and at times they have threatened to rise up and tear down everything the Clan Families have fought to build. It speaks to the ruthlessness and determination of these families that they managed to endure these rebellions, ultimately building their entire social structure around the simmering discontentment within their ranks.* *From the outside, however, the troubled history of the Drudges is largely unknown, or at the very least discounted, and it is not these unwashed masses that most consider when they think of the Orlocks. The image of the House of Iron is one of veteran rebels, outland ash-riders and bare-knuckled hardmen. This is entirely intentional, and the heads of the Orlock mining families have worked long and hard to cultivate a soldier class within the clan to fight for its interests, and keep the drudging classes in line. At the top of the Orlock social ladder, a small group of families hold power over millions of subjects, who, should they ever unite, could sweep this ruling class away in a single violent uprising. It is only the clan’s gangs that stand in the way of these would-be rebels. As paradoxical as it might seem, most of these gangs come from the drudging classes themselves, selected for their rebellious nature and fierce independence. Thus do the ruling families weed out troublemakers before they have a chance to incite rebellion, and turn them back upon their own kind, with a promise of freedom and power.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#gang-composition) House Orlock follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#special-rules) Follow normal rules as other gangs with the following exceptions: - House Orlock has access to [Legendary Names](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#legendary-names), which are given to Leaders/Champions when created and can be purchased with XP as they advance. - Specialist Gangers can use Heavy Weapons. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#fighters) **105CREDITS** ### ROAD CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#road-captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). *Road Captains are without exception hard men and women, willing to thumb their nose at authority and forge their own path. However, Orlock gangers respect independence as much as strength, and a successful Road Captain needs to be the embodiment of both of these traits. Being a Road Captain means earning the respect of their gang through their own deeds. Unlike some gangs and clans of Necromunda, the brotherhoods and sisterhoods of House Orlock are a two-way street; if a leader in the House of Iron wants to have men and women follow them, then they had best be worthy of the right.* **80CREDITS** ### ROAD SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#road-sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). *A good Road Sergeant can take orders from their Captain, but has enough initiative to break the rules to get the job done. The very best Sergeants know just when to question their Captains and anticipate what they want before they even have a solid plan in mind. A Road Sergeant also needs to be able to step into the boots of the Road Captain should the latter go down or get killed, keeping the gang together and fighting.* **95CREDITS** ### ARMS MASTER (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#arms-master-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). ### RULE OF IRON[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#rule-of-iron) - When activated, 1 visible Faction fighter within 6” gains the [Nerves of Steel](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) skill (if not already having it). - +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield. *If an Orlock gang gets large enough, it’s inevitable it’ll need an Arms Master to keep the Gunners and Greenhorns in line. Road Captains rely on their Arms Masters to enforce order within their gang, as well as leading by example – usually cracking heads or setting their cyber- mastiffs on those who cross the gang. To be an Arms Master means being hard as nails, even by the standards of House Orlock, and there are countless stories about these stony-faced fighters getting stabbed, blasted or shot and getting back up to make their enemies pay for making them mad.* **45CREDITS** ### GUNNER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#gunner-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist). *The bulk of Orlock gangs are made up of Gunners, hive-hardened men and women with a rebellious streak a mile wide. Most often they are drawn up from the drudging classes, where they never really fit in among work crews and mining towns, the gangs their last chance to prove their worth.* **55CREDITS** ### WRECKER (JUVE PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#wrecker-juve-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner. ### JUMP BOOSTER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#jump-booster) Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways: - **Safe mode:** +3” M. - **Overcharge:** - +1 S and +1 hit modifier when charging. - Must roll a D6:**1:** Pinned (malfunction, no move).**2:** +4" M.**3-4:** +5" M.**5-6:** +6" M. When used, Grenade and Template weapons gain Unstable (for the rest of the activation). Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down). *In every Clan House there are those fighters who court danger to an even greater extent than normal underhive gangers. Among the members of House Orlock these risk-takers are the Wreckers. In the tangled confines of the underhive, they jump among the gantries and tumbled domes taking out enemy fighters – while at the same time making sure they don’t take their head off on a low-hanging ceiling or end up as a stain on the floor from a bad landing.* **35CREDITS** ### GREENHORN (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#greenhorn-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner. *There is always a steady supply of Greenhorns signing up for the gangs, eager to escape the crushing brutality of existence in the drudging classes.* **230CREDITS** ### 0-1 SERVITOR (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) **Cost:** 230 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ | **Wargear:** Harpoon launcher, Open Fist (same as: servitor combat weapon), [Light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Ammo Hoppers, Weapons Platform. ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#options) | Option | Cost | | --- | --- | | Heavy bolter (replaces harpoon launcher) | +50 | | Heavy flamer (replaces harpoon launcher) | +85 | | Heavy stubber (replaces harpoon launcher) | +20 | | Heavy carapace armour (replaces light carapace) | +20 | | Mono-sight | +25 | ### WEAPONS PLATFORM[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#weapons-platform) Firing an Unwieldy ranged weapon becomes a Basic action rather than a Double action. ### AMMO HOPPERS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#ammo-hoppers) Re-roll any failed ammo test results of 1 (before modifiers). *Common across all of the worlds of the Imperium, servitors are melds of flesh andmachine, most often human flesh, but sometimes, as in the case of the Ambot, alien life forms slaved to a servitor engine. Most often, the human component of aservitor is harvested from a convicted criminal, one whose crimes are deemed toogreat to allow them to carry on as a part of Imperial society but who may continueto serve in another form rather than be wasted in incarceration or execution. Servitors possess the most rudimentary of human intelligence, their minds scrubbed of past memories and all but the most essential knowledge, artificial memory engrams grafted in their place so that they will know their designated roleand function and little else. Servitors are put to work in all manner of industry andfor any menial task with which an unmodified human cannot perform. They work inhostile environments, their living flesh variously blasted by extremes of heat and cold, eroded by extreme elements, or withered and wasted by toxic surroundings, performing their tasks until they fail, at which point their mechanics are reclaimedand a new human ‘donor’ grafted into place. House Orlock has ready access to mining and heavy industry servitors of all makes and manner, but those repurposedfor gang warfare often take the form referred to by the gangers as ‘Luggers’ – heavy, tracked units able to lift, move and carry bulky cargos. Be they liberated frommine workings or cargo depots, such constructs are well suited to a combat role with minimal reprogramming.* **100CREDITS** ### 0-3 CYBER-MASTIFF (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#0-3-cyber-mastiff-exotic-beast) **Cost:** 100 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ | **Wargear:** Savage Bite. **Special Rules:** Watchdog, Loyal Protector, Group Activation (Exotic Beasts). ### WATCHDOG[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#watchdog) If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). ### LOYAL PROTECTOR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#loyal-protector) While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. *On Necromunda, dogs are no less common than anywhere else in the Imperium, though it must be said that they often provide a food source more readily than they provide their traditional roles of companion, guard or hunter. However, they do still have loyal friends amongst the people. Guilders breed and keep large hounds to protect their caravans and holdings, and House Orlock in particular takes great pride in the rearing of dogs as guards and fighters. The dogs of House Orlock show great diversity of type. From the sleek, alert watch dogs they raise to guard their mine workings and store houses, to the stocky, bull-like fighting dogs they breed for sport, Orlock Gangers are frequently accompanied by hounds. What’s more, to the outsider, there is a strange sentimentality shown by Orlocks towards their dogs, and it is not uncommon to see hounds sporting expensive cybernetics to compensate for past injuries or illness.* **80CREDITS** ### OUTRIDER QUAD (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#outrider-quad-vehicle) | M | Front | Side | Rear | W | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 9” | 4 | 3 | 3 | 2 | 4+ | 5+ | **Locomotion:** Wheeled. **Upgrade Slots:** 0 Body, 1 Drive, 2 Engine. **Weapon Hardpoints:** 1. Crew Operated, Front Arc. ### DEDICATED GUNNER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#dedicated-gunner) Can move full distance (instead of half) during Move & Shoot. ### AGILE[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#agile) Can make 1 extra turn (up to 90°) when moving (before, during or after). **35CREDITS** ### IRON RIDER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#iron-rider-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 6+ | 6+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#vehicle-crew) An Iron Rider must always be equipped with a vehicle. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#bravado | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Road Captain | - | Secondary | - | - | Primary | Primary | Primary | Secondary | Secondary | | Arms Master | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Road Sergeant | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Gunner (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Wrecker | - | - | Secondary | - | - | - | Secondary | Primary | - | | Greenhorn | Secondary | Secondary | - | - | Primary | - | - | - | - | | Servitor | - | Secondary | Secondary | - | - | - | - | Primary | - | | Cyber-Mastiff | - | - | Primary | - | Secondary | - | - | - | - | | Iron Rider | - | - | - | Primary | - | - | Secondary | Primary | - | *Last updated on **December 14, 2023 3:06 AM*** # ORLOCK 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[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#basic-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Autogun | 15 | (15) | 15 | 15 | - | - | - | - | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | - Master-crafted | 15 | - | 15 | - | - | - | - | - | | Combat shotgun (salvo & shredder) | 55 | 60 | 55 | 55 | - | - | - | - | | Sawn-off shotgun (scatter) | 15 | (15) | 15 | 15 | 15 | 15 | - | - | | - Solid | 10 | (5) | 10 | 10 | 10 | 10 | - | - | | Shotgun (solid & scatter) | 30 | 25 | 30 | 30 | - | - | - | - | | - Executioner | 20 | 20 | 20 | - | - | - | - | - | | - Inferno | 15 | 15 | 15 | - | - | - | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#pistols) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Limited* | | ✓ | | | Autopistol | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | Bolt pistol | 45 | - | 45 | 45 | 45 | - | - | - | | - Master-crafted | 10 | - | 10 | - | - | - | - | | | Hand flamer | 75 | - | 75 | 75 | 75 | - | - | - | | Laspistol | (10) | (10) | (10) | - | - | - | 10 | - | | Plasma pistol | 50 | - | 50 | 50 | 50 | - | - | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | NOTE - Wreckers have confusing and contradictory weapon access: > During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market > We have interpreted this as: - A Wrecker **cannot** use Pistols from the TP/BM - A Wrecker **can** use Close Combat weapons and wargear from the TP/BM ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#special-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 65 | - | 65 | 65 | - | - | - | - | | Meltagun | 135 | - | 135 | 135 | - | - | - | - | | Plasma gun | 100 | - | 100 | 100 | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#heavy-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | | ✓ | G(S) | | | | | | Harpoon launcher * | 110 | - | 110 | 110 | - | - | - | - | | Heavy bolter * | 160 | - | 160 | 160 | - | - | - | 50↑ | | Heavy flamer * | 195 | - | 195 | 195 | - | - | - | 85↑ | | Heavy stubber * | 130 | - | 130 | 130 | - | - | - | 20↑ | | Mining laser * | 125 | - | 125 | - | - | - | - | - | | Seismic cannon * | 140 | - | 140 | - | - | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#close-combat-weapons) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | ✓ | | | | | Arc hammer * | - | 70 | - | - | - | - | - | - | | - Master-crafted | - | 15 | - | - | - | - | - | - | | Chainsword | 25 | - | 25 | 25 | 25 | 25 | - | - | | Flail | 20 | (20) | 20 | 20 | 20 | 20 | - | - | | Fighting Knife | (15) | 10 | (15) | - | 10 | - | - | - | | - Master-crafted | - | 5 | - | - | - | - | - | - | | Las cutter | 85 | - | 85 | - | - | - | - | - | | Maul (club) | 10 | (10) | 10 | 10 | 10 | 10 | - | - | | Power knife | 25 | 25 | - | 25 | - | - | - | - | | Power maul | 30 | - | 30 | - | - | - | - | - | | Power pick | 40 | - | 40 | - | - | - | - | - | | Servo-claw | 30 | - | 30 | 30 | 30 | - | - | - | | Two-handed hammer * | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#grenades) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 30 | 30 | 30 | 30 | - | 30 | - | - | | Demo charges | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | 60 | 60 | 60 | - | 60 | - | - | - | | Photon flash | 15 | 15 | 15 | - | - | - | - | - | | Scare gas | 45 | 45 | 45 | - | - | - | - | - | | Smoke | 15 | 15 | 15 | (15) | (15) | (15) | - | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#armour) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | - | 25 | - | - | - | - | - | - | | Carapace (light) | 80 | 80 | 80 | - | - | - | - | - | | + heavy | - | 100 | - | - | - | - | - | 20 | | Conversion field | - | 60 | - | - | - | - | - | - | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Hazard suit | - | - | - | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | (15) | 15 | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#equipment) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | - | - | - | - | | Drop rig | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | 35 | 35 | 35 | 35 | - | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | - | | Servo harness (partial) | 130 | 130 | - | - | - | - | - | - | | + full | - | 160 | - | - | - | - | - | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#pets-status-item) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | | | | Cyber-mastiff (0-3) | 100 (0-3) | 100 (0-2) | 100 (0-2) | - | - | - | | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#weapon-accessories) | Item | Road Captain | Arms Master | Road Sergeant | Gunner | Wrecker | Greenhorn | Iron Rider | Servitor | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Mono-sight (Basic, Special, Heavy) ** | - | - | - | - | - | - | - | 25 | | Suspensor (Unwieldy) | 60 | - | 60 | 60 G(S) | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) ** | 25 | 25 | 25 | 25 | (25) | 25 | (25) | - | - *: Maximum one gunsight per weapon. NOTE All weapon options for Servitor are upgrades and replace existing weapons. ## OUTRIDER QUAD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#outrider-quad) This page lists the *starting* equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](https://necrovox.org/docs/armoury/vehicle-upgrades)). ### WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#weapons) | Item | | | --- | --- | | Heavy Weapons | | | Harpoon launcher | 110 | | Heavy bolter | 160 | ### VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#vehicle-upgrades) | Vehicle Upgrades | Credits | | --- | --- | | Body Upgrades | | | None | | | Drive Upgrades | | | All-wheel steering | 10 | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Easy turnover | 5 | | Glys injector | 20 | | Nitro burner | 15 | ### WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/equipment-list#wargear) | Item | Credits | | --- | --- | | Headlights | 15 | | Smoke launchers | 20 | *Last updated on **November 30, 2023 4:04 AM*** # ORLOCK LEGENDARY NAMES *Source: House of Iron* An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what. Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name ‘Iron Hard’, thus becoming Rothgo ‘Iron Hard’ Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name’s special rules. ## USING LEGENDARY NAMES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#using-legendary-names) Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited: - Any fighter can have up to two Legendary Names. - Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names. Legendary Names may be taken by fighters as follows: - Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter’s value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again. - Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile). ## UNBELIEVABLE ESCAPES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#unbelievable-escapes) Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside. ### 1. IRON HARD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-iron-hard) This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make. ### 2. BULLET DODGER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-bullet-dodger) Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter’s next activation after this ability has been used, they can only make Move (Simple) actions. ### 3. BADZONE LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-badzone-legend) This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter’s next activation after this ability has been used, they cannot initiate or take part in Group Activations. ### 4. PROMETHIUM-PROOF KILLER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-promethium-proof-killer) This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule. ### 5. SLIPPERY SCUMMER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-slippery-scummer) If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter. ### 6. BLADE BREAKER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-blade-breaker) When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait). ## IMPRESSIVE LEADERSHIP[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#impressive-leadership) In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you’re on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up. ### 1. BIGMAN[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-bigman) When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2). ### 2. LUCKY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-lucky) Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter’s Fighter card must be placed in the Reinforcement deck. ### 3. IMPRESSIVE SCARS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-impressive-scars) As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1. ### 4. TOO PRETTY FOR PRIMUS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-too-pretty-for-primus) If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead. ### 5. IRON STARE[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-iron-stare) Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority. ### 6. ROCK STEADY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-rock-steady) As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield. ## IMPROBABLE BEAT-DOWNS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#improbable-beat-downs) Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy’s eyes from the other side of a dome! ### 1. ONE PUNCH[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#1-one-punch) When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour). ### 2. BULLET LORD[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#2-bullet-lord) Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter’s weapon counts as having failed an Ammo check. ### 3. TWO-GUNS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#3-two-guns) When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation. ### 4. CHANCER[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#4-chancer) Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead. ### 5. HEADSHOT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#5-headshot) If this fighter takes an enemy fighter Out of Action with their first Shoot (Basic) action of the battle, they gain D3 XP. However, all missed ranged attacks made by the fighter count as Stray Shots. ### 6. ONE SHOT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/legendary-names#6-one-shot) Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice. # ORLOCK TERRAIN *Source: House of Iron* 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. Orlock 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[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#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 zone, 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. ### ORLOCK TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#orlock-terrain-1) | Terrain | Cost (Credits) | Availability | | --- | --- | --- | | Sawn-off Surprise | 20 | Common | | Promethium Barrels | 30 | Rare (8) | | Servitor Sentry | 100 | Rare (11) | | Tool Box | 50 | Rare (9) | | Road Relic | 75 | Rare (10) | ## SAWN-OFF SURPRISE (BOOBY TRAP)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#sawn-off-surprise-booby-trap) Sawn-off shotguns are a staple of House Orlock gangs, and find dozens of uses in their crews, including as part of traps to blast unsuspecting foes. A Sawn-off Surprise is a Booby Trap, and follows the rules for Booby Traps. It should be represented by a marker, or model on a 25mm base. When a Sawn-off Surprise explodes, all fighters within 3" take an automatic hit from a Sawn-off shotgun. ## PROMETHIUM BARRELS[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#promethium-barrels) Bullet-riddled barrels of waste promethium make for useful hazards when it comes to gang warfare. Orlock gangs will roll these barrels into an area before a fight, where their foul contents can leak out to saturate an area, ideally catching enemy fighters in the slick, hindering their movement and making them prone to burst into flames! A Promethium Barrel can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. These pieces of terrain may be placed anywhere on the battlefield at least 3" from the enemy deployment zone. If a fighter, from either crew, activates within 3" of one of these markers, they can only make a single Move (Simple) action during their activation. In addition, if a fighter within 3" of a Promethium Barrel is hit by a weapon with the Blaze trait, add 1 to the dice when rolling to see if they are set on fire. ## SERVITOR SENTRY[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#servitor-sentry) Servitors are used extensively throughout the hives of Necromunda, and House Orlock employs vast numbers of them for the autonomous piloting of transport rigs and cargo sorters. Some of these servitors find their way into Orlock gangs, most gangers favouring ‘Luggers’ for their size and ability to carry heavy weapons. Many of these are ripped right out of their old machines and lack arms or legs, being little more than a torso driven by mono-programming – more than enough to operate an autogun. A Servitor Sentry can be represented by a marker, an appropriate piece of terrain, or a model on a 25mm base. The servitor can only be deployed when the player’s gang is the defender in a scenario with an attacker and a defender, and then it must be placed within their deployment zone. Servitors cannot move themselves, but can be moved by friendly fighters in the same way as a Loot casket. A Servitor Sentry has the following profile: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | 6+ | 5+ | 2 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | ### SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#special-rules) **Living Wargear:** This model counts as a fighter in all regards, but cannot gain Experience, and counts all Lasting Injuries as Out Cold results. In addition, they automatically pass any Cool or Willpower checks they are required to take and automatically fail any Leadership or Intelligence checks they must make. They do not count for the purposes of Bottle tests, nor can they be included in a Reinforcement deck, and must always be deployed on the battlefield, in addition to the specified crew size. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#equipment) A Servitor Sentry may be armed with either an autogun or a shotgun with solid and scatter ammo. ## TOOL BOX[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#tool-box) All Orlock fighters carry tools on their belts, these ubiquitous kits a mark of being a member of the clan, as well as the difference between life and death out in the wastes. Sometimes a gang might bring along heavier equipment to help with the servicing of their weapons, vehicles or servitors. Carried around in old ammo containers, these tool boxes contain everything the gang might need for field repairs. A Tool Box can be represented by a marker, an ammo crate or an appropriate model on a 25mm base. A Tool Box can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Tool Box can take one Reload (Simple) action for free when they activate. In addition, a Cyber-mastiff, Ambot, Servitor Sentry or ‘Lugger’ Cargo Servitor that activates within 1" of a Tool Box can remove a single Flesh Wound or recover a single lost Wound on a D6 roll of 4+. ## ROAD RELIC (GANG RELIC)[](https://necrovox.org/docs/gangs/gang-lists/house-orlock/orlock-terrain#road-relic-gang-relic) House Orlock gang relics are altars to the road gods of Necromunda. Fashioned from scavenged parts of destroyed ash-runners, crawlers or mighty war-rigs, they remind the gang of their mastery over the Ash Wastes and its trade routes. Often these relics will be hung with icons of the road, such as wheels, fuel tanks, or battered gun turrets – some of which still work. A Road Relic counts as a Gang Relic (see the Necromunda Rulebook) and can be represented by a marker, an appropriate piece of terrain or a model on a 40mm base. In addition, a friendly fighter in base contact with a Road Relic can crew one of its turrets, using the following profile: | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Turret heavy stubber | | | | | | | | | | | - burst fire | 20" | 40" | - | - | 4 | -1 | 1 | 4+ | Rapid Fire (1), Fixed | | - suppressive fire | 12" | 24" | +1 | - | 4 | -1 | 1 | 4+ | Rapid Fire (3), Fixed, Unstable | *Last updated on **December 14, 2023 3:06 AM*** # HOUSE VAN SAAR *Source: House of Artifice* - Updates - 09/11/2023 *The Aranthian Succession: Ruins of Jardlan* - Added [Ash Wastes ‘Arachni-Rig’](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) - Added [Teknika](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#teknika-crew) - Added [Ash Waste Grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#ash-waste-grav-cutter) - 29/04/2022 *[FAQs and Errata](https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf)* - Changed skill working on Van Saar Subtek *Necromunda is a vast machine and the sons and daughters of House Van Saar are its engineers. While other clans and Noble Houses have been content to embrace the slavish traditions of the Imperium, in particular its superstitious fear of technology, those of House Van Saar have sought to unravel the mysteries of humanity’s lost age of advancement and progress. At times during their long history, their actions have brought them close to tech-heresy, and only the extreme secrecy of their Archeotek cabals and the benevolence of House Helmawr – which benefits most from their innovation – have protected them. This delving into the unknown, however, has taken its toll upon the Van Saar. It is not without good reason that the secrets of the Machine God are sacrosanct to the Adeptus Mechanicus. Those who seek to peek behind the curtain of creation must be ready to pay the price such knowledge brings – and so it was with House Van Saar.* *At the heart of the Clan House is its secret STC, or Standard Template Construct system device. These rare and ancient tools are the most prized of relics to the Adeptus Mechanicus, whose agents and armies are endlessly scouring the galaxy in their quest for these venerated artefacts. Created using long-lost technologies, the STCs were given to colony ships during one of Mankind’s earlier expansions across the stars. Encoded into the imperishable hardware of each machine were the blueprints for all manner of things the colonists might need, from power sources and habitats to armoured vehicles and weapons. In an age during which so much knowledge has been lost to the slow entropy of time, each STC represents a priceless artefact, and in the case of the Van Saar STC, a near infinite source of wealth. It is around this wondrous machine that House Van Saar is built, and it is at once the blessing that affords its members continued existence, and the curse that condemns them to sickness and short lives.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#gang-composition) House Van Saar follows the [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#special-rules) Follow normal rules as other gangs with the following exceptions: - [Archaeo-cyberteknika](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika) - Specialist Champions do **not** have Group Activation (1). - Specialist Gangers can use Heavy Weapons. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#fighters) **130CREDITS** ### VAN SAAR PRIME (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-prime-leader) | 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](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). - Special Rules **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](https://necrovox.org/docs/founding-a-gang/gang-creation#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. - Skill Access A Van Saar Prime has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Secondary | - | - | Secondary | - | Primary | Primary | Primary | Secondary | - Equipment 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-prime-equipment-lists) - Weapons | 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 | - Wargear - Lore *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.* *Source: House of Artifice* *Source: House of Artifice* **110CREDITS** ### VAN SAAR AUGMEK (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-augmek-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). - Special Rules **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. **Group Activation (1):** 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 Augmek 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. - Skill Access A Van Saar Augmek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | Secondary | Secondary | - | Secondary | Primary | Primary | Secondary | - Equipment A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list: - During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available. ### VAN SAAR AUGMEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-augmek-equipment-lists) - Weapons | 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 | | Las sub-carbine | 15 | | - 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 | - Wargear | 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 | | PERSONAL EQUIPMENT | | | Ash waste grav-cutter | 65 | | https://necrovox.org/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 | | | 0-2 Cyberachnid | 75 | - Lore *Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness.* *Source: House of Artifice* *e* **125CREDITS** ### VAN SAAR ARCHEOTEK (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-archeotek-specialist-champion) | 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](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika. - Special Rules **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. - Skill Access A Van Saar Archeotek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | - | Secondary | - | - | Primary | Secondary | Primary | - Equipment 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-archeotek-equipment-lists) - Weapons | 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 | - Wargear | 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 | | | https://necrovox.org/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 | - Lore *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.* *Source: House of Artifice* *Source: House of Artifice* **70CREDITS** ### VAR SAAR NEOTEK (PROSPECT)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#var-saar-neotek-prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove) and [Grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#grav-cutter). **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner. - Special Rules **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. **Gang Fighter (Prospect):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Augmek or Van Saar Archeotek):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Van Saar Augmek or a Van Saar Archeotek as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Van Saar Augmek or a Van Saar Archeotek for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Van Saar Augmek or a Van Saar Archeotek), Hot-headed and Fast Learner special rules and gain all the special rules associated with a Van Saar Augmek or a Van Saar Archeotek, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become an Archeotek), an appropriate model should be used to represent their new category and type. **Hot-headed:** Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. - Skill Access A Van Saar Neotek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Primary | - | - | - | - | - | Secondary | Secondary | - | - Equipment A Van Saar Neotek is equipped with an [armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove) and a [grav-cutter](https://necrovox.org/docs/armoury/personal-equipment#grav-cutter) (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Neotek equipment list: - During the course of a campaign, a Van Saar Neotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Neotek may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market. ### VAN SAAR NEOTEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-neotek-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | PISTOLS | | | Hand flamer | 75 | | Laspistol | 5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | CLOSE COMBAT WEAPONS | | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Photon flash grenades | 15 | | Plasma grenades | 65 | | Rad grenades | 25 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Filter plugs | 10 | | Respirator | 15 | | WEAPON ACCESSORIES | | | Hotshot las pack (lasgun & laspistol only) | 20 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | - Lore *Reckless and young, Neoteks have yet to feel the full effects of the wasting inflicted on the Van Saar by their use of their STC’s technologies. They favour either untested or dangerous tech, and are perhaps most well-known for their use of grav-cutters. Racing through the hive’s close confines on a repulsor platform like a cutter might look cool but, as more than one Neotek has discovered, it can be fatal.* *Source: House of Artifice* *Source: House of Artifice* **65CREDITS** ### VAN SAAR TEK (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-tek-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 7+ | 6+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Ganger), Promotion (Van Saar Specialist), Tools of the Trade (Van Saar Specialist). - Special Rules - *Gang Fighter (Ganger): **Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** When the gang is founded, a single Van Saar Tek can be promoted to become a Van Saar Specialist. During Campaign play, additional Van Saar Teks may become Van Saar Specialists by spending Experience (XP), as described in the campaign rules. A Van Saar Specialist gains the Tools of the Trade special rule, may purchase Special weapons and Heavy weapons, and may spend XP to gain additional skills. **Tools of the Trade (Van Saar Specialist):** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. - Skill Access A Van Saar Specialist has access to the following skill sets (note, however, that a Van Saar Tek may not gain additional skills): | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | Secondary | Secondary | - | - | Primary | Primary | - | - Equipment Van Saar Teks and Van Saar Specialists are equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Tek equipment list: - During the course of a campaign, both Van Saar Teks and Van Saar Specialists may be given additional weapons purchased from this list. - In addition, during a campaign both Van Saar Teks and Van Saar Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Tek may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list. - Once promoted, a Van Saar Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available. ### VAN SAAR TEKS EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-teks-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | Las carbine | 20 | | Suppression laser | 40 | | PISTOLS | | | Hand flamer | 75 | | Laspistol | 5 | | Las sub-carbine | 15 | | Plasma pistol | 50 | | SPECIAL WEAPONS | | | Flamer | 140 | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Rad gun | 100 | | HEAVY WEAPONS | | | Plasma cannon* | 130 | | Multi-melta* | 180 | | Rad cannon* | 130 | | CLOSE COMBAT WEAPONS | | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | Ash waste grav-cutter | 65 | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Medicae kit | 30 | | 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 | | Suspensor (Heavy Weapons only) | 60 | - Lore *The foot soldiers of the Van Saar clan gangs are the Teks. Despite their humble status in a Clan House filled with technological geniuses and augmented cyber- warriors, a Tek is often better equipped and trained than their rivals from other gangs. The armour built into their survival suit, combined with access to highgrade energy weapons, is only part of this – the remainder being increased intelligence and an education second only to those born in the spire.* *Source: House of Artifice* *Source: House of Artifice* **35CREDITS** ### VAN SAAR SUBTEK (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-subtek-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. - Special Rules **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. - Skill Access A Van Saar Subtek has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Primary | - | - | - | - | - | Secondary | Secondary | - | - Equipment A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. ### VAN SAAR SUBTEK EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-subtek-equipment-lists) - Weapons | Item | Credits | | --- | --- | | BASIC WEAPONS | | | Lasgun | 10 | | PISTOLS | | | Laspistol | 5 | | Las sub-carbine | 15 | | CLOSE COMBAT WEAPONS | | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | - Wargear | Item | Credits | | --- | --- | | GRENADES | | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | ARMOUR | | | Flak armour | 10 | | Mesh armour | 15 | | PERSONAL EQUIPMENT | | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | - Lore *Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away.* *Source: House of Artifice* *Source: House of Artifice* **45CREDITS** ### TEKNIKA (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#teknika-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 3+ | 6+ | 7+ | 7+ | 6+ | **Wargear:** [Armoured bodyglove](https://necrovox.org/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Crew), Vehicle Crew. - Special Rules ### GANG FIGHTER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#gang-fighter-crew) Models with this special rule form the backbone of House Van Saar gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#vehicle-crew) A Van Saar Teknika must always be equipped with a vehicle. - Skill Access A Van Saar Teknika has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | - | - | - | - | Secondary | Secondary | Primary | Primary | - Equipment A Van Saar Teknika must be equipped with a vehicle and they may purchase Wargear and weapons from the Van Saar Teknika equipment list. - During the course of a campaign, a Van Saar Teknika may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Van Saar Teknika may be given additional weapons from this list and the Pistols section of the Trading Post. - A Van Saar Teknika may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. ### VAN SAAR TEKNIKA EQUIPMENT LISTS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#van-saar-teknika-equipment-lists) - Vehicles | Item | Credits | | :------------- | ------: | -------- | | Custom vehicle | | variable | | Ridgerunner | | 95 | | Rockgrinder | | 145 | | Wolfquad | | 70 | - Weapons | Item | Credits | | :-------------- | ------: | --- | | **PISTOLS** | | Laspistol | | 5 | | Las sub-carbine | | 15 | | Plasma pistol | | 50 | - Wargear | Item | Credits | | :--------------------- | ------: | --- | | **PERSONAL EQUIPMENT** | | Filter plugs | | 10 | | Photo-goggles | | 35 | | Respirator | | 15 | *Source: The Aranthian Succession: Ruins of Jardlan* *Source: The Aranthian Succession: Ruins of Jardlan* **240CREDITS** ### 0-1 ‘ARACHNI-RIG’ SERVO-SUIT (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 4 | 5+ | 5+ | 8+ | 6+ | **Skills:** [Fast Shot](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot) (same as Superior Weapons Array). **Weapons:** [Twin-linked heavy las carbine](https://necrovox.org/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), 4x [servo-arms](https://necrovox.org/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Twin-linked, Van Saar Protective Gear, Superior Weapons Array. - Options | Option | Credits | | --- | --- | | A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a rad gun. Doing so will reduce its Attacks characteristic by 1 | +60 | | A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a plasma gun. Doing so will reduce its Attacks characteristic by 1 | +60 | | A Van Saar Arachni-rig Servo-suit may upgrade its light carapace armour to heavy carapace armour | +20 | - Special Rules **Twin-linked:** When a fighter 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. **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. - Skill Access A Van Saar Arachni-rig Servo-suit has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | Secondary | - | - | Secondary | - | - | Primary | - | - Lore *Servo-rigs are effectively mechanical exoskeletons, most commonly seen in heavy industry, where workers may be equipped with them to aid with lifting and moving heavy materials or operating large tools or machinery – anywhere where weights not normally manageable by baseline humans must be handled, but where duties cannot readily be entrusted to abhumans or servitors. Where most servo-rigs are worn over the body and limbs, controlled by the wearer’s physical movements and granting themextra strength, servo-rigs are often also utilised to give a worker extra limbs, greatly increasing their dexterity and the range of tasks that can be performed, making what may otherwise be the work of many, the work of a few. Such a rig may be plugged directly into the wearer’s nervous system and controlled directly, or may be automated, forcing a worker to keep up with the pre-programmed movements of the rig into which they are strapped.* *Van Saar makes particular use of such things, in no small part due to the physical deficiencies common within their House. Highly-advanced forms of servo harness, controlled by the wearer’s nervous system or via a direct MIU are common, advanced artisan pieces that put to shame the simple utilitarian forms mass produced and seen in wide use. In battle, it is not uncommon to see Van Saar fighters wearing massive rigs that grant them a huge, spider-like appearance, with many mechanical limbs that greatly increase the combat efficiency of the gang as a whole.* *Source: House of Artifice* *Source: House of Artifice* **360CREDITS** ### 0-2 VAN SAAR ASH WASTES ‘ARACHNI-RIG’ (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | 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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** [Twin-linked heavy las carbine](https://necrovox.org/docs/armoury/heavy-weapons#twin-linked-heavy-las-carbine), [rad gun](https://necrovox.org/docs/armoury/special-weapons#rad-gun), [plasma gun](https://necrovox.org/docs/armoury/special-weapons#plasma-gun) and two [servo-arms](https://necrovox.org/docs/armoury/close-combat#servo-arm-servo-suit). **Wargear:** [Heavy carapace armour](https://necrovox.org/docs/armoury/armour#carapace), [Arachni-rig jump boosters](https://necrovox.org/docs/armoury/personal-equipment#arachni-rig-jump-boosters). **Special Rules:** Van Saar Protective Gear, Superior Weapons Array. - Options | 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 | - Special Rules **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. - Skill Access A Van Saar 'Ash Wastes' Arachni-rig has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | - | Secondary | - | - | Secondary | - | - | Primary | - | - Lore *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.* *Source: The Aranthian Succession: Ruins of Jardlan* *Source: The Aranthian Succession: Ruins of Jardlan* **75CREDITS** ### CYBERARCHNID (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/#cyberarchnid-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6" | 4+ | 5+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 8+ | 8+ | 8+ | | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Venomous bite | - | E | - | - | -1 | - | - | - | Melee, Toxin | | Web projector | - | T | - | - | 2 | - | - | 6+ | Scarce, Silent, Template, Web | **Special Rules:** Clamber, Fear Inducing, Fearsome (Ferocity), Horrific. - Special Rules **Clamber:** When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. **Fear Inducing:** Cyberachnids have the Fearsome (Ferocity) skill and may confer this onto their owner. The owner only gains this skill provided they have an Active Cyberachnid within 3", otherwise the skill is lost. **Fearsome (Ferocity):** If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately. **Horrific:** A Cyberachnid is a horrifying meld of machine and spider that gangers of other Houses would just as soon not have in their hide-out. A Cyberachnid can never be Captured. - Skill Access Should a Cyberachnid become a Specialist, it has access to the following skill sets: | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Secondary | - | - | Primary | - | - | - | - | - | - Equipment A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector. - Lore *Spiders are common to every human-colonised world in the galaxy. Perhaps millennia ago, when Mankind set out to populate the stars, those first ships had onboard stowaways in the form of insects and arachnids, and they were accidentally introduced to new ecosystems. Perhaps they were deliberately introduced to control dangerous insect life on many worlds. Or perhaps they were always there. No one knows for sure, but that spiders can be found almost everywhere humanity thrives is beyond doubt.* *The hives of Necromunda are infamous for their mutant spiders, and many millions of subspecies exist in the dark corners and dusty cracks of the great hives. Some varieties can grow to several feet across, and their presence can make whole domes uninhabitable.* *The spiders of Necromunda mean much to the planet, not least featuring heavily in the heraldry of many clans and ruling families. Yet possibly the most readily-made association is to the House of Van Saar, whose sigil is the likeness of a spider. Van Saar play on this, capturing and breeding large Necromundan arachnids and modifying them cybernetically for many purposes. Van Saar gangs are often accompanied by several such slaved servitor spiders, and their gruesome appearance is often enough to make the faint-hearted maintain what they feel is a safe distance, but in truth is right in the crosshairs, where the Van Saar want them…* *Source: House of Artifice* # VAN SAAR EQUIPMENT LIST ### LEGEND[](https://necrovox.org/docs/gangs/gang-lists/house-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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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 | - | - | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | 15 | - | - | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#field-armour) | Item | Prime | Archeotek | Augmek | Tek | Neotek | Subtek | Teknika | Arachni-Rig | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | | Conversion | 60 | 60 | 60 | - | - | - | - | - | | Displacer | 70 | 70 | - | - | - | - | - | - | | Refractor | 50 | 50 | - | - | - | - | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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 | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | 35 | 35 | - | - | | Drop rig | 10 | 10 | 10 | 10 | - | 10 | - | - | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | 10 | 10 | 10 | 10 | 10 | - | | Grav-chute | 40 | 40 | 40 | 40 | - | - | - | - | | https://necrovox.org/docs/armoury/personal-equipment#medicae-kit | 30 | - | 30 | 30 | - | 30 | - | - | | https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/equipment-list#vehicles) | Item | Teknika | | --- | --- | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Wolfquad | 70 | *Last updated on **December 13, 2023 4:05 AM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/archaeo-cyberteknika#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. | 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. *Last updated on **December 14, 2023 3:06 AM*** # VAN SAAR TERRAIN *Source: House of Artifice* Gangs often make use of cunning 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. Van Saar 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 takes part in unless noted otherwise. ## PLACING GANG TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#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. ### VAN SAAR TERRAIN[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#van-saar-terrain-1) | Terrain | Cost | Availability | | --- | --- | --- | | Rad Cannon Emplacement | 145 credits | Rare (8) | | Thermal Mine | 70 credits | Rare (11) | | Energy Sink | 60 credits | Rare (10) | | Rad Casters | 40 credits | Rare (10) | | Archaeo-relic | 80 credits | Rare (9) | ## HIDDEN TRAPS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#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. ## RAD CANNON EMPLACEMENT[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#rad-cannon-emplacement) *The signature weapons of House Van Saar are those which utilise the same deadly radiation that blights the very existence of the Van Saar themselves against their enemies. To the Van Saar, such weapons hold little terror – they are accustomed to wearing protective gear that shields them against this invisible poison, and spend their lives enduring the painful treatments required to purge their thin blood of radiation – but to outsiders, the debilitating after-effects of Rad weapons are fearful to behold.* Van Saar gangs can only include a Rad Cannon Emplacement if they are the defender in a scenario with an attacker and defender. A Rad Cannon Emplacement uses the following profile: | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Rad Cannon | 24" | 48" | - | -1 | 2 | -2 | 1 | 3+ | Blast (5"), Fixed, Rad-phage, Unwieldy | ## THERMAL MINE[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#thermal-mine) *A Thermal Mine is a larger, more powerful version of a melta bomb. When set off, the area within several metres of the mine is rapidly heated to temperatures high enough to melt rock. The effect on living organisms is profound, to say the least!* Thermal Mines are traps, and use the Hidden Traps rules. Thermal mines can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Thermal Mine 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, it explodes immediately with the following profile. Note that when a Thermal Mine explodes, every fighter that is currently within 6" of the marker is hit, whilst those that are within 3" of the marker are not only hit, but suffer the effects of the Melta trait. | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Melta trap | 3" | 6" | - | - | 8 | -4 | 3 | - | Blaze, Melta | ## ENERGY SINK[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#energy-sink) *An Energy Sink works by drawing power from its immediate environment to charge power cells. Prohibited across most of the Imperium due to how easily they can be misused to collect ‘free’ energy, House Van Saar seemingly cares little, utilising Energy Sinks to power their own weapons and disarm their enemies.* An Energy Sink can be represented by either a marker or a piece of terrain on a 25mm base. An Energy Sink can be set up anywhere on the battlefield outside of your opponent’s deployment area. Any fighter, friend or foe, that attempts to make a ranged attack with a las or plasma weapon, or a weapon with the Melta trait, or that attempts to make a close combat attack with a weapon with the Power trait whilst too close to an Energy Sink will find its Strength reduced: - If the fighter is within 3" of the Energy Sink, reduce the weapon’s Strength by D3, to a minimum of 1. - If the fighter is within 6" of the Energy Sink, reduce the weapon’s Strength by 1. ## RAD CASTERS[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#rad-casters) *Rad Casters hung from low ceilings or doorways slowly release deadly radiation into the air. They can be represented by either a marker or a piece of terrain on a 25mm base, and 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 Rad Casters must make a Toughness check, adding +1 to the roll for each item of Wargear and armour that protects against weapons with the Rad-phage trait. If this check is failed, or the roll was a natural 6, the fighter suffers an immediate Flesh Wound. Rad Casters 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 Rad Casters as a rad grenade. Once the attack has been worked out, remove the marker from the battlefield. ## ARCHAEO-RELIC[](https://necrovox.org/docs/gangs/gang-lists/house-van-saar/van-saar-terrain#archaeo-relic) *House Van Saar relics are shrines to the wonders of technology. Strange structures that combine together advanced cogitation devices, weird power sources, and bizarre sensor arrays. Such devices are so alien in design to outsiders that they could easily be mistaken for being xenos in origin, and their disturbing appearance, combined with the strange waves of static and pulses of white noise, can deeply affect even the most unflappable of underhivers.* An Archaeo-relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, enemy fighters who end their activation within 3" of an Archaeo-relic must make an Intelligence check. If the check is passed, nothing happens. If, however, the check is failed, the fighter immediately becomes subject to the Insane condition (as described in the Necromunda Rulebook). Van Saar gangs can only include an Archaeo-relic if they are the defender in a scenario with an attacker and defender. An Archaeo-relic can be represented by an appropriate marker or a suitably impressive piece of industrial terrain, painted in the colours of the gang and modelled to represent advanced technology utilising unnatural and dangerous energy sources. Note that if the Archaeo-relic is defiled (see the Necromunda Rulebook), it loses the bonuses it provides to Cool and Leadership checks, but retains its other benefits. *Last updated on **December 14, 2023 3:06 AM*** # VENATORS (BOUNTY HUNTERS) *The underhive is infested with criminals, killers, deviants and worse – making it a rich hunting ground for the so-called Venator bands – temporary coalitions of normally solitary Bounty Hunters.* *All across Necromunda, from the drudging halls of manufactorums and precinct blockhouse walls, to the rusting gates of downhive settlements and cross-tunnel gibbets, images of the faces of wanted individuals flutter in the stale breeze of the carbon scrubbers. A group of talented murderers can make a healthy living collecting the bounties of these criminals, killers and deviants.* *The motley bands of hired guns who go after these bounties are commonly known as Venators, after the ancient High Gothic name for a hunting party; a temporary coalition of Bounty Hunters out for blood and coin. With the promise of shared rewards and extra firepower, Venators form into gangs and pursue Merchants Guild patronage and the stability that comes from regular contracts. Drawn from every Clan or House on Necromunda, Venators come in all shapes and sizes – mixing ex-Goliath heavies and nimble Escher assassins, alongside disgraced watchmen or embittered outcast nobles. Most of them are sanctioned by the Guilders or the Imperial House itself, and carry a hunter’s oath-token as proof of their patronage. However, many are not, though the Guilders often pay for the gang’s captives and kills all the same. In the underhive, lawmen don’t ask too many questions if a masked killer dumps the corpse of a wanted ganger at their feet – they hand over the scrip and sleep a little sounder with one less criminal at large.* ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/venators#fighters) **110CREDITS** ### HUNT LEADER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunt-leader-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 6+ | 6+ | | 3” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 5+ | 5+ | | 4” | 3+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 8+ | 9+ | | 4” | 4+ | 2+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 6+ | 5+ | **Weapons:** No restrictions. When hired, choose Common and Rare equipment up to Rarity value 11. **Skills:** Choose 1 Primary skill. **Psyker (+35):** Become Psyker (Sanctioned or Unsanctioned) and choose 1 Wyrd Power. Gain additional Wyrd Powers from any universal discipline as Primary skills. **85CREDITS** ### HUNT CHAMPION (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunt-champion-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 7+ | | 3” | 4+ | 4+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 5+ | | 4” | 3+ | 5+ | 4 | 4 | 2 | 5+ | 2 | 7+ | 5+ | 8+ | 8+ | | 4” | 5+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 6+ | 6+ | **Weapons:** No restrictions. When hired, choose Common and Rare equipment up to Rarity value 10. **Skills:** Choose 1 Primary skill. **50CREDITS** ### HUNTER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/venators#hunter-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | | 3” | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 6+ | 6+ | 7+ | 6+ | | 4” | 3+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 8+ | 9+ | | 4” | 5+ | 3+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 6+ | 6+ | 7+ | **Weapons:** Basic, Pistol & Close Combat weapons. When hired, choose Common and Rare equipment up to Rarity value 8. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/venators#skill-access) Pick 4 skill sets apart from Leadership and rank them from 1 to 4. The skill sets is then determined by looking at the table below. | | Primary | Secondary | | --- | --- | --- | | Leader | 1 & 2 plus Leadership | 3 & 4 | | Champion | 1 & 2 | 3 & 4 plus Leadership | | Specialist | 1 & 2 | 3 & 4 | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/venators#special-rules) Follow normal rules as other gangs with the following exceptions: - The Leader’s House Legacy determines what House the gang counts as for the purposes claiming Gang Specific Bonuses from Resources. If the Leader has no House Legacy, no Gang Specific Bonus may be claimed. - Automatically sell captured enemy fighters that are not rescued to the Guilders. Earn full value rather than the usual half. - When an enemy fighter dies, (either during the battle or during post-battle sequence), claim half of that fighter’s value rounded up to the nearest 5 credits. - Can hire Hive Scum and Dramatis Personae (Special Characters), but not regular Bounty Hunters. - Can hire generic Hangers-on and Brutes not associated with any specific House. ### HOUSE LEGACY[](https://necrovox.org/docs/gangs/gang-lists/venators#house-legacy) **Cost:** 30 **(Goliath, Escher, Cawdor, Orlock, Van Saar, Delaque)** Each fighter can have up to 1 House Legacy, allowing them to purchase equipment from the chosen House's Leader Equipment List (if there are multiple Leader's, pick one). A Leader or Champion may purchase Status Items or Exotic Beasts associated with their House Legacy. HOUSE RULE (A&A) Campaign: On a Settlement role of 6, gain a random Ganger *Last updated on **August 7, 2023 6:57 AM*** # PALANITE ENFORCERS *Necromunda endures by the grace of the God-Emperor and His inexhaustible armies, but beneath the world’s toxic storm clouds it falls to the agents of the Imperial House to maintain the peace and enforce the law. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough. Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers.* *More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumberedby the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke.* ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#gang-composition) Enforcers follow [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation) with the following exceptions: - New gangs must have at least 2 Gangers of the same type as the Leader (Palatine or Subjugator). - Otherwise, the gang can consist of any mix of Palanite & Subjugator fighters. - Must have at least 1 Ganger for each Leader and Champion in the gang. - All fighters can have multiple equipment sets. - Gangers must become Specialists to gain skills (as normal). ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#special-rules) Follow normal rules as other gangs with the following exceptions: - All fighters (except Juves) can carry any weapon types (no weapon type restrictions). - Fighters cannot be upgraded to Subjugator after recruitment. - Cannot hold territories in Dominion campaigns. See [Palanite Enforcers in Dominion Campaigns](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-enforcers-in-dominion-campaigns). HOUSE RULE (A&A) Dominion Campaign: Enforcers can gain boons from territories like other gangs ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#fighters) **140CREDITS** ### CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **100CREDITS** ### SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade-1) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **70CREDITS** ### PATROLMAN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#patrolman-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** None, except Subjugator Equipment. ### SUBJUGATOR UPGRADE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#subjugator-upgrade-2) **Cost:** 10 - Replace flak with layered flak. - Gain access to Subjugator Equipment (instead of Palanite Equipment). **0*CREDITS** ### ROOKIE (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#rookie-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Wargear:** Stub gun, flak armour, magnacles, armoured undersuit. **Restrictions:** Pistols, Basic and Close Combat, except Subjugator Equipment. ### FRESH FROM THE ACADEMY[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#fresh-from-the-academy) When an Enforcer is dead or retired, a single Rookie may be recruited for free in the post-battle sequence. Rookies can't be purchased, they only replace dead/retired fighters. **30CREDITS** ### PALANITE RANGER (CREW)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-ranger-crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | ### PALANITE SPECIALIST[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-specialist) The total number of Gangers and Crew in a Palanite Enforcers gang must always be equal to, or higher than, the total number of other fighters (Leaders and Champions) in the gang, not counting Hangers-on or Rookies. ### VEHICLE CREW[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#vehicle-crew) A Palanite Ranger must always be equipped with a vehicle. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#equipment) A Palanite Ranger must be equipped with a vehicle and they may purchase Wargear and weapons from the Palanite Ranger equipment list. - During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post. - During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post. - A Palanite Ranger may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash. *Source: The Aranthian Succession: Ruins of Jardlan* **130CREDITS** ### ENFORCER TAUROS VENATOR (VEHICLE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#enforcer-tauros-venator-vehicle) | M | Front | Side | Rear | HP | Hnd | Sv | | --- | --- | --- | --- | --- | --- | --- | | 7" | 5 | 5 | 4 | 3 | 5+ | 4+ | **Locomotion:** Wheeled. **Upgrade Slots:** 2 Body, 3 Drive, 3 Engine. **Weapon Hardpoints:** 1. Crew Operated, Arc (All Round). ### DEDICATED GUNNER[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#dedicated-gunner) When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half. ### EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#equipment-1) An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post. - During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list. - During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post. *Source: The Aranthian Succession: Ruins of Jardlan* **130CREDITS** ### 0-2 HARDCASE CYBER-MASTIFF (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#0-2-hardcase-cyber-mastiff-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Shock Bite | - | E | - | - | S | -1 | 1 | - | Melee, Rending, Shock | **Weapons:** Shock bite. **Wargear:** Hardcase: [light carapace (4+)](https://necrovox.org/docs/armoury/armour#carapace) & [respirator](https://necrovox.org/docs/armoury/personal-equipment#respirator). **Special Rules:** Tenacious, Hardcase, Faithful Protector. ### TENACIOUS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#tenacious) If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. ### HARDCASE[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#hardcase) Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with [light carapace armour](https://necrovox.org/docs/armoury/armour#carapace) and a [respirator](https://necrovox.org/docs/armoury/personal-equipment#respirator). ### FAITHFUL PROTECTOR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#faithful-protector) While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. Thismove counts as a free action. *For as long as Mankind has utilised canines for hunting and companionship, it has used them to guard and to protect. In enforcing the laws of Lord Helmawr, canines are an invaluable tool, one that cannot be corrupted by the temptation of power or bribed by the lure of wealth. Their loyalty lies entirely with their masters and their dedication is unswerving.* *As a matter of course, the canines that serve alongside the Palanite Enforcers of Necromunda are heavily-modified brutes, routinely fitted with armour to protect their vital organs and upgraded with bionics to enhance their performance. The nature of such enhancements varies, from advanced sensory arrays that can be tailored to the role of watchdog or hunting hound, to combat upgrades such as iron jaws and razor-edged fangs. It is these combat modifications that are seen most widely in the underhive and the gangs of Necromunda have rightly learned to fear the deployment of Hardcase Cyber-mastiffs on their turf.* **205CREDITS** ### 0-2 ENFORCER ‘SANCTIONER’ PATTERN AUTOMATA (BRUTE)[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ | | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise | | Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | Concussion, Melee, Parry, Shock | | Grenade launcher array- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | Blast (5"), Flash | **Skills:** [Got Your Six](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Pacifier assault claw, heavy shock baton, grenade launcher array with photon flash grenades. **Wargear:** [Light carapace armour](https://necrovox.org/docs/armoury/armour#carapace). **Special Rules:** Automated Repair Systems, Mobile Bulwark. ### AUTOMATED REPAIR SYSTEMS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#automated-repair-systems) During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice. ### MOBILE BULWARK[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#mobile-bulwark) If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover. ### OPTIONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#options) An Enforcer ‘Sanctioner’ Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: | Upgrade | Cost | | --- | --- | | Concussion cannon | +80 | | Sanction pattern mancatcher | +100 | | SLHG pattern assault ram ‘Sledge hammer’ | +40 | An Enforcer ‘Sanctioner’ Pattern Automata can take the following additional grenades types for their grenade launcher array: • | Upgrade | Cost | | --- | --- | | Choke gas grenades | +35 | | Scare gas grenades | +45 | | Smoke grenades | +15 | | Stun grenades | +25 | An Enforcer ‘Sanctioner’ Pattern Automata can upgrade its light carapace armour to heavy carapace armour: | Upgrade | Cost | | --- | --- | | Heavy carapace armour | +20 | *To keep Helmawr’s peace, Enforcers employ semi-sentient servo-automata designated ‘Sanctioners’. These hulking machines are driven by the cranial remains of a Palanite Enforcer whose personality profile matches those prescribed for ‘Sanctioner’ use − the subject given extensive psycho-conditioning before their brain is removed, dissected and placed within the confines of the automata. Unlike the ‘ambot’, which is driven by the animal instincts and nervous system of an Ambul, the Sanctioner has a human mind controlling its actions− albeit one devoid of emotion and dedicated utterly to the letter of the law. For this reason, gangs often call these machines ‘Lawtomata’, saying you’d find more mercy at the hands of a Corpse Grinder Cult than under the gaze of a Sanctioner.* *A Sanctioner is armed and armoured for the pacification tasks it is so often required to undertake. Heavy carapace plates protect the already robust inner workings of the Sanctioner, making them largely immune to small arms fire or the crude melee weapons often employed in uprisings or by outlaw gangers. Some Enforcer units, such as the Subjugators, often uparmour their automata further, to deal with more heavily armed resistance. Even discounting all their armour, Sanctioners have a reputation for being notoriously difficult to kill, the massive cybernetica rising again and again after taking punishing amounts of weapons fire as their internal repair systems keep them going.* *The hulking automata’s arms incorporate weapons for both crowd control and gang warfare − one arm ending in a pacifier assault claw, known to criminals and gangs as the ‘Fist of Dread’ for the brutal damage it can inflict. Alternatively, it can replace the fist with a concussion cannon, an ideal weapon for stunning foes before hauling them off to the local Precinct-Fortress. Its other arm is equipped with a sanction pattern mancatcher to restrain and detain any who get in its way.* *A Sanctioner is able to engage targets at longer range using an integrated grenade launcher. Grenades are a favoured tool of the Enforcers because of the variety of situations they can deal with − and the Sanctioner is no different. Flash, choke, scare and stun grenades are all useful to break up crowds or take the fight out of criminals, while smoke grenades provide cover for advancing Enforcers.* *Sanctioners are usually only released from their storage chambers within a Precinct-Fortress in the case of large scale hive uprisings, though occasionally patrol sergeants might find themselves using them to bring law and order to especially wild regions of the underhive. In the wake of the Great Darkness, with loyalties divided and general unrest across all of Necromunda, more and more Sanctioners have been activated, while the number of ‘volunteers’ chosen to donate their brains to bolster the robot’s ranks has increased tenfold.* ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#palanite-enforcers-palanite-drill | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#driving | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Captain (Leader) | - | Primary | - | - | Secondary | Secondary | Primary | Primary | - | - | | Sergeant (Champion) | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | - | - | | Patrolman Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | - | - | | Rookie (Juve) | Secondary | - | - | - | - | - | Secondary | Primary | - | - | | Hardcase | - | - | Primary | - | Secondary | - | - | - | - | - | | ‘Sanctioner’ Pattern Automata | - | - | Secondary | - | Primary | - | - | - | - | - | | Palanite Ranger (Crew) | - | - | - | - | - | Secondary | Secondary | - | Primary | Primary | ## PALANITE ENFORCERS IN DOMINION CAMPAIGNS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#palanite-enforcers-in-dominion-campaigns) An Enforcer Patrol can be fielded in a Dominion Campaign if players wish (see the Necromunda Rulebook), but due to their nature will function differently to other gangs in a few important ways. ### TERRITORIES AND CAMPAIGN PHASES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territories-and-campaign-phases) Enforcers cannot occupy and control Territories like other gangs can. Instead, they start the campaign in control of a single Territory unique to them – the Palanite Precinct Territory. **Occupation Phase:** During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action (as follows). **Takeover Phase:** During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action (as follows). If, however, another gang challenges the Enforcers during the Takeover phase then the gang is assumed to be launching a bold assault against the Enforcers’ Palanite Precinct Territory (as follows). The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. ### TERRITORY ACTIONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territory-actions) If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: **Police Territory:** The Enforcers clear up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out troublemakers: - The Enforcers gain control of the Territory, but they gain no Boons from it. - Immediately after taking control of the Territory and after every successful defence of the Territory, the Enforcers gain D3+1 Reputation for purging the Territory of crime. **Grant Territory:** The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory andanyCriminal Enterprises associated with it. ### TRIUMPHS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#triumphs) Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: **Peacemaker:** If none of the players can be awarded the Dominator Triumph – because two or more players hold the same number of Territories – the Enforcer is awarded the Peacemaker Triumph. ### UNIQUE TERRITORY – PALANITE PRECINCT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#unique-territory--palanite-precinct) Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. ### HOMEGROUND[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#homeground) If challenged in the Takeover phase, the ensuing battle will automatically take place within the Palanite Precinct, representing a bold gang assaulting the Precinct: - When the Palanite Precinct is assaulted, the battle will automatically be fought using Zone Mortalis terrain. - The player that controls the Enforcers sets upall of the tiles, doors, barricades and any other terrain features. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. - The player who controls the Enforcers automatically has the Home Turf Advantage when the Palanite Precinct is assaulted. ### TERRITORY BOON[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/#territory-boon) **Income:** The gang earns D6x10 credits from this Territory when collecting income. **Gang Assault:** A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation. *Last updated on **November 29, 2023 5:52 PM*** # PALANITE ENFORCERS 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[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#basic-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Enforcer Boltgun | 50 | - | - | | - Penetrator | 20 | - | - | | Combat shotgun (salvo & shredder) | 60 | - | - | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#pistols) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Autopistol | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | - | | - Manstopper | 10 | 10 | - | | Stub gun | 5 | 5 | 5 | | - Dumdum | 5 | 5 | - | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#special-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Concussion carbine | 30 | - | - | | Grenade launcher (frag & stun) | - | 50 | - | | - Choke | - | 30 | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | | Sniper rifle | 35 | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#heavy-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Heavy concussion ram * | - | 70 | - | | Assault ram (SLHG ‘sledge hammer’) * | - | 90 | - | | - Assault ram | - | - | - | | - Grenade launcher (choke gas & frag) | - | - | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#close-combat-weapons) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | - | | Shield (Vigilance assault) | - | 40 | - | | Shock baton | 30 | 30 | - | | Shock stave | 25 | 25 | - | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#grenades) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Choke gas | 50 | 50 | - | | Frag | 30 | 30 | - | | Photon flash | 15 | 15 | - | | Smoke | 15 | 15 | - | | Stun | 15 | 15 | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#armour) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Hardened flak | 20 | - | - | | Hardened layered flak | - | 30 | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#equipment) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | - | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 20 | 20 | - | | Filter plugs | - | - | 10 | | Photo-goggles | - | - | 35 | | Photo-lumens | 15 | 15 | - | | Respirator | 15 | 15 | 15 | | Stimm-slug stash | 30 | 30 | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#weapon-accessories) | Item | Palanite | Subjugator | Palanite Ranger | | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | Infra-sight (P, B, S, H) | 40 | - | - | - *: Maximum one gunsight per weapon. ## VEHICLES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicles) | Item | Palanite Ranger | | --- | --- | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Enforcer Tauros Venator | 130 | | Wolfquad | 70 | ## VEHICLE UPGRADES[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicle-upgrades) | Item | Enforcer Tauros Venator | | --- | --- | | Body Upgrades | | | Ablative armour | 15 | | Crash cage | 15 | | Reinforced armour | 20 | | Weapons stash | 20 | | Drive Upgrades | | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | Tyre claws | 10 | | Engine Upgrades | | | Archeotech automantic reactor | 40 | | Easy turnover | 5 | | Engine shell | 15 | | Glys injector | 20 | ## WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#weapons) | Item | Enforcer Tauros Venator | | --- | --- | | Heavy | | | Twin-linked concussion cannon | 145 | | Twin-linked heavy stubber | 155 | ## VEHICLE WARGEAR[](https://necrovox.org/docs/gangs/gang-lists/palanite-enforcers/equipment-list#vehicle-wargear) | Item | Enforcer Tauros Venator | | --- | --- | | Booby-trapped fuel tanks | 10 | | Caltrop launcher | 20 | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 | *Last updated on **December 28, 2023 10:44 PM*** # BADZONE ENFORCERS *The Palanite Enforcers keep Lord Helmawr's Peace throughout the underhives of Necromunda, often at the end of a shock baton or boltgun. Being the most overt and visible sign of Lord Helmawr's total dominion over Necromunda, the Palanite Enforcers are rightfully feared wherever they go.* *However, like much on Necromunda, appearances can be deceptive. Out in the badzones of the underhive, regular communication and consistent supply lares are impossible. However, the hive world's inhabitants cannot be allowed to believe they are beyond Helmawr's gaze. This leads to Precinct-Fortresses being set up far from the warmth of the hive's central heat sink. Initially well-supplied and with a full complement of Enforcers, these lone beacons of order are them left to their own devices to maintain the Pax Helmawr as best they can.* *Isolated as they are, Badzone Precinct Captains must abandon many of the restrictions their fellow Enforcers operate under if they are to survive, often abolishing the delineation of their forces between Palanites and Subjugators and even deputising hive scum to bulk out their numbers. Occasionally, an especially promising scum even gets accepted within the Badzone Enforcers' ranks; after all, losses must be replaced somehow. In addition, with limited resupplies of armaments making it through to them, Badzone Enforcers must rely upon whatever they can seize from other badzone elements or trade for on the open markets, with the more specialist equipment ending up in the hands of the Captains and Sergeants alone.* The following section, along with the Palanite Enforcers list, provide all the rules needed top run a Badzone Enforcers gang in your campaigns of Necromunda. ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#gang-composition) Enforcers follow [normal rules](https://necrovox.org/docs/founding-a-gang/gang-creation) with the following exceptions: - Must have at least 1 Ganger per Leader / Champion. ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#fighters) **125CREDITS** ### CAPTAIN (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#captain-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. **85CREDITS** ### SERGEANT (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#sergeant-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. **55CREDITS** ### PATROLMAN (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#patrolman-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Wargear:** Magnacles, armoured undersuit. **Restrictions:** None. ### BROKEN SUPPLY LINES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#broken-supply-lines) Gain Scarce for the following weapons: - Enforcer Boltgun. - Combat shotgun. - Concussion carbine. **30CREDITS** ### ENLISTED HIVE SCUM (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#enlisted-hive-scum-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Restrictions:** Pistols, Basic and Close Combat. ### EXPENDABLE CONSCRIPT[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#expendable-conscript) Cannot benefit from or participate in **Leading By Example** or **Group Activation**. Does not trigger Nerve tests to friendly fighters without this special rule within 3” (when Seriously Injured or taken Out of Action). NOTE Enlisted Hive Scum are not exactly Juves. They promote after 5 advancements like Juve. Stats like Ganger / Hive Scum. Hot-headed like Specialist Juve (Prospect). And promoted to Ganger! But they don't have Fast Learner advancement discount. So it is entirely unclear how they spend XP. To make things easy, they will be treated as Juves here. **100CREDITS** ### 0-1 CYBER-MASTIFF (HACKED) (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#0-1-cyber-mastiff-hacked-exotic-beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 8+ | 8+ | **Weapons:** Flensing knife (same as: jaws). ### GLITCHY[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#glitchy) In each activation, roll a 2+ or gain Insanity. ### TENACIOUS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#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. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | Palanite Drill | | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | - | - | Secondary | Secondary | Primary | Primary | | Champion | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary | | Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary | | Juve | Secondary | - | - | Primary | Secondary | - | - | - | | Exotic Beast | - | - | Primary | - | Secondary | - | - | - | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/#special-rules) Follow normal rules as other gangs with the following exceptions: - Ganger (Specialist): Access to Special & Heavy weapons from the gang equipment table. *Last updated on **September 26, 2023 5:42 PM***# BADZONE ENFORCERS 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[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#basic-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Autogun | 15 | 15 | 15 | 15 | | + Reclaimed | (10) | (10) | - | 10 | | Enforcer Boltgun | 50 | 50 | 50 | - | | Combat shotgun (salvo & shredder) | 60 | 60 | 60 | - | | Lasgun | (15) | (15) | - | 15 | | Sawn-off shotgun | (15) | (15) | - | 15 | | Shotgun (solid & scatter) | (30) | (30) | - | 30 | | Throwing knives | (10) | (10) | - | 10 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#pistols) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Autopistol | 10 | 10 | 10 | 10 | | + Reclaimed | (5) | (5) | - | 5 | | Laspistol | (10) | (10) | - | 10 | | Plasma pistol | 50 | 50 | - | - | | Stub gun | 5 | 5 | 5 | 5 | | - Dumdum | 5 | 5 | 5 | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#special-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | Concussion carbine | 30 | 30 | 30 | - | | Flamer | - | - | 140 | - | | Grenade launcher (frag & stun) | 50 | 50 | - | - | | Sniper rifle | 35 | 35 | 35 | - | | Web gun | 125 | 125 | - | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#heavy-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | G(S) | | | Assault ram (SLHG ‘sledge hammer’) * | 90 | 90 | - | - | | - Assault ram | 0 | 0 | - | - | | - Grenade launcher (choke gas & frag) | 0 | 0 | | | | Heavy concussion ram * | 70 | 70 | - | - | | Heavy Stubber * | 130 | 130 | 130 | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#close-combat-weapons) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Axe | (10) | (10) | - | 10 | | Chainsword | - | - | - | 25 | | Flail | (20) | (20) | - | 20 | | Fighting Knife | (10) | (10) | - | 10 | | Maul (club) | (10) | (10) | - | 10 | | Power knife | 25 | 25 | - | - | | Power maul | 30 | 30 | - | - | | Shield (Vigilance assault) | 40 | 40 | - | - | | Shock baton | 30 | 30 | 30 | - | | Shock stave | 25 | 25 | 25 | - | | Two-handed axe * | (25) | (25) | - | 25 | | Two-handed hammer * | (35) | (35) | - | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#grenades) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Blasting charges | - | - | - | 35 | | Frag | 30 | 30 | 30 | 30 | | Krak | - | - | - | 45 | | Photon flash | 15 | 15 | 15 | - | | Smoke | 15 | 15 | 15 | 15 | | Stun | 15 | 15 | 15 | - | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#armour) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | - | - | - | 25 | | Flak | 10 | 10 | 10 | 10 | | - Layered | 20 | 20 | - | - | | - Hardened | 30 | 30 | - | - | | - Hardened layered | 50 | 50 | - | - | | Hazard suit | - | - | - | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | ## FIELD ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#field-armour) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | - | - | | Refractor | 50 | 50 | - | - | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#equipment) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | - | | https://necrovox.org/docs/armoury/personal-equipment#bio-scanner | 20 | 20 | 20 | - | | Drop rig | (10) | (10) | (10) | 10 | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | (10) | (10) | (10) | 10 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | 35 | - | | Photo-lumens | 15 | 15 | 15 | (20) | | Respirator | 15 | 15 | 15 | (15) | | Stimm-slug stash | 30 | 30 | 30 | - | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#pets-status-item) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Hacked cyber-mastiff (0-1) | 100 | 100 | - | - | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/badzone-enforcers/equipment-list#weapon-accessories) | Item | Leader | Champ | Ganger | Juve | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | Infra-sight (PBSH) ** | 40 | 40 | 40 | - | | Telescopic sight (PBS) ** | 25 | 25 | 25 | 25 | - *: Maximum one gunsight per weapon. *Last updated on **December 28, 2023 10:44 PM*** # 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#fighters) **120CREDITS** ### CULT ADEPT (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#genestealer-cults-wyrd-powers) or the [universal lists](https://necrovox.org/docs/the-rules/wyrd-powers)). **Restrictions:** None. ### UNSANCTIONED PSYKER[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#unsanctioned-psyker) Gain additional Wyrd Powers as Primary skills. **145CREDITS** ### CULT ALPHA (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. **85CREDITS** ### HYBRID ACOLYTE (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#options) **Early Generation (+45):** Comes with an Extra Arm. **95CREDITS** ### ABERRANT (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Restrictions:** Can only be equipped with Close Combat weapons and Armour (no other Wargear). **45CREDITS** ### NEOPHYTE HYBRIDS (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#options-1) **Early Generation (+45):** Comes with an Extra Arm. **25CREDITS** ### 0-3 PSYCHIC FAMILIAR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). ### OMEN OF FORTUNE[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. HOUSE RULE (NECRODAMUS, A&A) Omen of Fortune save can only be made once per round. ### PRECOGNITION[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#precognition) - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | https://necrovox.org/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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#special-rules) ### EXTRA ARM[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#gaining-experience) Genestealer Cults gain experience like normal. Aberrants advance like Gangers. ### CAPTURED FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#loss-of-a-leader) Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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](https://necrovox.org/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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/#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. *Last updated on **September 26, 2023 5:42 PM*** # GENESTEALER CULT 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[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#basic-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Autogun | 15 | 15 | - | 15 | 15 | | Lasgun | 15 | 15 | - | 15 | 15 | | Shotgun (solid & scatter) | 30 | 30 | - | 30 | 30 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#pistols) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Autopistol | 10 | 10 | - | 10 | 10 | | Hand flamer | 50 | 50 | - | 50 | 50 | | Laspistol | 10 | 10 | - | 10 | 10 | | Needle pistol | 40 | 40 | - | 40 | 40 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#special-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | | | Flamer | 140 | 140 | - | 140 | - | | Grenade launcher (frag & krak) | 55 | 55 | - | 55 | - | | Long las | 20 | 20 | - | 20 | - | | Webber | 125 | 125 | - | 125 | - | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#heavy-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | | | | Heavy stubber * | 145 | 145 | - | - | - | | Mining laser * | 125 | 125 | - | - | - | | Seismic cannon * | 140 | 140 | - | - | - | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#close-combat-weapons) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | :---------------------------- | :----: | :------------: | -------- | ------------------- | ------ | --- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | | Chainsword | 25 | 25 | 25 | 25 | 25 | | Fighting Knife | 15 | 15 | 15 | 15 | 15 | | Heavy rock cutter * | 135 | 135 | 135 | 135 | 135 | | Heavy rock drill * | 90 | 90 | 90 | 90 | 90 | | Heavy rock saw * | 120 | 120 | 120 | 120 | 120 | | Power hammer | 45 | 45 | 45 | 45 | 45 | | Power maul | 30 | 30 | 30 | 30 | 30 | | Power pick | 40 | 40 | 40 | 40 | 40 | | Power sword (bone sword) | 45 | 45 | 45 | 45 | 45 | | Shock stave (Staff of Office) | 25 | 25 | 25 | 25 | 25 | | Shock whip (lash whip) | 25 | 25 | 25 | 25 | 25 | | Two-handed hammer * | 35 | 35 | 35 | 35 | 35 | ` | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#grenades) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | Blasting charges | 35 | 35 | - | 35 | 35 | | Demolition charge | 65 (50) | 65 (50) | - | 65 (50) | 65 (50) | | Frag | 30 | 30 | - | 30 | 30 | | Incendiary | 40 | 40 | - | 40 | 40 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#armour) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | ✓ | | Hazard suit | 10 | 10 | 10 | 10 | 10 | | Flak | 10 | 10 | 10 | 10 | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | 15 | 15 | 15 | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#equipment) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | - | 35 | 35 | | Cult icon (max 1 per gang) | 40 | 40 | - | 40 | 40 | | https://necrovox.org/docs/armoury/personal-equipment#filter-plugs | 10 | 10 | - | 10 | 10 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | 35 | - | 35 | 35 | | Respirator | 15 | 15 | - | 15 | 15 | ## PETS (STATUS ITEM)[](https://necrovox.org/docs/gangs/gang-lists/genestealer-cult/equipment-list#pets-status-item) | Item | Leader | Hybrid Acolyte | Aberrant | Ganger (Specialist) | Ganger | | --- | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | | | | | Familiar (0-3) | 25 | 25 | - | - | - | *Last updated on **November 30, 2023 4:04 AM*** # HELOT CHAOS CULT ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#fighters) **100CREDITS** ### DEMAGOGUE (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#demagogue-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistols, Basic and Close Combat. ### DEVOTION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#devotion) If standing, friendly fighters within 9” and have LOS to this fighter can use this fighter’s Cool & Willpower stats for any tests. **70CREDITS** ### 0-1 WITCH (SPECIALIST CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#0-1-witch-specialist-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ | **Skills:** 1 Primary (custom) and 1 Wyrd Power (Witch or Universal). **Restrictions:** Pistols and Close Combat. ### UNSANCTIONED PSYKER.[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#unsanctioned-psyker) Can choose Wyrd Powers as Primary skill (Witch or Universal). **60CREDITS** ### DISCIPLE (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#disciple-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **35CREDITS** ### CULTIST (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#cultist-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 7+ | 8+ | **Restrictions:** Pistol, Basic, Special*, Close Combat. - One ganger only at gang creation, any during a campaign. **25CREDITS** ### 0-2 CHAOS FAMILIAR (EXOTIC BEAST)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#0-2-chaos-familiar-exotic-beast) **Cost:** 25 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). ### OMEN OF FORTUNE[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#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. HOUSE RULE (NECRODAMUS, A&A) Omen of Fortune save can only be made once per round. ### PRECOGNITION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#precognition) - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. ### PSYCHIC MANIFESTATION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#psychic-manifestation) Once per round, the owner can re-roll a failed Willpower test to perform a Wyrd Power (if the owner is a Psyker). **130CREDITS** ### CHAOS SPAWN[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#chaos-spawn) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | D6” | ? | - | ? | ? | ? | ? | ? | - | -+ | - | - | **Skills:** [Clamber](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-clamber). **Wargear:** None (always makes unarmed attacks). A fighter who is turned into a Chaos Spawn is effectively slain and their equipment is lost. They are immediately replaced with a Chaos Spawn. The Spawn is added for free, but the cost affects Gang Rating. Roll a separate D6 for each ? in the profile and consult the table below. This is the Spawn’s characteristics which can't be altered in any way. | D6 | WS | S | T | W | I | A | | --- | --- | --- | --- | --- | --- | --- | | 1 | 5+ | 3 | 4 | 1 | 5+ | 1 | | 2-5 | 4+ | 4 | 5 | 2 | 4+ | 2 | | 6 | 3+ | 5 | 6 | 3 | 3+ | 3 | - Can only make the following actions: Move, Charge, Fight and Coup de Grace. - Can't be, suffer, use or gain any of the following: - Pinned. - Seriously Injured. - Flesh Wounds. - Lasting Injuries (if taken Out of Action, it is automatically restrained after the battle). - Broken or Insane. - Weapons or equipment of any kind (always make unarmed attacks). - Experience or Advancements (in any way). - Automatically: - Passes any Cool or Willpower tests. - Fails any Leadership or Intelligence tests. After a battle that featured the Chaos Spawn, nominate up to 3 Gangers (not Out of Action or Seriously Injured at the end of the battle). Roll a D6 for each nominated Ganger: on a 4+, the Chaos Spawn is restrained; otherwise it scurries away to join the other nameless horrors of the Underhive and is removed from the gang. If a dice scores a 1, the Ganger suffers a Lasting Injury roll from the unfettered wrath of the Spawn. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | Cult Wyrd Powers | | --- | --- | --- | --- | --- | --- | --- | | Leader | Secondary | Primary | Primary | Primary | Secondary | - | | Champion | Secondary | Primary | Primary | Secondary | Secondary | - | | Champion (Witch) | Secondary | Secondary | Secondary | - | Primary | Primary | | Specialist | Secondary | Primary | Primary | - | Secondary | - | | Chaos Familiar | Secondary | Primary | - | - | - | - | ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#gang-composition) Chaos Cults follow standard gang composition, with some additional rules: - 0-1 Witch. - Spawns have no impact on Gang Composition. - In Skirmish battles, 0-2 Chaos Spawns can be purchased. - When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#special-rules) ### GAINING EXPERIENCE[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#gaining-experience) Chaos Cults gain experience like normal. Spawns can't gain any Advancements or XP. ### LOSS OF A LEADER[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#loss-of-a-leader) Nominate a new leader in the following order: 1. Champion 2. Ganger 3. Specialist 4. Otherwise:Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. From now their Type is changed to Leader and count as a Leader for determining which equipment and skill sets they can access. The new Leader gains the Devotion special rule. Their characteristics do not change. NOTE The Witch can never become the Leader! ### SPECIAL RESOURCES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#special-resources) Settlements generate free Gangers instead of Juves. ### INJURED TO INSANITY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#injured-to-insanity) Demagogue, Witch, Disciple and Spawn never gain Insanity. ### CAMPAIGN[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#campaign) - Outlaw. - Can hire Chaotic Hive Scum and Bounty Hunters. - Can suffer Mutations instead of Lasting Injuries. - Claim Resource Bonuses just like any other gang. - **Dominion:** Treated as a Cawdor gang for the purposes of gang specific Resource bonuses. ### POST-BATTLE ACTIONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#post-battle-actions) - Each Demagogue, Disciple and Witch can make one post-battle action (in the same way as a Leader and Champions). - The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence). - Chaos Cults can't make the Sell to the Guilders action. Captives can instead be sacrificed to perform a Dark Ritual (in a circumstance where they normally could be sold). ## WITCH WYRD POWERS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#witch-wyrd-powers) ### BIOMANCY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#biomancy) ### 1. WARP STRENGTH (SIMPLE), CONTINUOUS EFFECT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#1-warp-strength-simple-continuous-effect) +2 Strength and Close Combat attacks gain +1 Damage (while maintained). ### PYROMANCY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#pyromancy) ### 2. SCOURING (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#2-scouring-basic) Make the following ranged attack: S2, AP -2, D1, Template, Blaze. ### TELEPATHY[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#telepathy) ### 3. MADDENING VISIONS (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#3-maddening-visions-basic) Until the End phase of this round, any enemy fighter who ends their turn within 3” must pass a Willpower test or gain Insanity. If failed, roll a D6 each subsequent time the fighter is activated: | D6 | Outcome | | --- | --- | | 1-2 | Immediately become Broken. If already Broken, they flee the battlefield (even if their 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. Once the turn is over, the fighter no longer counts as part of the opposing gang. | | 5-6 | The fighter can act as normal. Once their turn is over, make a Willpower test for them, if it is passed, they regain their sanity and are no longer affected. | ### TELEKINESIS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#telekinesis) ### 4. ASSAIL (BASIC)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#4-assail-basic) Make a ranged attack against an enemy fighter or obstacle within 12” and LOS. If hit, move the target D3” in any direction. If Standing, become Pinned. If coming into contact with a Standing fighter or any terrain, stop moving and suffer a S3 hit. If coming into contact with another fighter, that fighter also suffers S3 hit, and becomes Pinned. ### 5. DARK SHIELD (SIMPLE)[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#5-dark-shield-simple) +1 save modifier. Affects all friendly fighters within 3” (including the Psyker). Lasts until the End phase. ### 6. LEVITATION (BASIC), CONTINUOUS EFFECT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/#6-levitation-basic-continuous-effect) While maintained: - +3” Movement. - Can't be Pinned. - Ignores all terrain. - Moves freely between levels without restriction. - Never fall. - May not ignore impassable terrain or walls. - May not end its movement with its base overlapping an obstacle or another fighter’s base. *Last updated on **September 26, 2023 5:42 PM*** # HELOT CHAOS CULT 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[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#basic-weapons) | Item | Cost | | --- | --- | | Autogun | 15 | | Autogun (reclaimed) | 10 | | Lasgun | 15 | | Shotgun (solid & scatter) | 30 | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#pistols) | Item | Cost | | --- | --- | | Autopistol | 10 | | Autopistol (reclaimed) | 5 | | Hand flamer | 70 | | Laspistol | 10 | | Stub gun | 5 | | - Dumdum rounds | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#special-weapons) | Item | Cost | | --- | --- | | Flamer | 130 | | Grenade launcher (frag & krak) | 55 | | Long rifle | 30 | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#heavy-weapons) | Item | Cost | | --- | --- | | Heavy flamer * | 195 | | Heavy stubber * | 130 | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#close-combat-weapons) | Item | Cost | | --- | --- | | Axe | 10 | | Chain glaive * | 60 | | Chainsword | 25 | | Club, maul or bludgeon | 10 | | Fighting Knife | 15 | | Flail | 20 | | Sword | 20 | | Two-handed axe * | 25 | | Two-handed hammer * | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#grenades) | Item | Cost | | --- | --- | | Blasting charges | 35 | | Demolition charges | 65 | | Frag | 30 | | Incendiary charges | 40 | | Krak | 45 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#armour) | Item | Cost | | --- | --- | | Hazard suit | 10 | | Flak | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#equipment) | Item | Cost | | --- | --- | | Cult icon (max 1 per gang) ………… | 40 | | Fitler plugs | 10 | | Infra-sight | 40 | | Mono-sight | 35 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | | Respirator | 15 | ## EXOTIC BEASTS[](https://necrovox.org/docs/gangs/gang-lists/helot-chaos-cult/equipment-list#exotic-beasts) | Item | Cost | | --- | --- | | Chaos Familiar | 25 | *Last updated on **November 30, 2023 4:04 AM*** # CORPSE GRINDER CULT *A cannibal sickness lurks at the heart of Necromunda, like a festering wound that will never heal. It is the great cycle of existence that rules over all who serve the Imperial House, the denizens of the hives either feeding on their predecessors, or feeding the living with their own dead flesh. Corpse Grinder Cults are a by-product of this brutal necessity, charged with the grim task of recycling their fellow hivers into corpse-starch. The Great Houses of Necromunda are intimately familiar with the Corpse Grinder Cults, for they are a plague that rises from within the mortuary combines and Corpse Guilds with regular frequency. Even in the unrelenting horror of the hive, those forced to recycle corpses sometimes rebel against reality, losing their sanity among the whirr of the meat-saw and wet crunch of the bone-grinders. Where once a creature of reason and temperance stood, now a hollow shell consumed by hunger remains – the perfect vessel for the corrupting touch of Chaos to infect.* *Corpse Grinder Cults often start within the hallowed ranks of the Corpse Guilds. From among the toiling workers a leader will arise. Whether these deranged individuals draw the gaze of the Blood God with their cannibal madness or if it is the influence of the Dark God who turns honest men to feast upon the cutting floor is unclear. The result, however, is the same. Over time, a cult leader will become stronger and more ravenous, the growling voice of Khorne driving them to murder so that they might feast upon warmand bloody flesh. Around these debased leaders, deviant cults are formed. Prospective followers might be drawn from within the mortuary manufactorums, or from the greater hive populace. At first trusted members are inducted, and offered a taste of the gory bounty smuggled out of production lines. Thus are entire families and hab communities corrupted, most knowing only that the meat gives them strength and endurance like nothing they have known, unaware of the dark blessing surrounding the cult leader.* ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#fighters) **130CREDITS** ### BUTCHER (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#butcher-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Butcher), plate mail armour. **Restrictions:** Close Combat. ### FIRST TO THE FRAY[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#first-to-the-fray) Charge distance is Move + D6” (instead of D3”). ### MASK (BUTCHER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-butcher) - 6+ save (unmodifiable by AP). - Terrifying. - Can't be improved by other armour. ### TERRIFYING[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#terrifying) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. ### BLESSED BY THE LORD OF SKIN AND SINEW: INVOKE THE DARK GODS (SUMP CITY SINKING)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew-invoke-the-dark-gods-sump-city-sinking) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. **90CREDITS** ### CUTTER (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#cutter-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ | **Skills:** 1 Primary (custom). **Wargear:** Mask (Cutter), plate mail armour. **Restrictions:** Close Combat. ### DERVISH[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#dervish) Extend LoS to 360° when making Fight (Basic) action with Versatile weapons. ### MASK (CUTTER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-cutter) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - Terrifying. ### TERRIFYING[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#terrifying-1) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. ### BLESSED BY THE LORD OF SKIN AND SINEW: INVOKE THE DARK GODS (SUMP CITY SINKING)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew-invoke-the-dark-gods-sump-city-sinking-1) If everyone agrees, apply this optional special rule: Can make a Willpower test when activating: - +3 modifier if this fighter took an enemy fighter OoA in this fighter's previous activation. - Success: +1 S, T & A (this activation). After the activation, roll a 4+ to remove 1 Flesh Wound or heal a Wound. - Fail: Suffer an Injury roll. **40CREDITS** ### SKINNER (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#skinner-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 9+ | **Skills:** [Berserker](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging). **Wargear:** Mask (Skinner), plate mail armour. **Restrictions:** Close Combat. ### MASK (SKINNER)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-skinner) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). - [Fearsome](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **25CREDITS** ### INITIATE (JUVE)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#initiate-juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 9+ | **Skills:** [Infiltrate](https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Wargear:** Mask (Initiate), Flak armour. **Restrictions:** None. ### MASK (INITIATE)[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#mask-initiate) - +1 save modifier. - Roll a 6+ when suffering a Head Injury and Eye Injury (Lasting Injuries 51-52) to change it into a Grievous Injury (Into Recovery). HOUSE RULES - Necrodamus - A&A - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#cunning | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#savant | | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | Primary | Primary | - | Secondary | Primary | Secondary | Secondary | | Champion | Primary | Primary | Secondary | Secondary | Secondary | Primary | - | | Ganger | Secondary | Primary | - | Secondary | - | Primary | - | | Juve | Secondary | Primary | - | Secondary | - | Secondary | - | ## GANG COMPOSITION[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#gang-composition) A Corpse Grinder Cult gang must follow these rules when it is founded and when new fighters are added to the gang: - There must be one Leader (Butcher) chosen when the gang is first founded. - The total number of Initiates in the gang must always be equal to, or higher than, the number of other Skinners in the gang. - The gang may only ever include a maximum of 0-3 Champions (Cutters) at any time. - 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 an Uprising Campaign, gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply: - During the course of an Uprising 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 gang’s House Equipment List or as a result of Scavenging. 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 their House List. - Leaders and Champions can be given additional weapons, but if they have more than three weapons, they will have to fill out multiple Fighter cards, each representing a different ‘set’ of equipment. - A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash. ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#special-rules) In a Dominion Campaign, Corpse Grinder Cult gangs are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, each D6 roll of a 6 generates a free Initiate. If both of the D6s roll a 6, this becomes a single Skinner. Despite their secret agenda, a Corpse Grinder Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, a Corpse Grinder Cult gang gains Enhanced Boons for a Corpse Farm Territory as if they were a Cawdor gang and from a Fighting Pit Territory as if they were a Goliath gang. ### OUTLAW[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#outlaw) A Corpse Grinder Cult gang is automatically an [Outlaw gang](https://necrovox.org/docs/founding-a-gang/gang-creation#outlaw-gangs). ### AGENTS OF MISRULE[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#agents-of-misrule) In a Law and Misrule Campaign, Corpse Grinder Cult gangs start aligned to Misrule. They cannot change their alignment over the course of the campaign. ### BLESSED BY THE LORD OF SKIN AND SINEW[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) DESIGNER'S COMMENTARY Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. When a Corpse Grinder Cult fighter with the Gang Hierarchy (X) special rule is activated, their controlling player may attempt to Invoke the Dark Gods before performing any actions. **Invoke the Dark Gods:** This fighter makes a Willpower test, with a +3 modifier if they took an enemy fighter Out of Action in their previous activation. If the test is failed, roll an Injury dice apply the result immediately to this fighter. If the test is passed, the fighter gains the following benefits for the duration of this activation: - +1 to their Strength, Toughness and Attacks characteristics. - Roll a D6 at the end of their activation. On a result of a 4+, they can remove a single Flesh Wound or recover a single lost Wound. *Source: Apocrypha Necromunda: Sump City Sinking* *Last updated on **December 31, 2023 8:30 PM*** # CORPSE GRINDER CULT 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. | ## PISTOLS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#pistols) | Item | Cost | | --- | --- | | Autopistol | 10 | | - Fragmentation | 10 | | - Manstopper | 10 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum | 5 | ## SPECIAL WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#special-weapons) | Item | Cost | | --- | --- | | Flamer | 140 | ## HEAVY WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#heavy-weapons) | Item | Cost | | --- | --- | | Harpoon launcher * | 110 | | Heavy flamer * | 195 | ## CLOSE COMBAT WEAPONS[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#close-combat-weapons) | Item | Cost | | --- | --- | | Boning sword | 20 | | Cleaver (same as: butcher's cleaver) | 25 | | Chain | 45 | | + Paired * | 80 | | + Chain glaive * | 60 | | Fighting Knife | 15 | | Flensing knife | 15 | | Heavy chain cleaver | 70 | | + Paired * | 130 | | Heavy rock cutter * | 135 | | Rotary flensing saw * | 55 | | Two-handed axe * | 25 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#grenades) | Item | Cost | | --- | --- | | Frag | 30 | | Incendiary | 40 | | Krak | 45 | | Smoke | 15 | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#armour) | Item | Cost | | --- | --- | | Armoured undersuit | 25 | | Hazard suit | 10 | | https://necrovox.org/docs/armoury/armour#mesh-armour | 15 | | Plate mail | 15 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#equipment) | Item | Cost | | --- | --- | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | | Cult icon | 40 | | Corpse Grinder | 40 | | https://necrovox.org/docs/armoury/personal-equipment#photo-goggles | 35 | | Photo-lumens | 35 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 30 | ## GANG EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/corpse-grinder-cult/equipment-list#gang-equipment) | Item | Cost | | --- | --- | | Booby trap: frag | 20 | | Booby trap: gas | 40 | | Booby trap: melta | 50 | *Last updated on **November 30, 2023 4:04 AM*** # SLAVE OGRYNS ## FIGHTERS[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#fighters) **145CREDITS** ### OVERBOSS (LEADER)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#overboss-leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **110CREDITS** ### UNDERBOSS (CHAMPION)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#underboss-champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **90CREDITS** ### GANGER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 5+ | 5 | 5 | 2 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Restrictions:** None. ### LOYAL[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#loyal) Add 2 when assisting (instead of 1). **70CREDITS** ### LOBO-SLAVE (GANGER)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#lobo-slave-ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 4” | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ | **Restrictions:** None. ### LOBOTOMISED[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#lobotomised) Do not become Pinned when hit by a ranged attack. ### SLOW-WITTED[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#slow-witted) May never be activated as part of a Group Activation. ## SKILL ACCESS[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#skill-access) | | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#agility | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#brawn | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#combat | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#ferocity | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#leadership | https://necrovox.org/docs/gang-fighters-and-their-weaponry/skills/#shooting | Muscle | | --- | --- | --- | --- | --- | --- | --- | --- | | Leader | - | Primary | Secondary | Secondary | Primary | - | Primary | | Champion | - | Primary | Secondary | Secondary | Secondary | - | Primary | ## SPECIAL RULES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#special-rules) - Can only be given Augmetic weapons when recruited. - Can't buy weapons from the Trading Post or Black Market (can only buy Wargear). - Can't discard weapons or have multiple Equipment Sets (can swap Wargear like normal). ### LEADER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#leader) Limited to Group Activation (1). ### CHAMPION[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#champion) Can't Group Activate. ### GANGER[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#ganger-1) Limited Learning Capacity: Can't be Promoted. If rolling 2 or 12 on the Ganger Advancement table, choose any other result instead. ### OUTLAW[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#outlaw) Always Outlaw (can't change Alignment). ### RUNAWAY[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/#runaway) Any fighters from this gang that are Captured and Sold to the Guilders are worth +D6x10. HOUSE RULES (NECRODAMUS, A&A) - Should be able to swap and discard weapons like everyone else, except for Augmetic weapons that are physically attached to the fighter. - Should be able to buy weapons from the Trading Post and Black Market like everyone else. *Last updated on **September 26, 2023 5:42 PM*** # SLAVE OGRYNS 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. | ## SPECIAL (AUGMETIC)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#special-augmetic) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Storm-welder * | 75 | 75 | 75 | 75 | ## CLOSE COMBAT (AUGMETIC)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#close-combat-augmetic) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Arc welder | 50 | 50 | 50 | 50 | | Augmetic Fist | 40 | 40 | 40 | 40 | | + Paired * | 70 | 70 | 70 | 70 | | Heavy rock cutter * | 120 | 120 | 120 | 120 | | Heavy rock saw * | 110 | 110 | 110 | 110 | | Las cutter | 60 | 60 | 60 | 60 | ## SPECIAL (HAND HELD)[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#special-hand-held) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Axe | 10 | 10 | 10 | 10 | | Brute cleaver | 20 | 20 | 20 | 20 | | Maul (Club) | 10 | 10 | 10 | 10 | | Spud-jacker | 15 | 15 | 15 | 15 | | Two-handed axe * | 25 | 25 | 25 | 25 | | Two-handed hammer * | 35 | 35 | 35 | 35 | ## GRENADES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#grenades) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Blasting charges | 35 | 35 | 35 | - | | Demo charges | 50 | 50 | 50 | - | | Frag | 30 | 30 | - | - | | Incendiary | 40 | 40 | - | - | | Krak | 45 | 45 | 45 | | ## ARMOUR[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#armour) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Armoured undersuit | 25 | 25 | 25 | 25 | | Carapace - light | 80 | 80 | 80 | 80 | | Furnace plates | 5 | 5 | 5 | 5 | ## EQUIPMENT[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#equipment) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | https://necrovox.org/docs/armoury/personal-equipment#bio-booster | 35 | 35 | 35 | 35 | | Drop-rig | 10 | 10 | 10 | 10 | | Servo harness - partial | 100 | 100 | 100 | 100 | | Stimm-slug stash | 25 | 25 | 25 | 25 | ## WEAPON ACCESSORIES[](https://necrovox.org/docs/gangs/gang-lists/slave-ogryns/equipment-list#weapon-accessories) | Item | Leader | Champ | Ganger | Ganger ( Lobo-slave) | | --- | --- | --- | --- | --- | | Eligibility | ✓ | ✓ | ✓ | ✓ | | Suspensor (Unwieldy) | 40 | 40 | 40 | 40 | *Last updated on **November 30, 2023 4:04 AM***
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Scrapcode-corrupted Ambot
Kuma
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2024-06-13 20:34:24.508078
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Unknown
2024-04-18 11:11:18
2024-05-28 17:32:53
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# Generating Ash Wastes Battlefield Conditions _Source: Necromunda Core Rulebook (2023)_ Battles in the ash wastes are a far more dangerous affair than those within the underhive. Away from the protection of the hives, gangers are exposed to the full fury of Necromunda’s apocalyptic environment where the ground itself is not safe. However, the rewards for surviving out in the wastes make it so that many still risk it. Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: Region and Season. Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes. Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons. After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played: - If this is a skirmish battle, or no special guidelines apply, players may either roll a D6 to determine Region and a D6 to determine Season, and then roll on the respective tables to see what battlefield conditions are in effect. - Alternatively, if players want a more reliable outcome then they can either choose the Region and Season and their effects from the tables that follow, or roll a D6 to determine Region and a D6 to determine Season then count the result on the tables as a 6-8. - Finally, if the players are part of a campaign or are playing a specific scenario then the Arbitrator or the scenario may specify which Region and Season conditions are in effect. ## The Battlefield Surface The ash wastes are made up of countless environments, each with its own perils. These perils tend to affect the entirety of a battlefield, unlike normal terrain or areas of difficult terrain that might affect only a small portion. This is reflected by the concept of the Battlefield Surface. The Battlefield Surface is the entire surface area in which the battle is being played, and includes all areas where the battlefield is not covered by a piece of terrain. Terrain itself might be considered part of the Battlefield Surface if it is especially low, though this will be noted in any rules that affect the Battlefield Surface. The rules for Regions typically apply to the Battlefield Surface, meaning they will affect any fighter or vehicle on the battlefield unless it is somehow protected or elevated by terrain. ### Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to another. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. ## Regions The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamond-hard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes. ### Near Wastes (D6 Result – 1-2) The Near Wastes are those areas close to the hives, usually within a hundred kilometres or less; the hive or hives looming upon the horizon. Areas in the Near Wastes benefit from being tamer than most as they have higher numbers of settlements and people eager to scavenge through the hive’s cast-off waste. The Near Wastes also tend to be more developed, as transport hubs and roads criss-cross their surface, while the thermal bleed from the hive makes the environment more pleasant (or less unpleasant) to live in. | &nbsp;2D6&nbsp; | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Sand Traps:** The Battlefield Surface is covered in shifting sand, and counts as difficult terrain for vehicles. In addition, horrors lurk beneath the dunes, place an additional Beast's Lair on the battlefield after both crews have [deployed](/docs/battlefield-setup/scenario-rules#deployment). | | 3-5 | **Broken Ground:** The Battlefield Surface is covered in cracks and small fissures, and counts as difficult terrain for vehicles. | | 6-8 | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 9-11 | **Rocky Fields:** The Battlefield Surface is littered with small rocks and stones, and counts as difficult terrain for vehicles. In addition, fighters on the battlefield surface count as being in partial cover if they did not move in their last activation. | | 12 | **Sunken Ruins:** The Battlefield Surface lies over ancient ruins and all models count the battlefield surface as dangerous terrain. | ### Deep Wastes (D6 Result – 3-4) Far from the hives are the Deep Wastes. These are the abandoned and forgotten areas of Necromunda where only ghosts and scavengers haunt the ruins of fallen hives, shattered mountains and the dry seabed. Here and there remote settlements might eke out an existence, but these are places where travellers do not like to linger. Without the shelter of nearby hives, the Deep Wastes are also more prone to storms and Necromunda’s ever present howling winds – their sound is constant as they scour the landscape. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ancient Roads:** The Battlefield Surface is part of an ancient road network and counts as open terrain. In addition, wheeled or tracked vehicles add 2" to their movement when travelling on the road. | | 3-5 | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | | 6-8 | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 9-11 | **High Dunes:** The Battlefield Surface is atop a volatile and potentially explosive series of gas pockets. After a model activates, if it moved more than 6" or fired any weapons with a Strength of 5 or more, roll a D6. On a 4+, centre the 5" Blast marker on the model and deal a S4, AP -, D1 hit to any models touched. | | 12 | **Burning Wastes:** The Battlefield Surface is covered in flammable chems. When a model fires a weapon, roll a D6. On a 6, the model becomes subject to the Blaze condition. | ### Wild Wastes (D6 Result – 5-6) As dangerous as the wastes of Necromunda can be, there are some areas that are either utterly deadly or downright bizarre – or even both! These are the Wild Wastes, areas of unusual and perilous environmental hazards which travellers would do well to avoid. Such areas can equally exist in the furthest reaches of the planet or under the shadow of a hive city – their presence a constant reminder of the protection the hive cities offer, and the terrible toxic nature of the world on which they exist. | &nbsp;2D6&nbsp; | Result | | :-------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Acid Plains:** The Battlefield Surface is highly acidic and any fighter not subject to the Mounted condition that ends their activation on it suffers an immediate S3, AP -, D1 hit. | | 3-5 | **Toxic River:** The Battlefield Surface is the crust over a toxic river and it counts as both difficult terrain and dangerous terrain. In addition, fighters and vehicles with a Toughness characteristic of 5 or more apply a -1 modifier to their Initiative or Handling tests to see if they trigger dangerous terrain. | | 6-8 | **Dead Seabed:** The Battlefield Surface is an ancient dry seabed littered with salt flats and the bones of dead sea beasts. It counts as dangerous terrain. In addition, place a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) marker on the battlefield. | | 9-11 | **Crystal Maze:** The Battlefield Surface is part of a crystalline maze that dazes the senses and can drive the unwary to madness. Models that move more than 6" during their activation must pass an Intelligence test or gain the Insane condition. | | 12 | **Sea of Glass:** The Battlefield Surface is a reflective expanse of cracked glass. Weapons with the Blast trait increase their Strength and Damage by 1. In addition, vehicles that moved more than 6" in their previous activation must move at least 3" straight ahead when they activate. | ## Seasons On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes. ### Season Of Flame (D6 Result – 1-2) As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Thermal Thunder:** Roiling storm clouds mean the Visibility (18") rule is in effect. In addition, whenever a model activates roll a D6 – on a 1 that model suffers a S5, AP -, D1 hit. | | 3-5 | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Yellow Skies:** Clear(ish) yellow clouds hang over the battlefield. No effect. | | 9-11 | **Boiling Wind:** Burning hot winds blow, kicking up ash and dust and burning exposed skin. The Visibility (24") rule is in effect. In addition, fighters with a 6+ armour save or no armour save take a S2, AP -, D1 hit at the end of their activation. | | 12 | **Firestorm:** Gouts of flame erupt from the battlefield as chemicals are ignited by the heat, meaning the Visibility (18") rule is in effect. At the start of each round, each player places two 3" Blast markers anywhere on the Battlefield Surface and then scatters them 3D6" to see where they end up – these markers are removed at the start of the end phase. Models that begin, end or move across the markers during their activation must test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. | ### Season Of Ash (D6 Result – 3-4) When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ash Cyclone:** A giant ash cyclone races across the battlefield. The Visibility (9") rule is in effect. In addition, at the start of the battle, after both sides have deployed but before the first round, place a marker in the centre of the battlefield. At the start of each End phase, before making Bottle checks, scatter the marker 3D6" (stopping if it comes into contact with a battlefield edge). Fighters who start or end their activation within 12" of the marker become Prone and Pinned. | | 3-5 | **Choking Gloom:** The atmosphere thickens, meaning the Visibility (12") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Ash Clouds:** Thick ash clouds press down upon the battlefield meaning the Visibility (18") rule is in effect. | | 9-11 | **Caustic Winds:** Acid rain lashes the battlefield, meaning the Visibility (12") rule is in effect, and melting armour and clothing. Increase the AP of all hits models take by 1, so AP -1 becomes AP -2, etc. | | 12 | **Great Storm:** A great ash storm descends upon the battlefield. The Visibility (3") rule is in effect. In addition, at the beginning of each round randomly determine a battlefield edge. Fighters and vehicles moving toward this edge count each 1" moved as 2", while those moving away from this edge count each 2" moved as 1". In the End phase all models are moved D6" directly away from this edge – roll separately for each model. | ### Changing Seasons (D6 Result – 5-6) Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range fromrust storms filling the air with the broken-down remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash. | &nbsp;2D6&nbsp; | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Rust Storm:** Shards of rusted metal pelt the battlefield – the Visibility (18") rule is in effect. In addition, fighters who end their activation outside of a vehicle or terrain piece that offers protection from the sky must make an Initiative test or become Prone and Pinned. | | 3-5 | **Perpetual Dark:** Inky darkness descends upon the battlefield as the sky presses low. For the duration of the battle, the Visibility (3") rule is in effect. | | 6-8 | **Blinding Rays:** The clouds are thin enough to let sunlight reach the wastes. Due to rays of blinding sunlight moving across the battlefield, fighters who end their activation outside of a vehicle or enclosed structure must test as if they had been hit by a weapon with the Flash trait. | | 9-11 | **A Year in a Day:** At the start of each round, before rolling for Priority, the player who had Priority last round rolls a D6. On a 1-3, generate an effect from the Season of Flame to apply for this round. On a 4-6, generate an effect from the Season of Ash to apply for this round. | | 12 | **Rad Storm:** Radiation levels rise, turning the battlefield into a death trap. In the End phase, before making Bottle checks, all fighters who are not in a vehicle or in an enclosed structure suffer a Flesh Wound. |
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# Generating Ash Wastes Battlefield Conditions _Source: Necromunda Core Rulebook (2023)_ Battles in the ash wastes are a far more dangerous affair than those within the underhive. Away from the protection of the hives, gangers are exposed to the full fury of Necromunda’s apocalyptic environment where the ground itself is not safe. However, the rewards for surviving out in the wastes make it so that many still risk it. Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: Region and Season. Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes. Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons. After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played: - If this is a skirmish battle, or no special guidelines apply, players may either roll a D6 to determine Region and a D6 to determine Season, and then roll on the respective tables to see what battlefield conditions are in effect. - Alternatively, if players want a more reliable outcome then they can either choose the Region and Season and their effects from the tables that follow, or roll a D6 to determine Region and a D6 to determine Season then count the result on the tables as a 6-8. - Finally, if the players are part of a campaign or are playing a specific scenario then the Arbitrator or the scenario may specify which Region and Season conditions are in effect. ## The Battlefield Surface The ash wastes are made up of countless environments, each with its own perils. These perils tend to affect the entirety of a battlefield, unlike normal terrain or areas of difficult terrain that might affect only a small portion. This is reflected by the concept of the Battlefield Surface. The Battlefield Surface is the entire surface area in which the battle is being played, and includes all areas where the battlefield is not covered by a piece of terrain. Terrain itself might be considered part of the Battlefield Surface if it is especially low, though this will be noted in any rules that affect the Battlefield Surface. The rules for Regions typically apply to the Battlefield Surface, meaning they will affect any fighter or vehicle on the battlefield unless it is somehow protected or elevated by terrain. ### Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to another. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. ## Regions The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamond-hard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes. ### Near Wastes (D6 Result – 1-2) The Near Wastes are those areas close to the hives, usually within a hundred kilometres or less; the hive or hives looming upon the horizon. Areas in the Near Wastes benefit from being tamer than most as they have higher numbers of settlements and people eager to scavenge through the hive’s cast-off waste. The Near Wastes also tend to be more developed, as transport hubs and roads criss-cross their surface, while the thermal bleed from the hive makes the environment more pleasant (or less unpleasant) to live in. | &nbsp;2D6&nbsp; | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Sand Traps:** The Battlefield Surface is covered in shifting sand, and counts as difficult terrain for vehicles. In addition, horrors lurk beneath the dunes, place an additional Beast's Lair on the battlefield after both crews have [deployed](/docs/battlefield-setup/scenario-rules#deployment). | | 3-5 | **Broken Ground:** The Battlefield Surface is covered in cracks and small fissures, and counts as difficult terrain for vehicles. | | 6-8 | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 9-11 | **Rocky Fields:** The Battlefield Surface is littered with small rocks and stones, and counts as difficult terrain for vehicles. In addition, fighters on the battlefield surface count as being in partial cover if they did not move in their last activation. | | 12 | **Sunken Ruins:** The Battlefield Surface lies over ancient ruins and all models count the battlefield surface as dangerous terrain. | ### Deep Wastes (D6 Result – 3-4) Far from the hives are the Deep Wastes. These are the abandoned and forgotten areas of Necromunda where only ghosts and scavengers haunt the ruins of fallen hives, shattered mountains and the dry seabed. Here and there remote settlements might eke out an existence, but these are places where travellers do not like to linger. Without the shelter of nearby hives, the Deep Wastes are also more prone to storms and Necromunda’s ever present howling winds – their sound is constant as they scour the landscape. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ancient Roads:** The Battlefield Surface is part of an ancient road network and counts as open terrain. In addition, wheeled or tracked vehicles add 2" to their movement when travelling on the road. | | 3-5 | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | | 6-8 | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 9-11 | **High Dunes:** The Battlefield Surface is atop a volatile and potentially explosive series of gas pockets. After a model activates, if it moved more than 6" or fired any weapons with a Strength of 5 or more, roll a D6. On a 4+, centre the 5" Blast marker on the model and deal a S4, AP -, D1 hit to any models touched. | | 12 | **Burning Wastes:** The Battlefield Surface is covered in flammable chems. When a model fires a weapon, roll a D6. On a 6, the model becomes subject to the Blaze condition. | ### Wild Wastes (D6 Result – 5-6) As dangerous as the wastes of Necromunda can be, there are some areas that are either utterly deadly or downright bizarre – or even both! These are the Wild Wastes, areas of unusual and perilous environmental hazards which travellers would do well to avoid. Such areas can equally exist in the furthest reaches of the planet or under the shadow of a hive city – their presence a constant reminder of the protection the hive cities offer, and the terrible toxic nature of the world on which they exist. | &nbsp;2D6&nbsp; | Result | | :-------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Acid Plains:** The Battlefield Surface is highly acidic and any fighter not subject to the Mounted condition that ends their activation on it suffers an immediate S3, AP -, D1 hit. | | 3-5 | **Toxic River:** The Battlefield Surface is the crust over a toxic river and it counts as both difficult terrain and dangerous terrain. In addition, fighters and vehicles with a Toughness characteristic of 5 or more apply a -1 modifier to their Initiative or Handling tests to see if they trigger dangerous terrain. | | 6-8 | **Dead Seabed:** The Battlefield Surface is an ancient dry seabed littered with salt flats and the bones of dead sea beasts. It counts as dangerous terrain. In addition, place a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) marker on the battlefield. | | 9-11 | **Crystal Maze:** The Battlefield Surface is part of a crystalline maze that dazes the senses and can drive the unwary to madness. Models that move more than 6" during their activation must pass an Intelligence test or gain the Insane condition. | | 12 | **Sea of Glass:** The Battlefield Surface is a reflective expanse of cracked glass. Weapons with the Blast trait increase their Strength and Damage by 1. In addition, vehicles that moved more than 6" in their previous activation must move at least 3" straight ahead when they activate. | ## Seasons On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes. ### Season Of Flame (D6 Result – 1-2) As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Thermal Thunder:** Roiling storm clouds mean the Visibility (18") rule is in effect. In addition, whenever a model activates roll a D6 – on a 1 that model suffers a S5, AP -, D1 hit. | | 3-5 | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Yellow Skies:** Clear(ish) yellow clouds hang over the battlefield. No effect. | | 9-11 | **Boiling Wind:** Burning hot winds blow, kicking up ash and dust and burning exposed skin. The Visibility (24") rule is in effect. In addition, fighters with a 6+ armour save or no armour save take a S2, AP -, D1 hit at the end of their activation. | | 12 | **Firestorm:** Gouts of flame erupt from the battlefield as chemicals are ignited by the heat, meaning the Visibility (18") rule is in effect. At the start of each round, each player places two 3" Blast markers anywhere on the Battlefield Surface and then scatters them 3D6" to see where they end up – these markers are removed at the start of the end phase. Models that begin, end or move across the markers during their activation must test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. | ### Season Of Ash (D6 Result – 3-4) When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover. | &nbsp;2D6&nbsp; | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ash Cyclone:** A giant ash cyclone races across the battlefield. The Visibility (9") rule is in effect. In addition, at the start of the battle, after both sides have deployed but before the first round, place a marker in the centre of the battlefield. At the start of each End phase, before making Bottle checks, scatter the marker 3D6" (stopping if it comes into contact with a battlefield edge). Fighters who start or end their activation within 12" of the marker become Prone and Pinned. | | 3-5 | **Choking Gloom:** The atmosphere thickens, meaning the Visibility (12") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Ash Clouds:** Thick ash clouds press down upon the battlefield meaning the Visibility (18") rule is in effect. | | 9-11 | **Caustic Winds:** Acid rain lashes the battlefield, meaning the Visibility (12") rule is in effect, and melting armour and clothing. Increase the AP of all hits models take by 1, so AP -1 becomes AP -2, etc. | | 12 | **Great Storm:** A great ash storm descends upon the battlefield. The Visibility (3") rule is in effect. In addition, at the beginning of each round randomly determine a battlefield edge. Fighters and vehicles moving toward this edge count each 1" moved as 2", while those moving away from this edge count each 2" moved as 1". In the End phase all models are moved D6" directly away from this edge – roll separately for each model. | ### Changing Seasons (D6 Result – 5-6) Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range fromrust storms filling the air with the broken-down remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash. | &nbsp;2D6&nbsp; | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Rust Storm:** Shards of rusted metal pelt the battlefield – the Visibility (18") rule is in effect. In addition, fighters who end their activation outside of a vehicle or terrain piece that offers protection from the sky must make an Initiative test or become Prone and Pinned. | | 3-5 | **Perpetual Dark:** Inky darkness descends upon the battlefield as the sky presses low. For the duration of the battle, the Visibility (3") rule is in effect. | | 6-8 | **Blinding Rays:** The clouds are thin enough to let sunlight reach the wastes. Due to rays of blinding sunlight moving across the battlefield, fighters who end their activation outside of a vehicle or enclosed structure must test as if they had been hit by a weapon with the Flash trait. | | 9-11 | **A Year in a Day:** At the start of each round, before rolling for Priority, the player who had Priority last round rolls a D6. On a 1-3, generate an effect from the Season of Flame to apply for this round. On a 4-6, generate an effect from the Season of Ash to apply for this round. | | 12 | **Rad Storm:** Radiation levels rise, turning the battlefield into a death trap. In the End phase, before making Bottle checks, all fighters who are not in a vehicle or in an enclosed structure suffer a Flesh Wound. |
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# 91. Stealth Attack _Walk softly and carry a primed frag grenade._ In the Stealth Attack scenario, one gang has snuck into the heart of another gang’s settlement in order to complete a covert mission. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (5 Sentries) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender (Sentries): Anywhere. 2. Attacker: - Within 2" of a single battlefield edge. - At least 6" from any defenders. - Within 12" of all other friendly fighters. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Raiders _The attacker is looking to cause some damage or make off with some loot._ The attacker secretly chooses one of the following objectives at the start of the battle: - **Asssassination:** Secretly choose one defender (part of Reinforcements, not Sentry and not in Recovery). Take that fighter Out of Action. - **Sabotage:** Secretly choose 3 terrain features completely within 12" of the centre of the battlefield. An attacker B2B with one any of these terrain features can spend a Double action (Sabotage). Sabotage at least 2 terrain features 3 times each. - **Ransack:** Attackers that move B2B with the opposite battlefield edge can be removed from the battlefield edge. At the start of the following round (after determining Priority), place removed fighters B2B with the edge they moved off from with a loot casket each. Get at least 1 of these loot caskets back to the attacker's deployment zone. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - The attacker completed the chosen objective. ## Victory The attacker wins by completing the chosen objective, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the attacker completing the assassination objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for completing the sabotage objective. - +1 to the attacker for completing any other objective. - -1 for bottling out. :::info Outlander Campaign #### Resources The attacker gains one of the following rewards depending on which objective was completed: Assassination (all of the following): - D3 Power. - D3 Sustenance. Ransack (choose one): - D6 Power. - D6 Salvage. - D6 Sustenance. Sabotage: - D6 Salvage. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 91. Stealth Attack _Walk softly and carry a primed frag grenade._ In the Stealth Attack scenario, one gang has snuck into the heart of another gang’s settlement in order to complete a covert mission. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (5 Sentries) + Reinforcements. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender (Sentries): Anywhere. 2. Attacker: - Within 2" of a single battlefield edge. - At least 6" from any defenders. - Within 12" of all other friendly fighters. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## Raiders _The attacker is looking to cause some damage or make off with some loot._ The attacker secretly chooses one of the following objectives at the start of the battle: - **Asssassination:** Secretly choose one defender (part of Reinforcements, not Sentry and not in Recovery). Take that fighter Out of Action. - **Sabotage:** Secretly choose 3 terrain features completely within 12" of the centre of the battlefield. An attacker B2B with one any of these terrain features can spend a Double action (Sabotage). Sabotage at least 2 terrain features 3 times each. - **Ransack:** Attackers that move B2B with the opposite battlefield edge can be removed from the battlefield edge. At the start of the following round (after determining Priority), place removed fighters B2B with the edge they moved off from with a loot casket each. Get at least 1 of these loot caskets back to the attacker's deployment zone. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - The attacker completed the chosen objective. ## Victory The attacker wins by completing the chosen objective, otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 2D6x10 for winning. - **Defender:** D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the attacker completing the assassination objective. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for completing the sabotage objective. - +1 to the attacker for completing any other objective. - -1 for bottling out. :::info Outlander Campaign #### Resources The attacker gains one of the following rewards depending on which objective was completed: Assassination (all of the following): - D3 Power. - D3 Sustenance. Ransack (choose one): - D6 Power. - D6 Salvage. - D6 Sustenance. Sabotage: - D6 Salvage. :::
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# Campaign Variants _Source: Necromunda Core Rulebook (2023)_ Necromunda is an extremely customisable game system with a host of optional rules and expansions for the Arbitrator to add to their campaigns as desired. In addition to these campaign add-ons, the Necromunda campaigns themselves can be altered to give the Arbitrator and their players a different gaming experience. This can range from campaigns that place restrictions on weapons and wargear, victory conditions and Territory, all the way to those that change the way gangs are constructed or even the core rules of the game themselves. Presented in this section is a collection of campaign variants designed to work with the standard Necromunda Dominion Campaign rules, though the Arbitrator can adapt these rules further to suit any campaign (though they may encounter some unusual situations during the campaign, and should be prepared to make some adjustments if required). ## Old Kingdoms Some parts of the underhive have been under the control of the same gangs since before anyone alive can remember. Every now and then something changes, a gang collapses or wants more, and then the gangs go to war, re-soaking the same old ground with fresh blood. In the Old Kingdoms variant, players each start with two random Territories out of those drawn for the campaign. The remainder are discarded. There is no Occupation phase in this variant. Instead there are two three-week Takeover phases, separated by one week of Downtime. ## Into The Unknown In this variant, the gangs are exploring an area where everything is unknown – perhaps a pass into an inaccessible part of the underhive has opened up, or the gangs are prospecting deep in Hive Bottom or out in the Ash Wastes. This variant works like the Dominion Campaign, but rather than revealing the Territories at the start of the campaign, they are kept secret (the cards are drawn but not turned over). A Territory is still chosen as the stake for each battle in the Occupation phase, but that Territory is chosen from the unrevealed Territories before being revealed. Simply, Territories are only revealed to players when they are fought over. In the Takeover phase, battles are fought over either revealed Territories held by a gang, or over a Territory that has not yet been revealed. ## Escalation Campaign Sometimes on Necromunda, things get bad, and then they just keep on getting worse. In an Escalation Campaign gangs continue to increase in size and power regardless of the outcome of the battles they play. To defeat their opponents, players cannot simply win their battles, but must utterly crush their enemies, or seek victory in other ways, as even a weakened opponent will soon return to fighting strength. An Escalation Campaign uses the following rules: - In an Escalation Campaign, Territories and similar mechanics do not grant any credit rewards – though they may still provide other benefits (such as free Juves or increased Reputation). - Gangs do not gain credits as rewards from scenarios, regardless of the outcome. - Gangs cannot earn credits from selling equipment or fighters. - After each battle a gang takes part in, add 250 credits to its Stash. The most a gang can earn in this way during each Campaign Week is 500 credits, though they may still earn extra Reputation, Experience and other rewards from fighting more battles. - In an Escalation Campaign, Triumphs relating to the acquiring of credits and wealth are not used. ## Classic Campaign A Classic Necromunda Campaign captures some of the low-tech simplicity and savage randomness of the original Necromunda game. Gangs are less well-armed and armoured, must rely upon chance to see what they find at the Trading Post and must really smash their opponents if they hope to capture their turf. Classic Campaigns also use some older game rules, making weapons less reliable, rapid fire even deadlier and grenades more unpredictable! A Classic Necromunda Campaign uses the following rules: - When a player is creating their gang, they can only equip their fighters with Common items from the Trading Post, and any items that are unique to their gang’s House Equipment List. Flak armour and mesh armour are Rare (10). All fighters begin the campaign without armour, which does not alter their cost. - Gangs cannot include any Hangers-on or Brutes or use gang tactics. - All battles take place in the Underhive, this means vehicles and wargear that grant the Mounted condition are not used – note this means that gangs do not gain an extra 400 credits to spend on them. - A gang can never contain more than two heavy and/or special weapons at any time. When the gang makes a Purchase Equipment action during the Visit the Trading Post step of the post-battle sequence, a player can buy Common items from the Trading Post, or items that are unique to their gang’s House Equipment List for their fighters. - The Seek Rare Equipment action is changed as follows. The player rolls a D6 for each Leader or Champion that performed a Trade action during the post-battle actions step, and consults the table below to see what item is on offer: The player may then select one item in the category rolled regardless of Rarity (X) or Illegal (X) rules. This item may be purchased as normal. | &nbsp;D6&nbsp; | Rare Equipment | | :------------: | :--------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Weapon:** Roll a D6 – 1-2 Basic Weapon, 3 Pistol, 4 Special Weapon, 5 Heavy Weapon, 6 Close Combat Weapon | | 3-4 | **Wargear:** Roll a D6 – 1 Grenades, 2 Gang Equipment, 3 Personal Equipment, 4 Weapon Accessories, 5 Status Items, 6 Exotic Beasts | | 5-6 | **Armour:** Roll a D6 – 1-5 Armour, 6 Field Armour | - Each player begins the campaign with three Dominion Campaign Territories. These Territories are chosen by the player from all those available. There is no limit on how many players can choose the same type of Territory. - During the pre-battle sequence, players ignore the Make a Challenge and Stake Territory step. Instead, players organise battles as they see fit. - At the end of a battle, if the winning gang takes at least three times as many enemy fighters (minimum 3) Out of Action as the opposing gang did, then it takes over one randomly selected Territory from the opposing gang. If the opposing gang only has a single Territory, then no Territories are taken over. - There are no Campaign Weeks, phases or Downtime in a Classic Necromunda Campaign – the Arbitrator and the players can decide how long they wish it to run. - A Classic Necromunda Campaign uses the following optional rules: Unreliable Weapons, Hail of Bullets, Wild Grenades and Shells, and Exploding Weapons (see [Optional Special Rules](/docs/arbitrator-tools/optional-special-rules)). ## Ironman Campaign In an Ironman Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment or fall back on allies or gang tactics for extra muscle. An Ironman Campaign is also more lethal than a normal campaign, with death far more common, to reflect its added level of brutality. An Ironman Campaign uses the following rules: - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation. Any unspent credits are added to the gang’s Stash, but can only be used to pay for visits to the Doc. - During gang creation, fighters may be equipped with any item from their House Equipment List, the Trading Post regardless of the Rare (X) or Illegal (X) rules. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special or heavy weapons, etc.). - Dramatis Personae, Bounty Hunters and Hive Scum can all be added to a gang during its creation. For the purposes of this type of campaign, these fighters ignore the Dead, Not Alive, Claiming Bounties, and “We’ll Get Our Bit…” special rules and are instead permanently added to the gang. - Leaders begin the campaign with 15 XP, Champions begin the campaign with 10 XP, and each other fighter begins with 6 XP. Leaders and Champions can spend these XP right away or save them for later. Other fighters must spend themright away. - Dominion Campaign Territories are determined as normal, then are divided up randomly between the players so that all Territories are claimed and all players have the same number of Territories. - House Agents, House Favours and Alliances are not used. - During the pre-battle sequence, the Recruit Hired Guns step is not used. During the post-battle sequence, the Collect Income and Visit the Trading Post steps are not used. In effect, players may never add new equipment or fighters to their gangs from any source (this includes fighters gained from Territories or gang tactics and equipment recovered from dead fighters). - When a fighter (including Hired Guns) suffers a Lasting Injury, instead of rolling on the Lasting Injury table, the opposing player rolls a D6: | &nbsp;D6&nbsp; | Result | | :------------: | :------------------------------------------------------------------------------------------- | | 1-3 | Out Cold (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 4-5 | Critical Injury (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 6 | Memorable Death (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | - There are no Campaign Weeks, phases or Downtime in an Ironman Necromunda Campaign, and it continues until either there is only one gang left able to field fighters, or all but one of the players has retired their gang due to losses. ## Dome Rush A hive quake has opened up a new area, and gangs are rushing to be the first to claim the riches there. In a Dome Rush Campaign, Territory is discovered and discarded regularly, and the goal for the gangs is to gain reputation and as many creds as they can muster, bleeding an area dry before moving on to the next. It is a campaign that is rich in credits, and while gangs don’t hold on to great territorial empires, they grow rapidly in wealth. A Dome Rush Campaign uses the following rules: - Territory is handled differently in a Dome Rush Campaign – finds are quickly turned into credits and then gangs move on to fresh areas, travelling nomadically from camp to camp rather than establishing a hideout. Gangs do not start with any Territories. - When a gang would claim a new Territory as a result of winning a battle, they instead add D6x50 credits to their stash, representing the finds in that region being quickly converted into credits. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the first area the gangs are exploring and it will remain in play for the duration of the first Campaign Week. For the first Campaign Week, all gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - At the start of the second Campaign Week, the Arbitrator discards this Territory and generates a new Territory to take its place (representing a new area the gangs have moved on to). - This process is repeated at the start of each Campaign Week for the duration of the campaign. - In a Dome Rush, lots of good loot is flowing out of the newly discovered area – to reflect this, and to represent the eagerness of Guilders to capitalise on this new wealth, all gangs add 2 to the Availability Level when seeking Rare or Illegal equipment (see [Visiting the Trading Post](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post)). - Victory is determined by Reputation and credits. Triumphs relating to the gaining and holding of Territory are not used. ## Last Gang Standing Trapped in a small settlement or cramped dome, a group of fledgling gangs wage a violent war for supremacy. The Last Gang Standing Campaign is a short campaign that is played out over a few bloody battles. It is both quick and brutal, as all the gangs are fighting over a single Territory or Racket, and every battle results in casualties. This type of campaign adds a number of additional rules that capture the viciousness of this closed-in struggle for the control of a small settlement or zone deep in the underhive. A Last Gang Standing Campaign uses the following rules: - This campaign consists of only a single phase, itself lasting between three and six Campaign Weeks, as decided by the Arbitrator. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the extent of the small settlement the gangs are fighting over. All gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - Gangs cannot recruit new fighters (other than those generated as Territory Boons), nor can they make use of Hired Guns, though they can still visit the Trading Post or Black Market and buy new equipment. - Every battle in this campaign is a multi-player battle. Each time a battle is fought, the Arbitrator chooses the scenario and all gangs participate. Alliances between gangs are encouraged, but players should feel free to betray their alliances at the most opportune moments, representing the ruthlessness of the gangs in their drive for supremacy. - When a fighter goes Out of Action, no roll on the Lasting Injury table is made – instead it is assumed that the fighter has been killed in the savage war for supremacy – and they are removed from the player’s gang. - If a gang bottles out (including bottling out voluntarily), the Arbitrator removes D3 fighters at random from their gang, not including their Leader. This represents that the gang is new and inexperienced, and that green fighters may, when faced with the brutal reality of gang warfare, give it up as a bad idea. - Victory goes to the gang with the highest Gang Rating at the end of the phase. No other Triumphs are used. ## Hive Empires Having risen to control entire zones, mighty gangs then turn their attention to each other, waging inter-House warfare on an epic scale. In a Hive Empires Campaign, the gangs start out rich in Territories and Rackets, commanding a large section of the underhive. However, the size of their gang and their wealth is more tightly tied to their holdings, and a loss to their ‘empire’ means a direct and lasting loss to their gang’s power. A Hive Empires Campaign uses the following rules: - To play out the kind of macro warfare represented by a Hive Empires Campaign, the Arbitrator will need to create a map depicting the locations of the different gang holdings and the battlefields they are fighting over: - On the map, draw a number of zones – there should be three times as many as there are players in the campaign. - Then, draw lines linking each zone to one or more other zones (representing the tunnels and domes that connect the zones). - The Arbitrator can then give the zones appropriate names (such as the Cogwind Canyons, Sump-river City, or Ash Docks, for example). - The players begin the campaign in control of three connected zones (the Arbitrator can either assign these or have the players choose randomly). - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation, allowing them to be hired at gang creation. - At the start of the campaign, each gang has a Territory or Racket for each zone they control (the Arbitrator can assign these Territories or Rackets to zones or allow the players to do so). - When issuing challenges, players can only attack zones that are connected to a zone they control – unless they make a deal with another player to pass through their zones. - If the challenger successfully claims a Territory or Racket, they then take control of the zone and the Territory or Racket it contains. - Victory is determined using all the normal Triumphs. ## Nomads Of The Underhive In the deepest and darkest depths of the underhive there are very few resources to go around, and gangs must struggle over the scraps cast down from above. A Nomads of the Underhive Campaign is a campaign that is very sparse in terms of credits and Territories, where the gangs must scratch out a living from among the lowest levels of the underhive. It can present an interesting challenge and change of pace from the other, more cred-rich types of campaign available, as gangs must truly struggle to survive. A Nomads of the Underhive Campaign uses the following rules: - Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits. - At the beginning of this type of campaign, the Arbitrator should generate as many Territories as there are gangs involved and randomly assign one Territory to each gang. - Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal. - The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have: - Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list. - Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10. - Gangs may purchase any other equipment from either their House or the Trading Post as normal. - At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard. - If a gang no longer controls any Territories, they remain in the campaign and may capture Territory as usual. - Victory is determined by the last gang to hold a Territory. ## Helmawr’s War Sometimes inter-House warfare becomes so widespread that it disrupts hive production levels and Lord Helmawr orders a gang purge. In a Helmawr’s War Campaign, the gangs are divided into two sides and war is declared! These divisions can be based on almost anything, from outlaws versus lawmen to heretics versus servants of the Ministorum, but only one side can emerge victorious from the bloodshed. A Helmawr’s War Campaign uses the following rules: - At the start of the campaign, the Arbitrator should divide the players’ gangs evenly into those deputised by the Guilders and supporting the purge, and those declared as renegades and fighting against the purge. - If there are an uneven number of players, then the odd gang joins the outlaws. - Only outlaw gangs start controlling any Territory or Rackets: - Create a pool of Territories or Rackets equal to the number of outlaw gangs taking part in the campaign. - For the purposes of the campaign, all outlaw gangs benefit from these Territories or Rackets just as if their gang was in sole control of them. - Deputised gangs begin the campaign with no Territories or Rackets, but may spend an additional 250 credits when creating their gangs. - As there are no unclaimed Territories or Rackets, gangs may challenge other gangs for Territories or Rackets from the beginning of the campaign. - Whenever a deputised gang would gain a Territory or Racket from an outlaw gang, this Territory or Racket is discarded from the campaign, as it is considered to now be ‘under control’. - There is no restriction on which gangs can fight each other (after all, it can be imagined that deputised gangs mistake each other for outlaws while outlaws are struggling over their shrinking turf). In these kinds of battles, no Territories or Rackets change hands, but gangs may earn credits, Experience and Reputation as normal. - Victory is dependent on remaining Rackets or Territories. If all of these have been captured by the deputised gangs, then their side is victorious, otherwise the purge has failed and the outlaw gangs stand victorious. Other Triumphs may be used to determine secondary victory conditions as usual. ## Perpetual Campaigns Sometimes you just don’t want the fighting to end as gangs continue to grow ever larger and more powerful, or fall from seemingly unassailable heights to become just another cautionary tale. The simplest method for running a perpetual campaign is to just keep playing battles. In this way the campaign has no end, and the end of each campaign phase signals the start of another. For those following a specific campaign system with dedicated phases, such as the Dominion Campaign, a perpetual campaign can be achieved by looping the campaign phases – in this case, the Occupation phase and Takeover phase – separated by Downtime phases. For example, a perpetual Dominion Campaign would have the following sequence of phases: Occupation > Downtime > Takeover > Cycle Downtime > Occupation > Downtime > Takeover, etc. Each complete block of Occupation > Downtime > Takeover is referred to as a campaign cycle, and each cycle is separated by a Cycle Downtime phase. The Cycle Downtime phase is the perfect time to introduce new gangs to the campaign, to form splinter gangs, or for a player to retire their gang. Players wishing to carry on their gang unchanged into the next campaign cycle do nothing and all rules for a Downtime phase apply as normal to all gangs. This method can easily be used for other types of campaign systems as presented here and in various Necromunda supplements. ### Territories When playing a Dominion Campaign, the end of a campaign cycle will likely see multiple gangs in control of several Territories each. In the case of a perpetual campaign, players may find that all the Territories available are soon controlled, making it difficult for newplayers to join in and make an impact. To counter this, the Arbitrator may decide that Territories must be refreshed during Cycle Downtime. If Territories are refreshed, players retain a number of Territories limited by their Gang Rating. Each player may retain one Territory of their choice for each full 1,000 credits of their Gang Rating, e.g., a player with a Gang Rating of 2,300 credits would choose up to two Territories they currently control to retain. The rest of the Territories are lost and a new set of Territories is determined as described in the campaign being played. When determining Territories for a new campaign cycle, the number of Territories generated should be based upon the total number of gangs participating in the campaign as normal. This means there will often be more Territories to fight over in a perpetual campaign than in a standard Dominion Campaign, and many of these may be duplicated. This is deliberate. Not only does it allow new gangs a fair chance to capture uncontrolled Territories, it also means that, should a veteran gang stumble and begin suffering losses, the collapse of its large dominion both looks and feels very significant. :::info ### Semi-Perpetual Dominion Campaigns A semi-perpetual campaign is a method based upon the idea of splinter gangs. After a campaign has ended, victors have been determined, Triumphs have been awarded and things have settled down, players create new gangs as described in [Gang Creation](core-gang-creation.md). Any player that was awarded a Triumph at the end of the previous campaign and includes any fighters or Crew from their original gang receives additional benefits based on the Triumphs they were awarded, as described in the table below: | Triumph | Benefit | | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Dominator | The gang gains an extra starting Territory, chosen at random from all Territories after each player has chosen their starting Territory. | | Slaughterer | After the gang has been founded, the gang gains 6 additional XP that can be distributed between fighters recruited from an old gang. Only 2 XP can be given to any single fighter. | | Creditor | The gang starts with an extra 100 credits which are added to their starting Stash. | | Warmonger | The gang starts the campaign with an additional 3 Reputation and can choose to be the attacker or defender in their first battle, regardless of who issued the challenge. | | Powerbroker | The gang can choose to start the campaign with one of the following Hangers-on for free: Ammo-jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper. | These Triumph benefits are only retained for that campaign. At the end of the campaign, Triumphs are assigned as normal and can switch from player to player between campaigns. ::: ### Maximum Starting Crewsizes In a perpetual campaign, as gangs get larger the number of fighters will inevitably increase and this could result in one gang fielding an unmanageable quantity of fighters at once. To combat this, Arbitrators may wish to place a limit on the maximum number of fighters a single player can field in scenarios with unlimited Custom Crew selection. A maximum fighter limit can be set through the use of a player’s Gang Rating. When a scenario uses the Custom Selection method, a player can choose a maximum number of fighters determined by their Gang Rating, as shown in the table below: | Gang Rating | Maximum Crew Size | | :---------: | :---------------: | | Up to 1,000 | 10 | | 1,001-2,000 | 15 | | 2,001-3,000 | 20 | | 3,001+ | 25 | Hired Guns and fighters recruited as part of House Patronage are not included in this limit and may increase the crew size above the maximum shown on the table
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# Campaign Variants _Source: Necromunda Core Rulebook (2023)_ Necromunda is an extremely customisable game system with a host of optional rules and expansions for the Arbitrator to add to their campaigns as desired. In addition to these campaign add-ons, the Necromunda campaigns themselves can be altered to give the Arbitrator and their players a different gaming experience. This can range from campaigns that place restrictions on weapons and wargear, victory conditions and Territory, all the way to those that change the way gangs are constructed or even the core rules of the game themselves. Presented in this section is a collection of campaign variants designed to work with the standard Necromunda Dominion Campaign rules, though the Arbitrator can adapt these rules further to suit any campaign (though they may encounter some unusual situations during the campaign, and should be prepared to make some adjustments if required). ## Old Kingdoms Some parts of the underhive have been under the control of the same gangs since before anyone alive can remember. Every now and then something changes, a gang collapses or wants more, and then the gangs go to war, re-soaking the same old ground with fresh blood. In the Old Kingdoms variant, players each start with two random Territories out of those drawn for the campaign. The remainder are discarded. There is no Occupation phase in this variant. Instead there are two three-week Takeover phases, separated by one week of Downtime. ## Into The Unknown In this variant, the gangs are exploring an area where everything is unknown – perhaps a pass into an inaccessible part of the underhive has opened up, or the gangs are prospecting deep in Hive Bottom or out in the Ash Wastes. This variant works like the Dominion Campaign, but rather than revealing the Territories at the start of the campaign, they are kept secret (the cards are drawn but not turned over). A Territory is still chosen as the stake for each battle in the Occupation phase, but that Territory is chosen from the unrevealed Territories before being revealed. Simply, Territories are only revealed to players when they are fought over. In the Takeover phase, battles are fought over either revealed Territories held by a gang, or over a Territory that has not yet been revealed. ## Escalation Campaign Sometimes on Necromunda, things get bad, and then they just keep on getting worse. In an Escalation Campaign gangs continue to increase in size and power regardless of the outcome of the battles they play. To defeat their opponents, players cannot simply win their battles, but must utterly crush their enemies, or seek victory in other ways, as even a weakened opponent will soon return to fighting strength. An Escalation Campaign uses the following rules: - In an Escalation Campaign, Territories and similar mechanics do not grant any credit rewards – though they may still provide other benefits (such as free Juves or increased Reputation). - Gangs do not gain credits as rewards from scenarios, regardless of the outcome. - Gangs cannot earn credits from selling equipment or fighters. - After each battle a gang takes part in, add 250 credits to its Stash. The most a gang can earn in this way during each Campaign Week is 500 credits, though they may still earn extra Reputation, Experience and other rewards from fighting more battles. - In an Escalation Campaign, Triumphs relating to the acquiring of credits and wealth are not used. ## Classic Campaign A Classic Necromunda Campaign captures some of the low-tech simplicity and savage randomness of the original Necromunda game. Gangs are less well-armed and armoured, must rely upon chance to see what they find at the Trading Post and must really smash their opponents if they hope to capture their turf. Classic Campaigns also use some older game rules, making weapons less reliable, rapid fire even deadlier and grenades more unpredictable! A Classic Necromunda Campaign uses the following rules: - When a player is creating their gang, they can only equip their fighters with Common items from the Trading Post, and any items that are unique to their gang’s House Equipment List. Flak armour and mesh armour are Rare (10). All fighters begin the campaign without armour, which does not alter their cost. - Gangs cannot include any Hangers-on or Brutes or use gang tactics. - All battles take place in the Underhive, this means vehicles and wargear that grant the Mounted condition are not used – note this means that gangs do not gain an extra 400 credits to spend on them. - A gang can never contain more than two heavy and/or special weapons at any time. When the gang makes a Purchase Equipment action during the Visit the Trading Post step of the post-battle sequence, a player can buy Common items from the Trading Post, or items that are unique to their gang’s House Equipment List for their fighters. - The Seek Rare Equipment action is changed as follows. The player rolls a D6 for each Leader or Champion that performed a Trade action during the post-battle actions step, and consults the table below to see what item is on offer: The player may then select one item in the category rolled regardless of Rarity (X) or Illegal (X) rules. This item may be purchased as normal. | &nbsp;D6&nbsp; | Rare Equipment | | :------------: | :--------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Weapon:** Roll a D6 – 1-2 Basic Weapon, 3 Pistol, 4 Special Weapon, 5 Heavy Weapon, 6 Close Combat Weapon | | 3-4 | **Wargear:** Roll a D6 – 1 Grenades, 2 Gang Equipment, 3 Personal Equipment, 4 Weapon Accessories, 5 Status Items, 6 Exotic Beasts | | 5-6 | **Armour:** Roll a D6 – 1-5 Armour, 6 Field Armour | - Each player begins the campaign with three Dominion Campaign Territories. These Territories are chosen by the player from all those available. There is no limit on how many players can choose the same type of Territory. - During the pre-battle sequence, players ignore the Make a Challenge and Stake Territory step. Instead, players organise battles as they see fit. - At the end of a battle, if the winning gang takes at least three times as many enemy fighters (minimum 3) Out of Action as the opposing gang did, then it takes over one randomly selected Territory from the opposing gang. If the opposing gang only has a single Territory, then no Territories are taken over. - There are no Campaign Weeks, phases or Downtime in a Classic Necromunda Campaign – the Arbitrator and the players can decide how long they wish it to run. - A Classic Necromunda Campaign uses the following optional rules: Unreliable Weapons, Hail of Bullets, Wild Grenades and Shells, and Exploding Weapons (see [Optional Special Rules](/docs/arbitrator-tools/optional-special-rules)). ## Ironman Campaign In an Ironman Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment or fall back on allies or gang tactics for extra muscle. An Ironman Campaign is also more lethal than a normal campaign, with death far more common, to reflect its added level of brutality. An Ironman Campaign uses the following rules: - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation. Any unspent credits are added to the gang’s Stash, but can only be used to pay for visits to the Doc. - During gang creation, fighters may be equipped with any item from their House Equipment List, the Trading Post regardless of the Rare (X) or Illegal (X) rules. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special or heavy weapons, etc.). - Dramatis Personae, Bounty Hunters and Hive Scum can all be added to a gang during its creation. For the purposes of this type of campaign, these fighters ignore the Dead, Not Alive, Claiming Bounties, and “We’ll Get Our Bit…” special rules and are instead permanently added to the gang. - Leaders begin the campaign with 15 XP, Champions begin the campaign with 10 XP, and each other fighter begins with 6 XP. Leaders and Champions can spend these XP right away or save them for later. Other fighters must spend themright away. - Dominion Campaign Territories are determined as normal, then are divided up randomly between the players so that all Territories are claimed and all players have the same number of Territories. - House Agents, House Favours and Alliances are not used. - During the pre-battle sequence, the Recruit Hired Guns step is not used. During the post-battle sequence, the Collect Income and Visit the Trading Post steps are not used. In effect, players may never add new equipment or fighters to their gangs from any source (this includes fighters gained from Territories or gang tactics and equipment recovered from dead fighters). - When a fighter (including Hired Guns) suffers a Lasting Injury, instead of rolling on the Lasting Injury table, the opposing player rolls a D6: | &nbsp;D6&nbsp; | Result | | :------------: | :------------------------------------------------------------------------------------------- | | 1-3 | Out Cold (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 4-5 | Critical Injury (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | | 6 | Memorable Death (see [Lasting Injuries](/docs/the-rules/resolve-hits#lasting-injury-table)). | - There are no Campaign Weeks, phases or Downtime in an Ironman Necromunda Campaign, and it continues until either there is only one gang left able to field fighters, or all but one of the players has retired their gang due to losses. ## Dome Rush A hive quake has opened up a new area, and gangs are rushing to be the first to claim the riches there. In a Dome Rush Campaign, Territory is discovered and discarded regularly, and the goal for the gangs is to gain reputation and as many creds as they can muster, bleeding an area dry before moving on to the next. It is a campaign that is rich in credits, and while gangs don’t hold on to great territorial empires, they grow rapidly in wealth. A Dome Rush Campaign uses the following rules: - Territory is handled differently in a Dome Rush Campaign – finds are quickly turned into credits and then gangs move on to fresh areas, travelling nomadically from camp to camp rather than establishing a hideout. Gangs do not start with any Territories. - When a gang would claim a new Territory as a result of winning a battle, they instead add D6x50 credits to their stash, representing the finds in that region being quickly converted into credits. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the first area the gangs are exploring and it will remain in play for the duration of the first Campaign Week. For the first Campaign Week, all gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - At the start of the second Campaign Week, the Arbitrator discards this Territory and generates a new Territory to take its place (representing a new area the gangs have moved on to). - This process is repeated at the start of each Campaign Week for the duration of the campaign. - In a Dome Rush, lots of good loot is flowing out of the newly discovered area – to reflect this, and to represent the eagerness of Guilders to capitalise on this new wealth, all gangs add 2 to the Availability Level when seeking Rare or Illegal equipment (see [Visiting the Trading Post](/docs/the-rules/the-post-battle-sequence#b-visit-the-trading-post)). - Victory is determined by Reputation and credits. Triumphs relating to the gaining and holding of Territory are not used. ## Last Gang Standing Trapped in a small settlement or cramped dome, a group of fledgling gangs wage a violent war for supremacy. The Last Gang Standing Campaign is a short campaign that is played out over a few bloody battles. It is both quick and brutal, as all the gangs are fighting over a single Territory or Racket, and every battle results in casualties. This type of campaign adds a number of additional rules that capture the viciousness of this closed-in struggle for the control of a small settlement or zone deep in the underhive. A Last Gang Standing Campaign uses the following rules: - This campaign consists of only a single phase, itself lasting between three and six Campaign Weeks, as decided by the Arbitrator. - At the start of the first Campaign Week, the Arbitrator should generate a single random Territory – this represents the extent of the small settlement the gangs are fighting over. All gangs gain the Boons associated with this Territory. This means they will earn credits from it, gain free fighters or enjoy any other Boons, just as if their gang was in control of the Territory. - Gangs cannot recruit new fighters (other than those generated as Territory Boons), nor can they make use of Hired Guns, though they can still visit the Trading Post or Black Market and buy new equipment. - Every battle in this campaign is a multi-player battle. Each time a battle is fought, the Arbitrator chooses the scenario and all gangs participate. Alliances between gangs are encouraged, but players should feel free to betray their alliances at the most opportune moments, representing the ruthlessness of the gangs in their drive for supremacy. - When a fighter goes Out of Action, no roll on the Lasting Injury table is made – instead it is assumed that the fighter has been killed in the savage war for supremacy – and they are removed from the player’s gang. - If a gang bottles out (including bottling out voluntarily), the Arbitrator removes D3 fighters at random from their gang, not including their Leader. This represents that the gang is new and inexperienced, and that green fighters may, when faced with the brutal reality of gang warfare, give it up as a bad idea. - Victory goes to the gang with the highest Gang Rating at the end of the phase. No other Triumphs are used. ## Hive Empires Having risen to control entire zones, mighty gangs then turn their attention to each other, waging inter-House warfare on an epic scale. In a Hive Empires Campaign, the gangs start out rich in Territories and Rackets, commanding a large section of the underhive. However, the size of their gang and their wealth is more tightly tied to their holdings, and a loss to their ‘empire’ means a direct and lasting loss to their gang’s power. A Hive Empires Campaign uses the following rules: - To play out the kind of macro warfare represented by a Hive Empires Campaign, the Arbitrator will need to create a map depicting the locations of the different gang holdings and the battlefields they are fighting over: - On the map, draw a number of zones – there should be three times as many as there are players in the campaign. - Then, draw lines linking each zone to one or more other zones (representing the tunnels and domes that connect the zones). - The Arbitrator can then give the zones appropriate names (such as the Cogwind Canyons, Sump-river City, or Ash Docks, for example). - The players begin the campaign in control of three connected zones (the Arbitrator can either assign these or have the players choose randomly). - Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including Hangers-on and Brutes based upon Reputation, allowing them to be hired at gang creation. - At the start of the campaign, each gang has a Territory or Racket for each zone they control (the Arbitrator can assign these Territories or Rackets to zones or allow the players to do so). - When issuing challenges, players can only attack zones that are connected to a zone they control – unless they make a deal with another player to pass through their zones. - If the challenger successfully claims a Territory or Racket, they then take control of the zone and the Territory or Racket it contains. - Victory is determined using all the normal Triumphs. ## Nomads Of The Underhive In the deepest and darkest depths of the underhive there are very few resources to go around, and gangs must struggle over the scraps cast down from above. A Nomads of the Underhive Campaign is a campaign that is very sparse in terms of credits and Territories, where the gangs must scratch out a living from among the lowest levels of the underhive. It can present an interesting challenge and change of pace from the other, more cred-rich types of campaign available, as gangs must truly struggle to survive. A Nomads of the Underhive Campaign uses the following rules: - Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits. - At the beginning of this type of campaign, the Arbitrator should generate as many Territories as there are gangs involved and randomly assign one Territory to each gang. - Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal. - The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have: - Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list. - Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10. - Gangs may purchase any other equipment from either their House or the Trading Post as normal. - At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard. - If a gang no longer controls any Territories, they remain in the campaign and may capture Territory as usual. - Victory is determined by the last gang to hold a Territory. ## Helmawr’s War Sometimes inter-House warfare becomes so widespread that it disrupts hive production levels and Lord Helmawr orders a gang purge. In a Helmawr’s War Campaign, the gangs are divided into two sides and war is declared! These divisions can be based on almost anything, from outlaws versus lawmen to heretics versus servants of the Ministorum, but only one side can emerge victorious from the bloodshed. A Helmawr’s War Campaign uses the following rules: - At the start of the campaign, the Arbitrator should divide the players’ gangs evenly into those deputised by the Guilders and supporting the purge, and those declared as renegades and fighting against the purge. - If there are an uneven number of players, then the odd gang joins the outlaws. - Only outlaw gangs start controlling any Territory or Rackets: - Create a pool of Territories or Rackets equal to the number of outlaw gangs taking part in the campaign. - For the purposes of the campaign, all outlaw gangs benefit from these Territories or Rackets just as if their gang was in sole control of them. - Deputised gangs begin the campaign with no Territories or Rackets, but may spend an additional 250 credits when creating their gangs. - As there are no unclaimed Territories or Rackets, gangs may challenge other gangs for Territories or Rackets from the beginning of the campaign. - Whenever a deputised gang would gain a Territory or Racket from an outlaw gang, this Territory or Racket is discarded from the campaign, as it is considered to now be ‘under control’. - There is no restriction on which gangs can fight each other (after all, it can be imagined that deputised gangs mistake each other for outlaws while outlaws are struggling over their shrinking turf). In these kinds of battles, no Territories or Rackets change hands, but gangs may earn credits, Experience and Reputation as normal. - Victory is dependent on remaining Rackets or Territories. If all of these have been captured by the deputised gangs, then their side is victorious, otherwise the purge has failed and the outlaw gangs stand victorious. Other Triumphs may be used to determine secondary victory conditions as usual. ## Perpetual Campaigns Sometimes you just don’t want the fighting to end as gangs continue to grow ever larger and more powerful, or fall from seemingly unassailable heights to become just another cautionary tale. The simplest method for running a perpetual campaign is to just keep playing battles. In this way the campaign has no end, and the end of each campaign phase signals the start of another. For those following a specific campaign system with dedicated phases, such as the Dominion Campaign, a perpetual campaign can be achieved by looping the campaign phases – in this case, the Occupation phase and Takeover phase – separated by Downtime phases. For example, a perpetual Dominion Campaign would have the following sequence of phases: Occupation > Downtime > Takeover > Cycle Downtime > Occupation > Downtime > Takeover, etc. Each complete block of Occupation > Downtime > Takeover is referred to as a campaign cycle, and each cycle is separated by a Cycle Downtime phase. The Cycle Downtime phase is the perfect time to introduce new gangs to the campaign, to form splinter gangs, or for a player to retire their gang. Players wishing to carry on their gang unchanged into the next campaign cycle do nothing and all rules for a Downtime phase apply as normal to all gangs. This method can easily be used for other types of campaign systems as presented here and in various Necromunda supplements. ### Territories When playing a Dominion Campaign, the end of a campaign cycle will likely see multiple gangs in control of several Territories each. In the case of a perpetual campaign, players may find that all the Territories available are soon controlled, making it difficult for newplayers to join in and make an impact. To counter this, the Arbitrator may decide that Territories must be refreshed during Cycle Downtime. If Territories are refreshed, players retain a number of Territories limited by their Gang Rating. Each player may retain one Territory of their choice for each full 1,000 credits of their Gang Rating, e.g., a player with a Gang Rating of 2,300 credits would choose up to two Territories they currently control to retain. The rest of the Territories are lost and a new set of Territories is determined as described in the campaign being played. When determining Territories for a new campaign cycle, the number of Territories generated should be based upon the total number of gangs participating in the campaign as normal. This means there will often be more Territories to fight over in a perpetual campaign than in a standard Dominion Campaign, and many of these may be duplicated. This is deliberate. Not only does it allow new gangs a fair chance to capture uncontrolled Territories, it also means that, should a veteran gang stumble and begin suffering losses, the collapse of its large dominion both looks and feels very significant. :::info ### Semi-Perpetual Dominion Campaigns A semi-perpetual campaign is a method based upon the idea of splinter gangs. After a campaign has ended, victors have been determined, Triumphs have been awarded and things have settled down, players create new gangs as described in [Gang Creation](core-gang-creation.md). Any player that was awarded a Triumph at the end of the previous campaign and includes any fighters or Crew from their original gang receives additional benefits based on the Triumphs they were awarded, as described in the table below: | Triumph | Benefit | | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Dominator | The gang gains an extra starting Territory, chosen at random from all Territories after each player has chosen their starting Territory. | | Slaughterer | After the gang has been founded, the gang gains 6 additional XP that can be distributed between fighters recruited from an old gang. Only 2 XP can be given to any single fighter. | | Creditor | The gang starts with an extra 100 credits which are added to their starting Stash. | | Warmonger | The gang starts the campaign with an additional 3 Reputation and can choose to be the attacker or defender in their first battle, regardless of who issued the challenge. | | Powerbroker | The gang can choose to start the campaign with one of the following Hangers-on for free: Ammo-jack, Dome Runner, Gang Look-out, Rogue Doc or Slopper. | These Triumph benefits are only retained for that campaign. At the end of the campaign, Triumphs are assigned as normal and can switch from player to player between campaigns. ::: ### Maximum Starting Crewsizes In a perpetual campaign, as gangs get larger the number of fighters will inevitably increase and this could result in one gang fielding an unmanageable quantity of fighters at once. To combat this, Arbitrators may wish to place a limit on the maximum number of fighters a single player can field in scenarios with unlimited Custom Crew selection. A maximum fighter limit can be set through the use of a player’s Gang Rating. When a scenario uses the Custom Selection method, a player can choose a maximum number of fighters determined by their Gang Rating, as shown in the table below: | Gang Rating | Maximum Crew Size | | :---------: | :---------------: | | Up to 1,000 | 10 | | 1,001-2,000 | 15 | | 2,001-3,000 | 20 | | 3,001+ | 25 | Hired Guns and fighters recruited as part of House Patronage are not included in this limit and may increase the crew size above the maximum shown on the table
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Say hello to the user. --- Hello! How can I assist you today? ---
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You are a helpful assistant.
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Say hello to the user. --- Hello! How can I assist you today? ---
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127
### Respirator (15 credits) - **Description:** A respirator covers the mouth and nose, providing clean, filtered air in environments filled with smoke, toxic fumes, or other harmful particulates. - **Effects:** Grants immunity to low-level toxins and airborne pollutants, significantly reducing the risk of poisoning or suffocation in hazardous environments. - **Use Limitation:** Heavier or more toxic environments may require more advanced breathing apparatuses, as standard respirators have limits to their filtering capabilities.
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2024-06-13 20:34:24.508078
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Grants immunity to low-level toxins and airborne pollutants, significantly reducing the risk of poisoning or suffocation in hazardous environments.
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A respirator covers the mouth and nose, providing clean, filtered air in environments filled with smoke, toxic fumes, or other harmful particulates.
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### Respirator (15 credits) - **Description:** A respirator covers the mouth and nose, providing clean, filtered air in environments filled with smoke, toxic fumes, or other harmful particulates. - **Effects:** Grants immunity to low-level toxins and airborne pollutants, significantly reducing the risk of poisoning or suffocation in hazardous environments. - **Use Limitation:** Heavier or more toxic environments may require more advanced breathing apparatuses, as standard respirators have limits to their filtering capabilities.
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In the early dawn, when daylight gleams, A journey begins, a walk to dream. Footsteps upon the earth’s embrace, Into the boundless, open space. Beneath the azure canopy above, Guided by whispers of a gentle dove. My soul alights with each tranquil stride, Bound to the world, I’m opened wide. Through groves and meadows, I wander free, The earth, my canvas, my muse, you see. As daisies sway, and the willows weep, I find solace in footsteps, slow and deep. Through cobbled streets of history, I stroll amongst tales of reverie. The past’s echoes guide my way, Unveiling lost stories of yesterday. Footprints on sand, near the ocean's shore, Soft whispers of waves, beguiling more. The salty breeze upon my face, A dance of nature, in this sacred place. Up slopes and mountains, I ascend, Eager to conquer, to transcend. With each steep climb, my spirit soars, Cloaked by nature's abundant doors. Through crowded cities, I navigate, Obscured by chaos, yet radiate A sense of peace, a tranquil grace, Fostering moments, without a chase. Into the woods, where silence bloomed, Underneath arboreal canopy, assumed. Whispers of leaves, in serenade, A sacred symphony, nature's accolade. Walking through life, step by step, Each footfall closer, as dreams intercept. Trusting the path, as it twists and turns, With newfound knowledge, my spirit yearns. For walking uncovers hidden truth, As thoughts diffuse, my heart finds youth. It is in motion that I discover, The world and myself, forever uncover. So embark on journeys, in each new day, For walking provides solace, come what may. Take time to marvel, to breathe and roam, For in the rhythm of footsteps, we find our home.
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In the early dawn, when daylight gleams, A journey begins, a walk to dream. Footsteps upon the earth’s embrace, Into the boundless, open space. Beneath the azure canopy above, Guided by whispers of a gentle dove. My soul alights with each tranquil stride, Bound to the world, I’m opened wide. Through groves and meadows, I wander free, The earth, my canvas, my muse, you see. As daisies sway, and the willows weep, I find solace in footsteps, slow and deep. Through cobbled streets of history, I stroll amongst tales of reverie. The past’s echoes guide my way, Unveiling lost stories of yesterday. Footprints on sand, near the ocean's shore, Soft whispers of waves, beguiling more. The salty breeze upon my face, A dance of nature, in this sacred place. Up slopes and mountains, I ascend, Eager to conquer, to transcend. With each steep climb, my spirit soars, Cloaked by nature's abundant doors. Through crowded cities, I navigate, Obscured by chaos, yet radiate A sense of peace, a tranquil grace, Fostering moments, without a chase. Into the woods, where silence bloomed, Underneath arboreal canopy, assumed. Whispers of leaves, in serenade, A sacred symphony, nature's accolade. Walking through life, step by step, Each footfall closer, as dreams intercept. Trusting the path, as it twists and turns, With newfound knowledge, my spirit yearns. For walking uncovers hidden truth, As thoughts diffuse, my heart finds youth. It is in motion that I discover, The world and myself, forever uncover. So embark on journeys, in each new day, For walking provides solace, come what may. Take time to marvel, to breathe and roam, For in the rhythm of footsteps, we find our home.
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# Location Details #location ## Description **The Underhive Metropolis** As you step into the Underhive Metropolis, the air thickens with the stench of smoke and pollution. The sounds of machinery hum in the distance, a constant reminder of the city's industrial heartbeat. The streets are narrow and winding, with cramped alleyways and crumbling buildings that seem to lean in on each other like tired drunks. Raven's Row, Steelhaven Way, Copperhead Lane, and Gutter Run form the main thoroughfares of this sprawling metropolis. Each street has its own unique character: Raven's Row is a seedy barrio filled with shady characters and illicit trade; Steelhaven Way is a bustling commercial hub where factories and warehouses hum with activity; Copperhead Lane is a residential area where makeshift homes and tenements crowd the streets; and Gutter Run is a treacherous alleyway filled with debris, traps, and ambushes. Beneath the city's surface lies a labyrinthine network of underhive tunnels and caverns. These dark, damp passages are home to gangs, scavengers, and opportunists who eke out a living in the shadows. The air is stale, and the only light comes from flickering lumens or the occasional flash of gunfire. **Key Locations** * **The Old Cathedral**: A ruined church with crumbling stone walls and stained glass windows that filter the dim light. From its vantage point, you can see much of the city's layout, making it a prime location for gang leaders to survey their territory. * **The Tech Bazaar**: A sprawling marketplace where gangs can trade goods, information, and services. The air is thick with the smell of oil, electronics, and desperation. This is the heart of the Underhive Metropolis, where alliances are forged and broken, and fortunes rise and fall. * **The Corpse Farm**: A gruesome slaughterhouse that supplies meat to the city's markets. The stench of death hangs heavy in the air, and the sound of screams and butchering echoes through the corridors. **Territory Boons** As you navigate this treacherous landscape, you'll encounter unique boons that can aid or hinder your progress: * **Toll Crossing (Orlock)**: Priority in the first round of any battle. Any gang can pay 20 credits to gain this benefit against another gang. * **Archaeotech Device (Van Saar)**: Choose 2 Traits instead of 1 from the list above. * **Tech Bazaar (Van Saar)**: Income: D6x10 (+1D6x10 if also controlling Archaeotech Device). Reputation: +1 (T, O). * **Reputation (Van Saar)**: +2 (T, O) * **Refuse Drift (Necromunda)**: Roll a dice to determine the outcome of a negotiation or trade. * **Gutter Run Gangs**: Roll a dice to determine which gang controls Gutter Run and what their intentions are. As you explore this unforgiving environment, remember that every decision has consequences. Will you form alliances with other gangs, or will you strike out on your own? The fate of the Underhive Metropolis hangs in the balance, waiting for your arrival. ## Special Rules Let's define some special rules for the Underhive Metropolis territory. **Special Rules:** * **Tech Sabotage:** When a gang attempts to take control of the Tech Bazaar, there is a 50% chance that their equipment will malfunction due to Van Saar's sabotage. The affected fighters must re-roll any successful attacks or tests. * **Corpse Farm Ambush:** When a gang tries to take control of the Corpse Farm, they are ambushed by Cawdor's loyalist forces. The defending gang gets +1 to their combat rolls for this battle. * **Raven's Row Riot:** Whenever an Orlock gang attempts to take control of Raven's Row, there is a 25% chance that a riot breaks out, causing all fighters in the area to suffer -1 to their combat rolls for the remainder of the battle. These special rules will add an extra layer of complexity and challenge to battles involving these locations. As the Van Saar gang, we'll need to be strategic about when to engage in combat and how to mitigate the effects of these special rules. Now that we have our strategy and special rules in place, let's see what kind of chaos erupts in the Underhive Metropolis... ## Income According to the Territory Boons, the Van Saar gang can generate income through the Tech Bazaar boon: "Income: D6x10 (+1D6x10 if also controlling Archaeotech Device)". Since we are controlling the Tech Bazaar and also have the Archaeotech Device, our income would be: * `dice: 2d6x10 = 20-40 credits` (base income) * Plus an additional `dice: 1d6x10 = 10-20 credits` (bonus from Archaeotech Device) So, our total income would be `20-40 + 10-20 = 30-60 credits`. To generate this income, the gang needs to roll: * `dice: 2d6x10` * `dice: 1d6x10` These rolls will determine the amount of credits generated by controlling the Tech Bazaar and the Archaeotech Device.
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2024-06-13 20:34:24.508078
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# Location Details #location ## Description **The Underhive Metropolis** As you step into the Underhive Metropolis, the air thickens with the stench of smoke and pollution. The sounds of machinery hum in the distance, a constant reminder of the city's industrial heartbeat. The streets are narrow and winding, with cramped alleyways and crumbling buildings that seem to lean in on each other like tired drunks. Raven's Row, Steelhaven Way, Copperhead Lane, and Gutter Run form the main thoroughfares of this sprawling metropolis. Each street has its own unique character: Raven's Row is a seedy barrio filled with shady characters and illicit trade; Steelhaven Way is a bustling commercial hub where factories and warehouses hum with activity; Copperhead Lane is a residential area where makeshift homes and tenements crowd the streets; and Gutter Run is a treacherous alleyway filled with debris, traps, and ambushes. Beneath the city's surface lies a labyrinthine network of underhive tunnels and caverns. These dark, damp passages are home to gangs, scavengers, and opportunists who eke out a living in the shadows. The air is stale, and the only light comes from flickering lumens or the occasional flash of gunfire. **Key Locations** * **The Old Cathedral**: A ruined church with crumbling stone walls and stained glass windows that filter the dim light. From its vantage point, you can see much of the city's layout, making it a prime location for gang leaders to survey their territory. * **The Tech Bazaar**: A sprawling marketplace where gangs can trade goods, information, and services. The air is thick with the smell of oil, electronics, and desperation. This is the heart of the Underhive Metropolis, where alliances are forged and broken, and fortunes rise and fall. * **The Corpse Farm**: A gruesome slaughterhouse that supplies meat to the city's markets. The stench of death hangs heavy in the air, and the sound of screams and butchering echoes through the corridors. **Territory Boons** As you navigate this treacherous landscape, you'll encounter unique boons that can aid or hinder your progress: * **Toll Crossing (Orlock)**: Priority in the first round of any battle. Any gang can pay 20 credits to gain this benefit against another gang. * **Archaeotech Device (Van Saar)**: Choose 2 Traits instead of 1 from the list above. * **Tech Bazaar (Van Saar)**: Income: D6x10 (+1D6x10 if also controlling Archaeotech Device). Reputation: +1 (T, O). * **Reputation (Van Saar)**: +2 (T, O) * **Refuse Drift (Necromunda)**: Roll a dice to determine the outcome of a negotiation or trade. * **Gutter Run Gangs**: Roll a dice to determine which gang controls Gutter Run and what their intentions are. As you explore this unforgiving environment, remember that every decision has consequences. Will you form alliances with other gangs, or will you strike out on your own? The fate of the Underhive Metropolis hangs in the balance, waiting for your arrival. ## Special Rules Let's define some special rules for the Underhive Metropolis territory. **Special Rules:** * **Tech Sabotage:** When a gang attempts to take control of the Tech Bazaar, there is a 50% chance that their equipment will malfunction due to Van Saar's sabotage. The affected fighters must re-roll any successful attacks or tests. * **Corpse Farm Ambush:** When a gang tries to take control of the Corpse Farm, they are ambushed by Cawdor's loyalist forces. The defending gang gets +1 to their combat rolls for this battle. * **Raven's Row Riot:** Whenever an Orlock gang attempts to take control of Raven's Row, there is a 25% chance that a riot breaks out, causing all fighters in the area to suffer -1 to their combat rolls for the remainder of the battle. These special rules will add an extra layer of complexity and challenge to battles involving these locations. As the Van Saar gang, we'll need to be strategic about when to engage in combat and how to mitigate the effects of these special rules. Now that we have our strategy and special rules in place, let's see what kind of chaos erupts in the Underhive Metropolis... ## Income According to the Territory Boons, the Van Saar gang can generate income through the Tech Bazaar boon: "Income: D6x10 (+1D6x10 if also controlling Archaeotech Device)". Since we are controlling the Tech Bazaar and also have the Archaeotech Device, our income would be: * `dice: 2d6x10 = 20-40 credits` (base income) * Plus an additional `dice: 1d6x10 = 10-20 credits` (bonus from Archaeotech Device) So, our total income would be `20-40 + 10-20 = 30-60 credits`. To generate this income, the gang needs to roll: * `dice: 2d6x10` * `dice: 1d6x10` These rolls will determine the amount of credits generated by controlling the Tech Bazaar and the Archaeotech Device.
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# 62. Feast of the Fallen _Awaken the ancestors!_ **Source: House of Chains** ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Gods of the Underhive _The gangs honour the hardest fighters to ever walk the underhive by attempting to beat one another to death. Acts of violence are offered to the legendary ancestors to empower the gangs, and when one does, it falls to the rivals to bring them down - for while becoming a god is glorious, killing one is even better! While something supernatural might be going on, it is just as likely homicidal hysteria._ Each time a fighter suffers a wound from a weapon with one of the traits listed below, the fighter becomes empowered on a 4+ (before rolling any Injury dice). If successful, no other fighters can make this test or become empowered. If the fighter is empowered, any effects of the attack is cancelled. The empowered fighter gains the following effects: Immediately restore the Wounds to the starting number. Can't be Pinned. If Seriously Injured by a ranged attack (not Melee/Versatile), suffer a Flesh Wound instead. Ignores all other Flesh Wounds. In addition to the benefits above, apply the effects below depending the trait(s) of the weapon that inflicted the wound. | Weapon Traits | Type | Effect | | ---------------- | ------------- | ------------------------------------------------------------------------------- | | Melee, Versatile | God of Blood | Unarmed attacks become Damage 5. | | Blaze | God of Fire | Unarmed attacks gains Blaze, Immune to Blaze effects. | | Gas, Toxin | God of Poison | Unarmed attacks gain Toxin. | | Shock | God of Pain | Unarmed attacks gain Shock and Versatile (6”). | | Blast | God of Fury | Unarmed attacks gain Blast (3”), Ignores Blast effects (including own attacks). | ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the empowered fighter if still on the battlefield in the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. A separate gang can be included, only consisting of ancestor-driven gangers, all five at once! :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Goliath']
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# 62. Feast of the Fallen _Awaken the ancestors!_ **Source: House of Chains** ## Battlefield Standard. ## Crews - Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Gods of the Underhive _The gangs honour the hardest fighters to ever walk the underhive by attempting to beat one another to death. Acts of violence are offered to the legendary ancestors to empower the gangs, and when one does, it falls to the rivals to bring them down - for while becoming a god is glorious, killing one is even better! While something supernatural might be going on, it is just as likely homicidal hysteria._ Each time a fighter suffers a wound from a weapon with one of the traits listed below, the fighter becomes empowered on a 4+ (before rolling any Injury dice). If successful, no other fighters can make this test or become empowered. If the fighter is empowered, any effects of the attack is cancelled. The empowered fighter gains the following effects: Immediately restore the Wounds to the starting number. Can't be Pinned. If Seriously Injured by a ranged attack (not Melee/Versatile), suffer a Flesh Wound instead. Ignores all other Flesh Wounds. In addition to the benefits above, apply the effects below depending the trait(s) of the weapon that inflicted the wound. | Weapon Traits | Type | Effect | | ---------------- | ------------- | ------------------------------------------------------------------------------- | | Melee, Versatile | God of Blood | Unarmed attacks become Damage 5. | | Blaze | God of Fire | Unarmed attacks gains Blaze, Immune to Blaze effects. | | Gas, Toxin | God of Poison | Unarmed attacks gain Toxin. | | Shock | God of Pain | Unarmed attacks gain Shock and Versatile (6”). | | Blast | God of Fury | Unarmed attacks gain Blast (3”), Ignores Blast effects (including own attacks). | ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to the empowered fighter if still on the battlefield in the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 to any gang that bottled out. :::note Alternative Variant Can be played with any gangs, not just Goliath. A separate gang can be included, only consisting of ancestor-driven gangers, all five at once! :::
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# The Brujas generate an Escher gang for the game of Necromunda **The Brujas** A deadly and ruthless Escher gang, feared throughout Necromunda. **Faction:** Escher **Credits:** 1000 **Gang Member Count:** 6 Here's a breakdown of The Brujas' composition: * **Leader:** Madam Khaos (300 credits), a cunning and brutal leader with expertise in ambushes. * **Hired Guns:** + Vinnie "The Bull" LaRosa (150 credits) - A hulking enforcer with incredible strength. + Riko "The Shadow" Espinosa (120 credits) - A stealthy assassin with unparalleled agility. + Lupo "The Fox" DeSoto (100 credits) - A cunning thief with expertise in lock-picking and trap-setting. * **Mercs:** + Zara "The Siren" Singh (200 credits) - A seductive mercenary with charm and persuasion abilities. + Jefe "The Butcher" Rodriguez (180 credits) - A ruthless killer with combat prowess.
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2024-06-13 20:34:24.508078
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['[[7-gangs/1-gang-lists/house-escher/house-escher|house-escher]]', '[[escher_ganger_template]]']
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# The Brujas generate an Escher gang for the game of Necromunda **The Brujas** A deadly and ruthless Escher gang, feared throughout Necromunda. **Faction:** Escher **Credits:** 1000 **Gang Member Count:** 6 Here's a breakdown of The Brujas' composition: * **Leader:** Madam Khaos (300 credits), a cunning and brutal leader with expertise in ambushes. * **Hired Guns:** + Vinnie "The Bull" LaRosa (150 credits) - A hulking enforcer with incredible strength. + Riko "The Shadow" Espinosa (120 credits) - A stealthy assassin with unparalleled agility. + Lupo "The Fox" DeSoto (100 credits) - A cunning thief with expertise in lock-picking and trap-setting. * **Mercs:** + Zara "The Siren" Singh (200 credits) - A seductive mercenary with charm and persuasion abilities. + Jefe "The Butcher" Rodriguez (180 credits) - A ruthless killer with combat prowess.
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# Vehicle Actions The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. Mobile vehicles: - [Move (Simple)](#move-simple) - [Manoeuvre (Simple)](#manoeuvre-simple) - [Move & Shoot (Basic)](#move--shoot-basic) - [Fire All (Basic)](#fire-all-basic) - [Reload (Simple)](#reload-simple) - [Aim (Basic)](#aim-basic) - [Drift (Basic)](#drift-basic) - [Ram (Double)](#ram-double) - [Spin (Basic)](#spin-basic) - [Full Throttle (Double)](#full-throttle-double) Stationary & Stalled vehicles: - [Jump Start (Simple)](#jump-start-simple) - [Turn-over (Basic)](#turn-over-basic) - [Free Wheel (Basic)](#free-wheel-basic) - [Fire All (Basic)](#fire-all-basic) Broken vehicles: - [Break for Air (Double)](#break-for-air-double) - [Burn Out (Double)](#burn-out-double) ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. ### Move (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap they will [fall](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Manoeuvre (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre of up to 90° at any point before, during or after its move. - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Weapon trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. ### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Weapon trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. ### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo check. If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action, apply a +1 modifier to any Hit rolls they make. ### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) applying a +1 modifier. ### Ram (Double) The vehicle moves as if making a Move (Simple) action, but adds D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and Damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. ### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). ### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a Loss of Control test with a -1 modifier ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ## Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: ### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling check for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling check is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling check is failed, the vehicle refuses to restart and it remains Stalled. ### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. ### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically. Collision damage is worked out as normal. ### Fire All (Basic) (See previous entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/rules/vehicles/vehicle-resolve-hits#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/rules/vehicles/vehicle-resolve-hits#vehicles-and-nerve-tests). A Broken vehicle is one that has lost its nerve, its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. ### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. ### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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# Vehicle Actions The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. Mobile vehicles: - [Move (Simple)](#move-simple) - [Manoeuvre (Simple)](#manoeuvre-simple) - [Move & Shoot (Basic)](#move--shoot-basic) - [Fire All (Basic)](#fire-all-basic) - [Reload (Simple)](#reload-simple) - [Aim (Basic)](#aim-basic) - [Drift (Basic)](#drift-basic) - [Ram (Double)](#ram-double) - [Spin (Basic)](#spin-basic) - [Full Throttle (Double)](#full-throttle-double) Stationary & Stalled vehicles: - [Jump Start (Simple)](#jump-start-simple) - [Turn-over (Basic)](#turn-over-basic) - [Free Wheel (Basic)](#free-wheel-basic) - [Fire All (Basic)](#fire-all-basic) Broken vehicles: - [Break for Air (Double)](#break-for-air-double) - [Burn Out (Double)](#burn-out-double) ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. ### Move (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap they will [fall](/docs/rules/vehicles/vehicle-movement#vehicles-and-falling). - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Manoeuvre (Simple) The vehicle may do each of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre of up to 90° at any point before, during or after its move. - Cross certain terrain features – see [Vehicle Movement](/docs/rules/vehicles/vehicle-movement). ### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Weapon trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. ### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Weapon trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. ### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo check. If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. ### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action, apply a +1 modifier to any Hit rolls they make. ### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests) applying a +1 modifier. ### Ram (Double) The vehicle moves as if making a Move (Simple) action, but adds D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and Damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. ### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/rules/vehicles/vehicle-resolve-hits#loss-of-control-tests). ### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a Loss of Control test with a -1 modifier ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ## Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: ### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling check for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling check is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling check is failed, the vehicle refuses to restart and it remains Stalled. ### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. ### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically. Collision damage is worked out as normal. ### Fire All (Basic) (See previous entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/rules/vehicles/vehicle-resolve-hits#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/rules/vehicles/vehicle-resolve-hits#vehicles-and-nerve-tests). A Broken vehicle is one that has lost its nerve, its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. ### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. ### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed.
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# Goliath 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** | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder \* | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Heavy bolter \* | 160 | - | 160 | - | - | - | - | - | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | - | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon \* | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) \* | 165 | - | 165 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) \* | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw \* | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired \* | - | 50 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe \* | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired \* | - | 25 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe \* | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer \* | 35 | (35) | 35 | 35 | (35) | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for ‘Zerker are upgrades and replace existing weapons. ::: ## Goliath Mauler This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | -------------------- | ------- | | **Basic Weapons** | | Bolter (twin-linked) | 65 | | **Special Weapons** | | Twin-linked | 75 | ### Vehicle Upgrades ### Body Upgrades | Item | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Extra armour | 25 | | **Drive Upgrades** | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Glys injector | 20 | ### Wargear | Item | Credits | | ------------------------ | ------- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | ## Goliath Vehicle Equipment List All vehicles in a Goliath gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Stub cannon | 20 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter | 160 | | ‘Krumpa’ rivet cannon | 70 | | Missile launcher (with frag & krak missiles) | 165 | | Multi-melta | 180 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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# Goliath 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** | ✓ | | ✓ | | | | | | | Boltgun | 55 | - | 55 | 55 | - | - | - | - | | Combat shotgun (salvo & shredder) | 60 | - | 60 | 60 | - | - | - | - | | Shotgun (solid & scatter) | 30 | - | 30 | 30 | - | - | - | - | | - Execution | 20 | - | - | - | - | - | - | - | | - Inferno | 15 | - | - | - | - | - | - | - | | Stub cannon | 20 | - | 20 | 20 | - | - | - | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | ✓ | | | Bolt pistol | 45 | - | 45 | 45 | - | - | 45 | - | | Hand flamer | 75 | - | 75 | 75 | - | - | 75 | - | | - Stub gun | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Dumdum rounds | 5 | 5 | 5 | 5 | 5 | 5 | 5 | - | | Bolt pistol / hand flamer (combi) | 110 | - | 110 | - | - | - | - | - | | Bolt pistol / plasma pistol (combi) | 80 | - | 80 | - | - | - | - | - | | Stub gun / plasma pistol (combi) | 40 | - | 40 | - | - | - | - | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | G(S) | | | | | | Flamer | 140 | - | 140 | 140 | - | - | - | - | | Grenade launcher (frag & krak) | 55 | - | 55 | 55 | - | - | - | - | | - Smoke | 15 | - | 15 | 15 | - | - | - | - | | - Stun rounds | 15 | - | 15 | 15 | - | - | - | - | | Melta gun | 135 | - | 135 | 135 | - | - | - | - | | Storm-welder \* | - | - | - | - | 75 | - | - | - | | Bolter / flamer (combi) | 175 | - | 175 | - | - | - | - | - | | Bolter / grenade launcher (frag) (combi) | 80 | - | 80 | - | - | - | - | - | | Bolter / melta (combi) | 165 | - | 165 | - | - | - | - | - | | Bolter / plasma (combi) | 115 | - | 115 | - | - | - | - | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :---------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Heavy bolter \* | 160 | - | 160 | - | - | - | - | - | | Heavy flamer \* | 195 | - | 195 | - | - | - | - | - | | Heavy stubber \* | 130 | - | 130 | - | - | - | - | - | | ‘Krumper’ rivet cannon \* | 70 | - | 70 | - | - | - | - | - | | Missile launcher (frag & krak) \* | 165 | - | 165 | - | - | - | - | - | | Multi-melta \* | 180 | - | 180 | - | - | - | - | - | | Twin-linked assault grenade launcher (frag & stun) \* | - | 65 | - | - | - | - | - | - | | - Krak | - | 30 | - | - | - | - | - | - | | - Smoke | - | 20 | - | - | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | ✓ | | | | | Axe | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Brute cleaver | 20 | - | 20 | 20 | - | 20 | - | - | | Chainaxe | 25 | - | 25 | - | - | - | - | - | | Chainsword | 25 | - | 25 | - | - | - | - | - | | Heavy rock saw \* | - | - | - | - | 120 | - | - | - | | Fighting Knife | 10 | 10 | 10 | 10 | 10 | 10 | - | - | | Maul (club) | 10 | (10) | 10 | 10 | (10) | 10 | - | - | | Mutated fists & bone spurs | - | - | - | - | - | - | - | 70↑ | | Power axe | 35 | - | 35 | - | - | - | - | - | | Power hammer | 45 | - | 45 | - | - | - | - | - | | ‘Pulveriser’ serrated axe | - | 30 | - | - | - | - | - | - | | - Master-crafted | - | 10 | - | - | - | - | - | - | | + Paired \* | - | 50 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | ‘Renderizer’ serrated axe \* | 40 | 40 | 40 | - | - | - | - | - | | - Master-crafted | 10 | 10 | 10 | - | - | - | - | - | | Servo-claw | 35 | - | 35 | - | - | - | - | - | | Spud-jacker | 15 | 15 | 15 | 15 | - | 15 | - | - | | - Master-crafted | 5 | 5 | 5 | - | - | - | - | - | | + Paired \* | - | 25 | - | - | - | - | - | - | | &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Master-crafted | - | 10 | - | - | - | - | - | - | | Two-handed axe \* | 25 | (25) | 25 | 25 | (25) | - | - | - | | Two-handed hammer \* | 35 | (35) | 35 | 35 | (35) | - | - | - | ## Grenades | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Blasting charges | 35 | - | 35 | - | - | - | - | - | | Frag | 30 | 30 | 30 | 30 | 30 | 30 | - | - | | Incendiary | - | 40 | - | 40 | 40 | 40 | - | | | Krak | 45 | 45 | 45 | 45 | 45 | 45 | - | - | | Melta bombs | - | 60 | - | - | - | - | - | - | | Smoke | 15 | 15 | 15 | 15 | 15 | 15 | - | - | | Stun | 25 | 25 | 15 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :----------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | Armoured undersuit | 25 | 25 | 25 | 25 | 25 | 25 | - | - | | Carapace - light | 80 | - | 80 | - | - | - | - | - | | + Heavy | 100 | - | - | - | - | - | - | - | | Furnace plates | 5 | 5 | 5 | 5 | 5 | 5 | - | 10 | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------------------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | - | 35 | - | - | - | | Drop-rig | 10 | 10 | 10 | 10 | (10) | 10 | - | - | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | (10) | 10 | 10 | 10 | 10 | 10 | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | - | 35 | 35 | - | - | 35 | - | | Respirator | 15 | 15 | 15 | 15 | (15) | (15) | 15 | - | | Skinblade | 10 | 10 | 10 | (10) | (10) | (10) | - | - | | Stimm-slug stash | 25 | 25 | 25 | 25 | - | 25 | - | 20 | ## Pets (Status Item) | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :-------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | | Sumpkroc (0-1) | 130 | 130 | 130 | - | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger | Juve (Specialist) | Juve | Brute | Crew | | :--------------------------------------------- | :----: | :----------------: | :---: | :----: | :---------------: | :--: | :---: | ---- | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Gunshroud (Pistol, Basic) | 20 | - | 20 | - | - | - | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | - | - | - | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | (25) | 25 | 25 | (25) | (25) | (25) | - | \*\*: Maximum one gunsight per weapon. :::note All weapon options for ‘Zerker are upgrades and replace existing weapons. ::: ## Goliath Mauler This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | -------------------- | ------- | | **Basic Weapons** | | Bolter (twin-linked) | 65 | | **Special Weapons** | | Twin-linked | 75 | ### Vehicle Upgrades ### Body Upgrades | Item | Credits | | ---------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Extra armour | 25 | | **Drive Upgrades** | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | Engine shell | 15 | | Glys injector | 20 | ### Wargear | Item | Credits | | ------------------------ | ------- | | Body spikes | 10 | | Booby-trapped fuel tanks | 10 | | Wheel scythes | 20 | ## Goliath Vehicle Equipment List All vehicles in a Goliath gang add the following to their equipment lists: ### Weapons | Item | Credits | | :------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Stub cannon | 20 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter | 160 | | ‘Krumpa’ rivet cannon | 70 | | Missile launcher (with frag & krak missiles) | 165 | | Multi-melta | 180 | ### Wargear | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
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### Smoke Grenades (10 credits) - **Description:** Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy. - **Effects:** Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight. - **Use Limitation:** Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
equipment
Smoke Grenade
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
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Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight.
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Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy.
Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
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### Smoke Grenades (10 credits) - **Description:** Smoke grenades are used to provide visual cover, emitting a dense cloud of smoke upon detonation. They are essential for tactical retreats, advances under cover, or to confuse the enemy. - **Effects:** Creates a thick smoke screen that obscures vision, making it difficult for the enemy to aim or advance effectively. Useful for breaking line of sight. - **Use Limitation:** Has no direct damaging effect and can be countered by thermal or infrared vision. Wind and environmental factors can also disperse the smoke more quickly than intended.
Unknown
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128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255, 128255 ] ] }
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# Armour and Fields :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: For Armour types and values, see [the armoury](/docs/reference-tables/armoury/armour-and-fields). #### Armour Types A fighter can wear up to 1 of each type of armour at the same time: - Armour (Standard) - Combined Armour (improves other armour) - Extra (can be equipped on top of standard armour). - Shield (improves other armour) - Field Armour (unmodifiable) #### Improved Front Armour Some saves are improved from attacks originating in the front arc (normally 90° vision arc). For Blast weapons, measure from the centre of the blast. A fighter must be Standing (before being hit) in order to receive this bonus. If the fighter is Prone, it has no front arc. #### Save Modifier Some saves improve other saves (unless otherwise noted). Use a default 7+ save when applying save modifiers for fighters without any other (modifiable) save. #### Saves Against Environment Some saves come from environmental effects and underhive perils. These have only an effect against attacks that doesn’t originate from another fighter. #### Save Types There are many different types of saves. Unless otherwise specified: - If having multiple alternatives, choose a single one for the save roll. - Saves have no effect against attacks that ignores saves completely. - Any save counts as normal unless otherwise noted. Here are other save types: - **Bonus:** A save that can be used in addition to the normal save (and in addition to other bonus saves). - **Unmodifiable by AP:** Count the attack as having AP ‘-’. - **Irreducible by AP:** Can't be reduced by AP. - **Irreducible:** Can't be reduced by any modifiers. - **Unmodifiable:** Can't be modified in any way. - **Invulnerable:** An unmodifiable save that can **always** be made regardless of any special rules that would normally ignore the save. If successful, the hit counts as missed (completely ignored) :::danger House Rule The official rules for armour, shields and fields are a complete mess, and the rules here will deviate some from that. This is an attempt to improve balance and make sense of it all. :::
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# Armour and Fields :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: For Armour types and values, see [the armoury](/docs/reference-tables/armoury/armour-and-fields). #### Armour Types A fighter can wear up to 1 of each type of armour at the same time: - Armour (Standard) - Combined Armour (improves other armour) - Extra (can be equipped on top of standard armour). - Shield (improves other armour) - Field Armour (unmodifiable) #### Improved Front Armour Some saves are improved from attacks originating in the front arc (normally 90° vision arc). For Blast weapons, measure from the centre of the blast. A fighter must be Standing (before being hit) in order to receive this bonus. If the fighter is Prone, it has no front arc. #### Save Modifier Some saves improve other saves (unless otherwise noted). Use a default 7+ save when applying save modifiers for fighters without any other (modifiable) save. #### Saves Against Environment Some saves come from environmental effects and underhive perils. These have only an effect against attacks that doesn’t originate from another fighter. #### Save Types There are many different types of saves. Unless otherwise specified: - If having multiple alternatives, choose a single one for the save roll. - Saves have no effect against attacks that ignores saves completely. - Any save counts as normal unless otherwise noted. Here are other save types: - **Bonus:** A save that can be used in addition to the normal save (and in addition to other bonus saves). - **Unmodifiable by AP:** Count the attack as having AP ‘-’. - **Irreducible by AP:** Can't be reduced by AP. - **Irreducible:** Can't be reduced by any modifiers. - **Unmodifiable:** Can't be modified in any way. - **Invulnerable:** An unmodifiable save that can **always** be made regardless of any special rules that would normally ignore the save. If successful, the hit counts as missed (completely ignored) :::danger House Rule The official rules for armour, shields and fields are a complete mess, and the rules here will deviate some from that. This is an attempt to improve balance and make sense of it all. :::
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# Weapons of (Gang) War _Source: Necromunda Core Rulebook (2023)_ The most important elements required to play a game of Necromunda are models to represent the fighters and vehicles, and terrain to build the battlefield. In addition, there are a few other essential items players will need. ## Markers Markers can be used to represent a model’s [Status](/docs/general-principles/status), to indicate a model is subject to a [Condition](/docs/general-principles/conditions), or to keep track of such things as lost Wounds or Hull Points and can be placed next to them on the battlefield or on their [Fighter card](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-cards) or [Vehicle card](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-cards). Examples include Ready markers (one of which is placed next to every model at the start of each round, and removed after they have been activated), Out of Ammo markers (used to indicate a weapon has run out of ammunition, jammed or otherwise malfunctioned) and Blaze markers (used to indicate a model is on fire or, as the rules would say ‘subject to the Blaze condition’), amongst others. ![](markers.jpg) ## Templates In Necromunda, templates are used to represent the effect of certain weapons: ### Blast Markers A Blast marker is a circular template 3" or 5" in diameter. They are used most often by weapons with the [Blast trait](/docs/the-rules/shooting#blast-markers) and represent such things as shrapnel-filled explosions caused by detonating shells or grenades, clouds of smoke and even clouds of toxic gas or radiation. ![](blast-markers.jpg) ### Flame Templates A Flame template is a teardrop-shaped template, approximately 8" in length, which is used most often by weapons with the [Template trait](/docs/the-rules/shooting#flame-templates). Flame templates represent weapons ranging from those that launch a devastating torrent of flaming liquid that will burn until all available fuel is exhausted, to horrific chemical weapons that spew forth vile concoctions that will dissolve all matter they come into contact with. ![](flame-template.jpg) ## Ruler/Tape Measure In games of Necromunda, all distances are measured in inches (") with a ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking model and their target) – on Necromunda there are very few certainties! Therefore, pre-measuring distances when making any kind of action is not allowed. Declare the action and nominate any other fighters involved before range is measured. ## Vision Arc Template Each model has a vision arc, representing the area that is [visible](/docs/general-principles/line-of-sight-and-cover) to them. A Vision Arc template is a triangular template that can be used to help determine a model’s vision arc quickly and easily. ![](vision-template.jpg) ## Fighter and Vehicle Cards Each player’s gang is made up of a number of fighters and vehicles, each of which is represented by a model on the battlefield and by a Fighter card or Vehicle card filled in with their characteristics, equipment and other useful reference information. During a battle, these cards provide a handy reference for each model and a reminder of their equipment and any special rules. During a battle, players can also place markers on each model’s card rather than next to the model itself on the battlefield, thus keeping it free from clutter. ![](fighter-cards.jpg) :::info Yaktribe Most campaigns around the world leverage [yaktribe.games](https://yaktribe.games/) to arbritrate their campaign. This includes a gang builder, where players keep a digital record of their fighters. ::: ## Necromunda Dice Necromunda uses several different types of dice to determine the outcome of various actions and events. These are: ### D6 The most frequently used dice in Necromunda is a regular six-sided dice, marked 1 to 6. It is common for the ‘6’ to be replaced by a logo – either that of the game or a specific gang – on many Necromunda dice. ### D3 The rules might also call for a D3 to be rolled, but an actual three-sided dice is not necessary. To roll a D3, simply roll a D6 and modify the result by halving it, rounding fractions up. ### Firepower Dice Unique to Necromunda, a Firepower dice is used whenever a fighter makes a ranged attack. For the majority of weapons, the Firepower dice is rolled as there is a chance of the weapon’s ammunition being depleted or a malfunction occurring. In some cases, it is rolled to determine how many shots a rapid fire weapon can make. ### Scatter Dice This is a six-sided dice, marked with a Hit symbol on two faces and an arrow on each of the other four. The Hit symbol also incorporates a small arrow. This dice is used to determine random directions, and is most often used when firing weapons that have the Blast (3"/5"/\*) trait. ### Injury Dice Another dice unique to Necromunda, Injury dice are special dice used to determine the severity of the injury a fighter suffers, ranging from a Flesh Wound all the way up to being taken Out of Action. ### Location Dice Location dice are special dice used to determine exactly where a vehicle is hit when it is damaged by an attack. ### Damage Dice Damage dice are special dice used to determine how severely a vehicle has been damaged, ranging fromGlancing Hits up to Catastrophic Hits. ### Control Dice The Control dice is a special dice used to determine what happens when a vehicle loses control. ![](dice.jpg) #fighter #rules #templates
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# Weapons of (Gang) War _Source: Necromunda Core Rulebook (2023)_ The most important elements required to play a game of Necromunda are models to represent the fighters and vehicles, and terrain to build the battlefield. In addition, there are a few other essential items players will need. ## Markers Markers can be used to represent a model’s [Status](/docs/general-principles/status), to indicate a model is subject to a [Condition](/docs/general-principles/conditions), or to keep track of such things as lost Wounds or Hull Points and can be placed next to them on the battlefield or on their [Fighter card](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-cards) or [Vehicle card](/docs/gang-fighters-and-their-weaponry/vehicle-profiles#vehicle-cards). Examples include Ready markers (one of which is placed next to every model at the start of each round, and removed after they have been activated), Out of Ammo markers (used to indicate a weapon has run out of ammunition, jammed or otherwise malfunctioned) and Blaze markers (used to indicate a model is on fire or, as the rules would say ‘subject to the Blaze condition’), amongst others. ![](markers.jpg) ## Templates In Necromunda, templates are used to represent the effect of certain weapons: ### Blast Markers A Blast marker is a circular template 3" or 5" in diameter. They are used most often by weapons with the [Blast trait](/docs/the-rules/shooting#blast-markers) and represent such things as shrapnel-filled explosions caused by detonating shells or grenades, clouds of smoke and even clouds of toxic gas or radiation. ![](blast-markers.jpg) ### Flame Templates A Flame template is a teardrop-shaped template, approximately 8" in length, which is used most often by weapons with the [Template trait](/docs/the-rules/shooting#flame-templates). Flame templates represent weapons ranging from those that launch a devastating torrent of flaming liquid that will burn until all available fuel is exhausted, to horrific chemical weapons that spew forth vile concoctions that will dissolve all matter they come into contact with. ![](flame-template.jpg) ## Ruler/Tape Measure In games of Necromunda, all distances are measured in inches (") with a ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking model and their target) – on Necromunda there are very few certainties! Therefore, pre-measuring distances when making any kind of action is not allowed. Declare the action and nominate any other fighters involved before range is measured. ## Vision Arc Template Each model has a vision arc, representing the area that is [visible](/docs/general-principles/line-of-sight-and-cover) to them. A Vision Arc template is a triangular template that can be used to help determine a model’s vision arc quickly and easily. ![](vision-template.jpg) ## Fighter and Vehicle Cards Each player’s gang is made up of a number of fighters and vehicles, each of which is represented by a model on the battlefield and by a Fighter card or Vehicle card filled in with their characteristics, equipment and other useful reference information. During a battle, these cards provide a handy reference for each model and a reminder of their equipment and any special rules. During a battle, players can also place markers on each model’s card rather than next to the model itself on the battlefield, thus keeping it free from clutter. ![](fighter-cards.jpg) :::info Yaktribe Most campaigns around the world leverage [yaktribe.games](https://yaktribe.games/) to arbritrate their campaign. This includes a gang builder, where players keep a digital record of their fighters. ::: ## Necromunda Dice Necromunda uses several different types of dice to determine the outcome of various actions and events. These are: ### D6 The most frequently used dice in Necromunda is a regular six-sided dice, marked 1 to 6. It is common for the ‘6’ to be replaced by a logo – either that of the game or a specific gang – on many Necromunda dice. ### D3 The rules might also call for a D3 to be rolled, but an actual three-sided dice is not necessary. To roll a D3, simply roll a D6 and modify the result by halving it, rounding fractions up. ### Firepower Dice Unique to Necromunda, a Firepower dice is used whenever a fighter makes a ranged attack. For the majority of weapons, the Firepower dice is rolled as there is a chance of the weapon’s ammunition being depleted or a malfunction occurring. In some cases, it is rolled to determine how many shots a rapid fire weapon can make. ### Scatter Dice This is a six-sided dice, marked with a Hit symbol on two faces and an arrow on each of the other four. The Hit symbol also incorporates a small arrow. This dice is used to determine random directions, and is most often used when firing weapons that have the Blast (3"/5"/\*) trait. ### Injury Dice Another dice unique to Necromunda, Injury dice are special dice used to determine the severity of the injury a fighter suffers, ranging from a Flesh Wound all the way up to being taken Out of Action. ### Location Dice Location dice are special dice used to determine exactly where a vehicle is hit when it is damaged by an attack. ### Damage Dice Damage dice are special dice used to determine how severely a vehicle has been damaged, ranging fromGlancing Hits up to Catastrophic Hits. ### Control Dice The Control dice is a special dice used to determine what happens when a vehicle loses control. ![](dice.jpg) #fighter #rules #templates
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# Location Details #location ## Description **Tech Bazaar** As you step into the Tech Bazaar, the cacophony of sounds and smells envelops you. The air is thick with the acrid tang of ozone and smoke, mingling with the sweet scent of freshly minted credits. The dimly lit market stalls, a tangle of makeshift structures and scavenged materials, seem to stretch on forever, each one promising a treasure trove of illicit goods and forbidden knowledge. The crowd is a mix of shady dealers, desperate traders, and cunning entrepreneurs, all vying for your attention. You notice a few familiar faces, some old acquaintances from the underhive, haggling over prices or making deals in hushed tones. To one side, a group of scavengers are gathered around a makeshift workbench, tinkering with salvaged machinery and scraps of metal. They glance up at you with a mixture of curiosity and suspicion, their hands stained with grease and oil. Nearby, a lone figure stands atop a crate, shouting out offers on a battered loudspeaker. "Get the best deals in town! Rare components, top-grade gear, and more! Come see what I've got!" The vendor's eyes gleam with a mixture of enthusiasm and desperation as they try to entice passersby. As you make your way through the market, you notice that some stalls are heavily guarded by burly thugs or cyber-enhanced enforcers. Others seem to be run by lone operators, their wares displayed on makeshift tables or in battered briefcases. **Income Roll:** `dice: 1d6` Rolling for income... *rolls* Result: **4** You earn 4 credits from the Tech Bazaar's various vendors and traders. You can use these credits to acquire new gear, upgrade your existing equipment, or simply stash them away for later. *Remember to keep track of your gang's credits and resources throughout the campaign.* What would you like to do next? ## Special Rules Here's an updated version of the Tech Bazaar territory with special rules: **Tech Bazaar** * **Income:** Roll `dice: 1d6` for each fighter in your gang that enters the Tech Bazaar. On a roll of 3 or higher, they can salvage a random item from the Trading Post or Black Market (see below). * **Special Rules:** "Market Mayhem" + When another gang tries to take control of the Tech Bazaar, roll `dice: 1d6` and add the result to your gang's total combat strength. If the total equals or exceeds the attacker's combat strength, you gain a +1 bonus to your gang's combat performance for the remainder of the battle. + Additionally, if an enemy fighter is within 6" of the Tech Bazaar's central hub when the battle begins, they must immediately roll `dice: 1d6` and add the result to their own combat strength. If the total equals or exceeds your gang's combat strength, the enemy fighter gains a +1 bonus to their combat performance for the remainder of the battle. **Trading Post:** * A rare and valuable data-slate containing ancient knowledge * A set of high-grade power cells for your gang's equipment * A cache of credits to spend on upgrades or gear **Black Market:** * A pair of razor-sharp combat knives with built-in toxin injectors * A prototype grav-gun that fires sticky, adhesive rounds * A canister of smoke grenades with a chance to confuse enemies What would you like to do first? ## Income As the Tech Bazaar territory, your gang can earn income from controlling this location. To determine the income generated, you'll need to roll `dice: 1d6` and add the result to the base income value of 5. For example: Rolling for income: `dice: 1d6` Result: [insert result] Adding the result to the base income value: [insert result] + 5 = [total income] In this case, if you roll a 4 and add it to the base income value of 5, your total income would be: 4 + 5 = 9 So, your gang would earn 9 credits from controlling the Tech Bazaar. Keep in mind that this is just the basic income generated by controlling the location. Any additional income or bonuses will depend on the specific circumstances and any special rules or boons associated with the territory. # Linked Territories - What territories is this linked to? The Tech Bazaar seems like a bustling hub of activity! With an income roll result of 4, your gang earns 4 credits from the various vendors and traders. As you look around, you notice that the Tech Bazaar is connected to several other territories. Specifically: * **Raven's Claw**: A rough-and-tumble bar on the outskirts of town where shady characters gather to share rumors and gossip. * **The Underhive**: The vast network of tunnels and caverns beneath the city, home to countless gangs, scavengers, and opportunists. * **Munitorum**: The heavily fortified stronghold of the Munitorum forces, who maintain order in the underhive through a combination of military might and strategic alliances. Which territory would you like to link up with first?
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# Location Details #location ## Description **Tech Bazaar** As you step into the Tech Bazaar, the cacophony of sounds and smells envelops you. The air is thick with the acrid tang of ozone and smoke, mingling with the sweet scent of freshly minted credits. The dimly lit market stalls, a tangle of makeshift structures and scavenged materials, seem to stretch on forever, each one promising a treasure trove of illicit goods and forbidden knowledge. The crowd is a mix of shady dealers, desperate traders, and cunning entrepreneurs, all vying for your attention. You notice a few familiar faces, some old acquaintances from the underhive, haggling over prices or making deals in hushed tones. To one side, a group of scavengers are gathered around a makeshift workbench, tinkering with salvaged machinery and scraps of metal. They glance up at you with a mixture of curiosity and suspicion, their hands stained with grease and oil. Nearby, a lone figure stands atop a crate, shouting out offers on a battered loudspeaker. "Get the best deals in town! Rare components, top-grade gear, and more! Come see what I've got!" The vendor's eyes gleam with a mixture of enthusiasm and desperation as they try to entice passersby. As you make your way through the market, you notice that some stalls are heavily guarded by burly thugs or cyber-enhanced enforcers. Others seem to be run by lone operators, their wares displayed on makeshift tables or in battered briefcases. **Income Roll:** `dice: 1d6` Rolling for income... *rolls* Result: **4** You earn 4 credits from the Tech Bazaar's various vendors and traders. You can use these credits to acquire new gear, upgrade your existing equipment, or simply stash them away for later. *Remember to keep track of your gang's credits and resources throughout the campaign.* What would you like to do next? ## Special Rules Here's an updated version of the Tech Bazaar territory with special rules: **Tech Bazaar** * **Income:** Roll `dice: 1d6` for each fighter in your gang that enters the Tech Bazaar. On a roll of 3 or higher, they can salvage a random item from the Trading Post or Black Market (see below). * **Special Rules:** "Market Mayhem" + When another gang tries to take control of the Tech Bazaar, roll `dice: 1d6` and add the result to your gang's total combat strength. If the total equals or exceeds the attacker's combat strength, you gain a +1 bonus to your gang's combat performance for the remainder of the battle. + Additionally, if an enemy fighter is within 6" of the Tech Bazaar's central hub when the battle begins, they must immediately roll `dice: 1d6` and add the result to their own combat strength. If the total equals or exceeds your gang's combat strength, the enemy fighter gains a +1 bonus to their combat performance for the remainder of the battle. **Trading Post:** * A rare and valuable data-slate containing ancient knowledge * A set of high-grade power cells for your gang's equipment * A cache of credits to spend on upgrades or gear **Black Market:** * A pair of razor-sharp combat knives with built-in toxin injectors * A prototype grav-gun that fires sticky, adhesive rounds * A canister of smoke grenades with a chance to confuse enemies What would you like to do first? ## Income As the Tech Bazaar territory, your gang can earn income from controlling this location. To determine the income generated, you'll need to roll `dice: 1d6` and add the result to the base income value of 5. For example: Rolling for income: `dice: 1d6` Result: [insert result] Adding the result to the base income value: [insert result] + 5 = [total income] In this case, if you roll a 4 and add it to the base income value of 5, your total income would be: 4 + 5 = 9 So, your gang would earn 9 credits from controlling the Tech Bazaar. Keep in mind that this is just the basic income generated by controlling the location. Any additional income or bonuses will depend on the specific circumstances and any special rules or boons associated with the territory. # Linked Territories - What territories is this linked to? The Tech Bazaar seems like a bustling hub of activity! With an income roll result of 4, your gang earns 4 credits from the various vendors and traders. As you look around, you notice that the Tech Bazaar is connected to several other territories. Specifically: * **Raven's Claw**: A rough-and-tumble bar on the outskirts of town where shady characters gather to share rumors and gossip. * **The Underhive**: The vast network of tunnels and caverns beneath the city, home to countless gangs, scavengers, and opportunists. * **Munitorum**: The heavily fortified stronghold of the Munitorum forces, who maintain order in the underhive through a combination of military might and strategic alliances. Which territory would you like to link up with first?
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. <details className=""> <summary>Special Rules</summary> **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Subtek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. #### Van Saar Subtek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Laspistol | 5 | | Las sub-carbine | 15 | | **CLOSE COMBAT WEAPONS** | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | </details> </details> <details className="lore"> <summary>Lore</summary> _Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away._ </details> _Source: House of Artifice_
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2024-06-13 20:34:24.508078
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| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ | **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner. <details className=""> <summary>Special Rules</summary> **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Van Saar Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. **Fast Learner:** During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Subtek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Primary | - | - | - | - | - | Secondary | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list: - During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list. - In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. #### Van Saar Subtek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | **PISTOLS** | | Laspistol | 5 | | Las sub-carbine | 15 | | **CLOSE COMBAT WEAPONS** | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Flak armour | 10 | | Mesh armour | 15 | | **PERSONAL EQUIPMENT** | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | </details> </details> <details className="lore"> <summary>Lore</summary> _Green Teks are sometimes referred to within the clan as Subteks – though these fighters are very capable, they are yet to be truly tested in battle. While other gangs often treat such lowly members of their crew as cannon fodder, hurling them into a fight with little thought to their survival, the existence of a Subtek is different. This comes down to the value the Van Saar place on all their fighters, and a desire to see them rise in the ranks rather have their lives thrown away._ </details> _Source: House of Artifice_
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```handlebars {{read "7-gangs/1-gang-lists/house-escher/equipment-list.md"}} ``` prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
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Escher Ganger Template
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2024-06-13 20:34:24.508078
['ideas', 'writing']
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Generate a Escher ganger following the right formatting for Necromunda
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escher_ganger_template
Noureddine
0.0.1
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map_reduce
1,000
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4,000
0.6
4,000
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```handlebars {{read "7-gangs/1-gang-lists/house-escher/equipment-list.md"}} ``` prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills
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[[gangs]] # House Cawdor _Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs._ _From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same._ ## Gang Composition House Cawdor follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](#articles-of-faith) - [Devout Masses](#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. :::note The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ::: ## Cawdor Fighters Here is the formatted Markdown table: ### Cawdor Word Keeper (Leader) **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. _Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | | | | | | | | | | | | | | ### Firebrand (Champion) **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. **Cost:** 90 #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._    | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | Note: The `|` characters are used to separate the columns, and the `---` characters are used as a separator between the column headers. <FighterCard cost="90"> ### Firebrand (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._ </FighterCard> <FighterCard cost="45"> ### Cawdor Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). _Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons._ </FighterCard> <FighterCard cost="80"> ### Cawdor Way-brethren (Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. #### Promotion (Cawdor Firebrand or Redemptionist Deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. #### Born in the Saddle This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. #### Hot-headed Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. #### Fast Learner During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. #### Pious A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. </FighterCard> <FighterCard cost="20"> ### Bonepicker (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). _Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray._ </FighterCard> <FighterCard cost="90"> ### 0-2 Sheen Bird (Exotic Beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. #### 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. #### Bate When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. #### Rake Away At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. _Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting._ _Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds._ _Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself._ </FighterCard> <FighterCard cost="30"> ### Cawdor Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Pious A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Redemptionist Fighters <FighterCard cost="100"> ### Redemptor Priest (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. _Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood._ </FighterCard> <FighterCard cost="90"> ### Redemptionist Deacon (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. #### Fanatical Fervour Once per battle, can gain the following when Charging: - 2xA (base stat). - -1 hit modifier. _Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done._ </FighterCard> <FighterCard cost="45"> ### Redemptionist Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. _Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible._ </FighterCard> <FighterCard cost="40"> ### Zealot (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. </FighterCard> <FighterCard cost="55"> ### 0-3 Cherub-Servitor (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. #### 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. #### Bodyguard If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Focus of Faith Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). #### Stealthy -1 hit modifier when targeted by ranged attacks. #### Small Target Never a potential target for Stray shots. #### Nimble 4+ save (unmodifiable by AP) _Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals._ _The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself._ </FighterCard> <FighterCard cost="35"> ### Redemptionist Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Fanatical A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Shared Fighters <FighterCard cost="280"> ### 0-1 Stig-Shambler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. #### Intelligent Control Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. #### Move and Shoot Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). _The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light._ _And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive._ _Truly, House Cawdor is home to some strange sights indeed!_ </FighterCard> ## Skill Access ### Cawdor | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### Redemptionist | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :-------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### Other | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## Devout Masses Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. ## Vehicles All vehicles in a Cawdor gang add the following to their equipment lists: ### Cawdor Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | </details>
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[[gangs]] # House Cawdor _Faith; in all of Necromunda there are few weapons as dangerous or as enduring. Nothing yet created by the Noble Houses compares to the damage faith has done to their people, and nothing in the entire hive world unites its inhabitants so surely. Even the fear of Lord Helmawr and the Imperial House cannot compete with true faith, and it is in this that House Cawdor’s power lies. All the other Clan Houses and Noble Houses are built upon alliances, the exchange of wealth, and obligation; their roots tied inexplicably to the industry of the hive world. Though House Cawdor shares in this industry, it is not defined by it. Rather, where most count credits each cycle to measure the worth of their subjects, the people of Clan Cawdor consider themselves strong so long as their faith remains strong. This has saved Cawdor from extinction where so many other Clan Houses have succumbed to the march of time or the ebb and flow of production quotas. For even while Cawdor languishes beneath its peers in terms of wealth and military might, it has never been poor in its beliefs._ _From the outside, other Necromundans see House Cawdor as bonepickers, scavengers and beggars, little better than the hive rats that plague their holesteads. Only the mantle of being born of a Clan House elevates them above the clanless masses or the serf class, though most self-respecting subjects of Lord Helmawr will not deal with them. However, they do perform a vital role within hive society, picking through the refuse and cast-offs of the factoria, so that nothing might go to waste. If this were the only thing they were known for, Clan Cawdor might be better accepted by their peers. As it is, few can think of the Clan House without thinking of the faith that drives them. And they are not mistaken in this belief, for on Necromunda, Clan Cawdor and the Redemptionist faith are one and the same._ ## Gang Composition House Cawdor follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Articles of Faith](#articles-of-faith) - [Devout Masses](#devout-masses), - **Redemptionist Juve (Zealot):** - Counts as a Juve (Specialist) for the purpose of not triggering Nerve tests to other friendly fighters when Seriously Injured or taken Out of Action. Other Juve (Specialists) must still take Nerve tests as normal. - **Juve (Promotion):** - Any Juve can be promoted to Redemptionist Ganger (Specialist). - Only Cawdor Juves can be promoted to Cawdor Ganger (Specialist). - **Death of a Leader:** If a fighter is promoted to new Leader's type will depend on the successor's type: - Cawdor: Cawdor or Redemptionist. - Redemptionist: Redemptionist. - **Pious (Cawdor):** Can re-roll Rally tests if the result is 2 (before modifiers). - **Fanatical (Redemptionist):** Can re-roll Nerve tests if the result is 2 (before modifiers). - **Corrupted/Infected (Chaos, Genestealer Cult):** Cannot generate or use Faith dice. :::note The distinction between 'Cawdor' and 'Redemptionist' is only used for the purposes of Piety/Fanatical and alignment, all fighters are otherwise considered 'Cawdor'. ::: ## Cawdor Fighters Here is the formatted Markdown table: ### Cawdor Word Keeper (Leader) **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Pious, The Path We Follow. _Word-Keepers are the priests of the House of Faith and bind not only its society together but also lead its warriors into battle. A Word-Keeper who ventures into the underhive on the business of the House considers himself to be on a holy mission to spread the word of the Redemption, though to other underhivers he is often seen as just another gang leader._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | | | | | | | | | | | | | | ### Firebrand (Champion) **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. **Cost:** 90 #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._    | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | Note: The `|` characters are used to separate the columns, and the `---` characters are used as a separator between the column headers. <FighterCard cost="90"> ### Firebrand (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 7+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Pious, Righteous Warrior. #### Righteous Warrior Once per battle, can re-roll a Threshold test to perform an Act of Faith (all dice must be re-rolled). _Firebrands are the righteous right hand of the Word-Keepers and ever ready to dispense holy justice in the name of the faith. Well-practised and determined fighters, their gifts for violence are further supplemented by a significantly better selection of weaponry than most Cawdor Brethren, weaponry they are more than happy to use on the enemies of the Redemption._ </FighterCard> <FighterCard cost="45"> ### Cawdor Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Cawdor Specialist), Pious, Tools of the Trade (Cawdor Specialist), Devout Masses (Ganger). _Cawdor Brethren are the foot soldiers of the Redemption. Masked lest their individuality makes them seem too proud, they are armed with crude polearms, fashioned after the Emperor’s bodyguard’s own mighty weapons._ </FighterCard> <FighterCard cost="80"> ### Cawdor Way-brethren (Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Ridge Walker. **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner, Pious. #### Promotion (Cawdor Firebrand or Redemptionist Deacon) If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Cawdor Firebrand or a Redemptionist Deacon as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Cawdor Firebrand or a Redemptionist Deacon for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Cawdor Firebrand or Redemptionist Deacon), Born in the Saddle, Hot-headed, Fast Learner and Pious special rules and gain all the special rules associated with a Cawdor Firebrand or a Redemptionist Deacon, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Redemptionist Deacon), an appropriate model should be used to represent their new category and type. #### Born in the Saddle This fighter is more comfortable on their mount than onfoot and would never be without it. Their Ridge Walker must be included on every Fighter card for this fighter. #### Hot-headed Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. #### Fast Learner During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. #### Pious A devout member of House Cawdor, this fighter adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. In addition, if this fighter rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. </FighterCard> <FighterCard cost="20"> ### Bonepicker (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Cawdor or Redemptionist Specialist), Fast Learner, Pious, Devout Masses (Juve). _Bonepickers are the teeming masses of House Cawdor. When a Word-Keeper wants a ready supply of fighters he will recruit them from nearby Cawdor settlements, pressing scavenged weapons into their hands and sending them off into the fray._ </FighterCard> <FighterCard cost="90"> ### 0-2 Sheen Bird (Exotic Beast) **Cost:** 90 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 6+ | 3 | 2 | 1 | 3+ | 2 | 8+ | 7+ | 8+ | 9+ | **Wargear:** Mandibles (same as: talons & beak). **Special Rules:** Flight, Bate, Rake Away. #### 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. #### Bate When the owning fighter activates, make a Willpower test for the owning fighter. If failed, the Sheen Bird must attempt to charge the closest enemy fighter. If passed, the Sheen Bird activates as normal. #### Rake Away At the end of the activation, if the owner is Active or Pinned, a Willpower test can be made. If passed, make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owning fighter. _Ancient biomechanical constructs, created long ago to evoke an illusory sense of the long-lost splendour of the natural world, sheen birds were once wonders, combining the finest mechanical constructions of the Cult Cybernetica with the most elegant clone-craft of the Cult Biologus. They were possessed of a rudimentary programming, causing them to mimic real birds; flocking together, roosting, feeding, even nesting._ _Over the millennia, sheen bird numbers have gradually dwindled through lack of preservation, with the surviving examples becoming corrupted beyond recognition. Their flesh is diseased and their plumage is scarce. The remaining sheen birds are foul things, infested with parasites and filthy with pollution. Even their rudimentary programming has corrupted, causing them to act as sinister parodies of real birds._ _Occasionally, sheen birds will make their way into the lower levels of the underhive. Here they are greeted with awe by the devoted of House Cawdor, who view them as avatars of the Emperor’s grace. For high ranking Cawdor gangers, to possess a sheen bird is akin to possessing the direct blessing of the Emperor himself._ </FighterCard> <FighterCard cost="30"> ### Cawdor Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Pious, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Pious A devout member of House Cawdor, this model adheres closely to the teachings of the Redemption, whilst dutifully denying the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Rally test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Redemptionist Fighters <FighterCard cost="100"> ### Redemptor Priest (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Fanatical, The Path We Follow. _Redemptor Priests are the true fanatics of the faith and each follows one of the extreme paths based on an obscure reference or inference from the holy book of the Redemption. Without exception they are extreme and dangerous individuals, each one capable of raising a mob of angry hivers with an impassioned sermon or personally delivering justice with flame and blood._ </FighterCard> <FighterCard cost="90"> ### Redemptionist Deacon (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 5+ | 7+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Fanatical, Fanatical Fervour. #### Fanatical Fervour Once per battle, can gain the following when Charging: - 2xA (base stat). - -1 hit modifier. _Deacons are the champions of the Redemptionist crusade, Brethren who, through their deeds, have risen up to stand above the common rabble. To say Deacons have a talent for violence is to do them a disservice, the fighters always at the forefront of any Redemptionist assault armed with fire and fury, showing the Brethren of the gang how it is done._ </FighterCard> <FighterCard cost="45"> ### Redemptionist Brethren (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Redemptionist Specialist), Tools of the Trade (Redemptionist Specialist), Fanatical. _Zealots are crazed followers of the Redemption who think nothing of expending their lives in a blaze of righteous glory. This often means they are armed with the most dangerous and destructive weapons available to the gang, primed with a rousing speech from their Redemptor Priest, and then sent screaming into the lines of the enemy gang where they can inflict the most damage possible._ </FighterCard> <FighterCard cost="40"> ### Zealot (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Redemptionist Specialist), Hot-Headed, Fast Learner, Fantatical. </FighterCard> <FighterCard cost="55"> ### 0-3 Cherub-Servitor (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 6+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 5+ | 5+ | 9+ | **Wargear:** None (unarmed attacks). **Special Rules:** Flight, Bodyguard, Focus of Faith, Small Target, Nimble. #### 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. #### Bodyguard If the owner is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Focus of Faith Can re-roll one die when generating faith dice (in the End phase) per friendly fighter with this special rule on the battlefield (not Seriously Injured or Broken). #### Stealthy -1 hit modifier when targeted by ranged attacks. #### Small Target Never a potential target for Stray shots. #### Nimble 4+ save (unmodifiable by AP) _Created by the Magi Biologis, cherub-servitors are a common sight on Imperial worlds, particularly so amongst the many branches of the Imperial Creed. Their use varies depending upon need, with many serving a purely decorative or ritual purpose, bearing censers or holy icons during the endless sermons of the Ecclesiarchy. Others carry small items for those they serve or, in some cases, operate machinery high in the domes and rafters of shrines and cathedrals._ _The Orders Militant and Frateris Militia are often accompanied to war by cherubservitors. Here they fulfil a number of roles, from porting ammunition and wargear to acting as a form of mobile cover or ablative armour, protecting those they serve by sacrificing their own vat-grown bodies. It is not uncommon to see well-funded Redemptionists similarly accompanied by cherub-servitors. How these criminal rabble rousers come into possession of such companions is something of a mystery, suggesting links to Noble Houses, and even sects within the Ecclesiarchy itself._ </FighterCard> <FighterCard cost="35"> ### Redemptionist Road Preacher (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 8+ | 6+ | 6+ | 7+ | **Restrictions:** Pistol. **Special Rules:** Gang Fighter (Crew), Vehicle Crew, Fanatical, One of the Faithful. #### Vehicle Crew A Cawdor Road Preacher must always be equipped with a vehicle. #### Fanatical A zealous follower of Redemptionist teachings, this model embodies the extreme beliefs of their cult, embracing the path of the fanatic. If this model rolls a natural double 1 on their Cool check when making a Nerve test, they may immediately re-roll that Cool check. #### One of the Faithful If this model is neither Wrecked nor Broken during the End phase, this model generates Faith dice as if they were a ganger. Additionally, this model may not be affected by any Article of Faith. </FighterCard> ## Shared Fighters <FighterCard cost="280"> ### 0-1 Stig-Shambler (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 8+ | 9+ | 8+ | **Restrictions:** Stig-Shambler Brute options. **Wargear:** Flak **Wargear:** Twin-linked heavy stubber (custom), Heavy Club. #### Intelligent Control Can re-roll any failed Leadership, Cool, Willpower or Intelligence tests. #### Move and Shoot Can fire Unwieldy weapons as a Basic action with a -1 hit modifier (instead of the normal Double action). _The preachers and rabble-rousers of the devout of House Cawdor have little tolerance for the mutant and the abhuman. Such deformities of the body are clear evidence, so their leaders tell them, of the corruption that lurks within the soul. How can anyone who lives their life in loyalty to the Emperor, anyone who dedicates their every action to his glory, their every moment of toil to the betterment of his Imperium, ever become so corrupt and debased of form? Physical abnormalities are clear evidence, then, that those afflicted have turned their gaze away from his light and shunned Him as their one true master, and so the devout of House Cawdor will hunt them down and exterminate such affronts to Him on Terra with great prejudice, wherever they attempt to hide from his light._ _And yet, exceptions not only exist within the teeming ranks of House Cawdor, but could even be called… common. Many denizens of Cawdor are lame of body or weak of wit. Many are abnormally large or strangely proportioned and peculiar to behold. How it is that such variation from the accepted baseline norm of humanity can be tolerated within a House that claims to despise such variations is something of a mystery, but to the Cawdor themselves the answer is simply one of faith. If their leaders choose to allow these souls to live, then live they will, just like any other Cawdor, dedicating their lives to the holy cause. A common sight amongst the peoples of House Cawdor is that of the physically frail and the weak of mind coexisting, working together to do for one another that which they cannot do alone. Sometimes regarded as bearers of stigma, sometimes called ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker wish to provoke a violent reaction, these combinations of shambling, slack-jawed behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor gang seeking to establish dominance in the underhive._ _Truly, House Cawdor is home to some strange sights indeed!_ </FighterCard> ## Skill Access ### Cawdor | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Primary | Primary | - | - | Secondary | Primary | - | Secondary | Secondary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Secondary | | Ganger (Specialist) | Secondary | Secondary | Primary | - | - | Primary | - | - | - | - | | Cawdor Way-brethren (Prospect) | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Juve | Secondary | - | Secondary | - | - | Primary | - | - | - | - | | Cawdor Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | Primary | - | ### Redemptionist | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :-------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Leader | - | Secondary | Primary | - | - | Secondary | Primary | - | Secondary | Primary | | Champion | Secondary | Primary | Primary | - | - | Secondary | Secondary | - | - | Primary | | Ganger (Specialist) | - | Secondary | Primary | - | - | Primary | - | - | - | Secondary | | Juve | - | - | Secondary | - | - | Primary | - | - | - | Secondary | | Redemptionist Road Preacher | - | - | - | - | Primary | Primary | Secondary | Secondary | - | - | ### Other | | [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) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [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) | [Piety](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#piety) | | :----------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------- | | Brute (Stig-shambler) | - | Primary | Secondary | Secondary | - | - | - | - | Primary | - | | Exotic Beast (Sheen Bird) | Secondary | - | - | - | - | Primary | - | - | - | - | | Exotic Beast (Cherub-servitor) | Secondary | - | - | Primary | - | - | - | - | - | - | ## Devout Masses Extra Faction fighters (not Redemptionists) can be added to the Crew at the start of any battle (this can take the Crew beyond the size specified by the scenario): - +1 Ganger. - +D3 Juves. ## Vehicles All vehicles in a Cawdor gang add the following to their equipment lists: ### Cawdor Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :-------------------------------------------- | ------: | | **BASIC WEAPONS** | | Reclaimed autogun | 10 | | **SPECIAL WEAPONS** | | Fire pike | 140 | | Flamer | 130 | | **HEAVY WEAPONS** | | Cawdor heavy crossbow with frag & krak shells | 125 | | Heavy flamer | 195 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :----------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | </details>
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496
348
### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
Unknown
Crew Operated
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
Unknown
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This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
necrovox
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### Crew Operated _^Missing from the 2023 Core Rules_ This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle’s activation. It uses the BS characteristic of the vehicle’s crew. In addition, the Unwieldy trait has no effect on this weapon.
Unknown
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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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