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640 | # 26. The Gauntlet V2
_Get ready to run!_
:::note Rust Town Run
_For those who think the horror-infested depths of the underhive aren't dangerous enough - there's the Rust Town Run! This special scenario utilises the Necromunda Badzone Delta-7 tiles set to create a twisting maze of death - putting runners against hunters, as one player tries to guide their gangers to glory, while the other tries to knock them into giant fans and blazing furnaces!_
_The Rust Town Run is legendary among the underhive inhabitants of Hive Primus. Every sump-scraper, done runner and ripper herder has heard the tales of Bald Bryen's path of perils, and when news spread of a gang willing to take on the Mayor of Rust Town's maze, hivers flock to see the action. Spectators cram themselves into vent shafts and drain irises, or gather around flickering pict-screens for a good view of the action. Fistfuls of scrip change hands as they bet on the runners, getting good odds on most likely to be eviscerated or the number of juves who fall into the grinder. For a gang, the run is a chance to prove their worth and win glory for their house, plus maybe even scrag one of Bald Bryen's 'chrono crystals' - rare gems worth a Guilder's ransom in creds. Of course the Rust Town Run is more then just a dungeon of deadly perils, and when a gange takes up the challenge the call goes out for skilled killers to oppose them. There is no shortage of gangers willing to don the mantle of one of Bryen's hunters, the chance to stop a run in its tracks almost as prestigious as completing one._
_No one knows for sure when Bald Bryen’s Rust Town Run started or where the crazed mayor got the idea, though more than one Guilder has made the comparison between the Rust Town Run and stories of Helmawr’s Gauntlet. When the great wheels of industry complete their long and prodigious revolution, Helmawr’s scriveners descend upon the Clan Houses to count the fruits of their labour and measure it against the hive tithe quotas. When these vast tallies are reckoned, one House stands at the top of the production output and another at the bottom. In his beneficence, Helmawr allows the lowly House a chance to reclaim its honour by sending its champions to complete his Gauntlet – a maze of punishment chambers designed to torment both mind and body. The other Houses can send their own champions to see that the lowly House stays in its place, and so take on a role not unlike Bald Bryen’s hunters. If the lowly House can defeat Helmawr’s Gauntlet then the Lord of Necromunda might grant them his forgiveness and a measure of the top House’s output – all the more reason for the other Houses to make sure they fail. So it is for the Rust Town Run, and if a gang can win their way through, their fortunes will swell, almost always at the expense of the gang that failed to stop them._
:::
**Source: Warhammer Community, January 2019**
## Attacker & Defender
In this scenario, one gang is the attacker (known as
the runners) and the other is the defender (known as
the hunters). In a campaign, the player who chose this
scenario is the attacker. In a skirmish, players should
roll off and the winner decides whether they will
attack or defend.
## Battlefield
The Gauntlet has been set up by Bald Bryen so it is
especially dangerous for the runners taking part (not
to mention entertaining for the paying spectators).
The battlefield is set up as shown on the map below,
using the [Badzone Delta-7 tiles](/docs/battlefield-setup/special-terrian-features/badzone-delta-7):
Once the tiles have been placed, four doors are added
as follows:
1. One double door on the Unlit Crossroad tile, in
the lit gap closest to the bridge tile.
2. One single door on the Ventilation Turbine tile,
where the one square gap is between wall and
tile edge closest to the bridge.
3. One double door on the Ventilation Turbine tile
where the hazard stripes are.
4. One double door at the entrance to the vault on
the Secure Vault tile.
Finally, a single loot casket should be placed in the
Vault (the grey room).
After the doors have been placed, the defender may
add up to four barricades anywhere on the battlefield.
At the beginning of the battle, all doors are closed
but not locked, with the exception of the Vault door
which is of course locked!
![](the-gauntlet.jpg)
## Crews
- **Attacker:** Custom (D6+4).
- **Defender:** Random (D3+4).
## Tactics Cards
- **Attacker:** Custom (2).
- **Defender:** Random (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
The attacker deploys first, placing their crew of
runners anywhere within 6" of the centre of the Unlit
Crossroad tile. The defender then deploys their crew
of hunters as described by the From the Shadows
special rule below. The attacker has priority for
the first round.
## Special Rule: From the Shadows
Bald Bryen likes to make sure the odds are stacked
against the runners, and the Gauntlet is filled with
hidden tunnels and hatches only the hunters have
access to. At the start of the battle, the defender
can set up their crew of hunters anywhere on the
battlefield (with the exception of the Unlit Crossroad
tile) or can choose to have them Lurking in the
Shadows. Fighters that are Lurking in the Shadows
take no part in the battle until they are deployed.
When it is the defenders’ turn to activate a fighter,
they can choose to either:
- Pass (taking no action).
- Activate a Ready fighter as normal.
- Move a fighter that is Lurking in the Shadows
onto the battlefield (placing it anywhere on the
battlefield at least 3" from an enemy fighter).
- Remove a Standing and Active or a Prone and
Pinned fighter from the battlefield to Lurk in the
Shadows once more.
- When a fighter that was Lurking in the Shadows is
placed on the battlefield, they are not given a Ready
marker; they are considered to have used their
activation to enter the Gauntlet. At the beginning
of the following round, the fighter is given a Ready
marker and may be activated to take actions
as normal.
## Special Rule: Something to Prove
Once the run begins, it is all or nothing! In this
scenario neither side need to make Bottle tests.
However, if at the start of any round, half of the
attacker’s Crew (rounding fractions up) are Seriously
Injured or Out of Action, the attacker may voluntarily
bottle out.
## Objectives
**Attacker:** Break into the Vault and open the loot casket (retrieving the chrono crystal).
**Defender:** Stop all the runners by taking them all Out of Action.
## Ending the Battle
The battle ends when:
- Only one gang has fighters remaining (at the start of any round).
- An attacking fighter opens the loot casket in the Vault.
## Victory
If the attacker wins by claiming the chrono crystal, otherwise the defender wins.
## Rewards
#### Credits
- +10 credits for each opposing Ganger or Juve taken Out of Action.
- +20 credits for each opposing Champion taken Out of Action.
- +40 credits for the opposing Leader taken Out of Action.
The attacker can sell the chrono crystal for 2D6x20 credits (if they get it) or hold onto it as it might be useful at some point in the future...
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each defender for taking an attacker Out of Action (in addition to the standard for this).
- +D3 to each winning attacker.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +1 to both gangs.
- +1 to winning defender.
- +3 to winning attacker.
:::danger House Rule
## Infiltrate
**Problem:** Infiltrate can be imbalanced or break this scenario.
**Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis'] | 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 | 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 | # 26. The Gauntlet V2 _Get ready to run!_ :::note Rust Town Run _For those who think the horror-infested depths of the underhive aren't dangerous enough - there's the Rust Town Run! This special scenario utilises the Necromunda Badzone Delta-7 tiles set to create a twisting maze of death - putting runners against hunters, as one player tries to guide their gangers to glory, while the other tries to knock them into giant fans and blazing furnaces!_ _The Rust Town Run is legendary among the underhive inhabitants of Hive Primus. Every sump-scraper, done runner and ripper herder has heard the tales of Bald Bryen's path of perils, and when news spread of a gang willing to take on the Mayor of Rust Town's maze, hivers flock to see the action. Spectators cram themselves into vent shafts and drain irises, or gather around flickering pict-screens for a good view of the action. Fistfuls of scrip change hands as they bet on the runners, getting good odds on most likely to be eviscerated or the number of juves who fall into the grinder. For a gang, the run is a chance to prove their worth and win glory for their house, plus maybe even scrag one of Bald Bryen's 'chrono crystals' - rare gems worth a Guilder's ransom in creds. Of course the Rust Town Run is more then just a dungeon of deadly perils, and when a gange takes up the challenge the call goes out for skilled killers to oppose them. There is no shortage of gangers willing to don the mantle of one of Bryen's hunters, the chance to stop a run in its tracks almost as prestigious as completing one._ _No one knows for sure when Bald Bryen’s Rust Town Run started or where the crazed mayor got the idea, though more than one Guilder has made the comparison between the Rust Town Run and stories of Helmawr’s Gauntlet. When the great wheels of industry complete their long and prodigious revolution, Helmawr’s scriveners descend upon the Clan Houses to count the fruits of their labour and measure it against the hive tithe quotas. When these vast tallies are reckoned, one House stands at the top of the production output and another at the bottom. In his beneficence, Helmawr allows the lowly House a chance to reclaim its honour by sending its champions to complete his Gauntlet – a maze of punishment chambers designed to torment both mind and body. The other Houses can send their own champions to see that the lowly House stays in its place, and so take on a role not unlike Bald Bryen’s hunters. If the lowly House can defeat Helmawr’s Gauntlet then the Lord of Necromunda might grant them his forgiveness and a measure of the top House’s output – all the more reason for the other Houses to make sure they fail. So it is for the Rust Town Run, and if a gang can win their way through, their fortunes will swell, almost always at the expense of the gang that failed to stop them._ ::: **Source: Warhammer Community, January 2019** ## Attacker & Defender In this scenario, one gang is the attacker (known as the runners) and the other is the defender (known as the hunters). In a campaign, the player who chose this scenario is the attacker. In a skirmish, players should roll off and the winner decides whether they will attack or defend. ## Battlefield The Gauntlet has been set up by Bald Bryen so it is especially dangerous for the runners taking part (not to mention entertaining for the paying spectators). The battlefield is set up as shown on the map below, using the [Badzone Delta-7 tiles](/docs/battlefield-setup/special-terrian-features/badzone-delta-7): Once the tiles have been placed, four doors are added as follows: 1. One double door on the Unlit Crossroad tile, in the lit gap closest to the bridge tile. 2. One single door on the Ventilation Turbine tile, where the one square gap is between wall and tile edge closest to the bridge. 3. One double door on the Ventilation Turbine tile where the hazard stripes are. 4. One double door at the entrance to the vault on the Secure Vault tile. Finally, a single loot casket should be placed in the Vault (the grey room). After the doors have been placed, the defender may add up to four barricades anywhere on the battlefield. At the beginning of the battle, all doors are closed but not locked, with the exception of the Vault door which is of course locked! ![](the-gauntlet.jpg) ## Crews - **Attacker:** Custom (D6+4). - **Defender:** Random (D3+4). ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment The attacker deploys first, placing their crew of runners anywhere within 6" of the centre of the Unlit Crossroad tile. The defender then deploys their crew of hunters as described by the From the Shadows special rule below. The attacker has priority for the first round. ## Special Rule: From the Shadows Bald Bryen likes to make sure the odds are stacked against the runners, and the Gauntlet is filled with hidden tunnels and hatches only the hunters have access to. At the start of the battle, the defender can set up their crew of hunters anywhere on the battlefield (with the exception of the Unlit Crossroad tile) or can choose to have them Lurking in the Shadows. Fighters that are Lurking in the Shadows take no part in the battle until they are deployed. When it is the defenders’ turn to activate a fighter, they can choose to either: - Pass (taking no action). - Activate a Ready fighter as normal. - Move a fighter that is Lurking in the Shadows onto the battlefield (placing it anywhere on the battlefield at least 3" from an enemy fighter). - Remove a Standing and Active or a Prone and Pinned fighter from the battlefield to Lurk in the Shadows once more. - When a fighter that was Lurking in the Shadows is placed on the battlefield, they are not given a Ready marker; they are considered to have used their activation to enter the Gauntlet. At the beginning of the following round, the fighter is given a Ready marker and may be activated to take actions as normal. ## Special Rule: Something to Prove Once the run begins, it is all or nothing! In this scenario neither side need to make Bottle tests. However, if at the start of any round, half of the attacker’s Crew (rounding fractions up) are Seriously Injured or Out of Action, the attacker may voluntarily bottle out. ## Objectives **Attacker:** Break into the Vault and open the loot casket (retrieving the chrono crystal). **Defender:** Stop all the runners by taking them all Out of Action. ## Ending the Battle The battle ends when: - Only one gang has fighters remaining (at the start of any round). - An attacking fighter opens the loot casket in the Vault. ## Victory If the attacker wins by claiming the chrono crystal, otherwise the defender wins. ## Rewards #### Credits - +10 credits for each opposing Ganger or Juve taken Out of Action. - +20 credits for each opposing Champion taken Out of Action. - +40 credits for the opposing Leader taken Out of Action. The attacker can sell the chrono crystal for 2D6x20 credits (if they get it) or hold onto it as it might be useful at some point in the future... #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each defender for taking an attacker Out of Action (in addition to the standard for this). - +D3 to each winning attacker. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to both gangs. - +1 to winning defender. - +3 to winning attacker. :::danger House Rule ## Infiltrate **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,225 | # 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. | - | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 19 | 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 | # 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. | - | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,163 | # Setting Up The Campaign
_Source: Necromunda: Apocrypha Necromunda (2024)_
Setting up an Uprising Campaign is a task that falls to the Arbitrator. To set up the
campaign, the Arbitrator must make sure that all of the players have founded their
gang and chosen their Allegiance (or decided to begin the campaign unaligned). This
is best done in a single evening or session where everyone playing in the campaign
meets and goes through all the steps of setting up the campaign together and
generally gets excited about the fun ahead.
### Set Start And End Dates
The Uprising Campaign is divided into six campaign cycles, separated by a single
cycle of Downtime after the first three cycles, meaning that the campaign will last a
total of seven cycles. For ease, we have set each cycle as a week, as this is usually
how often gaming groups or groups of friends get together to play. However,
if the players choose, a cycle can represent a longer or shorter period of real time.
The first step in setting up the campaign is for the Arbitrator to determine the start
date, the end date and when the Downtime cycle will fall. They then share this
information with the players.
:::note
### Alternative Uprisings
There are many insidious cults operating deep within the underhive. Although
this supplement focuses on Corpse Grinder Cult uprisings, players may wish to
experiment with other types of insurrection. Genestealer Cult gangs and Helot
Chaos Cult gangs both make fine participants in an Uprising Campaign.
:::
### Founding Gangs
Before the campaign begins, each player must found a gang using the rules
presented in the Necromunda Core Rulebook. The Uprising Campaign is designed to
be played using only Underhive battles, though if the Arbitrator wishes,
Ash Wastes battles can be included.
### Completing a Gang Roster
When playing in an Uprising Campaign, players will need to complete a gang roster.
The Uprising Campaign roster tracks additional information compared to the one
provided in the Necromunda Core Rulebook.
The Uprising Campaign gang roster is made up of a number of elements, as shown
opposite: the gang’s name and Allegiance (1) and House (2), its Gang Rating (3),
Reputation (4) and Meat (5), the Territories it holds (6) and its Stash (7), containing
unspent credits, surplus equipment (both weapons and Wargear), and so on. It also
has a line for each fighter in the gang, with space for their names (8), fighter type (9),
Cost (10), Experience earned (11), the number of Advancements and/or Mutations
gained (12), and whether they are currently In Recovery (13),
are Starving (14) or have suffered any injuries or been Captured (15).
Note that although the number of rows is limited, there is no upper limit on the
number of fighters a gang can contain. Should a gang be lucky enough to have more
fighters than can be fitted onto one gang roster, simply use a second gang roster for
extra space.
![](Necromunda_Docs/8-campaigns/uprising-campaign/gang-roster.jpg)
### Choosing Sides
When a hive collapses into anarchy, gangs swiftly
find themselves either defending the status quo, or
putting a torch to everything in sight. In the Uprising
Campaign, two opposed forces are battling for the
fate of the hive – the instruments of Lord Helmawr’s
authority representing the agents of Order, and those
aligned with the rebellion representing the servants of
Chaos in all its many forms. When creating a gang for
an Uprising Campaign, each player must decide if they
represent Order, Chaos or wish to begin the campaign
Unaligned. Each comes with its own benefits as
detailed below, though be warned, no gang can stand
on the sidelines forever and eventually Unaligned
players will need to choose between one side or
the other.
Some gangs can only be part of either Order or
Chaos, their nature deciding their fate when they are
created, and players fielding these gangs must join the
faction indicated:
- Corpse Grinder Cult and Chaos Helot Cult gangs are
always part of the Chaos side.
- Palanite Enforcer gangs and Genestealer Cults\*
are always part of the Order side.
- All other gangs may choose to be either Order, Chaos
or Unaligned at the start of the campaign.
_\*Players should note that Genestealer Cults have their own insidious agendas and often hide in plain sight, masquerading as loyal Imperial subjects. The machinations of Chaos are anathema to such alien plans, and so Genestealer Cults will readily take up arms to help quell such an uprising, strengthening their own power in doing so…_
#### Benefits Of Order
Gangs aligned with the agencies of Order gain the
following benefits:
- **Lord Helmawr’s Coffers:** The gang may re-roll any
dice when determining the amount of credits gained
as part of a scenario.
- **Pax Imperium:** If the gang is the defender in a
battle, they may add one more fighter of their choice
to their crew than normally allowed by the scenario.
#### Benefits Of Unaligned
Gangs who have yet to choose their Allegiance gain the
following benefits:
- **Hard as Nails:** When the gang gains Reputation
as part of a scenario, it gains 1 more Reputation
than normal.
- **No Gods or Masters:** If the gang’s Leader
participated in a battle and did not go Out of Action,
they gain an extra D3 Experience points in addition
to any other Experience gains.
#### Benefits Of Chaos
Gangs aligned with the servants of Chaos gain the
following benefits:
- **Bloody Harvest:** When the gang gains Meat as part
of a scenario, it gains one more portion of Meat
than normal.
- **Tear it all Down:** If the gang is the attacker in a
battle, they may add one more fighter of their choice
to their crew than normally allowed by the scenario.
:::note
### Balancing Order And Chaos
The Uprising Campaign has been designed to work with any mix of Chaos, Order or Unaligned gangs, and it is as possible to find the agents of Order fighting amongst themselves to control the hive as it is for the servants of Chaos to squabble over its ruins. However, as a guideline, an Uprising Campaign should include at least one Chaos aligned gang and one Order aligned gang at the start, with any number of Unaligned gangs. This allows for sides to form naturally over the course of the campaign, with gangs either choosing to fight to save their hive or succumb to the madness of Chaos.
Other alternatives include starting the campaign with all gangs but one aligned with either Order or Chaos – representing a lone beacon of light struggling to hold back the night, or the seeds of corruption planted in the heart of the hive’s hierarchy.
:::
#### Changing Sides
By default, gangs cannot switch between Order and
Chaos during the course of the campaign, as this
keeps things simple and ensures that there will
always be at least one gang fighting for either side of
the rebellion. If the Arbitrator chooses, gangs can be
allowed to change sides if certain conditions are met
– representing the corrupting influence of the Ruinous
Powers or the ruthless cunning of Lord Helmawr’s
servants in pitting enemies against one another. Order
gangs will fall to Chaos if at least three of their fighters
become Chaos Spawn as a result of Festering Injuries
(see page 85). Chaos gangs will find themselves
unwittingly aiding the forces of Order if at least three
of their fighters are Captured, then returned to them
willingly by their Captors (i.e., not recovered by the gang
as part of the Public Execution scenario). Once a gang
has changed sides it may not change back – both the
Imperial House and the Dark Gods have little sympathy
for traitors to their cause.
### Determine Territories
At the start of the Uprising Campaign, each player’s
gang begins in control of three Territories. One
of these is determined by the type of gang they
are playing as follows. This represents the gang’s
home base or hideout and can never be lost, even
if it is the only Territory the gang controls. The two
remaining Territories are generated randomly (see
page 88). There are no uncontrolled Territories in an
Uprising Campaign.
### Issuing and Accepting Challenges
During an Uprising Campaign, battles are fought on a
challenge basis:
- During each cycle, each player may issue one
challenge to another gang to do battle:
- In the first cycle, challenges are made in a random order.
- In later cycles, they are made in ascending order
of Gang Rating, starting with the gang with the
lowest Gang Rating. If two gangs have the same
Gang Rating, the winner of a roll-off makes their
challenge first.
- No Territories are declared as the stake of
the battle.
- If one of a gang’s fighters has been captured by
another gang, rather than rolling on the Scenario
table, a gang that has had one of its fighters
captured by another gang may issue a challenge to
that gang to play the Public Execution scenario (see
page 108). If the challenge is declined, then the
captured fighter is automatically returned.
- When a gang is challenged, they may accept or
decline. If the challenge is accepted, a battle is
fought. If the challenge is declined, the challenging
gang automatically takes control of a random
Territory controlled by the challenged gang.
- If a gang receives two or more challenges within a
single cycle, they may decline the second and any
subsequent challenges without penalty.
- If a player has played all outstanding battles
(including their issued challenge and any challenges
accepted) and there is still time left in the cycle,
they may issue another challenge.
If, at the end of the battle, the winning gang inflicted
three times as many Out of Action results on their
opponent as they themselves suffered (not counting
models that left the battlefield voluntarily or fled
because of a failed Bottle check), then they take
control of one of their opponent’s Territories chosen at
random. Otherwise, no Territory changes control.
#### Scenario Selection Table
Once players have determined who their gangs are
fighting, they should roll on the Uprising Scenarios
table below to determine which scenario they will
play. In some cases, there will be a choice as to which
scenario is played. In these cases, the player whose
gang is fighting for the side with Ascendancy
(see page 80) may choose.
#### Uprising Scenarios Table
| 2D6 | Result |
| :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-3 | Choose any scenario. |
| 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) or Scaveng. |
| 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). |
| 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). |
| 10-12 | Choose any scenario. |
:::info Goonhammer Scenario Table
Goonhammer has suggested a better way of selecting scenarios for this campaign. See below.
| 2D6 | Result | Scenario Options |
| :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) |
| 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) |
| 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) |
| 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend |
[Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/)
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Setting Up The Campaign _Source: Necromunda: Apocrypha Necromunda (2024)_ Setting up an Uprising Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all of the players have founded their gang and chosen their Allegiance (or decided to begin the campaign unaligned). This is best done in a single evening or session where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together and generally gets excited about the fun ahead. ### Set Start And End Dates The Uprising Campaign is divided into six campaign cycles, separated by a single cycle of Downtime after the first three cycles, meaning that the campaign will last a total of seven cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play. However, if the players choose, a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the Downtime cycle will fall. They then share this information with the players. :::note ### Alternative Uprisings There are many insidious cults operating deep within the underhive. Although this supplement focuses on Corpse Grinder Cult uprisings, players may wish to experiment with other types of insurrection. Genestealer Cult gangs and Helot Chaos Cult gangs both make fine participants in an Uprising Campaign. ::: ### Founding Gangs Before the campaign begins, each player must found a gang using the rules presented in the Necromunda Core Rulebook. The Uprising Campaign is designed to be played using only Underhive battles, though if the Arbitrator wishes, Ash Wastes battles can be included. ### Completing a Gang Roster When playing in an Uprising Campaign, players will need to complete a gang roster. The Uprising Campaign roster tracks additional information compared to the one provided in the Necromunda Core Rulebook. The Uprising Campaign gang roster is made up of a number of elements, as shown opposite: the gang’s name and Allegiance (1) and House (2), its Gang Rating (3), Reputation (4) and Meat (5), the Territories it holds (6) and its Stash (7), containing unspent credits, surplus equipment (both weapons and Wargear), and so on. It also has a line for each fighter in the gang, with space for their names (8), fighter type (9), Cost (10), Experience earned (11), the number of Advancements and/or Mutations gained (12), and whether they are currently In Recovery (13), are Starving (14) or have suffered any injuries or been Captured (15). Note that although the number of rows is limited, there is no upper limit on the number of fighters a gang can contain. Should a gang be lucky enough to have more fighters than can be fitted onto one gang roster, simply use a second gang roster for extra space. ![](Necromunda_Docs/8-campaigns/uprising-campaign/gang-roster.jpg) ### Choosing Sides When a hive collapses into anarchy, gangs swiftly find themselves either defending the status quo, or putting a torch to everything in sight. In the Uprising Campaign, two opposed forces are battling for the fate of the hive – the instruments of Lord Helmawr’s authority representing the agents of Order, and those aligned with the rebellion representing the servants of Chaos in all its many forms. When creating a gang for an Uprising Campaign, each player must decide if they represent Order, Chaos or wish to begin the campaign Unaligned. Each comes with its own benefits as detailed below, though be warned, no gang can stand on the sidelines forever and eventually Unaligned players will need to choose between one side or the other. Some gangs can only be part of either Order or Chaos, their nature deciding their fate when they are created, and players fielding these gangs must join the faction indicated: - Corpse Grinder Cult and Chaos Helot Cult gangs are always part of the Chaos side. - Palanite Enforcer gangs and Genestealer Cults\* are always part of the Order side. - All other gangs may choose to be either Order, Chaos or Unaligned at the start of the campaign. _\*Players should note that Genestealer Cults have their own insidious agendas and often hide in plain sight, masquerading as loyal Imperial subjects. The machinations of Chaos are anathema to such alien plans, and so Genestealer Cults will readily take up arms to help quell such an uprising, strengthening their own power in doing so…_ #### Benefits Of Order Gangs aligned with the agencies of Order gain the following benefits: - **Lord Helmawr’s Coffers:** The gang may re-roll any dice when determining the amount of credits gained as part of a scenario. - **Pax Imperium:** If the gang is the defender in a battle, they may add one more fighter of their choice to their crew than normally allowed by the scenario. #### Benefits Of Unaligned Gangs who have yet to choose their Allegiance gain the following benefits: - **Hard as Nails:** When the gang gains Reputation as part of a scenario, it gains 1 more Reputation than normal. - **No Gods or Masters:** If the gang’s Leader participated in a battle and did not go Out of Action, they gain an extra D3 Experience points in addition to any other Experience gains. #### Benefits Of Chaos Gangs aligned with the servants of Chaos gain the following benefits: - **Bloody Harvest:** When the gang gains Meat as part of a scenario, it gains one more portion of Meat than normal. - **Tear it all Down:** If the gang is the attacker in a battle, they may add one more fighter of their choice to their crew than normally allowed by the scenario. :::note ### Balancing Order And Chaos The Uprising Campaign has been designed to work with any mix of Chaos, Order or Unaligned gangs, and it is as possible to find the agents of Order fighting amongst themselves to control the hive as it is for the servants of Chaos to squabble over its ruins. However, as a guideline, an Uprising Campaign should include at least one Chaos aligned gang and one Order aligned gang at the start, with any number of Unaligned gangs. This allows for sides to form naturally over the course of the campaign, with gangs either choosing to fight to save their hive or succumb to the madness of Chaos. Other alternatives include starting the campaign with all gangs but one aligned with either Order or Chaos – representing a lone beacon of light struggling to hold back the night, or the seeds of corruption planted in the heart of the hive’s hierarchy. ::: #### Changing Sides By default, gangs cannot switch between Order and Chaos during the course of the campaign, as this keeps things simple and ensures that there will always be at least one gang fighting for either side of the rebellion. If the Arbitrator chooses, gangs can be allowed to change sides if certain conditions are met – representing the corrupting influence of the Ruinous Powers or the ruthless cunning of Lord Helmawr’s servants in pitting enemies against one another. Order gangs will fall to Chaos if at least three of their fighters become Chaos Spawn as a result of Festering Injuries (see page 85). Chaos gangs will find themselves unwittingly aiding the forces of Order if at least three of their fighters are Captured, then returned to them willingly by their Captors (i.e., not recovered by the gang as part of the Public Execution scenario). Once a gang has changed sides it may not change back – both the Imperial House and the Dark Gods have little sympathy for traitors to their cause. ### Determine Territories At the start of the Uprising Campaign, each player’s gang begins in control of three Territories. One of these is determined by the type of gang they are playing as follows. This represents the gang’s home base or hideout and can never be lost, even if it is the only Territory the gang controls. The two remaining Territories are generated randomly (see page 88). There are no uncontrolled Territories in an Uprising Campaign. ### Issuing and Accepting Challenges During an Uprising Campaign, battles are fought on a challenge basis: - During each cycle, each player may issue one challenge to another gang to do battle: - In the first cycle, challenges are made in a random order. - In later cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first. - No Territories are declared as the stake of the battle. - If one of a gang’s fighters has been captured by another gang, rather than rolling on the Scenario table, a gang that has had one of its fighters captured by another gang may issue a challenge to that gang to play the Public Execution scenario (see page 108). If the challenge is declined, then the captured fighter is automatically returned. - When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the challenging gang automatically takes control of a random Territory controlled by the challenged gang. - If a gang receives two or more challenges within a single cycle, they may decline the second and any subsequent challenges without penalty. - If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the cycle, they may issue another challenge. If, at the end of the battle, the winning gang inflicted three times as many Out of Action results on their opponent as they themselves suffered (not counting models that left the battlefield voluntarily or fled because of a failed Bottle check), then they take control of one of their opponent’s Territories chosen at random. Otherwise, no Territory changes control. #### Scenario Selection Table Once players have determined who their gangs are fighting, they should roll on the Uprising Scenarios table below to determine which scenario they will play. In some cases, there will be a choice as to which scenario is played. In these cases, the player whose gang is fighting for the side with Ascendancy (see page 80) may choose. #### Uprising Scenarios Table | 2D6 | Result | | :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | Choose any scenario. | | 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) or Scaveng. | | 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). | | 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). | | 10-12 | Choose any scenario. | :::info Goonhammer Scenario Table Goonhammer has suggested a better way of selecting scenarios for this campaign. See below. | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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550 | [[the_changed_gang_info]] | Chaos Spawn | Sha'Hadur | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | [] | 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 | 130 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 3,008,944 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | [] | Alive | Unknown | 2023-10-04 2:58:58 | 2023-10-04 14:58:58 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | [[the_changed_gang_info]] | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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928 | ### Gang Details
#### Leader
[[Escher - The Architect]]
**The Architect**
- **Type:** Leader
- **Subtype:** Gang Leader
- **Name:** The Architect (real name unknown)
- **Faction:** House Escher - The Shadow Weavers
- **M**: 5"
- **WS**: 3+
- **BS**: 3+
- **S**: 3
- **T**: 3
- **W**: 2
- **I**: 4+
- **A**: 2
- **Ld**: 8+
- **Cl**: 8+
- **Wil**: 8+
- **Int**: 8+
**Equipment:**
- Bio-booster
- Chem-synth
- Stiletto knife with toxins
- Mesh armor
- Photo-goggles
- Respirator
**Skills:**
- Deception
- Stealth
- Leadership
- Tactics
**Armor:**
- Mesh armor (Provides better protection than light armor and suitable for a leader.)
#### Champions
**Kaelin "The Whisper" Vex**
- **Type:** Champion
- **Subtype:** Infiltrator
- **Name:** Kaelin "The Whisper" Vex
- **Faction:** The Shadow Weavers
- **M**: 5"
- **WS**: 4+
- **BS**: 3+
- **S**: 3
- **T**: 3
- **W**: 2
- **I**: 4+
- **A**: 2
- **Ld**: 8+
- **Cl**: 9+
- **Wil**: 9+
- **Int**: 9+
**Equipment:**
- Lasgun with silencer
- Stiletto knife
- Bio-booster
- Chem-synth
- Data-scrabler
- Flak armor
**Skills:**
- Infiltration
- Sabotage
- Stealth
#### Gangers
**Vesper Kael**
- **Type:** Ganger
- **Subtype:** Scout
- **Name:** Vesper Kael
- **Faction:** The Shadow Weavers
- **M**: 5"
- **WS**: 4+
- **BS**: 3+
- **S**: 3
- **T**: 3
- **W**: 1
- **I**: 4+
- **A**: 1
- **Ld**: 6+
- **Cl**: 7+
- **Wil**: 7+
- **Int**: 7+
**Equipment:**
- Autogun with silencer
- Chem-synth
- Respirator
- Photo-goggles
- Mesh armor
**Skills:**
- Stealth
- Deception
- Sabotage
**Kael "The Ghost" Vex**
- **Type:** Ganger
- **Subtype:** Saboteur
- **Name:** Kael "The Ghost" Vex
- **Faction:** The Shadow Weavers
- **M**: 5"
- **WS**: 4+
- **BS**: 3+
- **S**: 3
- **T**: 3
- **W**: 1
- **I**: 5+
- **A**: 1
- **Ld**: 6+
- **Cl**: 8+
- **Wil**: 9+
- **Int**: 9+
**Equipment:**
- Shotgun with silencer
- Smoke grenades
- Photo-goggles
- Respirator
- Flak armor
**Skills:**
- Stealth
- Deception
- Infiltration
#### Juves
**Kaelin "Sly" Vex**
- **Type:** Juve
- **Subtype:** Infiltrator
- **Name:** Kaelin "Sly" Vex
- **Faction:** The Shadow Weavers
- **M**: 5"
- **WS**: 5+
- **BS**: 4+
- **S**: 2
- **T**: 2
- **W**: 1
- **I**: 5+
- **A**: 1
- **Ld**: 6+
- **Cl**: 6+
- **Wil**: 5+
- **Int**: 5+
**Equipment:**
- Stub gun with silencer
- Knife
- Photo-goggles
**Skills:**
- Stealth
- Deception
**Armor:**
- Padded armor (provides basic protection and suits a juve.)
### Gang Goals | Unknown | Unknown | escher | 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 | Unknown | Unknown | 0 | 1,000 | ['escher-stronghold'] | 6 | 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 | ### Gang Details #### Leader [[Escher - The Architect]] **The Architect** - **Type:** Leader - **Subtype:** Gang Leader - **Name:** The Architect (real name unknown) - **Faction:** House Escher - The Shadow Weavers - **M**: 5" - **WS**: 3+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 - **Ld**: 8+ - **Cl**: 8+ - **Wil**: 8+ - **Int**: 8+ **Equipment:** - Bio-booster - Chem-synth - Stiletto knife with toxins - Mesh armor - Photo-goggles - Respirator **Skills:** - Deception - Stealth - Leadership - Tactics **Armor:** - Mesh armor (Provides better protection than light armor and suitable for a leader.) #### Champions **Kaelin "The Whisper" Vex** - **Type:** Champion - **Subtype:** Infiltrator - **Name:** Kaelin "The Whisper" Vex - **Faction:** The Shadow Weavers - **M**: 5" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 - **Ld**: 8+ - **Cl**: 9+ - **Wil**: 9+ - **Int**: 9+ **Equipment:** - Lasgun with silencer - Stiletto knife - Bio-booster - Chem-synth - Data-scrabler - Flak armor **Skills:** - Infiltration - Sabotage - Stealth #### Gangers **Vesper Kael** - **Type:** Ganger - **Subtype:** Scout - **Name:** Vesper Kael - **Faction:** The Shadow Weavers - **M**: 5" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 4+ - **A**: 1 - **Ld**: 6+ - **Cl**: 7+ - **Wil**: 7+ - **Int**: 7+ **Equipment:** - Autogun with silencer - Chem-synth - Respirator - Photo-goggles - Mesh armor **Skills:** - Stealth - Deception - Sabotage **Kael "The Ghost" Vex** - **Type:** Ganger - **Subtype:** Saboteur - **Name:** Kael "The Ghost" Vex - **Faction:** The Shadow Weavers - **M**: 5" - **WS**: 4+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 1 - **I**: 5+ - **A**: 1 - **Ld**: 6+ - **Cl**: 8+ - **Wil**: 9+ - **Int**: 9+ **Equipment:** - Shotgun with silencer - Smoke grenades - Photo-goggles - Respirator - Flak armor **Skills:** - Stealth - Deception - Infiltration #### Juves **Kaelin "Sly" Vex** - **Type:** Juve - **Subtype:** Infiltrator - **Name:** Kaelin "Sly" Vex - **Faction:** The Shadow Weavers - **M**: 5" - **WS**: 5+ - **BS**: 4+ - **S**: 2 - **T**: 2 - **W**: 1 - **I**: 5+ - **A**: 1 - **Ld**: 6+ - **Cl**: 6+ - **Wil**: 5+ - **Int**: 5+ **Equipment:** - Stub gun with silencer - Knife - Photo-goggles **Skills:** - Stealth - Deception **Armor:** - Padded armor (provides basic protection and suits a juve.) ### Gang Goals | Leader | Gang Leader | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 928 |
488 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 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
<FighterCard cost="130">
### 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
Charge distance is Move + D6” (instead of D3”).
#### Mask (Butcher)
- 6+ save (unmodifiable by AP).
- Terrifying.
- Can't be improved by other armour.
#### 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)
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.
</FighterCard>
<FighterCard cost="90">
### 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
Extend LoS to 360° when making Fight (Basic) action with Versatile weapons.
#### 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
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)
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.
</FighterCard>
<FighterCard cost="40">
### 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](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging).
**Wargear:** Mask (Skinner), plate mail armour.
**Restrictions:** Close Combat.
#### 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](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
</FighterCard>
<FighterCard cost="25">
### 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](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate).
**Wargear:** Mask (Initiate), Flak armour.
**Restrictions:** None.
#### 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).
:::danger House Rules
<Tabs>
<TabItem value="necrodamus" label="Necrodamus" default>
- 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.
</TabItem>
<TabItem value="a-and-a" label="A&A" default>
- Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test.
- Mask effects are only valid in the fighters arc of vision
</TabItem>
</Tabs>
:::
</FighterCard>
## 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) | [Savagery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery) | [Savant](/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
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
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
A Corpse Grinder Cult gang is automatically an [Outlaw gang](core-gang-creation.md#outlaw-gangs).
### 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
:::note 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_ | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 13 | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 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 <FighterCard cost="130"> ### 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 Charge distance is Move + D6” (instead of D3”). #### Mask (Butcher) - 6+ save (unmodifiable by AP). - Terrifying. - Can't be improved by other armour. #### 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) 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. </FighterCard> <FighterCard cost="90"> ### 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 Extend LoS to 360° when making Fight (Basic) action with Versatile weapons. #### 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 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) 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. </FighterCard> <FighterCard cost="40"> ### 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](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker) (+1A when charging). **Wargear:** Mask (Skinner), plate mail armour. **Restrictions:** Close Combat. #### 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](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). </FighterCard> <FighterCard cost="25"> ### 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](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Wargear:** Mask (Initiate), Flak armour. **Restrictions:** None. #### 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). :::danger House Rules <Tabs> <TabItem value="necrodamus" label="Necrodamus" default> - 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. </TabItem> <TabItem value="a-and-a" label="A&A" default> - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. - Mask effects are only valid in the fighters arc of vision </TabItem> </Tabs> ::: </FighterCard> ## 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) | [Savagery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#corpse-grinder-cult-savagery) | [Savant](/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 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 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 A Corpse Grinder Cult gang is automatically an [Outlaw gang](core-gang-creation.md#outlaw-gangs). ### 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 :::note 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_ | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,114 | :::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
# Battlefield Setup & Deployment
Some scenarios have special instructions. This is the default method:
## Battlefield Setup
### Sector Mechanicus & Ash Wastes Battlefield Setup
Sector Mechanicus should generally a lot of terrain. Ash Wastes uses less terrain and more open/flat areas.
Recommended size:
- 4'x4'.
Set up the battlefield pieces in the following order:
1. Large terrain pieces.
1. Obstacles.
1. 2 Loot caskets.
Take turns setting up pieces. The defender starts (or the winner of a roll-off if there is no defender) in each step. The only exception is loot caskets, where the winner of a roll-off starts. At any point in each step, anyone can declare they are finished setting up pieces. The opponent can then set up one last piece before moving on to the next step.
Finally, if the scenario does not give special instructions for loot caskets, everyone, starting with the winner of a roll-off, places one anywhere on the battlefield that is not within 6” of an edge of the battlefield.
### Zone Mortalis Battlefield Setup
Zone Mortalis should generally have a lot of terrain, tight corridors with a few open areas.
Recommended size (using 12" tiles):
- 3'x3 or 3'x4'.
Set up the battlefield pieces in the following order:
1. Tiles (maximum number described by scenario) and some walls.
1. Minimum 3 Doors (with optional terminals).
1. D6 Barricades.
1. 2 Ductways (optional).
1. 2 Loot caskets.
:::danger House Rule
Setup D3+3 Barricades instead.
:::
Take turns setting up pieces. The defender starts (or the winner of a roll-off if there is no defender) in each step. The only exception is loot caskets, where the winner of a roll-off starts.
Each tile must be placed with minimum half of its edges touching an existing tile.
Everyone can place any number of doors and terminal. As long as 3 doors have been placed, anyone can declare they are finished. The opponent can then set up one last door.
Place D6 barricades (max 3 each).
Place 1 ductway per player.
Finally, if the scenario does not give special instructions for loot caskets, each player, starting with the winner of a roll-off, places 1 anywhere on the battlefield that is not within 6” of an edge of the battlefield.
## Deployment
### Sector Mechanicus & Ash Wastes Deployment
Draw a line dividing the battlefield into 2 equal halves. Starting with the defender (or the winner of a roll-off if there is no defender):
- Select one half of the battlefield.
- Set up the entire starting crew.
- All models must be set up at least 12” away from the dividing line.
### Zone Mortalis Deployment
Starting with the defender (or the winner of a roll-off if there is no defender):
- Choose a deployment area:
- 1 full tile.
- 3” area from one edge of the battlefield.
- Set up the entire starting crew.
The attacker (or the loser of a roll-off if there is no attacker):
- Choose a deployment area
- 1 full tile that is at least 1 full tile away from the enemy deployment zone.
- 2” area from the opposite edge.
- Set up the entire starting crew.
A fighter can never be deployed (during deployment or as reinforcement) in an area of the battlefield which is entirely blocked off by walls. Unless there is a ductway placed allowing fighters into and out of such areas, no fighters may ever be deployed in blocked-off corners. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 4 | 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 | :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: # Battlefield Setup & Deployment Some scenarios have special instructions. This is the default method: ## Battlefield Setup ### Sector Mechanicus & Ash Wastes Battlefield Setup Sector Mechanicus should generally a lot of terrain. Ash Wastes uses less terrain and more open/flat areas. Recommended size: - 4'x4'. Set up the battlefield pieces in the following order: 1. Large terrain pieces. 1. Obstacles. 1. 2 Loot caskets. Take turns setting up pieces. The defender starts (or the winner of a roll-off if there is no defender) in each step. The only exception is loot caskets, where the winner of a roll-off starts. At any point in each step, anyone can declare they are finished setting up pieces. The opponent can then set up one last piece before moving on to the next step. Finally, if the scenario does not give special instructions for loot caskets, everyone, starting with the winner of a roll-off, places one anywhere on the battlefield that is not within 6” of an edge of the battlefield. ### Zone Mortalis Battlefield Setup Zone Mortalis should generally have a lot of terrain, tight corridors with a few open areas. Recommended size (using 12" tiles): - 3'x3 or 3'x4'. Set up the battlefield pieces in the following order: 1. Tiles (maximum number described by scenario) and some walls. 1. Minimum 3 Doors (with optional terminals). 1. D6 Barricades. 1. 2 Ductways (optional). 1. 2 Loot caskets. :::danger House Rule Setup D3+3 Barricades instead. ::: Take turns setting up pieces. The defender starts (or the winner of a roll-off if there is no defender) in each step. The only exception is loot caskets, where the winner of a roll-off starts. Each tile must be placed with minimum half of its edges touching an existing tile. Everyone can place any number of doors and terminal. As long as 3 doors have been placed, anyone can declare they are finished. The opponent can then set up one last door. Place D6 barricades (max 3 each). Place 1 ductway per player. Finally, if the scenario does not give special instructions for loot caskets, each player, starting with the winner of a roll-off, places 1 anywhere on the battlefield that is not within 6” of an edge of the battlefield. ## Deployment ### Sector Mechanicus & Ash Wastes Deployment Draw a line dividing the battlefield into 2 equal halves. Starting with the defender (or the winner of a roll-off if there is no defender): - Select one half of the battlefield. - Set up the entire starting crew. - All models must be set up at least 12” away from the dividing line. ### Zone Mortalis Deployment Starting with the defender (or the winner of a roll-off if there is no defender): - Choose a deployment area: - 1 full tile. - 3” area from one edge of the battlefield. - Set up the entire starting crew. The attacker (or the loser of a roll-off if there is no attacker): - Choose a deployment area - 1 full tile that is at least 1 full tile away from the enemy deployment zone. - 2” area from the opposite edge. - Set up the entire starting crew. A fighter can never be deployed (during deployment or as reinforcement) in an area of the battlefield which is entirely blocked off by walls. Unless there is a ductway placed allowing fighters into and out of such areas, no fighters may ever be deployed in blocked-off corners. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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146 | # Orlock Legendary Names
_Source: House of Iron_
An Orlock ganger lives and dies by their reputation,
their fighters following them not just because they are
the toughest underhiver around, but because everyone
knows it. Road Captains, leaders and champions
spend their lives amassing legends about themselves,
some by doing great deeds – with plenty of witnesses
– others by letting their followers talk them up in
drinking holes and wasteland dives. Whether a
legend is true or not, all that matters is that it
takes on a life of its own. Soon people start
referring to the Orlock by their nickname,
which in turn is a self-fulfilling prophecy, as
they strive to live up to it no matter what.
Orlock Legendary Names are special names
that can be given to an Orlock Leader
or Champion, granting them additional
benefits. For example, Orlock Gang Leader
Rothgo Jax, could be given the Legendary
Name ‘Iron Hard’, thus becoming Rothgo
‘Iron Hard’ Jax, and gaining the benefits of
the Iron Hard name. Legendary names are not
without their cost, however, as the flip side of
being a legend is living up to your own hype. Each
Legendary Name comes with a drawback, each of
which is included as part of the Legendary Name’s
special rules.
## Using Legendary Names
Legendary Names are Advancements. They can be
purchased for fighters using Experience points, and
they can be given to characters when they are recruited:
- Any fighter can have up to two Legendary Names.
- Any fighter with the Gang Hierarchy (X) special rule
can have up to three Legendary Names.
Legendary Names may be taken by fighters as follows:
- Legendary Names can be gained as an Advancement.
A fighter may be given a random Legendary Name
(from one of the three categories available) for 3
XP, or may choose a Legendary Name for a cost of
6 XP. In both cases, this Advancement increases
the fighter’s value by 5 credits. If a fighter gains a
random Legendary Name that they cannot use, simply
roll again.
- Any fighter with the Gang Hierarchy (X) special rule
may choose a Legendary Name when they are
recruited, as well as choosing a skill (as described in
their profile).
## Unbelievable Escapes
Some fighters are just impossible to kill. The ganger has a reputation for surviving
things no ordinary person should – shrugging off rounds to the chest, stepping out of
the way of incoming fire like they were dodging a punch, or snapping off knives driven
into their gut, before knocking the attacker on their backside.
### 1. Iron Hard
This fighter counts the first Serious Injury or Out of Action
result they suffer during any battle as a Flesh Wound instead. However, if
this fighter is taken Out of Action, their crew will automatically fail the next
Bottle test it is required to make.
### 2. Bullet Dodger
Once per battle, when an enemy fighter makes a ranged
attack that targets this fighter, you can force that enemy fighter to re-roll
all successful to hit rolls made as part of that ranged attack. During this
fighter’s next activation after this ability has been used, they can only
make Move (Simple) actions.
### 3. Badzone Legend
This fighter can make a special 3+ save roll against
any damage sustained as a result of any environmental hazard (i.e.,
damage not originating from an attack by another fighter). During this
fighter’s next activation after this ability has been used, they cannot
initiate or take part in Group Activations.
### 4. Promethium-proof Killer
This fighter ignores all of the effects of the
Blaze trait. However, this fighter cannot benefit from or utilise the Leading
by Example special rule.
### 5. Slippery Scummer
If the fighter is ever captured (see the Necromunda
Rulebook), they can choose to have another fighter from their gang be
captured in their place. If this ability is used and another fighter is taken
captive in this way, then the gang cannot and will not attempt a Rescue
of that fighter.
### 6. Blade Breaker
When this fighter is hit by an attack made by an enemy
fighter using a weapon with either the Melee trait, the Versatile trait, or
both, immediately roll a D6. On a roll of a natural 6, the hit automatically
becomes a miss and the enemy fighter is immediately Disarmed (just as
if they had been hit on a roll of 6 by a weapon with the Disarm trait).
## Impressive Leadership
In the underhive, it takes a big personality to lead a gang, and an even bigger one to
be remembered after you’re on your way to the corpse-starch factorum. Impressive
leaders intimidate those around them, use their guns to make unforgettable
statements and get extra creds just for turning up.
### 1. Bigman
When this fighter makes a Group Activation, they may include
fighters within 6" rather than the usual 3". However, this fighter must
reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover,
enemy fighters only suffer a -1 modifier to their hit rolls when targeting
this fighter, rather than the usual -2).
### 2. Lucky
Once per battle, this fighter can change the result of any
one dice they have rolled to a 6 (you may decide to use this ability
after the dice have been rolled). However, in a battle that uses the
Reinforcement rules, this fighter’s Fighter card must be placed in the
Reinforcement deck.
### 3. Impressive Scars
As long as a friendly fighter has a line of sight to this
fighter, the distance between that fighter and this fighter does not matter
for the purposes of the Leading by Example special rule. However, this
fighter must reduce the number of fighters they can include in a Group
Activation by 1.
### 4. Too Pretty for Primus
If this fighter is still on the battlefield at the
end of a battle, their gang adds 2D6x5 credits to their Stash. However,
if a double is rolled, these credits are added to your opponent’s
Stash instead.
### 5. Iron Stare
Enemy fighters wishing to target this fighter with a ranged
attack must first pass a Cool check if this fighter has a line of sight to that
enemy fighter. In addition, this fighter never counts as the closest fighter
for the purposes of Target Priority.
### 6. Rock Steady
As long as this fighter is Standing and Active, or Standing
and Engaged, you can roll two D6 for Bottle tests and apply the lowest
result. However, if your gang fails its Bottle test, friendly fighters must reroll
a successful Cool check to see if they flee the battlefield.
## Improbable Beat-Downs
Every Orlock has a tale of the time they knocked some underhive killer for six –
some of them are even true! Leaders with legendary reputations about their combat
prowess are said to be able to kill a foe with a single punch or land a bullet between
their enemy’s eyes from the other side of a dome!
### 1. One Punch
When making an unarmed attack (see the Necromunda
Rulebook) this fighter may choose to roll a single Attack dice, irrespective
of their Attacks characteristic or any other bonuses. If this attack hits, it
is resolved at Strength 8 and Damage 2, and no Save roll can be made
(with the exception of Field armour).
### 2. Bullet Lord
Once per battle, rather than rolling the Firepower dice, this
fighter can choose the result of the dice roll to be a 3. However, after
working out the effects of the attack, the fighter’s weapon counts as
having failed an Ammo check.
### 3. Two-guns
When this fighter uses the Twin Guns Blazing rule, after
working out the effect of their attacks, enemy fighters within 6" must
make a Nerve test. However, during any round in which this fighter uses
the Twin Gun Blazing rule they cannot make, or participate in, a Group
Activation.
### 4. Chancer
Whenever this fighter hits an enemy fighter with an Improbable
Shot, they gain D3 XP. When spending Experience on skill Advancements,
this fighter cannot choose skills, and must always gain a randomly
determined new skill instead.
### 5. Headshot
If this fighter takes an enemy fighter Out of Action with their
first Shoot (Basic) action of the battle, they gain D3 XP. However, all
missed ranged attacks made by the fighter count as Stray Shots.
### 6. One Shot
Once per battle this fighter can choose to automatically hit
with a ranged weapon attack, provided the weapon does not have the
Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take
a Shoot (Basic) action during their activation they must do so. Note that,
when this fighter uses this ability, they must still roll the Firepower dice. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | House of Iron | 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 | # Orlock Legendary Names _Source: House of Iron_ An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what. Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name ‘Iron Hard’, thus becoming Rothgo ‘Iron Hard’ Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name’s special rules. ## Using Legendary Names Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited: - Any fighter can have up to two Legendary Names. - Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names. Legendary Names may be taken by fighters as follows: - Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter’s value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again. - Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile). ## Unbelievable Escapes Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside. ### 1. Iron Hard This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make. ### 2. Bullet Dodger Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter’s next activation after this ability has been used, they can only make Move (Simple) actions. ### 3. Badzone Legend This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter’s next activation after this ability has been used, they cannot initiate or take part in Group Activations. ### 4. Promethium-proof Killer This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule. ### 5. Slippery Scummer If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter. ### 6. Blade Breaker When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait). ## Impressive Leadership In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you’re on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up. ### 1. Bigman When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2). ### 2. Lucky Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter’s Fighter card must be placed in the Reinforcement deck. ### 3. Impressive Scars As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1. ### 4. Too Pretty for Primus If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead. ### 5. Iron Stare Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority. ### 6. Rock Steady As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield. ## Improbable Beat-Downs Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy’s eyes from the other side of a dome! ### 1. One Punch When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour). ### 2. Bullet Lord Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter’s weapon counts as having failed an Ammo check. ### 3. Two-guns When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation. ### 4. Chancer Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead. ### 5. Headshot If this fighter takes an enemy fighter Out of Action with their first Shoot (Basic) action of the battle, they gain D3 XP. However, all missed ranged attacks made by the fighter count as Stray Shots. ### 6. One Shot Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 146 |
402 | ### Lasgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: |
| Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* |
| - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 |
| - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* |
\* House Van Saar: 10
House Escher: 5
\*\* House Van Saar: 20 | ranged-weapon | Lasgun - Focusing Crystal | Unknown | las | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 10 | 18 | 24 | 1 | 0 | 3 | 1 | 45 | R10 | ['[[unstable]]'] | -2 | -2 | 3+ | 3 | ['Lasgun - Focusing Crystal'] | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | ### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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954 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 2. The Trap
_“I don’t give a damn what ya think ya heard, ain’t no one foolish enough to attack us here!”_
\- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer
In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour.
<Tabs>
<TabItem value="2023" label="2023 Rulebook version" default>
_Source: Necromunda 2023 Rulebook_
## Attacker And Defender
In this scenario, one gang is the attacker and the other
is the defender. If this scenario is being played as part
of a campaign, then the gang that issued the challenge
is the attacker; otherwise, roll off with the winner
deciding whether they will attack or defend.
## Battle Type
This scenario is an Underhive battle; vehicles and
wargear that grant the Mounted condition cannot be
included in either gang’s starting crew.
## Battlefield
This scenario uses the standard rules for setting up
a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up).
## Crews
This scenario uses the standard rules for choosing a
crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom
Selection (6) method to determine their crew.
## Deployment
The defender splits their fighters into as many groups
as they wish, each containing at least two fighters.
They then choose one group and set it up within 2" of
the centre of the battlefield.
The attacker then sets up their entire crew within 6" of
any battlefield edge.
Finally, the defender sets up the rest of their crew.
First they nominate a group, then roll a D6. On a 1-5,
the fighters in that group must be set up within 2"
of the fighters already deployed in the centre of
the battlefield. On a roll of 6, they may be set up
anywhere on the battlefield that is not within 2" of an
enemy fighter.
## Gang Tactics
This scenario uses the standard rules for gang tactics
as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics).
## Ending The Battle
If either gang has no fighters left on the battlefield at
the end of any round, the battle ends immediately and
the other gang scores D3 bonus Victory Points.
## Victory
If one gang has scored more Victory Points than the
other at the end of the battle, they are victorious.
If both gangs have scored the same number of points,
the battle ends in a draw.
## Rewards
#### Credits
The victorious gang adds D6x10 credits to their Stash.
The losing gang adds D3x10 credits to their Stash.
In the case of a draw, both gangs add D6x10 credits to
their Stash.
#### Experience
The Leader of the victorious gang earns D3 XP
(regardless of whether they took part in the battle
or not).
#### Reputation
The winner gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
## Home Turf Advantage
The defender has the Home Turf Advantage as
described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics).
## Decimate The Opposition
Both gangs score Victory Points for each enemy fighter
that they take Out of Action; three for a Leader, two for
a Champion and one for any other fighter.
## Surprise Attack
Instead of rolling for Priority in the first round, the
defender rolls a D6, adding 1 to the result for each
fighter they were able to set up outside the centre of
the battlefield. If the result is 7 or higher, the defender
takes Priority in the first round. Otherwise, the
attacker takes Priority in the first round instead.
Additionally, during the first round, make a Cool test
for each fighter when they are activated. If the test
is failed, the fighter can only make one action in this
round, instead of two.
</TabItem>
<TabItem value="2018" label="2018 Rulebook version">
_Source: Necromunda 2018 Rulebook_
**Designed for: Zone Mortalis**
_Although gangs usually prefer a fair fight, there are times when an enemy just needs takingdown…_
<h2>Attacker & Defender</h2>
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.
<h2>Battlefield</h2>
The defender places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. The defender may place all the barricades.
<h2>Crews</h2>
- Custom (10)
<h2>Tactics Cards</h2>
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
<h2>Deployment</h2>
The defender divides the crew into 2 or more groups. The defender then chooses one group and set up a fighter from that group in the centre of the central tile, then sets up the rest of the fighters in that group within 2” of the first fighter.
Then the attacker sets up their entire crew within 6” of the edge of the outer tiles, however they wish.
Finally, the defender set up the rest of their crew. Roll a D6 for each group. On a 6, they may be set up anywhere on the battlefield, at least 2” from an enemy fighter. Otherwise they must set up within 2” of the fighters already deployed in the central tile.
<h2>Surprise Attack</h2>
The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. On a 7+, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority.
During the first round, make a Cool test for each fighter when they are activated. If failed, the fighter can only make one action this round instead of two.
<h2>Objectives</h2>
Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees:
- 3 points for a Leader
- 2 points per Champion
- 1 point for any other fighter
- D3 points for being the last gang on the battlefield.
:::note
The points rarely makes a difference. It’s mainly about being the last gang standing. Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out.
:::
<h2>Ending the Battle</h2>
The battle ends when only one gang has fighters remaining (at the end of a round).
<h2>Victory</h2>
The gang that scored the most points is the winner. Otherwise it is a draw.
<h2>Rewards</h2>
#### Credits
- +D6x10 to the winner.
- +D3x5 to the loser.
- +D3x10 to both gangs in case of a draw.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +2 to the winner.
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out.
</TabItem>
</Tabs> | 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 | ['Zone Mortalis', 'Sector Mechanicus', 'Core Rulebook Scenario 2023'] | 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 | In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour. | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 2. The Trap _“I don’t give a damn what ya think ya heard, ain’t no one foolish enough to attack us here!”_ \- Patrol Sergeant Y24-J 'Lucky', Precinct Beta-Brass, Palanite Enforcer In this scenario, one gang has ambushed another and is attempting to take out as many of the defenders as possible; the defenders are trying to return the favour. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew. ## Battlefield This scenario uses the standard rules for setting up a battlefield, as described in the [Battlefield Set-up & Scenarios section](/docs/battlefield-setup/battlefield-set-up). ## Crews This scenario uses the standard rules for choosing a crew, as described in the [Scenario Rules: Choose Crew section](/docs/battlefield-setup/scenario-rules). Both gangs use the Custom Selection (6) method to determine their crew. ## Deployment The defender splits their fighters into as many groups as they wish, each containing at least two fighters. They then choose one group and set it up within 2" of the centre of the battlefield. The attacker then sets up their entire crew within 6" of any battlefield edge. Finally, the defender sets up the rest of their crew. First they nominate a group, then roll a D6. On a 1-5, the fighters in that group must be set up within 2" of the fighters already deployed in the centre of the battlefield. On a roll of 6, they may be set up anywhere on the battlefield that is not within 2" of an enemy fighter. ## Gang Tactics This scenario uses the standard rules for gang tactics as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately and the other gang scores D3 bonus Victory Points. ## Victory If one gang has scored more Victory Points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw. ## Rewards #### Credits The victorious gang adds D6x10 credits to their Stash. The losing gang adds D3x10 credits to their Stash. In the case of a draw, both gangs add D6x10 credits to their Stash. #### Experience The Leader of the victorious gang earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation The winner gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Decimate The Opposition Both gangs score Victory Points for each enemy fighter that they take Out of Action; three for a Leader, two for a Champion and one for any other fighter. ## Surprise Attack Instead of rolling for Priority in the first round, the defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside the centre of the battlefield. If the result is 7 or higher, the defender takes Priority in the first round. Otherwise, the attacker takes Priority in the first round instead. Additionally, during the first round, make a Cool test for each fighter when they are activated. If the test is failed, the fighter can only make one action in this round, instead of two. </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ **Designed for: Zone Mortalis** _Although gangs usually prefer a fair fight, there are times when an enemy just needs takingdown…_ <h2>Attacker & Defender</h2> 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. <h2>Battlefield</h2> The defender places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. The defender may place all the barricades. <h2>Crews</h2> - Custom (10) <h2>Tactics Cards</h2> - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> The defender divides the crew into 2 or more groups. The defender then chooses one group and set up a fighter from that group in the centre of the central tile, then sets up the rest of the fighters in that group within 2” of the first fighter. Then the attacker sets up their entire crew within 6” of the edge of the outer tiles, however they wish. Finally, the defender set up the rest of their crew. Roll a D6 for each group. On a 6, they may be set up anywhere on the battlefield, at least 2” from an enemy fighter. Otherwise they must set up within 2” of the fighters already deployed in the central tile. <h2>Surprise Attack</h2> The defender rolls a D6, adding 1 to the result for each fighter they were able to set up outside their deployment zone. On a 7+, the defender automatically takes Priority in the first round. Otherwise, the attacker takes Priority. During the first round, make a Cool test for each fighter when they are activated. If failed, the fighter can only make one action this round instead of two. <h2>Objectives</h2> Take out as many of the enemy as possible! Each gang scores points for each enemy fighter that goes Out of Action or flees: - 3 points for a Leader - 2 points per Champion - 1 point for any other fighter - D3 points for being the last gang on the battlefield. :::note The points rarely makes a difference. It’s mainly about being the last gang standing. Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out. ::: <h2>Ending the Battle</h2> The battle ends when only one gang has fighters remaining (at the end of a round). <h2>Victory</h2> The gang that scored the most points is the winner. Otherwise it is a draw. <h2>Rewards</h2> #### Credits - +D6x10 to the winner. - +D3x5 to the loser. - +D3x10 to both gangs in case of a draw. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). In case of a draw, neither Leader gets this bonus. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the winner. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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]
} | 954 |
1,158 | # Uprising Campaign
- _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_
:::note Designer's Note
Whilst the Uprising Campaign is designed to allow players to recreate the events within doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale.
:::
## How The Campaign Works
The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of imperial law.
In the Uprising Campaign, players take on sides, allying themsleves with the Imperial authority, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played.
## Allegiances
All gangs must have an allegiance when founded.
There are 3 types:
- Order
- Chaos
- Unaligned
Some gangs must always start with a specific allegiance, others can choose one. Some gangs can switch during the campaign, others cannot.
| Gang Type | Starting Allegiance | Switched Allegiance |
| :--------------------- | :------------------------------ | :-------------------- |
| House Gangs | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any |
| Tainted House Gangs | Chaos | N/A |
| Genestealer Cult | Order | N/A |
| Chaos Cult | Chaos | N/A |
| Corpse Grinder Cult | Chaos | N/A |
| Venator Bounty Hunters | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any |
| Enforcers | Order | N/A |
| Slave Ogryns | ? | ? |
## Changing Allegiances
Normally gangs can't change sides (too keep things simple). However, if everyone agrees, use the following rules to determine when gangs change side. Once a gang has changed sides, it can't change again.
#### Order
- 3 or more fighters become Chaos Spawn as a result of Festering Injuries.
#### Chaos
- 3 or more Captured fighters are returned to the gang willingly by the Captors (not recovered as part of the Public Execution scenario).
## Always Order Versus Chaos
In each battle, one side will always take the side of Order and other Chaos. If the two sides are not Order and Chaos, one gang will fight for a side they do not have Allegiance to:
<table>
<thead>
<tr>
<td colspan="2">Actual Allegiance</td>
<td></td>
<td colspan="2">Fights for Allegiance</td>
</tr>
<tr>
<td>Gang 1</td>
<td>Gang 2</td>
<td>→</td>
<td>Gang 1</td>
<td>Gang 2</td>
</tr>
</thead>
<tbody>
<tr>
<td>Order</td>
<td>Chaos</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Unaligned</td>
<td>Chaos</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Order</td>
<td>Unaligned</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Order</td>
<td>Order</td>
<td>→</td>
<td colspan="2">Roll-off (loser fights for Chaos)</td>
</tr>
<tr>
<td>Chaos</td>
<td>Chaos</td>
<td>→</td>
<td colspan="2">Roll-off (loser fights for Order)</td>
</tr>
<tr>
<td>Unaligned</td>
<td>Unaligned</td>
<td>→</td>
<td colspan="2">Roll-off (Order vs Chaos)</td>
</tr>
</tbody>
</table>
## Allegiance Benefits
| Benefits of Order | Benefits of Unaligned | Benefits of Chaos |
| :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. |
## Ascendancy
Order starts with Ascendancy in the first cycle of phase 1.<br />
Chaos starts with Ascendancy in the first cycle of phase 3.
At the end of each cycle, the side that won most battles gains Ascendancy for the next cycle. In case of a tie, Ascendancy stays on on the side that have it.
Roll a D6 before each battle and apply the effects (depending on which side has Ascendancy) to all participating gangs.
| D6 | Bonds of Order | Hand of Chaos |
| --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> |
| 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. |
| 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> |
| 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> |
| 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. |
| 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> |
## Challenges
If the winner of a battle inflicted 3 times as many Out of Action results as was suffered (not counting models that left the battlefield voluntarily or fled), then capture a random Resource from the loser.
No Resources change hands if the opponent only has the permanent Resource remaining.
## Territories
Provide 2 sets of benefits:
- Order
- Ruined
Only one of these sets are available at any time, depending of the state of the Territory. Once a resource has been ruined, it remains ruined for the rest of the campaign.
Some benefits require certain rules to be in effect:
- Starvation: Meat portions.
- Scavenging: Scavenger rolls.
If the rules are not in effect, the benefits are ignored.
## Trading
In a Dominion campaign there is no access to the Trading Post or the Black Market.
## Starting Out
**Starting credits:** 1000
**Keep unspent credits:** Yes
In addition, each gang starts with 2 random Territories and their permanent Settlement (which cannot be lost).
The following gangs replace this Settlement:
- Enforcer: Precinct Fortress.
- Corpse Grinder Cult: Chaos Fane.
- Chaos Cult: Chaos Fane.
:::note
It's also assumed that Ash Waste Nomads replace the settlement with their Nomad's Outpost, like in a Dominion campaign.
:::
## Phase 1: Insurrection
Earn Resource rewards at the start of each cycle. Each cycle Chaos gains Ascendancy, each gang must choose a Territory to become Ruined.
### 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: Damnation
All Resources become Ruined (if not Ruined already).
Apply the following rules:
- Scavenging
- Starvation
- Festering Injuries
Chaos begins with Ascendancy.
Gangs can no longer (during the post-battle sequence):
- Re-equip from the Equipment List.
- Recruit new fighters, Hired Guns and Hangers-on.
- Medical Escorts to the Doc costs D3 Meat portions instead of credits.
‘Trade’ fighters into Meat portions (one-to-one basis):
- 1 Meat portion per Captive (after having a chance to be rescued).
- 1 Meat portion per ‘retired’ fighter.
Scenario rewards:
- Do not earn any credits!
- +1 Meat Portion per enemy fighter OoA.
- +1 Scavenging Roll for winning.
- +1 Scavenging roll per Loot (counter/casket) claimed (in addition to normal loot rewards).
## Scavenging (Phase 3)
Scavenging rolls can be gained from scenarios, Resources or other rewards. Each Scavenging roll can be used to roll once on the Scavenging table after any battle. Any number of available Scavenging rolls can be made simultaneously or stashed.
| 2D6 | Scavenging |
| ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 2-3 | **Unfortunate Encounter**<br />A random fighter suffers a Lasting Injury roll. |
| 4-5 | **Paid in Blood**<br />A random fighter suffers a Lasting Injury roll.<br />Spend 3D6 credits on items from the House Weapon List. |
| 6-7 | **Useful Scrap**<br />Spend D6x10 on a single item from the House Weapon List. |
| 8-9 | **Hidden Cache**<br />Spend D6x10 credits on items from the House Weapon List. |
| 10-11 | **Band of Survivors**<br /> Gain a free Ganger including additional items worth 2D6x10 credits from the House Weapon List. |
| 12 | **Lost Holestead**<br />Roll a D6:<ul><li>1-5: Gain a free Ganger.</li><li>6: Gain a free Champion.</li></ul>Includes 4D6x10 credits worth of items from the House Weapon List. |
## Starvation (Phase 3)
Meat can be gained from scenarios, Resources or other rewards.
- Gangs must feed each fighter with 1 Meat portion after each battle (including after the last battle before Starvation comes into effect) to stave off hunger.
- Meat portions can be ‘acquired’ from fighters on a 1-for-1 basis:
- ‘Retired’ fighter.
- Captured fighter (require a chance to be rescued as normal).
- Free recruits (from Resources, Scavenging etc.).
- If a fighter is turned into meat, the weapons and wargear are added to the gang’s Stash.
### Starving
If the gang can't feed a fighter (or choose not to), the fighter gains the Starvation condition. Fighters remain Starving until eating a portion of Meat after a battle or cannibalise a downed opponent. Starvation has the following effects:
- -1 S (for Strength tests, unarmed attacks and Melee weapons).
- Can make the Cannibalise (Basic) action.
- Must pass a Willpower test when activating if a Seriously Injured fighter (friend & foe) is within maximum Charge range, or Charge the Seriously Injured fighter and perform a Cannibalise (Basic) action. If the target can’t be reached (for any reason), use the activation to move as close as possible to the downed fighter.
- If a Coup de Grace action can be made (against an enemy), the fighter must instead make a Cannibalise action.
:::info Cannibalise (Basic)
Must be used instead of a Fight (Basic) or Coup de Grace (Basic) action. The target must be Seriously Injured. The attacker loses the Starvation condition. The target suffers a Lasting Injury roll with modifications:
| | | |
| :--------------------------- | :--------------------------------- | :-------------------------------------- |
| **11 (Lesson Learned):** | Counts as 11-26 (Out Cold). | The fighter remains on the battlefield. |
| **12-56:** | Apply the original Lasting Injury. | The fighter remains on the battlefield. |
| **61-65 (Critical Injury):** | Apply the original Lasting Injury. | The fighter goes Out of Action. |
| **66 (Memorable Death):** | Apply the original Lasting Injury. | The fighter goes Out of Action. |
:::
## Festering Injuries (Phase 3)
All fighters from all gangs have additional effects (Mutations) when suffering Lasting Injuries.
If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers:
- +1 if inflicted by a fighter aligned to Chaos.
- +1 inflicted in a cycle where Chaos is in Ascendancy.
- +1 if Starving.
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.
## Uprising Campaign Events
Can be used at the start of each cycle. Affects the whole cycle. Roll a D66 or select an event that suits the current state.
| D66 | Campaign Event |
| --- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 11 | **Psychic Phenomena:**<ul><li>+3 modifier to Willpower when using Wyrd Powers.</li><li>Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.</li><li>+3 Str to Possessed Hivers (Horrors of the Underhive).</li></ul> |
| 12 | **Restless Daemons:** Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the highest result. |
| 13 | **Survivor Enclaves:** For the first battle, the winning gang gains a random Resource (in addition to other rewards). If in Damnation phase, it is Ruined. |
| 14 | **Hive Breach:** In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into the battlefield. Apply the following effects for the next round:<ul><li>If the result was a triple, apply Pitch Black rules.</li><li>-1 hit modifier to ranged attacks.</li><li>All fighters must pass Toughness tests (benefiting from any respirators and filter plugs) in the End phase or suffer a Flesh Wound.</li></ul> |
| 15 | **Emergency Sanctioning:** All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free. |
| 16 | **Reality Wavers:** Fighters can move through walls and solid terrain (provided having enough movement to not end within) on a 2+. If failed, go Out of Action. |
| 21 | **Dome Quake:** Battles last D6+3 rounds. Work out victory conditions as normal. |
| 22 | **Rancid Meat:** Apply the following effects at the start of this cycle:<ul><li>Remove all Meat portions.</li><li>All fighters gain Starvation.</li><li>If in Insurrection phase, gangs can pay 30 credits per fighter to recover from Starvation.</li></ul> |
| 23 | **Gifts of the Masters:** Gain Favours after each battle (instead of only at the beginning of the cycle).<br />Apply a cumulative -1 modifier each time it is used after the first (this cycle). The result can't go below 2. |
| 24 | **Burning Blood:** Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts as revealed (Pitch Black). |
| 25 | **Baleful Energies:**<ul><li>Insurrection: Apply Festering Injuries.</li><li>Damnation: Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Festering Injury.</li></ul> |
| 26 | **Hungering Darkness:** Use the Horrors in the Dark rules. |
| 31 | **Broken Alliances:** Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result. |
| 32 | **Proxy War:** The gang can be replaced by a proxy gang. The proxy gang can't exceed the gang’s Gang Rating.<ul><li>3 Bounty Hunters (1 as Leader, 2 as Champions).</li><li>Any number of Hive Scum.</li></ul> |
| 33 | **Urban Renewal:** At the start of this cycle, each gang must replace a controlled territory (not hideout) with a new random territory. |
| 34 | **Cannibalistic Fury:** All Starving fighters gain +D3 Strength (instead of -1). The Starving condition can't be removed (by Meat portions or using the Cannibalise action). |
| 35 | **Supreme Ascendancy:** The side with Ascendancy can apply +2 or -2 modifier to the scenario roll before each battle. If the faction loses even a single battle, Ascendancy is moved to the rivals (as if losing more battles than won). |
| 36 | **Extra Bullet Rations:** +1 Rapid Fire to all Rapid Fire weapons. |
| 41 | **Gaze of the Harvest Lord:** <ul><li>+D3 XP when taking an enemy Out of Action with a Melee/Versatile weapon (not Coup de Grace).</li><li>Damnation: If earning this bonus and later suffering a Lasting Injury in the same battle, the injury is automatically a Festering Injury.</li></ul> |
| 42 | **Tide of Scum:** If a gang has insufficient fighters to fill out the crew for the scenario, gain additional free Hive Scum to make up the shortfall. |
| 43 | **Systems Failure:** Before each battle, roll 2D6 and apply the higher result. This is the round the battlefield suffers a complete system failure:<ul><li>Apply the Pitch Black rules for the rest of the battle.</li><li>Doors can no longer be operated normally and must instead be forced.</li></ul> |
| 44 | **Dead Guilders:** All gangs can join a multi-player battle with only 3 fighters in the crew. The last gang standing gains 6D6x10 credits after the battle. All other gangs gain D6x10 credits after the battle. |
| 45 | **Wild Snake Distillery:** All fighters part of a crew must pass a Willpower test or begin the battle Intoxicated. |
| 46 | **Plague Madness:** Before deployment, all fighters must pass an Intelligence test or begin the battle with Insanity. |
| 51 | **Scrapalanche:** +1 Scavenging roll to all gangs after each battle. |
| 52 | **Fleeting Utopia:**<ul><li>Ruined Resources counts as un-Ruined.</li><li>Insurrection: Double the rewards from Resources.</li><li>Damnation: Counts as Insurrection.</li></ul> |
| 53 | **Pardons for Pay:** At the beginning of the cycle, any non-Chaotic Outlaw gang can be aligned with Order. |
| 54 | **Something to Prove:** At the beginning of this cycle, any gang can join a special multi-player Shootout scenario. Each gang fields a single Bounty Hunter as the crew. The last standing Bounty Hunter can join the gang for free (for the rest of this cycle). |
| 55 | **Warzone:**<ul><li>Insurrection: -3 modifier to Rarity for all weapons (Note: Trading Post / Black Market is optional in Uprising).</li><li>Damnation: Roll 2D6 and choose one of the results when making Scavenging rolls.</li></ul> |
| 56 | **Spawn Again:** When taken Out of Action by a psychic power, pass a Willpower test to go Out of Action as normal, or suffer a Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It may also be retained after each battle as normal. |
| 61 | **Meat Market:**<ul><li>Insurrection: Gangs can buy Meat portions for 10 credits when visiting the Trading Post. The amount of Meat portions that can be purchased is equal to the number of fighters in the gang.</li><li>Damnation: Gain 1 Meat Portion after each battle.</li></ul> |
| 62 | **Jealous Rage:** At the start of the cycle, Each gang must resolve a leadership challenge between the Leader and the fighter with the highest Rating (other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the Leader loses, the challenger becomes the new Leader, while the old Leader becomes a Champion. |
| 63 | **The Unaligned will Inherit the Hive:**<ul><li>Insurrection: At the beginning of the cycle, any gang can change allegiance to Unaligned.</li><li>Damnation: +1 XP to all fighters taking part in a battle if the gang does not count the victory to their allegiance.</li></ul> |
| 64 | **A Silence Descends:**<ul><li>Fighters can't use psychic powers.</li><li>-2 T (minimum 1) to daemonically possessed fighters.</li><li>-2 modifier to all Leadership and Cool tests.</li></ul> |
| 65 | **Violent Demise:** When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All fighters hit immediately suffer a S 3 D 1 hit with Knockback. |
| 66 | **Divine Intervention:**<ul><li>Gangs aligned to Order:<ul><li>+2 modifier to Leadership and Cool tests.</li><li>Re-roll Lasting Injuries (for their own fighters).</li></ul></li><li>Gangs aligned to Chaos:<ul><li>Automatically pass Bottle tests.</li></ul></li></ul> |
## Ending the Campaign
After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it.
New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle.
**Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule).
| Triumphs | Criteria |
| ------------------------- | ------------------------------------------------------------ |
| Champion of the Dark Gods | Won most battles for Chaos. |
| Scion of the Imperium | Won most battles for Order. |
| Flesh Harvester | Accumulated most Meat portions. |
| Icon of Salvation | Most fighters on its gang roster at the end of the campaign. |
| Legendary Status | Highest Reputation |
| Survivor | Suffered the fewest deaths |
#### Additional Triumps for Campaign Variants
| Triumphs | Criteria |
| -------------------------------------------------- | ----------------------------------------------------------- |
| Order From Chaos: Heart of the Rebellion | The highest gang rating of all Chaos aligned gangs. |
| War of the Gods: Lord of Blood | Won by the gang with the highest gang rating from Khorne. |
| War of the Gods: Twister of Fates | Won by the gang with the highest gang rating from Tzeentch. |
| War of the Gods: Pestilent Lord | Won by the gang with the highest gang rating from Nurgle. |
| War of the Gods: Prince of Perversion | Won by the gang with the highest gang rating from Slaanesh. |
| Cannibal Kingdoms: Carrion King | Most devoured territories. |
| Survivors of the Apocalypse: Lord of the Wasteland | Improved most ruined territories. |
| Rise of the Four-Armed Emperor: Brood Lord | Infected most enemy fighters. |
| Hive War: Hive General | Destroyed most territories. |
## Campaign Variants
### Order From Chaos
Uprising in reverse.
Start with Damnation phase, end with Insurrection.
- Phase 1: Resources begin Ruined.
- Phase 3: All gangs must ‘un-ruin’ Resources each cycle if Order has Ascendancy.
- Gangs aligned to Order gains 2D6x10 credits each cycle.
- Triumph: Heart of the Rebellion - The highest gang rating of all Chaos aligned gangs.
### War of the Gods
The hive has been completely consumed by Chaos.
- Both phase 1 and 3 is Damnation (replacing Insurrection in phase 1).
- Replace Order and Chaos allegiances with Khorne, Tzeentch, Nurgle, Slaanesh.
- Standard allegiances have no effect (Order/Chaos).
- All gangs must make an allegiance at the start.
- Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment).
- Chaos is always in ascendancy (the allegiance who won most battles counts as being in ascendancy when choosing scenarios).
- The allegiance that won the most battles is the winner and claims the hive.
- 4 new Triumphs, won by the gang with the highest gang rating from each allegiance:
- Lord of Blood.
- Twister of Fates.
- Pestilent Lord.
- Prince of Perversion.
### Cannibal Kingdoms
Expands the Starvation rules:
- Starvation is in effect from the start.
- Can choose to take the Meat scenario reward instead of any credit scenario rewards during the Insurrection phase.
- Meat is available in the Trading Post: Rare (10), D3x10 credits. A gang can't buy more Meat than it has fighters during each post-battle sequence.
- Devour captured territories from opponents. The territory is removed and the gang’s fighters does not need Meat for the remainder of the current cycle.
- Triumph: Carrion King - most devoured territories.
### Survivors of the Apocalypse
There are no sides in this campaign and the only true victory is to outlive the opposition.
- The first is also Damnation (with the usual break for downtime):
- Phase 1: Damnation.
- Phase 2: Downtime.
- Phase 3: Damnation.
- No factions (Order, Chaos) and no allegiances. All related rules are skipped.
- Double the Scavenging rewards from scenarios. For example D6 Scavenging rolls is 2D6 instead.
- Can spend 10 Scavenging rolls on a ruined territory to double the amount of Meat it produces. This can be done once, permanently improving the territory, even if it is later captured by another gang.
- Fighters subject to the Starving condition must still be fed Meat. If a required Meat portion is not given to a Starving fighter, pass a Toughness test or the fighter dies (removed from the gang). If fed Meat, lose the Starving condition as normal.
- Triumph: Lord of the Wasteland - improved most ruined territories.
### Rise of the Four-Armed Emperor
A rebellion by the alien infiltration organisms, replacing the threat of Chaos with that of xenos.
- Replace Chaos allegiance with Xenos.
- Gangs can change allegiance to Xenos, but never to Order.
- Genestealer Cults and Infected gangs are always aligned to Xenos.
- When a fighter from a gang not aligned to Xenos is taken Out of Action in close combat against a Xenos gang, make a Willpower test. Once 3 or more fighters have failed this test, the Leader must make make a Willpower test at the end of each cycle. If failed, the gang becomes Infected and changes alignment to Xenos.
- Triumph: Brood Lord - Infected most enemy fighters.
### Hive War
Gangs are in open warfare with heavy ordnance actively targeting territories for annihilation.
- All gangs must align to Order or Chaos at the start.
- Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment).
- All items in the Trading Post are Common.
- Resources can be destroyed instead when won (removed from the campaign).
- Triumph: Hive General - Destroyed most territories.
## Scenario Selection
:::note
It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below.
:::
To determine which scenario will be used, roll 2D6on the following table:
| 2D6 | Result |
| :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-3 | Choose any scenario. |
| 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest). |
| 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). |
| 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). |
| 10-12 | Choose any scenario. |
:::info Goonhammer Scenario Table
Goonhammer has suggested a better way of selecting scenarios for this campaign. See below.
| 2D6 | Result | Scenario Options |
| :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) |
| 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) |
| 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) |
| 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend |
[Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/)
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 2 | 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 | # Uprising Campaign - _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ :::note Designer's Note Whilst the Uprising Campaign is designed to allow players to recreate the events within doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ## How The Campaign Works The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of imperial law. In the Uprising Campaign, players take on sides, allying themsleves with the Imperial authority, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. ## Allegiances All gangs must have an allegiance when founded. There are 3 types: - Order - Chaos - Unaligned Some gangs must always start with a specific allegiance, others can choose one. Some gangs can switch during the campaign, others cannot. | Gang Type | Starting Allegiance | Switched Allegiance | | :--------------------- | :------------------------------ | :-------------------- | | House Gangs | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any | | Tainted House Gangs | Chaos | N/A | | Genestealer Cult | Order | N/A | | Chaos Cult | Chaos | N/A | | Corpse Grinder Cult | Chaos | N/A | | Venator Bounty Hunters | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any | | Enforcers | Order | N/A | | Slave Ogryns | ? | ? | ## Changing Allegiances Normally gangs can't change sides (too keep things simple). However, if everyone agrees, use the following rules to determine when gangs change side. Once a gang has changed sides, it can't change again. #### Order - 3 or more fighters become Chaos Spawn as a result of Festering Injuries. #### Chaos - 3 or more Captured fighters are returned to the gang willingly by the Captors (not recovered as part of the Public Execution scenario). ## Always Order Versus Chaos In each battle, one side will always take the side of Order and other Chaos. If the two sides are not Order and Chaos, one gang will fight for a side they do not have Allegiance to: <table> <thead> <tr> <td colspan="2">Actual Allegiance</td> <td></td> <td colspan="2">Fights for Allegiance</td> </tr> <tr> <td>Gang 1</td> <td>Gang 2</td> <td>→</td> <td>Gang 1</td> <td>Gang 2</td> </tr> </thead> <tbody> <tr> <td>Order</td> <td>Chaos</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Unaligned</td> <td>Chaos</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Order</td> <td>Unaligned</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Order</td> <td>Order</td> <td>→</td> <td colspan="2">Roll-off (loser fights for Chaos)</td> </tr> <tr> <td>Chaos</td> <td>Chaos</td> <td>→</td> <td colspan="2">Roll-off (loser fights for Order)</td> </tr> <tr> <td>Unaligned</td> <td>Unaligned</td> <td>→</td> <td colspan="2">Roll-off (Order vs Chaos)</td> </tr> </tbody> </table> ## Allegiance Benefits | Benefits of Order | Benefits of Unaligned | Benefits of Chaos | | :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- | | **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. | ## Ascendancy Order starts with Ascendancy in the first cycle of phase 1.<br /> Chaos starts with Ascendancy in the first cycle of phase 3. At the end of each cycle, the side that won most battles gains Ascendancy for the next cycle. In case of a tie, Ascendancy stays on on the side that have it. Roll a D6 before each battle and apply the effects (depending on which side has Ascendancy) to all participating gangs. | D6 | Bonds of Order | Hand of Chaos | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> | | 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. | | 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> | | 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> | | 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. | | 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> | ## Challenges If the winner of a battle inflicted 3 times as many Out of Action results as was suffered (not counting models that left the battlefield voluntarily or fled), then capture a random Resource from the loser. No Resources change hands if the opponent only has the permanent Resource remaining. ## Territories Provide 2 sets of benefits: - Order - Ruined Only one of these sets are available at any time, depending of the state of the Territory. Once a resource has been ruined, it remains ruined for the rest of the campaign. Some benefits require certain rules to be in effect: - Starvation: Meat portions. - Scavenging: Scavenger rolls. If the rules are not in effect, the benefits are ignored. ## Trading In a Dominion campaign there is no access to the Trading Post or the Black Market. ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In addition, each gang starts with 2 random Territories and their permanent Settlement (which cannot be lost). The following gangs replace this Settlement: - Enforcer: Precinct Fortress. - Corpse Grinder Cult: Chaos Fane. - Chaos Cult: Chaos Fane. :::note It's also assumed that Ash Waste Nomads replace the settlement with their Nomad's Outpost, like in a Dominion campaign. ::: ## Phase 1: Insurrection Earn Resource rewards at the start of each cycle. Each cycle Chaos gains Ascendancy, each gang must choose a Territory to become Ruined. ### 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: Damnation All Resources become Ruined (if not Ruined already). Apply the following rules: - Scavenging - Starvation - Festering Injuries Chaos begins with Ascendancy. Gangs can no longer (during the post-battle sequence): - Re-equip from the Equipment List. - Recruit new fighters, Hired Guns and Hangers-on. - Medical Escorts to the Doc costs D3 Meat portions instead of credits. ‘Trade’ fighters into Meat portions (one-to-one basis): - 1 Meat portion per Captive (after having a chance to be rescued). - 1 Meat portion per ‘retired’ fighter. Scenario rewards: - Do not earn any credits! - +1 Meat Portion per enemy fighter OoA. - +1 Scavenging Roll for winning. - +1 Scavenging roll per Loot (counter/casket) claimed (in addition to normal loot rewards). ## Scavenging (Phase 3) Scavenging rolls can be gained from scenarios, Resources or other rewards. Each Scavenging roll can be used to roll once on the Scavenging table after any battle. Any number of available Scavenging rolls can be made simultaneously or stashed. | 2D6 | Scavenging | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2-3 | **Unfortunate Encounter**<br />A random fighter suffers a Lasting Injury roll. | | 4-5 | **Paid in Blood**<br />A random fighter suffers a Lasting Injury roll.<br />Spend 3D6 credits on items from the House Weapon List. | | 6-7 | **Useful Scrap**<br />Spend D6x10 on a single item from the House Weapon List. | | 8-9 | **Hidden Cache**<br />Spend D6x10 credits on items from the House Weapon List. | | 10-11 | **Band of Survivors**<br /> Gain a free Ganger including additional items worth 2D6x10 credits from the House Weapon List. | | 12 | **Lost Holestead**<br />Roll a D6:<ul><li>1-5: Gain a free Ganger.</li><li>6: Gain a free Champion.</li></ul>Includes 4D6x10 credits worth of items from the House Weapon List. | ## Starvation (Phase 3) Meat can be gained from scenarios, Resources or other rewards. - Gangs must feed each fighter with 1 Meat portion after each battle (including after the last battle before Starvation comes into effect) to stave off hunger. - Meat portions can be ‘acquired’ from fighters on a 1-for-1 basis: - ‘Retired’ fighter. - Captured fighter (require a chance to be rescued as normal). - Free recruits (from Resources, Scavenging etc.). - If a fighter is turned into meat, the weapons and wargear are added to the gang’s Stash. ### Starving If the gang can't feed a fighter (or choose not to), the fighter gains the Starvation condition. Fighters remain Starving until eating a portion of Meat after a battle or cannibalise a downed opponent. Starvation has the following effects: - -1 S (for Strength tests, unarmed attacks and Melee weapons). - Can make the Cannibalise (Basic) action. - Must pass a Willpower test when activating if a Seriously Injured fighter (friend & foe) is within maximum Charge range, or Charge the Seriously Injured fighter and perform a Cannibalise (Basic) action. If the target can’t be reached (for any reason), use the activation to move as close as possible to the downed fighter. - If a Coup de Grace action can be made (against an enemy), the fighter must instead make a Cannibalise action. :::info Cannibalise (Basic) Must be used instead of a Fight (Basic) or Coup de Grace (Basic) action. The target must be Seriously Injured. The attacker loses the Starvation condition. The target suffers a Lasting Injury roll with modifications: | | | | | :--------------------------- | :--------------------------------- | :-------------------------------------- | | **11 (Lesson Learned):** | Counts as 11-26 (Out Cold). | The fighter remains on the battlefield. | | **12-56:** | Apply the original Lasting Injury. | The fighter remains on the battlefield. | | **61-65 (Critical Injury):** | Apply the original Lasting Injury. | The fighter goes Out of Action. | | **66 (Memorable Death):** | Apply the original Lasting Injury. | The fighter goes Out of Action. | ::: ## Festering Injuries (Phase 3) All fighters from all gangs have additional effects (Mutations) when suffering Lasting Injuries. If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers: - +1 if inflicted by a fighter aligned to Chaos. - +1 inflicted in a cycle where Chaos is in Ascendancy. - +1 if Starving. 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. ## Uprising Campaign Events Can be used at the start of each cycle. Affects the whole cycle. Roll a D66 or select an event that suits the current state. | D66 | Campaign Event | | --- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Psychic Phenomena:**<ul><li>+3 modifier to Willpower when using Wyrd Powers.</li><li>Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.</li><li>+3 Str to Possessed Hivers (Horrors of the Underhive).</li></ul> | | 12 | **Restless Daemons:** Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the highest result. | | 13 | **Survivor Enclaves:** For the first battle, the winning gang gains a random Resource (in addition to other rewards). If in Damnation phase, it is Ruined. | | 14 | **Hive Breach:** In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into the battlefield. Apply the following effects for the next round:<ul><li>If the result was a triple, apply Pitch Black rules.</li><li>-1 hit modifier to ranged attacks.</li><li>All fighters must pass Toughness tests (benefiting from any respirators and filter plugs) in the End phase or suffer a Flesh Wound.</li></ul> | | 15 | **Emergency Sanctioning:** All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free. | | 16 | **Reality Wavers:** Fighters can move through walls and solid terrain (provided having enough movement to not end within) on a 2+. If failed, go Out of Action. | | 21 | **Dome Quake:** Battles last D6+3 rounds. Work out victory conditions as normal. | | 22 | **Rancid Meat:** Apply the following effects at the start of this cycle:<ul><li>Remove all Meat portions.</li><li>All fighters gain Starvation.</li><li>If in Insurrection phase, gangs can pay 30 credits per fighter to recover from Starvation.</li></ul> | | 23 | **Gifts of the Masters:** Gain Favours after each battle (instead of only at the beginning of the cycle).<br />Apply a cumulative -1 modifier each time it is used after the first (this cycle). The result can't go below 2. | | 24 | **Burning Blood:** Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts as revealed (Pitch Black). | | 25 | **Baleful Energies:**<ul><li>Insurrection: Apply Festering Injuries.</li><li>Damnation: Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Festering Injury.</li></ul> | | 26 | **Hungering Darkness:** Use the Horrors in the Dark rules. | | 31 | **Broken Alliances:** Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result. | | 32 | **Proxy War:** The gang can be replaced by a proxy gang. The proxy gang can't exceed the gang’s Gang Rating.<ul><li>3 Bounty Hunters (1 as Leader, 2 as Champions).</li><li>Any number of Hive Scum.</li></ul> | | 33 | **Urban Renewal:** At the start of this cycle, each gang must replace a controlled territory (not hideout) with a new random territory. | | 34 | **Cannibalistic Fury:** All Starving fighters gain +D3 Strength (instead of -1). The Starving condition can't be removed (by Meat portions or using the Cannibalise action). | | 35 | **Supreme Ascendancy:** The side with Ascendancy can apply +2 or -2 modifier to the scenario roll before each battle. If the faction loses even a single battle, Ascendancy is moved to the rivals (as if losing more battles than won). | | 36 | **Extra Bullet Rations:** +1 Rapid Fire to all Rapid Fire weapons. | | 41 | **Gaze of the Harvest Lord:** <ul><li>+D3 XP when taking an enemy Out of Action with a Melee/Versatile weapon (not Coup de Grace).</li><li>Damnation: If earning this bonus and later suffering a Lasting Injury in the same battle, the injury is automatically a Festering Injury.</li></ul> | | 42 | **Tide of Scum:** If a gang has insufficient fighters to fill out the crew for the scenario, gain additional free Hive Scum to make up the shortfall. | | 43 | **Systems Failure:** Before each battle, roll 2D6 and apply the higher result. This is the round the battlefield suffers a complete system failure:<ul><li>Apply the Pitch Black rules for the rest of the battle.</li><li>Doors can no longer be operated normally and must instead be forced.</li></ul> | | 44 | **Dead Guilders:** All gangs can join a multi-player battle with only 3 fighters in the crew. The last gang standing gains 6D6x10 credits after the battle. All other gangs gain D6x10 credits after the battle. | | 45 | **Wild Snake Distillery:** All fighters part of a crew must pass a Willpower test or begin the battle Intoxicated. | | 46 | **Plague Madness:** Before deployment, all fighters must pass an Intelligence test or begin the battle with Insanity. | | 51 | **Scrapalanche:** +1 Scavenging roll to all gangs after each battle. | | 52 | **Fleeting Utopia:**<ul><li>Ruined Resources counts as un-Ruined.</li><li>Insurrection: Double the rewards from Resources.</li><li>Damnation: Counts as Insurrection.</li></ul> | | 53 | **Pardons for Pay:** At the beginning of the cycle, any non-Chaotic Outlaw gang can be aligned with Order. | | 54 | **Something to Prove:** At the beginning of this cycle, any gang can join a special multi-player Shootout scenario. Each gang fields a single Bounty Hunter as the crew. The last standing Bounty Hunter can join the gang for free (for the rest of this cycle). | | 55 | **Warzone:**<ul><li>Insurrection: -3 modifier to Rarity for all weapons (Note: Trading Post / Black Market is optional in Uprising).</li><li>Damnation: Roll 2D6 and choose one of the results when making Scavenging rolls.</li></ul> | | 56 | **Spawn Again:** When taken Out of Action by a psychic power, pass a Willpower test to go Out of Action as normal, or suffer a Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It may also be retained after each battle as normal. | | 61 | **Meat Market:**<ul><li>Insurrection: Gangs can buy Meat portions for 10 credits when visiting the Trading Post. The amount of Meat portions that can be purchased is equal to the number of fighters in the gang.</li><li>Damnation: Gain 1 Meat Portion after each battle.</li></ul> | | 62 | **Jealous Rage:** At the start of the cycle, Each gang must resolve a leadership challenge between the Leader and the fighter with the highest Rating (other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the Leader loses, the challenger becomes the new Leader, while the old Leader becomes a Champion. | | 63 | **The Unaligned will Inherit the Hive:**<ul><li>Insurrection: At the beginning of the cycle, any gang can change allegiance to Unaligned.</li><li>Damnation: +1 XP to all fighters taking part in a battle if the gang does not count the victory to their allegiance.</li></ul> | | 64 | **A Silence Descends:**<ul><li>Fighters can't use psychic powers.</li><li>-2 T (minimum 1) to daemonically possessed fighters.</li><li>-2 modifier to all Leadership and Cool tests.</li></ul> | | 65 | **Violent Demise:** When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All fighters hit immediately suffer a S 3 D 1 hit with Knockback. | | 66 | **Divine Intervention:**<ul><li>Gangs aligned to Order:<ul><li>+2 modifier to Leadership and Cool tests.</li><li>Re-roll Lasting Injuries (for their own fighters).</li></ul></li><li>Gangs aligned to Chaos:<ul><li>Automatically pass Bottle tests.</li></ul></li></ul> | ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. **Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule). | Triumphs | Criteria | | ------------------------- | ------------------------------------------------------------ | | Champion of the Dark Gods | Won most battles for Chaos. | | Scion of the Imperium | Won most battles for Order. | | Flesh Harvester | Accumulated most Meat portions. | | Icon of Salvation | Most fighters on its gang roster at the end of the campaign. | | Legendary Status | Highest Reputation | | Survivor | Suffered the fewest deaths | #### Additional Triumps for Campaign Variants | Triumphs | Criteria | | -------------------------------------------------- | ----------------------------------------------------------- | | Order From Chaos: Heart of the Rebellion | The highest gang rating of all Chaos aligned gangs. | | War of the Gods: Lord of Blood | Won by the gang with the highest gang rating from Khorne. | | War of the Gods: Twister of Fates | Won by the gang with the highest gang rating from Tzeentch. | | War of the Gods: Pestilent Lord | Won by the gang with the highest gang rating from Nurgle. | | War of the Gods: Prince of Perversion | Won by the gang with the highest gang rating from Slaanesh. | | Cannibal Kingdoms: Carrion King | Most devoured territories. | | Survivors of the Apocalypse: Lord of the Wasteland | Improved most ruined territories. | | Rise of the Four-Armed Emperor: Brood Lord | Infected most enemy fighters. | | Hive War: Hive General | Destroyed most territories. | ## Campaign Variants ### Order From Chaos Uprising in reverse. Start with Damnation phase, end with Insurrection. - Phase 1: Resources begin Ruined. - Phase 3: All gangs must ‘un-ruin’ Resources each cycle if Order has Ascendancy. - Gangs aligned to Order gains 2D6x10 credits each cycle. - Triumph: Heart of the Rebellion - The highest gang rating of all Chaos aligned gangs. ### War of the Gods The hive has been completely consumed by Chaos. - Both phase 1 and 3 is Damnation (replacing Insurrection in phase 1). - Replace Order and Chaos allegiances with Khorne, Tzeentch, Nurgle, Slaanesh. - Standard allegiances have no effect (Order/Chaos). - All gangs must make an allegiance at the start. - Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment). - Chaos is always in ascendancy (the allegiance who won most battles counts as being in ascendancy when choosing scenarios). - The allegiance that won the most battles is the winner and claims the hive. - 4 new Triumphs, won by the gang with the highest gang rating from each allegiance: - Lord of Blood. - Twister of Fates. - Pestilent Lord. - Prince of Perversion. ### Cannibal Kingdoms Expands the Starvation rules: - Starvation is in effect from the start. - Can choose to take the Meat scenario reward instead of any credit scenario rewards during the Insurrection phase. - Meat is available in the Trading Post: Rare (10), D3x10 credits. A gang can't buy more Meat than it has fighters during each post-battle sequence. - Devour captured territories from opponents. The territory is removed and the gang’s fighters does not need Meat for the remainder of the current cycle. - Triumph: Carrion King - most devoured territories. ### Survivors of the Apocalypse There are no sides in this campaign and the only true victory is to outlive the opposition. - The first is also Damnation (with the usual break for downtime): - Phase 1: Damnation. - Phase 2: Downtime. - Phase 3: Damnation. - No factions (Order, Chaos) and no allegiances. All related rules are skipped. - Double the Scavenging rewards from scenarios. For example D6 Scavenging rolls is 2D6 instead. - Can spend 10 Scavenging rolls on a ruined territory to double the amount of Meat it produces. This can be done once, permanently improving the territory, even if it is later captured by another gang. - Fighters subject to the Starving condition must still be fed Meat. If a required Meat portion is not given to a Starving fighter, pass a Toughness test or the fighter dies (removed from the gang). If fed Meat, lose the Starving condition as normal. - Triumph: Lord of the Wasteland - improved most ruined territories. ### Rise of the Four-Armed Emperor A rebellion by the alien infiltration organisms, replacing the threat of Chaos with that of xenos. - Replace Chaos allegiance with Xenos. - Gangs can change allegiance to Xenos, but never to Order. - Genestealer Cults and Infected gangs are always aligned to Xenos. - When a fighter from a gang not aligned to Xenos is taken Out of Action in close combat against a Xenos gang, make a Willpower test. Once 3 or more fighters have failed this test, the Leader must make make a Willpower test at the end of each cycle. If failed, the gang becomes Infected and changes alignment to Xenos. - Triumph: Brood Lord - Infected most enemy fighters. ### Hive War Gangs are in open warfare with heavy ordnance actively targeting territories for annihilation. - All gangs must align to Order or Chaos at the start. - Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment). - All items in the Trading Post are Common. - Resources can be destroyed instead when won (removed from the campaign). - Triumph: Hive General - Destroyed most territories. ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | 2D6 | Result | | :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | Choose any scenario. | | 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest). | | 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). | | 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). | | 10-12 | Choose any scenario. | :::info Goonhammer Scenario Table Goonhammer has suggested a better way of selecting scenarios for this campaign. See below. | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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659 | # 46. Hunt Them Down
_Run for your lives!_
**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, set up the battlefield using 2x3 tiles. Fighters should be able to traverse the battlefield from one short edge to the other.
## Crews
- **Attacker:** Custom, see Relentless Hunters.
- **Defender:** Random (D3+3).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
1. **Defender:** Base contact with one of the short battlefield edges.
2. **Attacker:** No deployment at the start.
## Freedom Road
_The defenders have been discovered trying to sneak through the attacker’s turf and now must make an escape._
- **Defender’s deployment edge:** Trailing edge.
- **Opposite short edge:** Leading edge.
In each End phase, if there are defenders within 2” of the Leading edge, remove the 2 tiles closest to the Trailing edge. Fighters on the removed tiles are removed:
- **Attacker:** Returned to the Relentless Hunters.
- **Defender:** Out of Action, suffer a Lasting Injury roll.
The attacker then places 2 tiles in contact with the Leading edge (effectively extending the battlefield). The battlefield must at all times be 2x3 tiles and it must be possible to traverse the battlefield between the 2 short edges.
The attacker can set up doors and terrain on these tiles. The short edge next to the removed tiles is the new Trailing edge. The short edge on the added tiles is the new Leading edge.
## Relentless Hunters
_The attackers have discovered enemies in their territory and are going to make them pay!_
At the start of the 2nd round, and each subsequent round, the attackers can deploy a wave of fighters from the crew:
- **First wave:** Custom (D3+3)
- **Subsequent waves:** Custom (D3)
Deployed the attackers in any of the following ways:
- **Any wave:** On the Trailing edge.
- **Subsequent waves:** Any edge, within 8” of an already deployed attacker.
Attackers can't be deployed within 1” of any defender.
Deployed attackers becomes Ready like normal.
## 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 9.
## Victory
The attacker wins if there are no defenders left on the battlefield at the end of any round. Otherwise the defenders win.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- **Attacker:** +1 per defender Out of Action.
- **Defender:** +1 if on the battlefield at the end.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 for winning.
:::danger House Rule (Necrodamus)
**Problem:** Infiltrate can be imbalanced or break this scenario.
**Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
::: | 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 | ['Zone Mortalis'] | 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 | 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 | # 46. Hunt Them Down _Run for your lives!_ **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, set up the battlefield using 2x3 tiles. Fighters should be able to traverse the battlefield from one short edge to the other. ## Crews - **Attacker:** Custom, see Relentless Hunters. - **Defender:** Random (D3+3). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Base contact with one of the short battlefield edges. 2. **Attacker:** No deployment at the start. ## Freedom Road _The defenders have been discovered trying to sneak through the attacker’s turf and now must make an escape._ - **Defender’s deployment edge:** Trailing edge. - **Opposite short edge:** Leading edge. In each End phase, if there are defenders within 2” of the Leading edge, remove the 2 tiles closest to the Trailing edge. Fighters on the removed tiles are removed: - **Attacker:** Returned to the Relentless Hunters. - **Defender:** Out of Action, suffer a Lasting Injury roll. The attacker then places 2 tiles in contact with the Leading edge (effectively extending the battlefield). The battlefield must at all times be 2x3 tiles and it must be possible to traverse the battlefield between the 2 short edges. The attacker can set up doors and terrain on these tiles. The short edge next to the removed tiles is the new Trailing edge. The short edge on the added tiles is the new Leading edge. ## Relentless Hunters _The attackers have discovered enemies in their territory and are going to make them pay!_ At the start of the 2nd round, and each subsequent round, the attackers can deploy a wave of fighters from the crew: - **First wave:** Custom (D3+3) - **Subsequent waves:** Custom (D3) Deployed the attackers in any of the following ways: - **Any wave:** On the Trailing edge. - **Subsequent waves:** Any edge, within 8” of an already deployed attacker. Attackers can't be deployed within 1” of any defender. Deployed attackers becomes Ready like normal. ## 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 9. ## Victory The attacker wins if there are no defenders left on the battlefield at the end of any round. Otherwise the defenders win. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - **Attacker:** +1 per defender Out of Action. - **Defender:** +1 if on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. :::danger House Rule (Necrodamus) **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 659 |
463 | # Promethium Guild
_Source: House of Artifice_
_Power in all its forms, whether created by burning promethium or tapping into a hive’s great heat sink, is controlled by the Pyrocaen Lords of the Promethium Guild. House Van Saar maintains close ties with both the Mercator Pyros and the Mercator Lux, the generation and use of energy on Necromunda key to the wealth and power of the House of Artifice._
## Benefits
**Law Abiding Allies:** Any gang may form an Alliance with the Promethium Guild
provided it is a Law Abiding gang. The Guilds of Necromunda have no interest in
collaborating with the criminal classes.
**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.
**Helmawr’s Radiance:** While the gang is allied with the Promethium Guild, any
plasma or flame weapons (i.e., plasma pistol, plasma gun, plasma cannon or any
combi-weapon with a plasma component, or any weapon with the Blaze trait) owned
by the gang loses the Scarce trait, or, if they did not have the Scarce trait, gains the
Plentiful trait.
**Pyromantic Conclave:** While the gang is allied with the Promethium Guild, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of a [Pyromantic Conclave](#pyromantic-conclave) to their gang for the battle ahead:
Roll a D6 and add the gang’s current Reputation:
- If the total is 11 or below, the Promethium Guild deigns to aid their allies on the battlefield.
- If the total is 12 or more, the Guilders decide the gang can cope alone.
This group of fighters does not cost a gang allied to the Promethium Guild any credits
to hire, but if chosen they must be included in the gang’s crew, even if crew selection
is normally random. If, however, the gang is playing the Looters, Smash and Grab,
Caravan Heist or Escort Mission scenario and is the defender (see Guard Duty as
follows) then a Pyromantic Conclave must be included. Roll a D6 and add the gang’s
current Reputation:
- If the total is 11 or below, the gang is glad of this aid.
- If the total is 12 or more, the gang is unhappy about this forced interference and they must Test the Alliance.
## Drawbacks
**Guard Duty:** During the pre-battle sequence, if the gang has the option of choosing
the scenario to be played, roll a D6. On a 1, 2 or 3, the gang must choose Looters,
Smash and Grab, Caravan Heist or Escort Mission, and take on the role of the
defender. On a 4+, they can choose any scenario as normal. Alternatively, instead of
making this roll, the gang can choose to play any scenario, but if they do they must
Test the Alliance.
**Power Tap:** During the post-battle sequence, if the gang gained any credits as a
scenario reward, the gang must give up a portion of this to their Guild allies:
- The gang must give D3x10 credits to the Guild. If the amount rolled is greater than
the amount gained, the gang must give the full amount gained to their allies and
the Alliance is automatically tested.
- Alternatively, the gang can choose to keep all of its rewards, but if they do they
must Test the Alliance.
## Pyromantic Conclave
_By flickering flame or glowing orb, the Pyrocaen Lord moves through the darkness of the underhive. Power in all its forms is controlled by the Promethium Guild in the underhive, with severe punishments dispensed upon those who presume to steal promethium. Pyrocaen Lords are both merchants and murderers, offering settlements trade in the form of burnable fuel or sanctioned thermal taps, but also holding executions by flame and electrocution for those who have been taking more than their due. With excessive promethium at their fingertips, Pyrocaen Lords favour ostentatious flame weapons, overpowered examples of common hive ordnance, designed not just to destroy but also to intimidate. These powerful individuals are also often held aloft on roaring flame and jet-driven palanquins, never setting foot on the soiled ground of the underhive as they have the fuel to waste for both their comfort and protection._
_Alongside the Pyrocaen Lords are the Pyromagir and Cynders. The former are the bearers of the eternal flames, which they carry on their backs in huge burning cauldrons of promethium. It is from this flame that symbolic fires are lit or that the lord dispenses the gift of heat and light to the less fortunate. Then there are the Cynders, surgically altered bodyguards who cast fire in the path of the Pyrocaen Lord, heralding their coming or immolating their enemies._
### Composition
A Pyromantic Conclave consists of one Pyrocaen Lord, one Pyromagir and two Cynders.
### Pyromantic Conclave Special Rules
**Light in Dark Places:** If the player controlling the Pyromantic Conclave chooses, they may announce during the
pre-battle sequence, after crews have been chosen but before deployment, that the battle will be fought using the
Pitch Black rules. Additionally, they may choose during any End phase that these rules no longer apply. Finally, if
any member of the Pyromantic Conclave is removed from play, immediately before removing the fighter, resolve a
photon flash grenade attack centred on the fighter.
**A Band Apart:** Members of the Pyromantic Guild take care of their own, especially valued representatives and
their favoured attendants. A Pyromantic Conclave 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 Pyromantic Conclave 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 Pyromantic Conclave 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>
### Pyrocaen Lord
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 7+ | 8+ |
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer). They may, however, only use the Overseer skill to Order another member of the Pyromantic Conclave.
**Weapons:** [Shock stave](/docs/armoury/close-combat#shock-stave), [laspistol](/docs/armoury/pistols#laspistol).
**Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade), [Refractor field](/docs/armoury/field-armour#refractor-field).
**Special Rules:** Pyromantic Conclave Hierarchy (Leader), Group Activation (2).
<details>
<summary>Special Rules</summary>
**Pyromantic Conclave Hierarchy (Leader):** During a battle, should this fighter pass a Bottle test, friendly Pyromantic Conclave 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.
**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
Pyromantic Conclave 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 use this special rule themselves.
</details>
</FighterCard>
<FighterCard>
### Pyromagir
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 8+ |
**Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** [Flamer](/docs/armoury/special-weapons#flamer), [stub gun](/docs/armoury/pistols#stub-gun).
**Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade), [Refractor field](/docs/armoury/field-armour#refractor-field), [Cult Icon](/docs/armoury/personal-equipment#cult-icon).
**Special Rules:** Pyromantic Conclave Hierarchy (Champion), Group Activation (1).
<details>
<summary>Special Rules</summary>
**Pyromantic Conclave Hierarchy (Champion):** During
a battle, should this fighter pass a Bottle test, friendly
Pyromantic Conclave 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.
**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
Pyromantic Conclave 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 use this special rule themselves.
</details>
</FighterCard>
<FighterCard>
### Cynders
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 7+ | 7+ |
**Skills:** [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), Bodyguard, Indentured Fighter.
**Weapons:** Either a [Laspistol](/docs/armoury/pistols#laspistol) and an [Axe](/docs/armoury/close-combat#axe) or a [Laspistol](/docs/armoury/pistols#laspistol) and a [Maul](/docs/armoury/close-combat#maul-club-hammer). Both Cynders must be armed in the same way.
**Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade).
**Special Rules:** Bodyguard, Indentured Fighters.
<details>
<summary>Special Rules</summary>
**Bodyguard:** If the Pyrocaen Lord is hit by a ranged attack, the controlling player may choose to transfer
the hit and all of its effects onto a Cynder within 2" of the Pyrocaen Lord.
**Indentured Fighters:** If both the Pyrocaen Lord and Pyromagir are removed from play for any reason, any Cynders, 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.
</details>
</FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Promethium Guild _Source: House of Artifice_ _Power in all its forms, whether created by burning promethium or tapping into a hive’s great heat sink, is controlled by the Pyrocaen Lords of the Promethium Guild. House Van Saar maintains close ties with both the Mercator Pyros and the Mercator Lux, the generation and use of energy on Necromunda key to the wealth and power of the House of Artifice._ ## Benefits **Law Abiding Allies:** Any gang may form an Alliance with the Promethium Guild provided it is a Law Abiding gang. The Guilds of Necromunda have no interest in collaborating with the criminal classes. **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. **Helmawr’s Radiance:** While the gang is allied with the Promethium Guild, any plasma or flame weapons (i.e., plasma pistol, plasma gun, plasma cannon or any combi-weapon with a plasma component, or any weapon with the Blaze trait) owned by the gang loses the Scarce trait, or, if they did not have the Scarce trait, gains the Plentiful trait. **Pyromantic Conclave:** While the gang is allied with the Promethium Guild, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of a [Pyromantic Conclave](#pyromantic-conclave) to their gang for the battle ahead: Roll a D6 and add the gang’s current Reputation: - If the total is 11 or below, the Promethium Guild deigns to aid their allies on the battlefield. - If the total is 12 or more, the Guilders decide the gang can cope alone. This group of fighters does not cost a gang allied to the Promethium Guild any credits to hire, but if chosen they must be included in the gang’s crew, even if crew selection is normally random. If, however, the gang is playing the Looters, Smash and Grab, Caravan Heist or Escort Mission scenario and is the defender (see Guard Duty as follows) then a Pyromantic Conclave must be included. Roll a D6 and add the gang’s current Reputation: - If the total is 11 or below, the gang is glad of this aid. - If the total is 12 or more, the gang is unhappy about this forced interference and they must Test the Alliance. ## Drawbacks **Guard Duty:** During the pre-battle sequence, if the gang has the option of choosing the scenario to be played, roll a D6. On a 1, 2 or 3, the gang must choose Looters, Smash and Grab, Caravan Heist or Escort Mission, and take on the role of the defender. On a 4+, they can choose any scenario as normal. Alternatively, instead of making this roll, the gang can choose to play any scenario, but if they do they must Test the Alliance. **Power Tap:** During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up a portion of this to their Guild allies: - The gang must give D3x10 credits to the Guild. If the amount rolled is greater than the amount gained, the gang must give the full amount gained to their allies and the Alliance is automatically tested. - Alternatively, the gang can choose to keep all of its rewards, but if they do they must Test the Alliance. ## Pyromantic Conclave _By flickering flame or glowing orb, the Pyrocaen Lord moves through the darkness of the underhive. Power in all its forms is controlled by the Promethium Guild in the underhive, with severe punishments dispensed upon those who presume to steal promethium. Pyrocaen Lords are both merchants and murderers, offering settlements trade in the form of burnable fuel or sanctioned thermal taps, but also holding executions by flame and electrocution for those who have been taking more than their due. With excessive promethium at their fingertips, Pyrocaen Lords favour ostentatious flame weapons, overpowered examples of common hive ordnance, designed not just to destroy but also to intimidate. These powerful individuals are also often held aloft on roaring flame and jet-driven palanquins, never setting foot on the soiled ground of the underhive as they have the fuel to waste for both their comfort and protection._ _Alongside the Pyrocaen Lords are the Pyromagir and Cynders. The former are the bearers of the eternal flames, which they carry on their backs in huge burning cauldrons of promethium. It is from this flame that symbolic fires are lit or that the lord dispenses the gift of heat and light to the less fortunate. Then there are the Cynders, surgically altered bodyguards who cast fire in the path of the Pyrocaen Lord, heralding their coming or immolating their enemies._ ### Composition A Pyromantic Conclave consists of one Pyrocaen Lord, one Pyromagir and two Cynders. ### Pyromantic Conclave Special Rules **Light in Dark Places:** If the player controlling the Pyromantic Conclave chooses, they may announce during the pre-battle sequence, after crews have been chosen but before deployment, that the battle will be fought using the Pitch Black rules. Additionally, they may choose during any End phase that these rules no longer apply. Finally, if any member of the Pyromantic Conclave is removed from play, immediately before removing the fighter, resolve a photon flash grenade attack centred on the fighter. **A Band Apart:** Members of the Pyromantic Guild take care of their own, especially valued representatives and their favoured attendants. A Pyromantic Conclave 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 Pyromantic Conclave 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 Pyromantic Conclave 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> ### Pyrocaen Lord | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 7+ | 8+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer). They may, however, only use the Overseer skill to Order another member of the Pyromantic Conclave. **Weapons:** [Shock stave](/docs/armoury/close-combat#shock-stave), [laspistol](/docs/armoury/pistols#laspistol). **Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade), [Refractor field](/docs/armoury/field-armour#refractor-field). **Special Rules:** Pyromantic Conclave Hierarchy (Leader), Group Activation (2). <details> <summary>Special Rules</summary> **Pyromantic Conclave Hierarchy (Leader):** During a battle, should this fighter pass a Bottle test, friendly Pyromantic Conclave 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. **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 Pyromantic Conclave 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 use this special rule themselves. </details> </FighterCard> <FighterCard> ### Pyromagir | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 8+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** [Flamer](/docs/armoury/special-weapons#flamer), [stub gun](/docs/armoury/pistols#stub-gun). **Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade), [Refractor field](/docs/armoury/field-armour#refractor-field), [Cult Icon](/docs/armoury/personal-equipment#cult-icon). **Special Rules:** Pyromantic Conclave Hierarchy (Champion), Group Activation (1). <details> <summary>Special Rules</summary> **Pyromantic Conclave Hierarchy (Champion):** During a battle, should this fighter pass a Bottle test, friendly Pyromantic Conclave 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. **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 Pyromantic Conclave 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 use this special rule themselves. </details> </FighterCard> <FighterCard> ### Cynders | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 7+ | 7+ | **Skills:** [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), Bodyguard, Indentured Fighter. **Weapons:** Either a [Laspistol](/docs/armoury/pistols#laspistol) and an [Axe](/docs/armoury/close-combat#axe) or a [Laspistol](/docs/armoury/pistols#laspistol) and a [Maul](/docs/armoury/close-combat#maul-club-hammer). Both Cynders must be armed in the same way. **Wargear:** [Photon flash grenades](/docs/armoury/grenades#photon-flash-grenade). **Special Rules:** Bodyguard, Indentured Fighters. <details> <summary>Special Rules</summary> **Bodyguard:** If the Pyrocaen Lord is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Cynder within 2" of the Pyrocaen Lord. **Indentured Fighters:** If both the Pyrocaen Lord and Pyromagir are removed from play for any reason, any Cynders, 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. </details> </FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 463 |
186 | import Leader from './\_leader.md';
import Champion from './\_champion.md';
import ChampionSpecialist from './\_champion-specialist.md';
import Prospect from './\_prospect.md';
import Ganger from './\_ganger.md';
import Juve from './\_juve.md';
import Crew from './\_crew.md';
import Brute from './\_brute.md';
import BruteSecond from './\_brute-2.md';
import ExoticBeast from './\_exotic-beast.md';
# House Van Saar
_Source: House of Artifice_
<details>
<summary>Updates</summary>
- 09/11/2023 _The Aranthian Succession: Ruins of Jardlan_
- Added [Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute)
- Added [Teknika](/docs/gangs/gang-lists/house-van-saar/#teknika-crew)
- Added [Ash Waste Grav-cutter](/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
</details>
_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
House Van Saar follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition.
## Special Rules
Follow normal rules as other gangs with the following exceptions:
- [Archaeo-cyberteknika](archaeo-cyberteknika)
- Specialist Champions do **not** have Group Activation (1).
- Specialist Gangers can use Heavy Weapons.
## Fighters
<FighterCard cost="130">
### Van Saar Prime (Leader)
<Leader />
</FighterCard>
<FighterCard cost="110">
### Van Saar Augmek (Champion)
<Champion />
</FighterCard>
<FighterCard cost="125">
### Van Saar Archeotek (Specialist Champion)
<ChampionSpecialist />
</FighterCard>
<FighterCard cost="70">
### Var Saar Neotek (Prospect)
<Prospect />
</FighterCard>
<FighterCard cost="65">
### Van Saar Tek (Ganger)
<Ganger />
</FighterCard>
<FighterCard cost="35">
### Van Saar Subtek (Juve)
<Juve />
</FighterCard>
<FighterCard cost="45">
### Teknika (Crew)
<Crew />
</FighterCard>
<FighterCard cost="240">
### 0-1 ‘Arachni-Rig’ Servo-Suit (Brute)
<Brute />
</FighterCard>
<FighterCard cost="360">
### 0-2 Van Saar Ash Wastes ‘Arachni-Rig’ (Brute)
<BruteSecond />
</FighterCard>
<FighterCard cost="75">
### Cyberarchnid (Exotic Beast)
<ExoticBeast />
</FighterCard>
## Vehicles
All vehicles in a Van Saar gang add the following to their equipment lists:
### Van Saar Vehicle Equipment List
<details open>
<summary>Weapons</summary>
| Item | Credits |
| :------------------ | ------: |
| **BASIC WEAPONS** |
| Las carbine | 20 |
| **SPECIAL WEAPONS** |
| Grav gun | 120 |
| Rad gun | 100 |
| **HEAVY WEAPONS** |
| Lascannon | 155 |
| Multi-melta | 180 |
| Plasma cannon | 130 |
| Rad cannon | 130 |
</details>
<details open>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **WEAPON ACCESSORIES** |
| Hotshot las pack (lasgun & laspistol only) | 20 |
| Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
| Las-projector (Pistol, Basic and Special Weapons only) | 35 |
| Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
</details> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 7 | 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 | import Leader from './\_leader.md'; import Champion from './\_champion.md'; import ChampionSpecialist from './\_champion-specialist.md'; import Prospect from './\_prospect.md'; import Ganger from './\_ganger.md'; import Juve from './\_juve.md'; import Crew from './\_crew.md'; import Brute from './\_brute.md'; import BruteSecond from './\_brute-2.md'; import ExoticBeast from './\_exotic-beast.md'; # House Van Saar _Source: House of Artifice_ <details> <summary>Updates</summary> - 09/11/2023 _The Aranthian Succession: Ruins of Jardlan_ - Added [Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) - Added [Teknika](/docs/gangs/gang-lists/house-van-saar/#teknika-crew) - Added [Ash Waste Grav-cutter](/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 </details> _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 House Van Saar follows the [normal rules](/docs/founding-a-gang/gang-creation#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - [Archaeo-cyberteknika](archaeo-cyberteknika) - Specialist Champions do **not** have Group Activation (1). - Specialist Gangers can use Heavy Weapons. ## Fighters <FighterCard cost="130"> ### Van Saar Prime (Leader) <Leader /> </FighterCard> <FighterCard cost="110"> ### Van Saar Augmek (Champion) <Champion /> </FighterCard> <FighterCard cost="125"> ### Van Saar Archeotek (Specialist Champion) <ChampionSpecialist /> </FighterCard> <FighterCard cost="70"> ### Var Saar Neotek (Prospect) <Prospect /> </FighterCard> <FighterCard cost="65"> ### Van Saar Tek (Ganger) <Ganger /> </FighterCard> <FighterCard cost="35"> ### Van Saar Subtek (Juve) <Juve /> </FighterCard> <FighterCard cost="45"> ### Teknika (Crew) <Crew /> </FighterCard> <FighterCard cost="240"> ### 0-1 ‘Arachni-Rig’ Servo-Suit (Brute) <Brute /> </FighterCard> <FighterCard cost="360"> ### 0-2 Van Saar Ash Wastes ‘Arachni-Rig’ (Brute) <BruteSecond /> </FighterCard> <FighterCard cost="75"> ### Cyberarchnid (Exotic Beast) <ExoticBeast /> </FighterCard> ## Vehicles All vehicles in a Van Saar gang add the following to their equipment lists: ### Van Saar Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------ | ------: | | **BASIC WEAPONS** | | Las carbine | 20 | | **SPECIAL WEAPONS** | | Grav gun | 120 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon | 155 | | Multi-melta | 180 | | Plasma cannon | 130 | | Rad cannon | 130 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistol, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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608 | # Location Details
#location
Let's expand on Scrapheap Market and make it a more immersive location within the Necromunda universe.
**Scrapheap Market: The Underhive's Treasure Trove**
As you navigate through the cramped alleys and makeshift stalls of Scrapheap Market, the air is thick with the smell of ozone, rust, and decay. The market's labyrinthine layout is a testament to its history as a hub for scavenging and trading in salvaged goods.
**The Market Hub: A Hub of Activity**
At the heart of Scrapheap Market lies the Market Hub, a large, makeshift stage where traders and buyers gather to negotiate deals, share rumors, and exchange information. The Hub is flanked by two massive, rusted pipes that serve as makeshift pillars, supporting the market's precarious structure. Here, you'll find the market's most influential figures: the Traders' Guild, a group of entrepreneurs who control the flow of goods and information within the market.
**Scavenger Rows: A Maze of Opportunities**
The Scavenger Rows are narrow alleys lined with makeshift stalls, where scavengers peddle their wares. These alleys are a maze of opportunities, filled with an assortment of salvaged goods, from rare components to illicit goods. You'll find everything from rusty machinery parts to exotic spices and potent narcotics.
**The Boneyard: A Battleground**
The Boneyard is a large, open area filled with discarded machinery, crates, and debris. This space is perfect for setting up ambushes or staging battles between rival gangs, traders, and scavengers. The Boneyard's unique layout allows for intense close-quarters combat, making it a hotspot for gang warfare.
**Inhabitants: A Diverse Cast of Characters**
Scrapheap Market is home to a diverse cast of characters, including:
1. **Scavengers**: Humans, mutants, and other creatures that eke out a living by scavenging the underhive's leftovers.
2. **Market Traders**: Entrepreneurs who've made a name for themselves in the Scrapheap Market, offering everything from rare components to illicit goods.
3. **Raiders**: Gangs of opportunistic thieves and marauders that prey on unsuspecting traders and scavengers.
4. **Mutant Beasts**: Feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps.
**Threats: A Constant Menace**
Scrapheap Market is a hub of activity, but it's also a hotbed of conflict. The constant threat of:
1. **Raiders**: Gangs of opportunistic thieves and marauders that prey on unsuspecting traders and scavengers.
2. **Mutant Beasts**: Feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps.
makes it a challenging location to navigate. Will you emerge victorious from this treacherous marketplace, or will you become just another statistic in the underhive's endless cycle of violence?
Which scenario would you like to play out? Let me know, and I'll help guide you through the Dominion Campaign!
## Description
The labyrinthine Scrapheap Market! As you venture into this territory, the air is thick with the smell of smoke, oil, and decay. The market's maze-like layout is a result of its haphazard construction on top of old pipes, ducts, and machinery. Narrow alleys, known as Scavenger Rows, wind their way through the market, lined with makeshift stalls where scavengers peddle their wares.
The Boneyard, a large open area filled with discarded machinery, crates, and debris, is a hotspot for ambushes or staging battles. The sound of clanging metal and hissing pipes fills the air as traders and buyers haggle over prices. In the midst of this chaos, the Market Hub stands out – a central meeting point where traders and buyers gather to negotiate deals, auction off rare finds, or simply socialize.
As you navigate the market, you'll encounter a diverse array of inhabitants. Scavengers, a mix of humans, mutants, and other creatures, eke out a living by scavenging the underhive's leftovers. They're often found haggling over prices, trading in salvaged goods, or simply trying to survive another day.
Market Traders, on the other hand, are entrepreneurs who've made a name for themselves in the Scrapheap Market. They offer everything from rare components to illicit goods, always looking for ways to expand their operations and increase their profits.
But beware – not everyone in the market is as they seem. Raiders, gangs of opportunistic thieves and marauders, prey on unsuspecting traders and scavengers. And then there are the Mutant Beasts, feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps.
As you explore Scrapheap Market, remember to keep your wits about you. In this treacherous environment, only the most cunning and resourceful will survive...
## Special Rules
Excellent! Let's add some special rules to Scrapheap Market to make it a more formidable territory in the Dominion Campaign.
**Special Rules:**
1. **Market Mayhem**: When a gang attempts to take control of Scrapheap Market, roll 2D6 for each member of the gang. If the total equals or exceeds the gang's number of fighters, the gang can enter the market without restrictions.
2. **Scavenger Swarms**: When a gang is engaged in combat within Scrapheap Market, there is a 1/3 chance (roll 1d6 and add 1; if the result equals or exceeds 4, the rule applies) that scavengers will swarm to the gang's location. The gang must then fight off the scavengers before continuing their battle.
3. **Raiders' Revenge**: If a gang is defeated while attempting to take control of Scrapheap Market, there is a 1/2 chance (roll 1d6; if the result equals or exceeds 3, the rule applies) that raiders will appear at the market's periphery, seeking revenge against the losing gang. The gang must then face the raiders in combat.
These special rules add an extra layer of challenge and excitement to battles within Scrapheap Market. Remember, these rules only apply when a gang is trying to take control of the territory, not when they're simply passing through or trading with the market's inhabitants.
Now that we have Scrapheap Market defined, let's determine which scenario to play out using the Dominion Rules. Roll 2D6:
What are the results?
## Boons
Now that we have Scrapheap Market linked to Tech Bazaar, let's determine which scenario to play out. Since you didn't roll for it, I'll suggest a few options based on the territory's characteristics.
**Scenario Options:**
1. **Raiders' Ambush**: A group of raiders has set up an ambush in The Boneyard, targeting traders and scavengers who venture too far into the market.
2. **Market Heist**: A gang of thieves is attempting to steal a valuable shipment of salvageable goods from one of the Market Traders.
3. **Mutant Uprising**: A pack of mutant beasts has begun to terrorize the market's periphery, and the gang must decide whether to hunt them down or try to negotiate with their leader.
Which scenario would you like to play out? Please respond with the number of your chosen scenario (1-3). If you'd like to roll for it, I can guide you through the process using the Dominion rules.
As a reminder, controlling Scrapheap Market will grant your gang the following **Boons or Benefits:**
* Access to rare and salvaged components for upgrading equipment
* Opportunities to trade with other gangs and factions in the underhive
* A chance to acquire illicit goods and information from market traders
* The ability to set up ambushes and defenses within the market's maze-like environment
Let me know which scenario you'd like to play out, and we'll get started!
## Income
Let's determine the income generated by controlling Scrapheap Market.
**Territory Income:** Medium-High (3-5 credits per turn)
To generate income, the gang needs to roll a successful **Barter Check**: `dice: (1d6+Gang Leader's Barter Skill) * 10`
The Barter Skill is based on the Gang Leader's Negotiation and Persuasion abilities. If the gang leader has a high Barter Skill, they'll be more effective at negotiating with traders and scavengers to get a better deal.
For example, if the gang leader has a Barter Skill of +2, the roll would be: `dice: (1d6+2) * 10`
The resulting income will be based on the roll, multiplied by 10. A high roll could generate up to 30-40 credits per turn, while a low roll might only yield 10-20 credits.
Remember that controlling Scrapheap Market also comes with its own set of challenges and opportunities, such as dealing with raiders, mutant beasts, and rival gangs trying to muscle in on the market's profits.
## Dice Rolls
Now that we have Scrapheap Market linked to Tech Bazaar, let's determine which scenario to play out. Since we're in a Dominion Campaign, we'll roll 2D6 on the following table:
| 2D6 | Result |
| :-------------------------: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-3 | The player with the greater number of Territories chooses which scenario to play. If both players have the same number of Territories, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. |
Let's roll the dice:
`dice: 2d6`
Please respond with the result of the dice roll (e.g., "5" or "3+4=7").
## Linked Territories
I apologize for missing that earlier! Here's the revised territory with the correct linking format:
*Territory Name:** Scrapheap Market
**Linking Territory:** [Tech Bazaar]
... (rest of the description remains the same)
Let me know which scenario you'd like to play out, and I'll help guide us through the Dominion Campaign! | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Location Details #location Let's expand on Scrapheap Market and make it a more immersive location within the Necromunda universe. **Scrapheap Market: The Underhive's Treasure Trove** As you navigate through the cramped alleys and makeshift stalls of Scrapheap Market, the air is thick with the smell of ozone, rust, and decay. The market's labyrinthine layout is a testament to its history as a hub for scavenging and trading in salvaged goods. **The Market Hub: A Hub of Activity** At the heart of Scrapheap Market lies the Market Hub, a large, makeshift stage where traders and buyers gather to negotiate deals, share rumors, and exchange information. The Hub is flanked by two massive, rusted pipes that serve as makeshift pillars, supporting the market's precarious structure. Here, you'll find the market's most influential figures: the Traders' Guild, a group of entrepreneurs who control the flow of goods and information within the market. **Scavenger Rows: A Maze of Opportunities** The Scavenger Rows are narrow alleys lined with makeshift stalls, where scavengers peddle their wares. These alleys are a maze of opportunities, filled with an assortment of salvaged goods, from rare components to illicit goods. You'll find everything from rusty machinery parts to exotic spices and potent narcotics. **The Boneyard: A Battleground** The Boneyard is a large, open area filled with discarded machinery, crates, and debris. This space is perfect for setting up ambushes or staging battles between rival gangs, traders, and scavengers. The Boneyard's unique layout allows for intense close-quarters combat, making it a hotspot for gang warfare. **Inhabitants: A Diverse Cast of Characters** Scrapheap Market is home to a diverse cast of characters, including: 1. **Scavengers**: Humans, mutants, and other creatures that eke out a living by scavenging the underhive's leftovers. 2. **Market Traders**: Entrepreneurs who've made a name for themselves in the Scrapheap Market, offering everything from rare components to illicit goods. 3. **Raiders**: Gangs of opportunistic thieves and marauders that prey on unsuspecting traders and scavengers. 4. **Mutant Beasts**: Feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps. **Threats: A Constant Menace** Scrapheap Market is a hub of activity, but it's also a hotbed of conflict. The constant threat of: 1. **Raiders**: Gangs of opportunistic thieves and marauders that prey on unsuspecting traders and scavengers. 2. **Mutant Beasts**: Feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps. makes it a challenging location to navigate. Will you emerge victorious from this treacherous marketplace, or will you become just another statistic in the underhive's endless cycle of violence? Which scenario would you like to play out? Let me know, and I'll help guide you through the Dominion Campaign! ## Description The labyrinthine Scrapheap Market! As you venture into this territory, the air is thick with the smell of smoke, oil, and decay. The market's maze-like layout is a result of its haphazard construction on top of old pipes, ducts, and machinery. Narrow alleys, known as Scavenger Rows, wind their way through the market, lined with makeshift stalls where scavengers peddle their wares. The Boneyard, a large open area filled with discarded machinery, crates, and debris, is a hotspot for ambushes or staging battles. The sound of clanging metal and hissing pipes fills the air as traders and buyers haggle over prices. In the midst of this chaos, the Market Hub stands out – a central meeting point where traders and buyers gather to negotiate deals, auction off rare finds, or simply socialize. As you navigate the market, you'll encounter a diverse array of inhabitants. Scavengers, a mix of humans, mutants, and other creatures, eke out a living by scavenging the underhive's leftovers. They're often found haggling over prices, trading in salvaged goods, or simply trying to survive another day. Market Traders, on the other hand, are entrepreneurs who've made a name for themselves in the Scrapheap Market. They offer everything from rare components to illicit goods, always looking for ways to expand their operations and increase their profits. But beware – not everyone in the market is as they seem. Raiders, gangs of opportunistic thieves and marauders, prey on unsuspecting traders and scavengers. And then there are the Mutant Beasts, feral creatures that roam the market's periphery, attracted by the scent of food and salvageable scraps. As you explore Scrapheap Market, remember to keep your wits about you. In this treacherous environment, only the most cunning and resourceful will survive... ## Special Rules Excellent! Let's add some special rules to Scrapheap Market to make it a more formidable territory in the Dominion Campaign. **Special Rules:** 1. **Market Mayhem**: When a gang attempts to take control of Scrapheap Market, roll 2D6 for each member of the gang. If the total equals or exceeds the gang's number of fighters, the gang can enter the market without restrictions. 2. **Scavenger Swarms**: When a gang is engaged in combat within Scrapheap Market, there is a 1/3 chance (roll 1d6 and add 1; if the result equals or exceeds 4, the rule applies) that scavengers will swarm to the gang's location. The gang must then fight off the scavengers before continuing their battle. 3. **Raiders' Revenge**: If a gang is defeated while attempting to take control of Scrapheap Market, there is a 1/2 chance (roll 1d6; if the result equals or exceeds 3, the rule applies) that raiders will appear at the market's periphery, seeking revenge against the losing gang. The gang must then face the raiders in combat. These special rules add an extra layer of challenge and excitement to battles within Scrapheap Market. Remember, these rules only apply when a gang is trying to take control of the territory, not when they're simply passing through or trading with the market's inhabitants. Now that we have Scrapheap Market defined, let's determine which scenario to play out using the Dominion Rules. Roll 2D6: What are the results? ## Boons Now that we have Scrapheap Market linked to Tech Bazaar, let's determine which scenario to play out. Since you didn't roll for it, I'll suggest a few options based on the territory's characteristics. **Scenario Options:** 1. **Raiders' Ambush**: A group of raiders has set up an ambush in The Boneyard, targeting traders and scavengers who venture too far into the market. 2. **Market Heist**: A gang of thieves is attempting to steal a valuable shipment of salvageable goods from one of the Market Traders. 3. **Mutant Uprising**: A pack of mutant beasts has begun to terrorize the market's periphery, and the gang must decide whether to hunt them down or try to negotiate with their leader. Which scenario would you like to play out? Please respond with the number of your chosen scenario (1-3). If you'd like to roll for it, I can guide you through the process using the Dominion rules. As a reminder, controlling Scrapheap Market will grant your gang the following **Boons or Benefits:** * Access to rare and salvaged components for upgrading equipment * Opportunities to trade with other gangs and factions in the underhive * A chance to acquire illicit goods and information from market traders * The ability to set up ambushes and defenses within the market's maze-like environment Let me know which scenario you'd like to play out, and we'll get started! ## Income Let's determine the income generated by controlling Scrapheap Market. **Territory Income:** Medium-High (3-5 credits per turn) To generate income, the gang needs to roll a successful **Barter Check**: `dice: (1d6+Gang Leader's Barter Skill) * 10` The Barter Skill is based on the Gang Leader's Negotiation and Persuasion abilities. If the gang leader has a high Barter Skill, they'll be more effective at negotiating with traders and scavengers to get a better deal. For example, if the gang leader has a Barter Skill of +2, the roll would be: `dice: (1d6+2) * 10` The resulting income will be based on the roll, multiplied by 10. A high roll could generate up to 30-40 credits per turn, while a low roll might only yield 10-20 credits. Remember that controlling Scrapheap Market also comes with its own set of challenges and opportunities, such as dealing with raiders, mutant beasts, and rival gangs trying to muscle in on the market's profits. ## Dice Rolls Now that we have Scrapheap Market linked to Tech Bazaar, let's determine which scenario to play out. Since we're in a Dominion Campaign, we'll roll 2D6 on the following table: | 2D6 | Result | | :-------------------------: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | The player with the greater number of Territories chooses which scenario to play. If both players have the same number of Territories, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | Let's roll the dice: `dice: 2d6` Please respond with the result of the dice roll (e.g., "5" or "3+4=7"). ## Linked Territories I apologize for missing that earlier! Here's the revised territory with the correct linking format: *Territory Name:** Scrapheap Market **Linking Territory:** [Tech Bazaar] ... (rest of the description remains the same) Let me know which scenario you'd like to play out, and I'll help guide us through the Dominion Campaign! | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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143 | # Ash Wastes Nomads Equipment List
Legend
| Symbol | Meaning |
| :----: | :--------------------------------------------------------------------------------------------------------------- |
| ✓ | Trading Post & Black Market access . |
| \* | These weapons take up 2 weapon slots. |
| - | Ammo and other weapon upgrades. This cost does not include the base weapon. |
| + | Specialized weapon variants based on a regular weapon. |
| (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. |
## Basic Weapons
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :------------------ | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | | |
| Autogun (Reclaimed) | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
| Blast carbine | 25 | 25 | 25 | 25 | 25 | 25 | 25 |
| Blast rifle | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
## Pistols
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | |
| Blast pistol | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
| Stub gun (Reclaimed) | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
| Web pistol | 90 | 90 | 90 | - | - | 90 | - |
## Special Weapons
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | |
| Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | - |
| Venom caster | 160 | 160 | 160 | 160 | - | 160 | - |
| Web gun | 125 | 125 | 125 | 125 | - | 125 | - |
## Heavy Weapons
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :-------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | |
| Charge caster (shock blast & krak rockets) \* | 155 | - | 155 | 155 | - | - | - |
| Heavy blaster \* | 140 | - | 140 | - | - | - | - |
## Close Combat Weapons
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :---------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | |
| Chain lance | 55 | 55 | 55 | - | - | 55 | - |
| Long blade | 30 | 30 | 30 | 30 | - | 30 | 30 |
| Mono-hook | 35 | 35 | 35 | - | - | - | - |
| Stalking knife | 20 | 20 | 20 | 20 | - | 20 | 20 |
| Stormcaller staff | - | 35 | - | - | - | - | - |
## Armour
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
| [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
## Field Armour
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Conversion | 60 | 60 | 60 | - | - | - | - |
| Displacer | 70 | 70 | 70 | - | - | - | - |
| Refractor | 50 | 50 | 50 | - | - | - | - |
## Equipment
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :---------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 |
| [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | - | - | - | - | - | 30 | - |
| Drop rig | 10 | (10) | 10 | 10 | 10 | (10) | 10 |
| [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
| Grav chute | 40 | - | 40 | - | - | - | - |
| [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | - | - | - | - |
| [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 |
| Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
| Rocket pack | 5 | - | 5 | 5 | 5 | - | 5 |
| Servo harness - partial | 130 | - | 130 | - | - | - | - |
## Weapon Accessories
| Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve |
| :----------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: |
| **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | |
| Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 25 | 25 | 25 | 25 | 25 | - | - |
| Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | - | - |
| Suspensor (Unwieldy) | 60 | - | 60 | 60 | 60 | - | - |
| Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | 25 | - | - |
\*\*: Maximum one gunsight per weapon. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 2 | 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 | # Ash Wastes Nomads Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access . | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------ | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | | | | Autogun (Reclaimed) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Blast carbine | 25 | 25 | 25 | 25 | 25 | 25 | 25 | | Blast rifle | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Pistols | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Blast pistol | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Stub gun (Reclaimed) | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | Web pistol | 90 | 90 | 90 | - | - | 90 | - | ## Special Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Long rifle | 30 | 30 | 30 | 30 | 30 | 30 | - | | Venom caster | 160 | 160 | 160 | 160 | - | 160 | - | | Web gun | 125 | 125 | 125 | 125 | - | 125 | - | ## Heavy Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Charge caster (shock blast & krak rockets) \* | 155 | - | 155 | 155 | - | - | - | | Heavy blaster \* | 140 | - | 140 | - | - | - | - | ## Close Combat Weapons | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Chain lance | 55 | 55 | 55 | - | - | 55 | - | | Long blade | 30 | 30 | 30 | 30 | - | 30 | 30 | | Mono-hook | 35 | 35 | 35 | - | - | - | - | | Stalking knife | 20 | 20 | 20 | 20 | - | 20 | 20 | | Stormcaller staff | - | 35 | - | - | - | - | - | ## Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Flak | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | 15 | 15 | 15 | 15 | 15 | 15 | ## Field Armour | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :-------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | Conversion | 60 | 60 | 60 | - | - | - | - | | Displacer | 70 | 70 | 70 | - | - | - | - | | Refractor | 50 | 50 | 50 | - | - | - | - | ## Equipment | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :---------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | - | - | - | - | - | 30 | - | | Drop rig | 10 | (10) | 10 | 10 | 10 | (10) | 10 | | [Filter plugs](/docs/armoury/personal-equipment#filter-plugs) | 10 | 10 | 10 | 10 | 10 | 10 | 10 | | Grav chute | 40 | - | 40 | - | - | - | - | | [Medicae kit](/docs/armoury/personal-equipment#medicae-kit) | 30 | 30 | 30 | - | - | - | - | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | 35 | 35 | 35 | 35 | 35 | 35 | | Respirator | 15 | 15 | 15 | 15 | 15 | 15 | 15 | | Rocket pack | 5 | - | 5 | 5 | 5 | - | 5 | | Servo harness - partial | 130 | - | 130 | - | - | - | - | ## Weapon Accessories | Item | Leader | Champ (Specialist) | Champ | Ganger (Specialist) | Ganger | Juve (Specialist) | Juve | | :----------------------------------------------- | :----: | :----------------: | :---: | :-----------------: | :----: | :---------------: | :--: | | **Eligibility** | ✓ | ✓ | ✓ | | | ✓ | | | Infra-sight (Pistol, Basic, Special, Heavy) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | | Mono-sight (Basic, Special, Heavy) \*\* | 35 | 35 | 35 | 35 | 35 | - | - | | Suspensor (Unwieldy) | 60 | - | 60 | 60 | 60 | - | - | | Telescopic sight (Pistol, Basic, Special) \*\* | 25 | 25 | 25 | 25 | 25 | - | - | \*\*: Maximum one gunsight per weapon. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 143 |
751 | # 139. Settlement Raid (Ash Wastes)
_Source: Necromunda 2023 Rulebook_
_“To the east barricade, Nomads attacking!”_
\- Dillan ‘Eyes’ Rico, Lookout in defence of Ash City
In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources.
## Attacker And Defender
In this scenario, one gang is the attacker and the other
is the defender. If this scenario is being played as part
of a campaign, then the gang that issued the challenge
is the attacker; otherwise, roll off with the winner
deciding whether they will attack or defend.
## Battle Type
This scenario is an Ash Wastes battle; vehicles
and wargear that grant the Mounted condition can
be included in either gang’s starting crew and the
defender’s Reinforcements.
## 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). The battlefield should
be set up to represent the middle of the wastes with a
settlement in one half of the table.
## 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). The attacker uses the Custom
Selection (6) method. The defender uses the Hybrid
Selection (2+D3) method. The rest of the defending
gang’s Fighter and Vehicle cards are shuffled together
to form the Reinforcements decks.
## Deployment
The defender sets up their crew anywhere in the half
of the battlefield with the settlement in. The attacker
then sets up their crew within 6" of the opposite
battlefield edge.
## 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 models left on the battlefield at
the end of any round, the battle ends immediately.
## Victory
If one gang has scored more points than the other at
the end of the battle, they are victorious. If both gangs
have scored the same number of points, the battle
ends in a draw.
## Rewards
#### Credits
The winning gang adds D6x10 credits to their Stash.
The losing gang adds D3x5 credits to their Stash.
In the case of a draw, both gangs add D3x10 credits to
their Stash.
#### Experience
The Leader of the victorious gang earns an additional
1 XP (regardless of whether they took part in the battle
or not).
#### Reputation
The winning gang gains 2 Reputation.
## Home Turf Advantage
The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics).
## Raiding Party
Each gang scores one point for each enemy fighter
that goes Out of Action and two points for each vehicle
that is Wrecked. In addition, the attackers have a
special objective, determined by rolling a D3 on the
table below:
| D3 | Result |
| :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Bushwhack:** The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. |
| 2 | **Scrag:** After deployment, the attacker nominates one enemy fighter in the enemy’s starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup De Grace (Simple) action. |
| 3 | **Mayhem:** Once an attacking model has seriously injured an enemy fighter or Wrecked an enemy vehicle, the attacking model can leave the battlefield – if they end an action within 1" of their edge of the battlefield, they are removed from play and the attacker scores one point. The model counts as being Out of Action or Wrecked from now on for the purposes of Bottle checks. |
If the attackers bottle out, they cannot score any more
points for the above objectives.
## Desperation
In this battle, the defenders automatically pass any
Bottle checks. The defender may still voluntarily
bottle out.
## Reinforcements
At the start of each End phase, each player rolls a D3
and receives that many Reinforcements.
## Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently
flees the battlefield, their opponent automatically wins
the scenario. | 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 | ['Ash Wastes', 'Vehicles', 'Core Rulebook Scenario 2023'] | 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 | In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources. | 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 | # 139. Settlement Raid (Ash Wastes) _Source: Necromunda 2023 Rulebook_ _“To the east barricade, Nomads attacking!”_ \- Dillan ‘Eyes’ Rico, Lookout in defence of Ash City In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources. ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew and the defender’s Reinforcements. ## 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). The battlefield should be set up to represent the middle of the wastes with a settlement in one half of the table. ## 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). The attacker uses the Custom Selection (6) method. The defender uses the Hybrid Selection (2+D3) method. The rest of the defending gang’s Fighter and Vehicle cards are shuffled together to form the Reinforcements decks. ## Deployment The defender sets up their crew anywhere in the half of the battlefield with the settlement in. The attacker then sets up their crew within 6" of the opposite battlefield edge. ## 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 models left on the battlefield at the end of any round, the battle ends immediately. ## Victory If one gang has scored more points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw. ## Rewards #### Credits The winning gang adds D6x10 credits to their Stash. The losing gang adds D3x5 credits to their Stash. In the case of a draw, both gangs add D3x10 credits to their Stash. #### Experience The Leader of the victorious gang earns an additional 1 XP (regardless of whether they took part in the battle or not). #### Reputation The winning gang gains 2 Reputation. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Raiding Party Each gang scores one point for each enemy fighter that goes Out of Action and two points for each vehicle that is Wrecked. In addition, the attackers have a special objective, determined by rolling a D3 on the table below: | D3 | Result | | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Bushwhack:** The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. | | 2 | **Scrag:** After deployment, the attacker nominates one enemy fighter in the enemy’s starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup De Grace (Simple) action. | | 3 | **Mayhem:** Once an attacking model has seriously injured an enemy fighter or Wrecked an enemy vehicle, the attacking model can leave the battlefield – if they end an action within 1" of their edge of the battlefield, they are removed from play and the attacker scores one point. The model counts as being Out of Action or Wrecked from now on for the purposes of Bottle checks. | If the attackers bottle out, they cannot score any more points for the above objectives. ## Desperation In this battle, the defenders automatically pass any Bottle checks. The defender may still voluntarily bottle out. ## Reinforcements At the start of each End phase, each player rolls a D3 and receives that many Reinforcements. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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981 | # 12. Last Stand
_The Guilders are gunning for a gang and will take them down at any cost!_
_Source: Necromunda 2018 Rulebook_
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (D3+6) + Reinforcements.
- **Defender:** Random (D3+5).
## Home Turf Advantage
Defender:
- **Bottle tests:** Roll 2D6 and discard the highest.
- **Rally tests:** +1.
- **Hangers-on:** Included in the crew on a 4+ (roll individually).
## Tactics Cards
- Attacker: Custom (2).
- Defender: Random (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
The defender deploys their entire crew within 6” of the centre of the board. Then the attacker deploys their entire crew within 2” of all board edges.
## Objectives
The defender must hold out as long as they can, while the attacker must wipe them out.
## Reinforcements: Outnumbered
- Attacker: D6.
- Each End phase.
- Attackers taken Out of Action can rejoin instead of suffering Lasting Injury rolls (removing any Conditions).
:::note Alternative Variant
This can be a multi-player scenario, with 2 or more gangs attacking the defender. If the total Rating of the combined attacking gangs is at least double that of the defender’s, do not use the outnumbered special rule.
:::
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
If the defender still has fighters (not Seriously Injured or Broken) on the Battlefield by the start of round 7, then they are the winner, otherwise the attacker is victorious.
## Rewards
The rewards depend on how long the defenders were able to hold out.
#### Attacker
| Round | Credits | Reputation |
| :---- | ------- | ---------- |
| 1-2 | 2D6x10 | +3 |
| 3-4 | D6x10 | +2 |
| 5-6 | D3x10 | +1 |
| 7+ | 0 | -3 |
#### Defender
| Round | Credits | Reputation |
| :---- | ------- | ---------- |
| 1-2 | 0 | -3 |
| 3-4 | D3x10 | +1 |
| 5-6 | D6x10 | +2 |
| 7+ | 2D6x10 | +3 |
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 to each **defending** fighter not Broken, Seriously Injured or Out of Action by round 7.
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. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Home Turf Advantage'] | 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 | 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 | # 12. Last Stand _The Guilders are gunning for a gang and will take them down at any cost!_ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+6) + Reinforcements. - **Defender:** Random (D3+5). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys their entire crew within 6” of the centre of the board. Then the attacker deploys their entire crew within 2” of all board edges. ## Objectives The defender must hold out as long as they can, while the attacker must wipe them out. ## Reinforcements: Outnumbered - Attacker: D6. - Each End phase. - Attackers taken Out of Action can rejoin instead of suffering Lasting Injury rolls (removing any Conditions). :::note Alternative Variant This can be a multi-player scenario, with 2 or more gangs attacking the defender. If the total Rating of the combined attacking gangs is at least double that of the defender’s, do not use the outnumbered special rule. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory If the defender still has fighters (not Seriously Injured or Broken) on the Battlefield by the start of round 7, then they are the winner, otherwise the attacker is victorious. ## Rewards The rewards depend on how long the defenders were able to hold out. #### Attacker | Round | Credits | Reputation | | :---- | ------- | ---------- | | 1-2 | 2D6x10 | +3 | | 3-4 | D6x10 | +2 | | 5-6 | D3x10 | +1 | | 7+ | 0 | -3 | #### Defender | Round | Credits | Reputation | | :---- | ------- | ---------- | | 1-2 | 0 | -3 | | 3-4 | D3x10 | +1 | | 5-6 | D6x10 | +2 | | 7+ | 2D6x10 | +3 | #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each **defending** fighter not Broken, Seriously Injured or Out of Action by round 7. 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. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 981 |
197 | # Criminals
## List of Criminal organisations
- [Cold Traders](#cold-traders-600)
- [Imperial Imposters](imperial-imposters.md)
- [Narco Lords](#narco-lords)
- [Psi-syndica](#psi-syndica-150)
- [Rogue Factoria](#rogue-factoria-315)
- [Fallen Houses](#fallen-houses-305250)
## Cold Traders (600)
**Strong alliance: Escher**
_There is always a market for off-world goods, especially those prohibited by the Imperium. Cold Traders ensure a steady supply of this contraband for any who can meet their price, and House Escher maintains close ties to the Cold Trade for its abundance of off-world goods and services. The Great Houses regularly turn a blind eye to these criminal activities if it means they have access to exotic pets and strange and wondrous xenos artefacts._
### Benefits
#### Void-Born Bounty Hunters
### Xenos Artifacts
Leaders and Champions can purchase the following from the House Equipment List (while allied):
- Sling gun: 55.
- Armourweave: 20.
#### Smuggler Shore Party
_The Cold Trade deals with all manner of alien and void born scum. These vile individuals normally cling to the fringes of the Imperium for fear of extermination or imprisonment. However, the Imperium is vast and even on a populous world such as Necromunda, renegades and smugglers of all kinds can be found lurking in the shadows. For the most part they keep to the underhive and as far from the Imperial authorities of the spire as they can get. The underhive is also a natural den of criminals among which Cold Traders and their shipmates draw little attention, allowing them to conduct business with a minimum of attention from the Imperial House._
_A Smuggler Shore Party is a gathering of renegades centred on a powerful Cold Trader. This could be anything from a disgraced Rogue Trader or Chartist ship captain to an alien corsair or xenos void lord. The Shore Party itself comprises every kind of spacer scum that can be imagined, including Imperial Navy deserters, feral stow aways and abhuman adventurers, all of which have thrown their lot in with the Cold Trader for the promise of fortune and glory._
<FighterCard cost="215">
### 1 Cold Trader (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ |
**Skills:** [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only).
**Weapons:** Sling gun, stiletto knife.
**Wargear:** Armourweave, [bio-booster](/docs/armoury/personal-equipment#bio-booster).
</FighterCard>
<FighterCard cost="85">
### 1 Bosun (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ |
**Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge).
**Weapons:** Shotgun (solid & scatter), knife.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
</FighterCard>
<FighterCard cost="300">
### 2 Void-born Scum (Gangers - Bodyguard)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 7+ | 7+ |
**Skills:** Bodyguard, Indentured Fighter.
**Weapons:** Knife. Choose either Autopistol or Laspistol (choose individually).
</FighterCard>
:::note
An exception for this alliance:
- The Bosun is labeled "Champion" but has Leading By Example (12”) equivalent to a Leader.
:::
### Drawbacks
#### Press Ganged
Preferred scenarios (attacker):
- The Hit.
- Escort Mission.
- The Last Stand.
**Test-trigger:** Option to choose a scenario. **→** Roll a D6.
|| D6 | Result
A | **1-3** | Attack in a preferred scenario. **Test-trigger:** Include the allies in the crew.
B | **4-6 ** | Choose freely.
#### Imperial Entanglements
**Test-trigger:** After fielding allies in a battle. **→** 1 random friendly Gang Fighter (not In Recovery) must miss the next battle (lay low to avoid investigation).
## Narco Lords
**Strong alliance: Goliath**
_Chems are a vital commodity on Necromunda and a hugely profitable enterprise for criminal organisations from the tip of the spire to the depths of the underhive. House Goliath relies upon chems for its very existence, and those they cannot gain by legal means, they make up for by using their extensive connections to the hive Narco Lords._
### Benefits
#### Narco Scum
D3+2 Hive Scum (in addition to any standard Hive Scum).
#### Abundant Supply
Chems (Black Market):
- -2 Rarity/Legality.
- Supplier never runs out.
### Drawbacks
#### Courier Work
Preferred scenarios: Downtown Dust-up, Ghast Harvest, The Hit.
**Test-trigger:** Option to choose a scenario. **→** Roll a D6:
| D6 | Result |
| :-----: | :----------------------------------------------------------------------- |
| **1-3** | Attack in a preferred scenario. The allies must be included in the crew. |
| **4-6** | Choose freely. |
#### Payment Due
**Test-trigger:** Earning any credits as a scenario reward. **→** Pay D3x10 to the allies.
## Psi-syndica (150)
**Strong alliance: Delaque**
_There are few greater crimes on Necromunda than the concealment or trafficking of psykers, though this does not stop recidivists from dealing in these powerful individuals._
_Psykers are of particular interest to the House of Shadow, and so it is little wonder that many of their gangs and agents deal directly with the Psi-Syndica, either buying their wares or providing them with raw material._
### Benefits
#### Psychic Awakening
While becoming allied, a fighter can gain the following:
- Unsanctioned Psyker.
- 1 Random Psychoteric Wyrd Power from a chosen discipline (Darkness, Delusion, Madness).
If the alliance is broken, pay the fighter’s value in credits or remove the fighter.
<FighterCard cost="150">
### Mind-locked Wyrd (Unsancioned Psyker)
_The penalty for harbouring rogue psykers on Necromunda is swift and brutal. That the psykers themselves are quietly taken away, even as those around them are being executed, says more about Lord Helmawr’s laws than it does about those of the Imperium. After the tithes to the Imperium, and the culling of those psykers deemed too dangerous to even transport off-world, there remains a substantial quantity that slips between the cracks. Many of these end up collared and conditioned in the employ of the Imperial House, but many more escape into the underhive. Those that survive their ‘gifts’ might even make something of themselves._
_Mind-locked Wyrds are unsanctioned psykers who have been broken to the will of the Psi-Syndica. Via various means of psychic modification and cranial implants, the Wyrd’s will is subsumed by their new masters, transforming them into foot soldiers for the criminal lords. This also allows the Psi-Syndica to send the rogue psykers to aid their allies, confident the Wyrds will not betray them. Mind-locked Wyrds are also deeply unsettling individuals, even by the standards of the underhive, and gangers tend not to enjoy spending much time with them. The edge they can bring to battle, however, is undeniable; after all, who wouldn’t want the ability to look inside their enemy’s minds and pluck out their battle plan, project protective force fields to defend their fighters or simply sweep an enemy away with a wave of telekinetic force!_
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 5+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 6+ | 4+ | 9+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
**Wyrd Power:** Choose 3 of the following:
- Pyromancy: Scouring (Basic).
- Telekinesis: Assail (Basic), Force Blast (Basic).
- Telepathy: Maddening Visions (Basic), Hypnosis (Basic), Unbreakable Will (Basic).
</FighterCard>
### Drawbacks
#### Dark Dreams
**Test-trigger:** Starting a battle. **→** Pass a Willpower test for a random friendly fighter (not In Recovery), or that fighter can't be part of the crew for this battle.
**Test-trigger:** Playing Ghast Harvest. **→** Include the ally in the crew.
#### Psykanarium Attention
**Test-trigger:** A friendly Psyker used any psychic power in the battle. **→** After the battle, roll D6 +1 per friendly Unsanctioned Psyker that fought in the battle. On a 7+, suffer a Lasting Injury for a random friendly fighter.
## Rogue Factoria (315)
**Strong alliance: Cawdor**
_Counterfeit weaponry and wargear are lucrative enterprises for a criminal organisation, and have the added benefit of keeping their allies well-equipped with ordnance. As natural scavengers and notorious misers, the more nefarious elements of House Cawdor make great use of the Rogue Factoria and their many knock-off weapons and wargear._
### Benefits
#### Bounteous Productions
If included in a battle:
- Before the battle, set-up 2 Loot caskets (instead of 1) if the scenario doesn't specify any special instructions for Loot caskets.
#### Bargain Ordnance (Counterfeit Weapons)
Can buy counterfeit weapons at the Black Market:
- -2 Rarity.
- Counts as Illegal with Legality equal to the modified Rarity.
- -20% cost (rounded down to nearest 5 credits).
- Melee weapons gain Reckless.
- Ranged weapons gain Unstable.
- Fighters armed with counterfeit weapons are worth full value when sold to the Guilders.
#### Hedge Armourers
+1 free Ammo-jack while allied (not counting towards the normal limit).
#### Factoria Work Gangs
_Factoria work gangs are motley groups of miscreants gathered from wherever their Rogue Factoria masters can scrounge them. Some are criminals working off debts to their underhive bosses, while others are escapees from uphive who came to the underhive seeking freedom and wealth but have found a life much like their old one. These irregular fighters are armed with a wide array of cheap counterfeit weaponry, often taken from the cast-offs of the factory line. So armed, they are then pressed into service as ad hoc militia for their masters. The life of a Rogue Factoria worker is of little consequence to the Factoria’s crime lords and they are often used as fodder to protect the manufactoria plants. Sometimes, should it be required, they might be loaned out to allied gangs to act as expendable troops in Necromunda’s endless intergang warfare._
<FighterCard cost="160">
### 1 Factoria Overseer (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 6+ | 6+ |
**Skills:** [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only).
**Weapons:** Auto/plasma pistol (combi), shock baton.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
</FighterCard>
<FighterCard cost="80">
### 1 Work Party Boss (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 6+ | 6+ |
**Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will).
**Weapons:** Laspistol, shock whip.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
</FighterCard>
<FighterCard cost="75">
### 3 Factoria Workers (Gangers - Bodyguard)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
**Skills:** Bodyguard, Indentured Fighter.
**Weapons:** Choose (individually) either Autogun (reclaimed) or Autopistol (reclaimed) and knife.
</FighterCard>
### Drawbacks
#### Eye of the Omnissiah
If including fighters with Counterfeit weapons, the opponent may include a Bounty Hunter for free.
#### Factoria Workers
**Test-trigger:** Playing The Hit, Escort Mission or Last Stand. **→** Include the allies in the crew.
**Test-trigger:** Include Counterfeit weapons in a battle. **→** Include the allies in the crew.
## Fallen Houses (305/250)
**Strong alliance: Orlock**
_Necromunda’s long history is littered with disgraced nobles and fallen houses. Most have faded into memory, though some remain eager to reclaim their lost glory. House Orlock’s rebellious underclasses have often allied themselves with one such fallen house or another, something the ruling families encourage – provided the disgraced noble in question can be controlled._
### Benefits
#### Rebellion
If winning a battle against:
- Law Abiding gangs: D6x10 credits.
- Enforcers or gangs allied with Guilds or Imperial House:
- 2D6x10 credits.
- +1 Reputation.
#### Rebel Lord
Choose a Revel Lord:
- Generic (305)
- Lady Credo (250)
<FighterCard cost="305">
### 1 Generic Rebel Lord
_The Noble Lords of Necromunda are powerful individuals of a kind to rival the elite of the Imperium. Hundreds of generations of selective breeding and genetic manipulation combined with access to almost limitless wealth has transformed them into living demi-gods cloaked in mortal form. When a Great House falls these mighty lords are almost always hunted to extinction, lest they escape into the wilds of Necromunda and become rebels. The bounties placed on the heads of these fantastically dangerous souls are often enough to raise a common ganger up from the brutality of the underhive and give them a life of privilege and plenty in the upper reaches of Hive City. This is how dangerous they are to the continuance of the ruling Houses and their masters._
_Each Rebel Lord is a deadly adversary of the Imperial House who might come to their allies’ aid if it serves their interests; usually if it involves the restoration of their personal glory. Augmented with bionics or biometics, their bodies are more resilient, while the faded opulence of their clothes hide an armourer’s vault of digi-weapons and rarefied combat tech. More dangerous than their masterwork firearms or energy blades, however, is their will. A Rebel Lord is more than a mere villain – for they are among the last of their line and burn with vengeance to see the Imperial House brought down._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 7+ | 6+ | 6+ | 6+ |
**Skills:** Choose 2 skills (Agility, Combat, Cunning or Shooting).
**Weapons:** 2x digi lasers. Bolt pistol or Master-crafted needle pistol. Power sword, stiletto sword or thunder hammer.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). [Displacer field](/docs/armoury/field-armour#displacer-field) or [refractor field](/docs/armoury/field-armour#refractor-field).
</FighterCard>
<FighterCard cost="250">
### Lady Credo, Rebel Lord
![](lady-credo.webp)
_For those who move among the shadows of Necromunda, the name Lady Credo is a familiar one. Countless threads of sedition against the Imperial House weave their way back to the enigmatic matriarch of House Credo, and she is a master of pulling the strings of others to do her bidding. In fact, it was her husband, Constantine Credo, the Last Patriarch, who succumbed to her wiles and gave over control of the remnants of his House to her, becoming another general in her rebel armies. Since appearing from the wastes only a few years ago, Lady Credo has been massing the Fallen Houses and spreading dissension against Lord Helmawr. Clearly of noble birth and bearing, some say she is one of Helmawr’s children returned to usurp him, while others claim she is descended from a far older and more powerful bloodline. Whatever the truth, Lady Credo is a power to be reckoned with, and under her tutelage the outcasts of Necromunda are growing in strength._
_Far from a cowering noble conducting war from the shadows, Lady Credo is a formidable warrior in her own right. Her skill with a power sabre has cut down countless challengers to her cause, while her speed and resilience speak to hidden bio-mechanical implants or gen-hancement of the highest order. She is also seldom seen without a pair of custom servo-skulls hovering over her shoulders. The two constructs – dubbed Sinestus and Dexterus by the lady – give her an exceptional view of the battlefield and help her find her foes, wherever they might hide._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 3 | 2+ | 2 | 5+ | 5+ | 6+ | 6+ |
**Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry).
**Weapons:** Laspistol (master-crafted), Power Sabre (master-crafted).
**Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (same as armourweave cloak),
refractor field, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles).
#### Heir to the Outlands
Friendly Outcast & Outlaw fighters within 8" can use Lady Credo's Ld & Cool.
#### Sinestus & Dextrus
A pair of custom servo-skulls grants Lady Credo the following:
- 360° vision arc.
- [photo-goggles](/docs/armoury/personal-equipment#photo-goggles).
_Source: The Book of the Outcast_
</FighterCard>
### Drawbacks
#### For the Cause
**Test-trigger:** Challenged (for a Resource) by Enforcers or a gang allied with a Guild or Imperial House. **→** Accept Challenge.
**Test-trigger:** Fighting against Enforcers or gangs allied with a Guild or Imperial House. **→** Include the allies in the crew.
#### Ancient Oaths
**Test-trigger:** After any battle. **→** Pay D3x10 to the allies. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 21 | 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 | # Criminals ## List of Criminal organisations - [Cold Traders](#cold-traders-600) - [Imperial Imposters](imperial-imposters.md) - [Narco Lords](#narco-lords) - [Psi-syndica](#psi-syndica-150) - [Rogue Factoria](#rogue-factoria-315) - [Fallen Houses](#fallen-houses-305250) ## Cold Traders (600) **Strong alliance: Escher** _There is always a market for off-world goods, especially those prohibited by the Imperium. Cold Traders ensure a steady supply of this contraband for any who can meet their price, and House Escher maintains close ties to the Cold Trade for its abundance of off-world goods and services. The Great Houses regularly turn a blind eye to these criminal activities if it means they have access to exotic pets and strange and wondrous xenos artefacts._ ### Benefits #### Void-Born Bounty Hunters ### Xenos Artifacts Leaders and Champions can purchase the following from the House Equipment List (while allied): - Sling gun: 55. - Armourweave: 20. #### Smuggler Shore Party _The Cold Trade deals with all manner of alien and void born scum. These vile individuals normally cling to the fringes of the Imperium for fear of extermination or imprisonment. However, the Imperium is vast and even on a populous world such as Necromunda, renegades and smugglers of all kinds can be found lurking in the shadows. For the most part they keep to the underhive and as far from the Imperial authorities of the spire as they can get. The underhive is also a natural den of criminals among which Cold Traders and their shipmates draw little attention, allowing them to conduct business with a minimum of attention from the Imperial House._ _A Smuggler Shore Party is a gathering of renegades centred on a powerful Cold Trader. This could be anything from a disgraced Rogue Trader or Chartist ship captain to an alien corsair or xenos void lord. The Shore Party itself comprises every kind of spacer scum that can be imagined, including Imperial Navy deserters, feral stow aways and abhuman adventurers, all of which have thrown their lot in with the Cold Trader for the promise of fortune and glory._ <FighterCard cost="215"> ### 1 Cold Trader (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ | **Skills:** [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only). **Weapons:** Sling gun, stiletto knife. **Wargear:** Armourweave, [bio-booster](/docs/armoury/personal-equipment#bio-booster). </FighterCard> <FighterCard cost="85"> ### 1 Bosun (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Weapons:** Shotgun (solid & scatter), knife. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> <FighterCard cost="300"> ### 2 Void-born Scum (Gangers - Bodyguard) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 7+ | 7+ | **Skills:** Bodyguard, Indentured Fighter. **Weapons:** Knife. Choose either Autopistol or Laspistol (choose individually). </FighterCard> :::note An exception for this alliance: - The Bosun is labeled "Champion" but has Leading By Example (12”) equivalent to a Leader. ::: ### Drawbacks #### Press Ganged Preferred scenarios (attacker): - The Hit. - Escort Mission. - The Last Stand. **Test-trigger:** Option to choose a scenario. **→** Roll a D6. || D6 | Result A | **1-3** | Attack in a preferred scenario. **Test-trigger:** Include the allies in the crew. B | **4-6 ** | Choose freely. #### Imperial Entanglements **Test-trigger:** After fielding allies in a battle. **→** 1 random friendly Gang Fighter (not In Recovery) must miss the next battle (lay low to avoid investigation). ## Narco Lords **Strong alliance: Goliath** _Chems are a vital commodity on Necromunda and a hugely profitable enterprise for criminal organisations from the tip of the spire to the depths of the underhive. House Goliath relies upon chems for its very existence, and those they cannot gain by legal means, they make up for by using their extensive connections to the hive Narco Lords._ ### Benefits #### Narco Scum D3+2 Hive Scum (in addition to any standard Hive Scum). #### Abundant Supply Chems (Black Market): - -2 Rarity/Legality. - Supplier never runs out. ### Drawbacks #### Courier Work Preferred scenarios: Downtown Dust-up, Ghast Harvest, The Hit. **Test-trigger:** Option to choose a scenario. **→** Roll a D6: | D6 | Result | | :-----: | :----------------------------------------------------------------------- | | **1-3** | Attack in a preferred scenario. The allies must be included in the crew. | | **4-6** | Choose freely. | #### Payment Due **Test-trigger:** Earning any credits as a scenario reward. **→** Pay D3x10 to the allies. ## Psi-syndica (150) **Strong alliance: Delaque** _There are few greater crimes on Necromunda than the concealment or trafficking of psykers, though this does not stop recidivists from dealing in these powerful individuals._ _Psykers are of particular interest to the House of Shadow, and so it is little wonder that many of their gangs and agents deal directly with the Psi-Syndica, either buying their wares or providing them with raw material._ ### Benefits #### Psychic Awakening While becoming allied, a fighter can gain the following: - Unsanctioned Psyker. - 1 Random Psychoteric Wyrd Power from a chosen discipline (Darkness, Delusion, Madness). If the alliance is broken, pay the fighter’s value in credits or remove the fighter. <FighterCard cost="150"> ### Mind-locked Wyrd (Unsancioned Psyker) _The penalty for harbouring rogue psykers on Necromunda is swift and brutal. That the psykers themselves are quietly taken away, even as those around them are being executed, says more about Lord Helmawr’s laws than it does about those of the Imperium. After the tithes to the Imperium, and the culling of those psykers deemed too dangerous to even transport off-world, there remains a substantial quantity that slips between the cracks. Many of these end up collared and conditioned in the employ of the Imperial House, but many more escape into the underhive. Those that survive their ‘gifts’ might even make something of themselves._ _Mind-locked Wyrds are unsanctioned psykers who have been broken to the will of the Psi-Syndica. Via various means of psychic modification and cranial implants, the Wyrd’s will is subsumed by their new masters, transforming them into foot soldiers for the criminal lords. This also allows the Psi-Syndica to send the rogue psykers to aid their allies, confident the Wyrds will not betray them. Mind-locked Wyrds are also deeply unsettling individuals, even by the standards of the underhive, and gangers tend not to enjoy spending much time with them. The edge they can bring to battle, however, is undeniable; after all, who wouldn’t want the ability to look inside their enemy’s minds and pluck out their battle plan, project protective force fields to defend their fighters or simply sweep an enemy away with a wave of telekinetic force!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 5+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 6+ | 4+ | 9+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Wyrd Power:** Choose 3 of the following: - Pyromancy: Scouring (Basic). - Telekinesis: Assail (Basic), Force Blast (Basic). - Telepathy: Maddening Visions (Basic), Hypnosis (Basic), Unbreakable Will (Basic). </FighterCard> ### Drawbacks #### Dark Dreams **Test-trigger:** Starting a battle. **→** Pass a Willpower test for a random friendly fighter (not In Recovery), or that fighter can't be part of the crew for this battle. **Test-trigger:** Playing Ghast Harvest. **→** Include the ally in the crew. #### Psykanarium Attention **Test-trigger:** A friendly Psyker used any psychic power in the battle. **→** After the battle, roll D6 +1 per friendly Unsanctioned Psyker that fought in the battle. On a 7+, suffer a Lasting Injury for a random friendly fighter. ## Rogue Factoria (315) **Strong alliance: Cawdor** _Counterfeit weaponry and wargear are lucrative enterprises for a criminal organisation, and have the added benefit of keeping their allies well-equipped with ordnance. As natural scavengers and notorious misers, the more nefarious elements of House Cawdor make great use of the Rogue Factoria and their many knock-off weapons and wargear._ ### Benefits #### Bounteous Productions If included in a battle: - Before the battle, set-up 2 Loot caskets (instead of 1) if the scenario doesn't specify any special instructions for Loot caskets. #### Bargain Ordnance (Counterfeit Weapons) Can buy counterfeit weapons at the Black Market: - -2 Rarity. - Counts as Illegal with Legality equal to the modified Rarity. - -20% cost (rounded down to nearest 5 credits). - Melee weapons gain Reckless. - Ranged weapons gain Unstable. - Fighters armed with counterfeit weapons are worth full value when sold to the Guilders. #### Hedge Armourers +1 free Ammo-jack while allied (not counting towards the normal limit). #### Factoria Work Gangs _Factoria work gangs are motley groups of miscreants gathered from wherever their Rogue Factoria masters can scrounge them. Some are criminals working off debts to their underhive bosses, while others are escapees from uphive who came to the underhive seeking freedom and wealth but have found a life much like their old one. These irregular fighters are armed with a wide array of cheap counterfeit weaponry, often taken from the cast-offs of the factory line. So armed, they are then pressed into service as ad hoc militia for their masters. The life of a Rogue Factoria worker is of little consequence to the Factoria’s crime lords and they are often used as fodder to protect the manufactoria plants. Sometimes, should it be required, they might be loaned out to allied gangs to act as expendable troops in Necromunda’s endless intergang warfare._ <FighterCard cost="160"> ### 1 Factoria Overseer (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 6+ | 6+ | **Skills:** [Commanding Presence](/docs/gang-fighters-and-their-weaponry/skills/#1-commanding-presence), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Faction only). **Weapons:** Auto/plasma pistol (combi), shock baton. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> <FighterCard cost="80"> ### 1 Work Party Boss (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 6+ | 6+ | **Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will). **Weapons:** Laspistol, shock whip. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). </FighterCard> <FighterCard cost="75"> ### 3 Factoria Workers (Gangers - Bodyguard) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ | **Skills:** Bodyguard, Indentured Fighter. **Weapons:** Choose (individually) either Autogun (reclaimed) or Autopistol (reclaimed) and knife. </FighterCard> ### Drawbacks #### Eye of the Omnissiah If including fighters with Counterfeit weapons, the opponent may include a Bounty Hunter for free. #### Factoria Workers **Test-trigger:** Playing The Hit, Escort Mission or Last Stand. **→** Include the allies in the crew. **Test-trigger:** Include Counterfeit weapons in a battle. **→** Include the allies in the crew. ## Fallen Houses (305/250) **Strong alliance: Orlock** _Necromunda’s long history is littered with disgraced nobles and fallen houses. Most have faded into memory, though some remain eager to reclaim their lost glory. House Orlock’s rebellious underclasses have often allied themselves with one such fallen house or another, something the ruling families encourage – provided the disgraced noble in question can be controlled._ ### Benefits #### Rebellion If winning a battle against: - Law Abiding gangs: D6x10 credits. - Enforcers or gangs allied with Guilds or Imperial House: - 2D6x10 credits. - +1 Reputation. #### Rebel Lord Choose a Revel Lord: - Generic (305) - Lady Credo (250) <FighterCard cost="305"> ### 1 Generic Rebel Lord _The Noble Lords of Necromunda are powerful individuals of a kind to rival the elite of the Imperium. Hundreds of generations of selective breeding and genetic manipulation combined with access to almost limitless wealth has transformed them into living demi-gods cloaked in mortal form. When a Great House falls these mighty lords are almost always hunted to extinction, lest they escape into the wilds of Necromunda and become rebels. The bounties placed on the heads of these fantastically dangerous souls are often enough to raise a common ganger up from the brutality of the underhive and give them a life of privilege and plenty in the upper reaches of Hive City. This is how dangerous they are to the continuance of the ruling Houses and their masters._ _Each Rebel Lord is a deadly adversary of the Imperial House who might come to their allies’ aid if it serves their interests; usually if it involves the restoration of their personal glory. Augmented with bionics or biometics, their bodies are more resilient, while the faded opulence of their clothes hide an armourer’s vault of digi-weapons and rarefied combat tech. More dangerous than their masterwork firearms or energy blades, however, is their will. A Rebel Lord is more than a mere villain – for they are among the last of their line and burn with vengeance to see the Imperial House brought down._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 7+ | 6+ | 6+ | 6+ | **Skills:** Choose 2 skills (Agility, Combat, Cunning or Shooting). **Weapons:** 2x digi lasers. Bolt pistol or Master-crafted needle pistol. Power sword, stiletto sword or thunder hammer. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). [Displacer field](/docs/armoury/field-armour#displacer-field) or [refractor field](/docs/armoury/field-armour#refractor-field). </FighterCard> <FighterCard cost="250"> ### Lady Credo, Rebel Lord ![](lady-credo.webp) _For those who move among the shadows of Necromunda, the name Lady Credo is a familiar one. Countless threads of sedition against the Imperial House weave their way back to the enigmatic matriarch of House Credo, and she is a master of pulling the strings of others to do her bidding. In fact, it was her husband, Constantine Credo, the Last Patriarch, who succumbed to her wiles and gave over control of the remnants of his House to her, becoming another general in her rebel armies. Since appearing from the wastes only a few years ago, Lady Credo has been massing the Fallen Houses and spreading dissension against Lord Helmawr. Clearly of noble birth and bearing, some say she is one of Helmawr’s children returned to usurp him, while others claim she is descended from a far older and more powerful bloodline. Whatever the truth, Lady Credo is a power to be reckoned with, and under her tutelage the outcasts of Necromunda are growing in strength._ _Far from a cowering noble conducting war from the shadows, Lady Credo is a formidable warrior in her own right. Her skill with a power sabre has cut down countless challengers to her cause, while her speed and resilience speak to hidden bio-mechanical implants or gen-hancement of the highest order. She is also seldom seen without a pair of custom servo-skulls hovering over her shoulders. The two constructs – dubbed Sinestus and Dexterus by the lady – give her an exceptional view of the battlefield and help her find her foes, wherever they might hide._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 3 | 2+ | 2 | 5+ | 5+ | 6+ | 6+ | **Skills:** [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Laspistol (master-crafted), Power Sabre (master-crafted). **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (same as armourweave cloak), refractor field, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). #### Heir to the Outlands Friendly Outcast & Outlaw fighters within 8" can use Lady Credo's Ld & Cool. #### Sinestus & Dextrus A pair of custom servo-skulls grants Lady Credo the following: - 360° vision arc. - [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: The Book of the Outcast_ </FighterCard> ### Drawbacks #### For the Cause **Test-trigger:** Challenged (for a Resource) by Enforcers or a gang allied with a Guild or Imperial House. **→** Accept Challenge. **Test-trigger:** Fighting against Enforcers or gangs allied with a Guild or Imperial House. **→** Include the allies in the crew. #### Ancient Oaths **Test-trigger:** After any battle. **→** Pay D3x10 to the allies. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 197 |
883 | # Weapon Traits
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
### Backstab
+1 Strength when outside the target’s vision arc.
### Blast (3”/5”)
The weapon utilises a Blast marker.
### Blaze
A target not taken Out of Action catch fire on 4+. When activated while subject to this condition, act as follows (cannot make any actions):
1. Suffer a S3, AP -1 hit.
2. Move:
- If Engaged or Seriously Injured, no move is made.→ Go to step 3.
- If Pinned, become Active.
- If Active, move 2D6” in a random direction.
- Movement stops if contacting impassable terrain.
- If within ½” of an edge, pass an Initiative test to avoid falling.
- If moving beyond an edge, fall down.
- At the end of this move, the fighter can choose to become Pinned.
3. Roll a 6+ to put out flames (with modifiers):
- +2 if Pinned.
- +1 per friendly Active fighters within 1”.4) Then the activation ends.
:::tip YAQ
Inorganic targets are not affected.
:::
Vehicles:
- Suffer a S3, AP-1 hit against Rear Toughness.
- Make a Cool test:
- Pass: Activate normally.
- Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends.
- After the activation, flames go out on a 4+.
### Burrowing
Can be used against targets outside LOS:
- Place the Blast (3") anywhere on any level (ignoring LOS).
- Scatter 2D6” (instead of hit roll).
- If scatter result is a 'Hit', the Blast doesn't scatter.
- Otherwise, ignore impassable terrain (when scattering 2D6").
- No effect if scattering off the battlefield (wasted).
At the start of the End phase of the round this weapon was fired, any fighters touched by the blast is hit by the weapon.
### Chem Delivery
Declare what type of equipped chem is used. If the weapon also has Toxin or Gas, these Traits can be used instead.
Instead of making a wound roll, roll equal to or higher than the Toughness (inverse Toughness test) to inflict the dose. A result of 6 (before modifiers) always succeeds.
### Combi
A combi-weapon has 2 profiles. When fired, pick a profile for the attack.
- Roll twice for Ammo tests and apply the worst result.
- If one profile runs Out of Ammo, the other can still fire (unless also Out of Ammo).
In addition, some weapons are worsened when part of combi:
- Plasma: Only low power mode.
- Grenade launcher ammo that get Single Shot:
- Anti-plant
- Frag
- Flare
- Flamer and hand flamer: Unstable.
- Needler/Needle rifle: Decrease Short Range Accuracy and AP by 1.
:::tip YAQ
Additional ammo can be loaded in to combi-weapons:
- Dumdum rounds gain Combi.
- Grenades gain Combi and Single shot.
Hotshot las pack can't be fitted to combi weapons.
:::
### Concussion
-2 Initiative/Handling (minimum 6+) until the end of the round.
### Cursed
When hit, pass a Willpower test or become Insane.
### Defoliate
Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies lose a wound and are removed from the battlefield if they suffer an Out of Action result on the Injury dice.
### Demolition
Can use the Grenade in close combat attacks against scenery targets (doors/objectives). Apply a single automatic hit (regardless of Attack dice).
### Digi
Mounted on a ring or hidden inside a glove. Can be used in addition to any other Melee weapons, granting an additional close combat attack. Does not count towards the maximum number of weapons a fighter can carry. A fighter can carry up to 10 Digi weapons.
### Disarm
If the hit is 6 (before modifiers), the target can't use any weapons when making Reaction attacks for the rest of the round - they make unarmed attacks instead.
### Drag
If hit (and not taking the target Out of Action), the target can be dragged closer to the attacker. Roll a D6, if the result 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 trait, only the last fighter to be hit can be dragged.
### Entangle
Hits can't be negated by the Parry trait. In addition, if the hit is a 6 (before modifiers), any reaction attacks from the target suffer a -2 modifier.
### Fear
Instead of suffering an Injury roll, the target must pass a Nerve test with a -2 modifier or immediately become Broken (run for cover).
### Fixed
Represented by a weapon on its own base (not equipped by a fighter). A fighter beginning the activation B2B can spend a Double action (Move Weapon) to make a single Move, then place the weapon in B2B (after moving).
If B2B with a fixed weapon (and no enemies in B2B with the fixed weapon), a fighter can aim, shoot and reload it as normal.
### Flare
A fighter hit becomes Revealed (if in darkness). If using Blast, leave it in place. While on the board, all models at least touched by it are illuminated and are Revealed. In the End phase, the flare goes out and is removed on a 4+.
### Flash
Instead of making a wound roll for models hit, pass an Initiative/Handling test or become subject to the Blind condition. If Ready, the model is no longer Ready. Or if not Ready, the model is not readied at the start of the following round. Reaction attacks only hit on a 6 (before modifiers). No other attacks can be made until the next activation.
### Gas
Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). No save roll can be made.
- Fighters: Not Pinned when hit.
- Vehicles: Use the Rear Toughness. If successful, inflict a Driver Wounded result.
Notes:
- The target's Wounds are not affected.
- YAQ: Inorganic targets are not affected.
### Graviton Pulse
Instead of making a wound roll:
- Fighter: Pass a Strength test or suffer Damage. No save roll can be made.
- Vehicle: Roll equal to or higher than the Toughness (against the facing hit) to inflict a hit to the Body. Save roll can be made.
Leave any Blast marker in place for the rest of the round. It counts as difficult terrain and can't be ignored (for example by vehicle special rules).
### Grenade
Grenades are Wargear (not a weapon), but treated as a special type of ranged weapon that can be thrown as a Shoot (Basic) action. Grenades do not have Short range. Long range is determined by multiplying the fighter’s Strength.
Do not roll Firepower dice for Grenades, instead always make an Ammo test. Grenades can't be reloaded - once they are gone, they are gone for the entire battle.
### Gunk
Gain the Gunk condition:
- -1” M (minimum 1”).
- Don’t add D3” when making a charging.
- -1 modifier to Initiative tests.
- Catch fire on 2+ (rather than 4+) when hit by Blaze weapons.
The Gunked condition lasts until the End phase or the fighter catches fire after being hit by a Blaze weapon.
### Haemophagic
When resolving a Toxin attack with this weapon, apply a +1 modifier if this weapon has previously hit
the target
### Hexagrammatic
Hits ignore Psychic power saves. 2x damage against Psykers.
### Impale
If a target is wounded, the projectile continues through and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1” of this line, and within the weapon’s Long Range, the one that is closest to the target is hit on a 3+ with -1 Strength per subsequent hit. The projectile can continue through multiple fighters until the Strength is reduced to 0.
### Ironhead (Weapon Variant)
Improved version: Rapid Fire (+1).
Heavy Flamer also reduce Ammo to 6+.
Note: Probably can't take any additional ammo.
### Knockback
If the hit roll is equal or higher than the target fighter’s Strength, the target is moved 1” directly away.
If the target can't be moved the full 1” (because of walls, obstacles or other models), move as far as possible and increase the Damage by 1.
If any part of the base is knocked back over an edge, pass an Initiative test or fall.
If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the centre of the Blast was over the centre of the base, roll a Scatter to determine the direction to move.
In Melee, the attacking fighter can choose to follow up, moving directly towards them to remain in B2B. If the attack was made across a barricade, the attacker can't do this.
### Lance
+1S while Mounted when Charging or Ride By.
### Lance-bomb
The first successful hit scored by this weapon each battle is resolved using the Primed profile, all subsequent hits are resolved using the Spent profile.
### Limited
When limited ammo run out, that type is permanently lost and can't be used again until more is purchased. The weapon can still be reloaded using any remaining profile(s).
:::tip YAQ
Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost.
:::
### Master-crafted (Weapon Variant)
Once per battle, re-roll a single failed hit roll.
### Melee
Applies to all weapons with range E (Engaged). Can be used during close combat attacks.
### Melta
Applies to short range hits (or any hit if there is no short range):
- Fighters: If reduced to 0 Wounds, any Injury dice are automatically Out of Action (no need to roll).
- Vehicles: +1 Damage dice.
### Paired
Applies to all weapons explicitly purchased as “paired”.
Counts as being equipped with dual Melee weapons when calculating the number of Attack dice. Double the base Attacks characteristic when charging.
### Parry
In close combat, the defender can force the attacker to re-roll one successful hit. If armed with two Parry weapons, two successful hits can be re-rolled instead.
### Phase
Ignore saves from armour and field armour (saves from special rules can still be used).
### Plentiful
Ammo tests are automatically passed (no roll is required) when reloading.
### Power
- Can't be parried except by other Power weapons.
- A hit roll of 6 gives:
- Ignores Save rolls (except Field armour).
- +1 Damage (does not apply in combination with certain other traits like Toxin).
- Pitch Black: Revealed (when used).
### Power Pack
- 0-2 weapons with this trait per fighter.
- Doesn't take up any regular weapon slots.
- If also Melee, grants 1 bonus attack (in addition to other weapons carried by the fighter).
### Psychomancer's Harness
- +2" M.
- Climb without penalty.
- 2x Psychomantic claws.
- -1 weapon slot (reduced to 2).
- Cannot carry Unwieldy or two-handed weapons (\*).
### Pulverise
After inflicting an Injury roll, a D6 can be rolled. If the result is equal or higher than the target’s Toughness, or a 6 (before modifiers), apply the following:
- Fighter: Change an Injury dice from Flesh Wound to Serious Injury.
- Vehicle: +1 Damage dice.
### Rad-phage
After fully resolving all hits, roll 4+ per fighter hit to inflict a single Flesh Wound.
### Rapid Fire (X)
A successful hit scores a number of hits equal to the number of bullet holes on the Firepower dice. The amount of dice that can be rolled is up to the number shown in brackets (for example, Rapid Fire (2) allows for up to 2 Firepower dice to be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more fail, the gun has jammed and can't be used for the rest of the battle.
The first shot must be allocated to the original target. Additional shots can be allocated to other targets that are within range, in line of sight and within 3” of the original target. Additional targets can't be harder to hit than the original target. Allocate all hits before making any wound rolls.
Blasts (roll hit & Rapid Fire as normal):
- Hit: Place any extra Blasts within 3" of the original target.
- Miss: All Blasts scatter separately from the original target.
Template (roll Rapid Fire as normal):
- The additional hits applies to the first target (closest to the attacker).
### Reckless
Ignores Target priority. Randomize the target from all eligible targets (friend & foe).
- Ranged: Targets in the attacker’s LOS and range of the weapon.
- Rapid Fire: Additional hits must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, choose where any spare hits are allocated.
- Melee: Targets in B2B (or within range of Versatile).
### Reclaimed / Scavenged
Worse version, gain one of the following:
- Plentiful: Lose Plentiful.
- Otherwise: Ammo reduced by 1.
### Rending
If the wound roll is a 6+:
- Fighter: +1 Damage.
- Vehicle: +1 Damage dice.
### Scarce
Can't be reloaded - once Out of Ammo, this weapon can't be used again during the battle.
### Scattershot
If hit, inflict D6 wound rolls instead of 1.
### Seismic
A wound roll of 6 (before modifiers) ignores save rolls.
- Fighter: Always Pinned - even if an ability would normally allow to avoid being Pinned by ranged attack hits.
- Vehicle: Pass a Hnd test or Lose Control.
:::note
It seems the Pinning effect of Seismic is mainly used to deny the Nerves of Steel skill. The Chaos Spawn is unaffected.
:::
### Sever
Injury rolls inflicted with this weapon are automatically Out of Action.
### Shock
If the hit roll is a 6 (before modifiers), the attack automatically wounds.
### Shield
Grants improved save against attacks from the 90° front.
- Melee attacks: +2 Save modifier.
- Ranged attacks: +1 Save modifier.
Use the centre of the attacking fighter’s base when measuring the angle. If hit by Blasts, use the centre of the Blast. If the target does not have a facing (for example being Prone before the attack), the shield can't be used.
### Shield Breaker
Ignore the effects of shields. Field armours must roll twice and apply the lowest result.
### Shred
Double the AP if the Wound roll is a 6 (before modifiers).
### Sidearm
Applies to all pistols (and ammo) with the following exceptions:
- Blast/Template
- Compact autopistol (gun skull)
- Stub gun (Static)
- Digi-autopistol (D060-K13)
Can be used for both ranged and close combat attacks.
Twin guns blazing:<br />
A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. Fully resolve each attack in turn.
- Fully resolve each attack in turn (one after the other).
- Must be made against the same target.
- -1 to hit.
Close combat:
- Accuracy modifiers does not apply.
- Firepower dice are applied as normal.
- Max 1 attack per sidearm.
### Silent
- Sneak Attack (scenario special rule): No test to see whether the alarm is raised when this weapon is fired.
- Pitch Black (scenario special rule): A Hidden fighter is not Revealed when using this weapon.
### Single Shot
Can only be used once per battle. Counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait.
### Smoke
Does not cause hits, Pinning or Wounds. Instead, mark the hit location with a counter. The smoke extends 2.5” vertically and horizontally from the centre. Fighters can move through smoke, but it blocks line of sight, so attacks can't be made into, out of or through it. In the End phase, roll a 5+ or remove the cloud.
### Template
Applies to all weapons with range T (Template).Use the Flame template to determine how many targets are hit.
### Toxin
Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds).
Notes:
- Armour saves can be made as normal.
- The target's Wounds are not affected.
-Vehicles: Not affected.
- YAQ: Inorganic targets are not affected.
### Unstable
If the Ammo symbol is rolled when attacking, roll a 4+ or the attacker suffers a catastrophic overload (depending of type):
- Fighter: Out of Action
- Vehicle: The weapon can't be used again this battle and suffer a Catastrophic hit to the body (lose 1 wound, or 2 if no weapons remain, pass a Hnd test or Lose Control).
The attack is still resolved against the target.
:::note
When used with an effect which forces an Ammo roll without Firepower dice (for example Grenade), the 4+ Unstable test must always be made.
:::
### Twin-linked (Weapon Variant)
Re-roll any number of ammo dice.
### Unwieldy
- Ranged: A Shoot action counts as a Double action (instead of Basic).
- Melee: Requires 2 hands so a second weapon can't be used at the same time (dual wielding).
:::danger House Rule (Necrodamus, A&A)
Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action.
:::
### Versatile
Applies to all Melee weapons with a long range.A fighter with a Versatile weapon does not need to be B2B with an enemy fighter to Engage and attack in melee (can stop within the versatile range to fight). The extended melee range only applies for:
- The attackers activation.
- When making Reaction attacks.
Note that the target must be within vision arc and Long range.
The target is considered to be Engaged, but may not in turn be Engaging the attacker (with Versatile) unless also having a Versatile weapon, and so may not be able to make Reaction attacks.
At all times other than during this fighter’s activation or when making Reaction attacks, Versatile has no effect.
:::note
Only fighters B2B can grant assists!
:::
### Vortex
A fighter who is hit by a weapon with the Vortex trait must make an Initiative test. If successful, move them the shortest distance to avoid the Blast marker. Otherwise, they immediately go Out of Action. Any obstacles touched by a Vortex Blast marker are also removed from the battlefield. If a vehicle is hit by a weapon with the Vortex trait, they are immediately Wrecked and removed from the battlefield.
After working out the effects of an attack with a weapon with the Vortex trait, leave the blast marker on the battlefield. At the start of each End phase, roll on the Vortex Stability table for each Vortex Blast marker:
#### Vortex Stability Table
| D6 | Result |
| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | The vortex vanishes with no further effect. Remove the Blast marker. |
| 3-4 | The vortex remains unchanged. Any models coming into contact with the Vortex Blast marker in the subsequent round count as being hit by it. |
| 5-6 | Move the Vortex Blast marker D6+2" in a random direction (as determined by the Scatter dice). |
Any models or terrain in its path or under the Blast marker when it stops count as being hit by it.
### Web
A successful wound roll inflicts an automatic Seriously Injured result (Webbed). No save roll can be made. Roll for Recovery during the End phase and apply the result as normal, with the following exceptions:
- Flesh Wound: No longer webbed.
- Seriously Injured: Still webbed.
- Out of Action: 'Out Cold' (no Lasting Injury roll).
**Note:** Flesh Wound are applied as normal.
A Webbed fighter does not succumb to their injuries and will automatically recover. When rolling to determine if any enemy fighters are captured at the end of the battle, add +1 to the dice roll for each enemy fighter currently Webbed and add them among any eligible to be Captured.
Vehicles: Not affected. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 18 | 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 | # Weapon Traits :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ### Backstab +1 Strength when outside the target’s vision arc. ### Blast (3”/5”) The weapon utilises a Blast marker. ### Blaze A target not taken Out of Action catch fire on 4+. When activated while subject to this condition, act as follows (cannot make any actions): 1. Suffer a S3, AP -1 hit. 2. Move: - If Engaged or Seriously Injured, no move is made.→ Go to step 3. - If Pinned, become Active. - If Active, move 2D6” in a random direction. - Movement stops if contacting impassable terrain. - If within ½” of an edge, pass an Initiative test to avoid falling. - If moving beyond an edge, fall down. - At the end of this move, the fighter can choose to become Pinned. 3. Roll a 6+ to put out flames (with modifiers): - +2 if Pinned. - +1 per friendly Active fighters within 1”.4) Then the activation ends. :::tip YAQ Inorganic targets are not affected. ::: Vehicles: - Suffer a S3, AP-1 hit against Rear Toughness. - Make a Cool test: - Pass: Activate normally. - Fail: Act according to Lose Control. If Stationary, make a Burn Out (Double) action. Then the activation ends. - After the activation, flames go out on a 4+. ### Burrowing Can be used against targets outside LOS: - Place the Blast (3") anywhere on any level (ignoring LOS). - Scatter 2D6” (instead of hit roll). - If scatter result is a 'Hit', the Blast doesn't scatter. - Otherwise, ignore impassable terrain (when scattering 2D6"). - No effect if scattering off the battlefield (wasted). At the start of the End phase of the round this weapon was fired, any fighters touched by the blast is hit by the weapon. ### Chem Delivery Declare what type of equipped chem is used. If the weapon also has Toxin or Gas, these Traits can be used instead. Instead of making a wound roll, roll equal to or higher than the Toughness (inverse Toughness test) to inflict the dose. A result of 6 (before modifiers) always succeeds. ### Combi A combi-weapon has 2 profiles. When fired, pick a profile for the attack. - Roll twice for Ammo tests and apply the worst result. - If one profile runs Out of Ammo, the other can still fire (unless also Out of Ammo). In addition, some weapons are worsened when part of combi: - Plasma: Only low power mode. - Grenade launcher ammo that get Single Shot: - Anti-plant - Frag - Flare - Flamer and hand flamer: Unstable. - Needler/Needle rifle: Decrease Short Range Accuracy and AP by 1. :::tip YAQ Additional ammo can be loaded in to combi-weapons: - Dumdum rounds gain Combi. - Grenades gain Combi and Single shot. Hotshot las pack can't be fitted to combi weapons. ::: ### Concussion -2 Initiative/Handling (minimum 6+) until the end of the round. ### Cursed When hit, pass a Willpower test or become Insane. ### Defoliate Deals D3 Damage to Carnivorous Plants. Brainleaf Zombies lose a wound and are removed from the battlefield if they suffer an Out of Action result on the Injury dice. ### Demolition Can use the Grenade in close combat attacks against scenery targets (doors/objectives). Apply a single automatic hit (regardless of Attack dice). ### Digi Mounted on a ring or hidden inside a glove. Can be used in addition to any other Melee weapons, granting an additional close combat attack. Does not count towards the maximum number of weapons a fighter can carry. A fighter can carry up to 10 Digi weapons. ### Disarm If the hit is 6 (before modifiers), the target can't use any weapons when making Reaction attacks for the rest of the round - they make unarmed attacks instead. ### Drag If hit (and not taking the target Out of Action), the target can be dragged closer to the attacker. Roll a D6, if the result 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 trait, only the last fighter to be hit can be dragged. ### Entangle Hits can't be negated by the Parry trait. In addition, if the hit is a 6 (before modifiers), any reaction attacks from the target suffer a -2 modifier. ### Fear Instead of suffering an Injury roll, the target must pass a Nerve test with a -2 modifier or immediately become Broken (run for cover). ### Fixed Represented by a weapon on its own base (not equipped by a fighter). A fighter beginning the activation B2B can spend a Double action (Move Weapon) to make a single Move, then place the weapon in B2B (after moving). If B2B with a fixed weapon (and no enemies in B2B with the fixed weapon), a fighter can aim, shoot and reload it as normal. ### Flare A fighter hit becomes Revealed (if in darkness). If using Blast, leave it in place. While on the board, all models at least touched by it are illuminated and are Revealed. In the End phase, the flare goes out and is removed on a 4+. ### Flash Instead of making a wound roll for models hit, pass an Initiative/Handling test or become subject to the Blind condition. If Ready, the model is no longer Ready. Or if not Ready, the model is not readied at the start of the following round. Reaction attacks only hit on a 6 (before modifiers). No other attacks can be made until the next activation. ### Gas Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). No save roll can be made. - Fighters: Not Pinned when hit. - Vehicles: Use the Rear Toughness. If successful, inflict a Driver Wounded result. Notes: - The target's Wounds are not affected. - YAQ: Inorganic targets are not affected. ### Graviton Pulse Instead of making a wound roll: - Fighter: Pass a Strength test or suffer Damage. No save roll can be made. - Vehicle: Roll equal to or higher than the Toughness (against the facing hit) to inflict a hit to the Body. Save roll can be made. Leave any Blast marker in place for the rest of the round. It counts as difficult terrain and can't be ignored (for example by vehicle special rules). ### Grenade Grenades are Wargear (not a weapon), but treated as a special type of ranged weapon that can be thrown as a Shoot (Basic) action. Grenades do not have Short range. Long range is determined by multiplying the fighter’s Strength. Do not roll Firepower dice for Grenades, instead always make an Ammo test. Grenades can't be reloaded - once they are gone, they are gone for the entire battle. ### Gunk Gain the Gunk condition: - -1” M (minimum 1”). - Don’t add D3” when making a charging. - -1 modifier to Initiative tests. - Catch fire on 2+ (rather than 4+) when hit by Blaze weapons. The Gunked condition lasts until the End phase or the fighter catches fire after being hit by a Blaze weapon. ### Haemophagic When resolving a Toxin attack with this weapon, apply a +1 modifier if this weapon has previously hit the target ### Hexagrammatic Hits ignore Psychic power saves. 2x damage against Psykers. ### Impale If a target is wounded, the projectile continues through and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1” of this line, and within the weapon’s Long Range, the one that is closest to the target is hit on a 3+ with -1 Strength per subsequent hit. The projectile can continue through multiple fighters until the Strength is reduced to 0. ### Ironhead (Weapon Variant) Improved version: Rapid Fire (+1). Heavy Flamer also reduce Ammo to 6+. Note: Probably can't take any additional ammo. ### Knockback If the hit roll is equal or higher than the target fighter’s Strength, the target is moved 1” directly away. If the target can't be moved the full 1” (because of walls, obstacles or other models), move as far as possible and increase the Damage by 1. If any part of the base is knocked back over an edge, pass an Initiative test or fall. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the centre of the Blast was over the centre of the base, roll a Scatter to determine the direction to move. In Melee, the attacking fighter can choose to follow up, moving directly towards them to remain in B2B. If the attack was made across a barricade, the attacker can't do this. ### Lance +1S while Mounted when Charging or Ride By. ### Lance-bomb The first successful hit scored by this weapon each battle is resolved using the Primed profile, all subsequent hits are resolved using the Spent profile. ### Limited When limited ammo run out, that type is permanently lost and can't be used again until more is purchased. The weapon can still be reloaded using any remaining profile(s). :::tip YAQ Only a single ‘dose’ of ammo can be carried per weapon. Reduce fighter’s cost accordingly after the ammo is lost. ::: ### Master-crafted (Weapon Variant) Once per battle, re-roll a single failed hit roll. ### Melee Applies to all weapons with range E (Engaged). Can be used during close combat attacks. ### Melta Applies to short range hits (or any hit if there is no short range): - Fighters: If reduced to 0 Wounds, any Injury dice are automatically Out of Action (no need to roll). - Vehicles: +1 Damage dice. ### Paired Applies to all weapons explicitly purchased as “paired”. Counts as being equipped with dual Melee weapons when calculating the number of Attack dice. Double the base Attacks characteristic when charging. ### Parry In close combat, the defender can force the attacker to re-roll one successful hit. If armed with two Parry weapons, two successful hits can be re-rolled instead. ### Phase Ignore saves from armour and field armour (saves from special rules can still be used). ### Plentiful Ammo tests are automatically passed (no roll is required) when reloading. ### Power - Can't be parried except by other Power weapons. - A hit roll of 6 gives: - Ignores Save rolls (except Field armour). - +1 Damage (does not apply in combination with certain other traits like Toxin). - Pitch Black: Revealed (when used). ### Power Pack - 0-2 weapons with this trait per fighter. - Doesn't take up any regular weapon slots. - If also Melee, grants 1 bonus attack (in addition to other weapons carried by the fighter). ### Psychomancer's Harness - +2" M. - Climb without penalty. - 2x Psychomantic claws. - -1 weapon slot (reduced to 2). - Cannot carry Unwieldy or two-handed weapons (\*). ### Pulverise After inflicting an Injury roll, a D6 can be rolled. If the result is equal or higher than the target’s Toughness, or a 6 (before modifiers), apply the following: - Fighter: Change an Injury dice from Flesh Wound to Serious Injury. - Vehicle: +1 Damage dice. ### Rad-phage After fully resolving all hits, roll 4+ per fighter hit to inflict a single Flesh Wound. ### Rapid Fire (X) A successful hit scores a number of hits equal to the number of bullet holes on the Firepower dice. The amount of dice that can be rolled is up to the number shown in brackets (for example, Rapid Fire (2) allows for up to 2 Firepower dice to be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more fail, the gun has jammed and can't be used for the rest of the battle. The first shot must be allocated to the original target. Additional shots can be allocated to other targets that are within range, in line of sight and within 3” of the original target. Additional targets can't be harder to hit than the original target. Allocate all hits before making any wound rolls. Blasts (roll hit & Rapid Fire as normal): - Hit: Place any extra Blasts within 3" of the original target. - Miss: All Blasts scatter separately from the original target. Template (roll Rapid Fire as normal): - The additional hits applies to the first target (closest to the attacker). ### Reckless Ignores Target priority. Randomize the target from all eligible targets (friend & foe). - Ranged: Targets in the attacker’s LOS and range of the weapon. - Rapid Fire: Additional hits must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, choose where any spare hits are allocated. - Melee: Targets in B2B (or within range of Versatile). ### Reclaimed / Scavenged Worse version, gain one of the following: - Plentiful: Lose Plentiful. - Otherwise: Ammo reduced by 1. ### Rending If the wound roll is a 6+: - Fighter: +1 Damage. - Vehicle: +1 Damage dice. ### Scarce Can't be reloaded - once Out of Ammo, this weapon can't be used again during the battle. ### Scattershot If hit, inflict D6 wound rolls instead of 1. ### Seismic A wound roll of 6 (before modifiers) ignores save rolls. - Fighter: Always Pinned - even if an ability would normally allow to avoid being Pinned by ranged attack hits. - Vehicle: Pass a Hnd test or Lose Control. :::note It seems the Pinning effect of Seismic is mainly used to deny the Nerves of Steel skill. The Chaos Spawn is unaffected. ::: ### Sever Injury rolls inflicted with this weapon are automatically Out of Action. ### Shock If the hit roll is a 6 (before modifiers), the attack automatically wounds. ### Shield Grants improved save against attacks from the 90° front. - Melee attacks: +2 Save modifier. - Ranged attacks: +1 Save modifier. Use the centre of the attacking fighter’s base when measuring the angle. If hit by Blasts, use the centre of the Blast. If the target does not have a facing (for example being Prone before the attack), the shield can't be used. ### Shield Breaker Ignore the effects of shields. Field armours must roll twice and apply the lowest result. ### Shred Double the AP if the Wound roll is a 6 (before modifiers). ### Sidearm Applies to all pistols (and ammo) with the following exceptions: - Blast/Template - Compact autopistol (gun skull) - Stub gun (Static) - Digi-autopistol (D060-K13) Can be used for both ranged and close combat attacks. Twin guns blazing:<br /> A fighter with 2 sidearms can attack with both as part of a single Shoot (Basic) action. Fully resolve each attack in turn. - Fully resolve each attack in turn (one after the other). - Must be made against the same target. - -1 to hit. Close combat: - Accuracy modifiers does not apply. - Firepower dice are applied as normal. - Max 1 attack per sidearm. ### Silent - Sneak Attack (scenario special rule): No test to see whether the alarm is raised when this weapon is fired. - Pitch Black (scenario special rule): A Hidden fighter is not Revealed when using this weapon. ### Single Shot Can only be used once per battle. Counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. ### Smoke Does not cause hits, Pinning or Wounds. Instead, mark the hit location with a counter. The smoke extends 2.5” vertically and horizontally from the centre. Fighters can move through smoke, but it blocks line of sight, so attacks can't be made into, out of or through it. In the End phase, roll a 5+ or remove the cloud. ### Template Applies to all weapons with range T (Template).Use the Flame template to determine how many targets are hit. ### Toxin Instead of making a wound roll, roll equal to or higher than the Toughness (a 6 before modifiers always succeeds) to inflict an Injury roll (regardless of Wounds). Notes: - Armour saves can be made as normal. - The target's Wounds are not affected. -Vehicles: Not affected. - YAQ: Inorganic targets are not affected. ### Unstable If the Ammo symbol is rolled when attacking, roll a 4+ or the attacker suffers a catastrophic overload (depending of type): - Fighter: Out of Action - Vehicle: The weapon can't be used again this battle and suffer a Catastrophic hit to the body (lose 1 wound, or 2 if no weapons remain, pass a Hnd test or Lose Control). The attack is still resolved against the target. :::note When used with an effect which forces an Ammo roll without Firepower dice (for example Grenade), the 4+ Unstable test must always be made. ::: ### Twin-linked (Weapon Variant) Re-roll any number of ammo dice. ### Unwieldy - Ranged: A Shoot action counts as a Double action (instead of Basic). - Melee: Requires 2 hands so a second weapon can't be used at the same time (dual wielding). :::danger House Rule (Necrodamus, A&A) Apply -1 hit modifier if shooting Unwieldy weapons as anything other than Double action. ::: ### Versatile Applies to all Melee weapons with a long range.A fighter with a Versatile weapon does not need to be B2B with an enemy fighter to Engage and attack in melee (can stop within the versatile range to fight). The extended melee range only applies for: - The attackers activation. - When making Reaction attacks. Note that the target must be within vision arc and Long range. The target is considered to be Engaged, but may not in turn be Engaging the attacker (with Versatile) unless also having a Versatile weapon, and so may not be able to make Reaction attacks. At all times other than during this fighter’s activation or when making Reaction attacks, Versatile has no effect. :::note Only fighters B2B can grant assists! ::: ### Vortex A fighter who is hit by a weapon with the Vortex trait must make an Initiative test. If successful, move them the shortest distance to avoid the Blast marker. Otherwise, they immediately go Out of Action. Any obstacles touched by a Vortex Blast marker are also removed from the battlefield. If a vehicle is hit by a weapon with the Vortex trait, they are immediately Wrecked and removed from the battlefield. After working out the effects of an attack with a weapon with the Vortex trait, leave the blast marker on the battlefield. At the start of each End phase, roll on the Vortex Stability table for each Vortex Blast marker: #### Vortex Stability Table | D6 | Result | | -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The vortex vanishes with no further effect. Remove the Blast marker. | | 3-4 | The vortex remains unchanged. Any models coming into contact with the Vortex Blast marker in the subsequent round count as being hit by it. | | 5-6 | Move the Vortex Blast marker D6+2" in a random direction (as determined by the Scatter dice). | Any models or terrain in its path or under the Blast marker when it stops count as being hit by it. ### Web A successful wound roll inflicts an automatic Seriously Injured result (Webbed). No save roll can be made. Roll for Recovery during the End phase and apply the result as normal, with the following exceptions: - Flesh Wound: No longer webbed. - Seriously Injured: Still webbed. - Out of Action: 'Out Cold' (no Lasting Injury roll). **Note:** Flesh Wound are applied as normal. A Webbed fighter does not succumb to their injuries and will automatically recover. When rolling to determine if any enemy fighters are captured at the end of the battle, add +1 to the dice roll for each enemy fighter currently Webbed and add them among any eligible to be Captured. Vehicles: Not affected. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 883 |
279 | {{read "7-gangs/1-gang-lists/house-orlock/house-orlock.md"}}
{{read "7-gangs/1-gang-lists/house-orlock/equipment-list.md"}}
{{#each mentions.linked}} {{this.results}} {{/each}}
prompt:
Generate a ganger for House Orlock. The following format (but not content) must be followed:
---
type: ganger
name: ganger_name
faction: ganger_faction
subtype: ganger_subtype
movement: 4
weapon-skill: 4
ballistic-skill: 4
strength: 3
toughness: 3
wounds: 1
init: 4
attacks: 1
leadership: 7
cool: 7
willpower: 7
intelligence: 7
---
# Ganger Name
## Ganger Details
## Ganger Equipment
## Ganger Skills | Unknown | Ganger Template | 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 | ['ideas', 'writing'] | 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 Orlock ganger following the right formatting for Necromunda | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ganger_template | Noureddine | 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 | {{read "7-gangs/1-gang-lists/house-orlock/house-orlock.md"}} {{read "7-gangs/1-gang-lists/house-orlock/equipment-list.md"}} {{#each mentions.linked}} {{this.results}} {{/each}} prompt: Generate a ganger for House Orlock. The following format (but not content) must be followed: --- type: ganger name: ganger_name faction: ganger_faction subtype: ganger_subtype movement: 4 weapon-skill: 4 ballistic-skill: 4 strength: 3 toughness: 3 wounds: 1 init: 4 attacks: 1 leadership: 7 cool: 7 willpower: 7 intelligence: 7 --- # Ganger Name ## Ganger Details ## Ganger Equipment ## Ganger Skills | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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293 | {{tg_selection}}
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1,122 | # Fighter Profiles
_Source: Necromunda Core Rulebook (2023)_
## Fighter Characteristics Profiles
Each fighter has a ‘characteristics profile’, which details their capabilities in battle. For example, here is the profile
for an Orlock Gunner:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ |
Each of these characteristics represents a different trait or attribute, and each characteristic is used differently
within the game. In some cases a low number is better, but in other cases, a high number is better:
- Movement (M), Strength (S), Toughness (T), Wounds (W) and Attacks (A) are all shown as simple numbers, in which case a higher number is better.
- Weapon Skill (WS), Ballistic Skill (BS) and Initiative (I) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Fighter Characteristics](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics--characteristic-tests). In the case of WS, BS and I, a lower number is better.
- In addition, all four of a fighter’s psychology characteristics, those contained within the shaded section of their profile: Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int), are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better.
During Campaign play, characteristics may be improved or reduced as fighters gain experience and suffer injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may
ever be reduced below the minimum shown on the table below.
| | 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+ |
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 type. 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 type.
Players should note, however, that this does not mean these characteristics cannot be improved by more than 1
or 2 throughout a fighter’s career. During Campaign play, many fighters are eligible for promotion, causing their
category to change.
## Fighter Characteristics & Characteristic Tests
A fighter’s characteristics are defined as follows:
Here is the formatted table:
| Characteristic | Description |
| --- | --- |
| **Movement (M)** | Distance in inches for standard Move action |
| **Weapon Skill (WS)** | Proficiency with melee or sidearm weapons in close combat |
| **Ballistic Skill (BS)** | Proficiency with ranged weapons |
| **Strength (S)** | Measure of physical strength and ability to inflict damage |
| **Toughness (T)** | Measure of resistance to wounds and injury |
| **Wounds (W)** | Measure of a fighter's capacity for punishment before succumbing to injuries |
| **Initiative (I)** | Measure of agility, dexterity, and reflexes in combat |
| **Attacks (A)** | Measure of speed and ability in melee combat |
| **Leadership (Ld)** | Ability to issue or follow commands in battle |
| **Cool (Cl)** | Capacity for keeping calm under fire |
| **Willpower (Wil)** | Mental fortitude and resilience against horrors of Necromunda |
| **Intelligence (Int)** | Measure of mental acuity and ability to apply knowledge |
### Modifying Characteristics
Sometimes, the rules will modify a characteristic.
If the characteristic is given a simple number, the
modifier is applied as written – for example, if a fighter
with Strength 3 is given a +1 Strength modifier, their
Strength counts as 4.
If the characteristic is given as a target number
(for example, a characteristic of 4+ means a dice roll
of 4 or higher would be a success) the modifier is
applied to the dice roll, rather than the characteristic.
For example, if a fighter with Initiative 4+ is given a
+1 Initiative modifier, the characteristic would be 3+
because a roll of 3 with a +1 modifier applied becomes
a roll of 4.
### Characteristic Tests
Players will often be called on to make a characteristic
test for a fighter – for example, a Ballistic Skill test is
made when a fighter attacks with a ranged weapon. Characteristics tests are made as follows:
- Weapon Skill, Ballistic Skill and Initiative tests are made by achieving a target number roll on a single D6 (see [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed.
- Leadership, Cool, Willpower and Intelligence tests are made by achieving a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed.
To check against a characteristic presented as a
simple number, such as Strength or Toughness, roll a D6. If the result is equal to or lower than the
characteristic, the check is passed.
## Fighter Cards
Each fighter within a player’s gang is represented by a model on the battlefield and a
Fighter card filled in with their characteristics, equipment and other useful reference
information. Blank Fighter cards with the logo of each House can be found in the
various Gang Tactics cards packs, perfect for Leaders and Champions.
Each Fighter card is split into several areas:
1. The fighter’s name. If they are a Leader or Champion, it will also be shown here.
2. The fighter’s cost, in credits.
3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that they are psychological characteristics rather than physical (see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles)).
4. The weapons the fighter is carrying.
5. Any skills the fighter may have.
6. Any equipment (including armour) carried by the fighter.
![](fighter-card-numbered.jpg) | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Fighter Profiles _Source: Necromunda Core Rulebook (2023)_ ## Fighter Characteristics Profiles Each fighter has a ‘characteristics profile’, which details their capabilities in battle. For example, here is the profile for an Orlock Gunner: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | Each of these characteristics represents a different trait or attribute, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Strength (S), Toughness (T), Wounds (W) and Attacks (A) are all shown as simple numbers, in which case a higher number is better. - Weapon Skill (WS), Ballistic Skill (BS) and Initiative (I) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Fighter Characteristics](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics--characteristic-tests). In the case of WS, BS and I, a lower number is better. - In addition, all four of a fighter’s psychology characteristics, those contained within the shaded section of their profile: Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int), are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as fighters gain experience and suffer injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below. | | 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+ | 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 type. 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 type. Players should note, however, that this does not mean these characteristics cannot be improved by more than 1 or 2 throughout a fighter’s career. During Campaign play, many fighters are eligible for promotion, causing their category to change. ## Fighter Characteristics & Characteristic Tests A fighter’s characteristics are defined as follows: Here is the formatted table: | Characteristic | Description | | --- | --- | | **Movement (M)** | Distance in inches for standard Move action | | **Weapon Skill (WS)** | Proficiency with melee or sidearm weapons in close combat | | **Ballistic Skill (BS)** | Proficiency with ranged weapons | | **Strength (S)** | Measure of physical strength and ability to inflict damage | | **Toughness (T)** | Measure of resistance to wounds and injury | | **Wounds (W)** | Measure of a fighter's capacity for punishment before succumbing to injuries | | **Initiative (I)** | Measure of agility, dexterity, and reflexes in combat | | **Attacks (A)** | Measure of speed and ability in melee combat | | **Leadership (Ld)** | Ability to issue or follow commands in battle | | **Cool (Cl)** | Capacity for keeping calm under fire | | **Willpower (Wil)** | Mental fortitude and resilience against horrors of Necromunda | | **Intelligence (Int)** | Measure of mental acuity and ability to apply knowledge | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given a simple number, the modifier is applied as written – for example, if a fighter with Strength 3 is given a +1 Strength modifier, their Strength counts as 4. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success) the modifier is applied to the dice roll, rather than the characteristic. For example, if a fighter with Initiative 4+ is given a +1 Initiative modifier, the characteristic would be 3+ because a roll of 3 with a +1 modifier applied becomes a roll of 4. ### Characteristic Tests Players will often be called on to make a characteristic test for a fighter – for example, a Ballistic Skill test is made when a fighter attacks with a ranged weapon. Characteristics tests are made as follows: - Weapon Skill, Ballistic Skill and Initiative tests are made by achieving a target number roll on a single D6 (see [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Leadership, Cool, Willpower and Intelligence tests are made by achieving a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. To check against a characteristic presented as a simple number, such as Strength or Toughness, roll a D6. If the result is equal to or lower than the characteristic, the check is passed. ## Fighter Cards Each fighter within a player’s gang is represented by a model on the battlefield and a Fighter card filled in with their characteristics, equipment and other useful reference information. Blank Fighter cards with the logo of each House can be found in the various Gang Tactics cards packs, perfect for Leaders and Champions. Each Fighter card is split into several areas: 1. The fighter’s name. If they are a Leader or Champion, it will also be shown here. 2. The fighter’s cost, in credits. 3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that they are psychological characteristics rather than physical (see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles)). 4. The weapons the fighter is carrying. 5. Any skills the fighter may have. 6. Any equipment (including armour) carried by the fighter. ![](fighter-card-numbered.jpg) | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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400 | ### Lasgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: |
| Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* |
| - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 |
| - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* |
\* House Van Saar: 10
House Escher: 5
\*\* House Van Saar: 20 | ranged-weapon | Lasgun | Unknown | las | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 18 | 24 | 1 | 0 | 3 | 1 | 15 | C | ['[[plentiful]]'] | 0 | - | 2+ | 2 | ['Lasgun'] | 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 | ### Lasgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------- | :-: | :-----: | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 15\* | | - hotshot las pack | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ | - | C | +20 | | - focusing crystal | 18" | 24" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30\*\* | \* House Van Saar: 10 House Escher: 5 \*\* House Van Saar: 20 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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122 | ### Bio-booster (35 credits)
- **Description:** The Bio-booster is a sophisticated piece of biotech that enhances the user's natural healing process and boosts their physical capabilities temporarily. It is typically implanted under the skin and can be activated to accelerate healing during combat, reducing the impact of wounds and potentially ignoring the effects of minor injuries.
- **Effects:** When activated, a Bio-booster may allow the user to ignore the first wound incurred during a battle. It also might provide a temporary bonus to Strength or Toughness, enhancing the user's combat effectiveness.
- **Use Limitation:** Generally, a Bio-booster has a limited number of uses per battle or requires time to recharge, as its bio-enhancing drugs and medical components are depleted. | equipment | Bio Booster | Unknown | support | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment'] | Unknown | Unknown | Unknown | Unknown | Unknown | When activated, a Bio-booster may allow the user to ignore the first wound incurred during a battle. It also might provide a temporary bonus to Strength or Toughness, enhancing the user's combat effectiveness. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | The Bio-booster is a sophisticated piece of biotech that enhances the user's natural healing process and boosts their physical capabilities temporarily. It is typically implanted under the skin and can be activated to accelerate healing during combat, reducing the impact of wounds and potentially ignoring the effects of minor injuries. | Generally, a Bio-booster has a limited number of uses per battle or requires time to recharge, as its bio-enhancing drugs and medical components are depleted. | 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 | ### Bio-booster (35 credits) - **Description:** The Bio-booster is a sophisticated piece of biotech that enhances the user's natural healing process and boosts their physical capabilities temporarily. It is typically implanted under the skin and can be activated to accelerate healing during combat, reducing the impact of wounds and potentially ignoring the effects of minor injuries. - **Effects:** When activated, a Bio-booster may allow the user to ignore the first wound incurred during a battle. It also might provide a temporary bonus to Strength or Toughness, enhancing the user's combat effectiveness. - **Use Limitation:** Generally, a Bio-booster has a limited number of uses per battle or requires time to recharge, as its bio-enhancing drugs and medical components are depleted. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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128255,
128255,
128255,
128255,
128255,
128255,
128255,
128255,
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128255,
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128255
]
]
} | 122 |
202 | # Brutes
Unlike other Hangers-on, Brutes are purchased with
the express intention that they be fielded in battle and
are treated like any other fighter when selecting a crew.
Unlike other Hangers-on, Brutes will gain Experience
and Advancements in the same manner as a Specialist. Unlike Hangers-on, Brutes will not
leave the gang should they suffer a Lasting Injury that
makes a change to their Fighter card.
## Brute costs and restrictions
Some brutes are only available to particular gangs, and some have gang discounts.
<h3>Universal Brutes</h3>
| Quantity | Hanger-on | Restriction | Cost |
| :------: | :-------------------------------------------------------------------------------------------- | :------------------ | :-----------------------: |
| 0-2 | [Luther Pattern Excavation Automata (‘Ambot’)](#0-2-luther-pattern-excavation-automata-ambot) | Any | 215 (Cawdor, Orlock: 185) |
| 0-1 | [Iron Automata](#0-1-iron-automata) | Any | 220 |
| 0-2 | ['Jotunn' H-Grade Servitor Ogryn](#0-2-jotunn-h-grade-servitor-ogryn) | Any | 210 (Goliath: 180) |
| 0-2 | [Outland Beastmaster](#0-2-outland-beastmaster) | Any | 100 |
| 0-3 | - [Wasteland Giant Rat](#0-3-wasteland-giant-rat) | Outland Beastmaster | 30 |
| 0-3 | - [Millisaur](#0-3-millisaur) | Outland Beastmaster | 60 |
| 0-3 | - [Ripperjack](#0-3-ripperjack) | Outland Beastmaster | 70 |
<h3>Gang-specific Brutes</h3>
| Quantity | Hanger-on | Restriction | Cost |
| :------: | :---------------------------------------------------------------------------------------------------------------------------------- | :------------------------- | :--: |
| 0-2 | [Arthromite Duneskuttler](/docs/gangs/gang-lists/ash-wastes-nomads/#0-2-arthromite-duneskuttler-brute) | Ash Wastes Nomads | 210 |
| 0-2 | [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | Palanite Enforcers | 205 |
| 0-1 | [Khimerix](/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | Escher | 220 |
| 0-2 | [Piscean Spektor](/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | Delaque | 205 |
| 0-1 | [Servitor](/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) | Orlock | 230 |
| 0-1 | [Stig-Shambler](/docs/gangs/gang-lists/house-cawdor#0-1-stig-shambler-brute) | Cawdor | 280 |
| 0-1 | [Van Saar ‘Arachni-Rig’ Servo-Suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | Van Saar | 240 |
| 0-2 | [Van Saar Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | Van Saar | 360 |
| 0-2 | [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) | Ironhead Squat Prospectors | 250 |
| 0-1 | [Zerker](/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | Goliath | 210 |
<h3>Outlaw Brutes</h3>
| Quantity | Hanger-on | Restriction | Cost |
| :------: | :---------------------------------------------------------- | :-------------------------------- | :--: |
| 0-1 | [Scrapcode-corrupted Ambot](#0-1-scrapcode-corrupted-ambot) | Any | 220 |
| 0-1 | [Mutated Ogryn](#0-1-mutated-ogryn) | Any | 210 |
| 0-1 | [Sump Beast](#0-1-sump-beast) | Any | 200 |
| 0-1 | [Warp Horror](#0-1-warp-horror) | Any | 210 |
| 0-1 | [Awakened Ogryn](#0-1-awakened-ogryn) | Any gang except Ash Wastes Nomads | 220 |
## Universal Brutes
<FighterCard cost="215">
### 0-2 Luther Pattern Excavation Automata (‘Ambot’)
**_Cawdor & Orlock: 185 credits_**
![](ambot.jpg)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 5+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 9+ |
**Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate).
**Weapons:** 2 x [Tunnelling claw](/docs/armoury/close-combat#tunnelling-claw-ambot).
**Wargear:** [Light carapace armour](/docs/armoury/armour#carapace).
**Special Rules:** Cranial Governors, Excavation Automata, Valuable.
<details className="">
<summary>Options</summary>
| Option | Credits |
| :-------------------------------------------------------------------------------------------------------------- | :-----: |
| An Ambot may replace one of its tunnelling claws with a [grav-fist](/docs/armoury/close-combat#grav-fist-ambot) | +90 |
</details>
<details className="">
<summary>Special Rules</summary>
**Cranial Governors:** In normal circumstances an Ambot’s behaviour will be heavily governed to protect other
workers from the aggressive instincts of the Ambull. Gangers however have no such safety concerns and will
frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode, it
follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched
off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its
Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks
amongst all fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up.
**Excavation Automata:** If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional
D6 to generate income to represent the Ambot being put to work.
**Valuable:** Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may
choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free,
assuming they have sufficient Reputation to take on an extra Hanger-on.
</details>
<details className="">
<summary>Skill Access</summary>
An Ambot has access to the following skill sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- |
| - | Secondary | Secondary | - | Primary | - | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_The Luther pattern Excavation Automata is a heavy construct built in imitation of the Ambull, a huge, roughly humanoid xenos creature common to hot, arid worlds. Thought to have evolved in the endless deserts of Luther McIntyre IX in the Segmentum Solar, the Ambull is now common across the Imperium as throughout the ages Mankind has attempted to domesticate the brutes and make use of the species’ traits. Ambull are natural tunnellers, their powerful limbs ending in diamond-hard claws enabling them to dig through everything up to soft rock at a surprising speed. In addition, their eyes see deep into the infrared spectrum, making impeccable use of even the faintest levels of light, they are even able to detect heat signatures as a visual stimulus._
_The transport and trade in Ambulls is extremely heavily sanctioned and controlled throughout the Imperium due to how dangerous they are as hunters and how unsuitable to domestication they have proven, escaping from any form of captivity and wreaking havoc upon human populations in mining colonies the galaxy over._
_The greatest successes in domesticating the Ambull lie in using the creatures as the organic component of a heavy duty mining construct. Specially-crafted instrumentalities are fused with the brain and nervous system of the Ambull, in a process perfected by the Adeptus Mechanicus to circumvent the most ancient of laws proscribing the ‘machina malifica’ the dreaded ‘machine that thinks as a man’. When the creature awakens in its new robotic shell, it retains the natural tunnelling instinct it had when it was flesh, whilst its aggression and hunting impulses are suppressedby cranial governors. Of course, when Clan House gangs get their hands on one they are not thinking about its mining ability._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="220">
### 0-1 Iron Automata
**Rarity:** Illegal (14)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 4+ | 8+ | 9+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** Assault cannon, Power Claw.
**Wargear:** Man of Iron (3+ Save).
#### Really Glitchy
In each activation, roll a 2+ or gain Insanity. When taken Out of Action, before rolling for any Lasting Injuries, roll a 2+ or it is removed from the gang’s roster (breaks down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity!).
#### Automated Repairs
Recovers on a 6+ in the Recovery phase. May also roll an extra Injury dice when making Recovery tests, then pick one of the results and discard the other.
</FighterCard>
<FighterCard cost="210">
### 0-2 'Jotunn' H-Grade Servitor Ogryn
**_Goliath: 180 credits_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
**Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt).
**Weapons:** 2 x [Augmetic fist](/docs/armoury/close-combat#augmetic-fist).
**Special Rules:** Loyal, Slow Witted.
<details className="">
<summary>Options</summary>
| Option | Credits |
| :---------------------------------------------------------------------------------------------------------------------------------------- | :-----: |
| A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with an [arc welder](/docs/armoury/close-combat#arc-welder) | +70 |
| A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [storm-welder](/docs/armoury/special-weapons#storm-welder) | +75 |
| A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [spud-jacker](/docs/armoury/close-combat#spud-jacker) | -20 |
| A ‘Jotunn’ H-Grade Servitor Ogryn may be upgraded with [furnace plates](/docs/armoury/armour#furance-plates) | +15 |
</details>
<details className="">
<summary>Special Rules</summary>
**Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a
friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of any hit rolls rather than the usual 1.
**Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part
of a Group Activation.
</details>
<details className="">
<summary>Skill Access</summary>
A ‘Jotunn’ H-Grade Servitor Ogryn has access to the following skill sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- |
| - | Primary | Secondary | - | Secondary | - | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most frequently seen strains of abhuman within the Imperium. Their origin is believed to be a chain of high gravity prison worlds, populated by Mankind many millennia ago and lost during the Age of Strife. In isolation from Terra, the humans stranded upon these worlds bred and adapted to their hostile environments, becoming progressively more large and hardy with each passing generation. Unfortunately intelligence, probably not that prominent a trait amongst the denizens of these prison worlds to begin with, deteriorated over the generations, so that by the time the Ogryn had become a distinct and stable sub-species of humanity, it was hopelessly dull and unintelligent._
_Ogryns are incredibly strong, durable, and remarkably loyal, traits which make up for their lack of intellect in their usefulness to the Imperium. They are slow to learn, but once a lesson has been learned, it stays in their simple minds forever. The Ogryns of Necromunda fill the role of heavy industrial workers in Necromundan society, a resource that is in high demand given the factory nature of the hives._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="100">
### 0-2 Outland Beastmaster
![](outland-beastmaster.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- |
| 6” (5") | 4+ | 4+ | 3 | 3 | 2 | 3+ (4+) | 1 | 7+ | 6+ | 7+ | 8+ |
**Skills:** One of the following:
- Wasteland giant rat: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge).
- Millisaur: [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate).
- Ripperjacks: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall).
**Weapons:** Sawn-off shotgun (solid & scatter), Shock stave.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
#### One With the Beast (Options)
When recruited, choose a type of pet (this is permanent). Can purchase pets of the chosen type when recruited and after each battle.
| Option | Cost |
| :---------------------- | ---: |
| 0-3 Wasteland giant rat | 30 |
| 0-3 Millisaur | 60 |
| 0-3 Ripperjack | 70 |
#### Beast Trainer
Pets must try to remain within 6" of this fighter (instead of 3").
</FighterCard>
<FighterCard cost="30">
### 0-3 Wasteland Giant Rat
**Beastmaster only**
**AL:** Common
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- |
| Fangs | - | E | - | - | S | - | 1 | - | - |
</WeaponStats>
**Skills:** Instinct for Survival (same as [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge)).
#### Expendable
Does not trigger Nerve tests to friendly fighters without this special rule within 3" (when Seriously Injured or taken Out of Action).
#### Never More Than a Metre From a Rat
If this fighter is removed (for example killed), it can be replaced for free (after the battle).
</FighterCard>
<FighterCard cost="60">
### 0-3 Millisaur
**Beastmaster only**
**AL:** Common
_Probably brought to Necromunda long ago to help with mining or underground vermin, millisaurs have spread across much of the planet. Rock-skinned worms, they burrow into everything, and are almost impossible to shift once they lay claim to an area._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 4+ | 5+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 7+ | 8+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------- |
| Fanged Maw | - | E | - | - | - | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |
</WeaponStats>
**Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)).
**Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)).
#### Burrowing
Move freely under impassable terrain (if having enough movement to do so).
</FighterCard>
<FighterCard cost="70">
### 0-3 Ripperjack
**Beastmaster only**
**AL:** Common
_Numerous Helmawrs have tried to purge Necromunda of the abominable alien ripperjacks – though they are now probably as much a part of the world as gangs and corpse-starch. Flying, fanged horrors, they are the reason smart gangers scan the ceiling before entering an abandoned dome._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 7" | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 7+ | 8+ | 8+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------- |
| Teeth | - | E | - | - | S | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)).
**Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)).
#### Flight
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
#### Solitary Hunter
Cannot benefit from or grant assists.
#### Enveloping Attack
Enemies engaged by this fighter suffer the following:
- -2 to Retreat.
- -1 to reaction attacks.
</FighterCard>
## Outlaw Brutes
_The underhive is filled with all manner of horrors, monsters and abominations, each one more than happy to eviscerate any ganger or hiver unlucky enough to get in their way. However, where most underhivers see only terrifying denizens of the badzones, some gang leaders see potential allies. Mutated Ogryns, underhive creatures that are bundles of glistening eyes and rubbery tentacles, scrapcode-infected cyberautomata and even otherworldly denizens are all potential additions to gangs who are unwilling, or perhaps unable, to acquire more ‘mainstream’ brutes._
_With the right amount of bribery or training, even the worst of these dangerous creatures might be made to fight alongside a gang – provided of course they don’t mind losing a few of their own from time to time to its ‘appetites’. Outlaw gangs especially have far fewer scruples when it comes to hiring on unusual heavyhitters, not limiting themselves to Servitor Ogryns or pilfered mining automata. Cut off from their Clan House armouries, these gangs are more than willing to recruit fighters most sane Necromundans wouldn’t touch with the business end of a renderizer._
<FighterCard cost="220">
### 0-1 Scrapcode-corrupted Ambot
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 3 | 8+ | 6+ | 9+ | 10+ |
**Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** 2 x Tunnelling claw.
**Wargear:** [Light carapace armour](/docs/armoury/armour#carapace).
**Special Rules:** Machine Madness, Valuable, Armour Spikes.
<details>
<summary>Weapon Profiles</summary>
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Grav-fist** |
| \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> |
| \- ranged | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> |
| **Tunnelling claw** |
| \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
| \- ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
</details>
<details>
<summary>Options</summary>
| Option | Credits |
| :----------------------------------------------------------------------------------------- | ------: |
| A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist | +90 |
| A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour | +55 |
| A Scrapcode-corrupted Ambot may be given armour spikes | +15 |
</details>
<details>
<summary>Special Rules</summary>
**Machine Madness:** Scrapcode-corrupted Ambots
are hopelessly insane, often as dangerous to their
handlers as their enemies. All attacks made by a
Scrapcode-corrupted Ambot have the Reckless trait.
In addition, after a Scrapcode-corrupted Ambot
Seriously Injures a fighter, or takes them Out of Action,
roll a D6. On a 1, the Scrapcode-corrupted Ambot
immediately gains the Insane condition.
**Valuable:** Should a Scrapcode-corrupted Ambot be
captured by a rival gang and not be rescued, it may
be sold to the Guilders as normal. However, if another
Outlaw gang captures it, and the Ambot is not rescued,
they may choose to either sell it on the Black Market
for its cost in credits, or to keep it and add it to their
gang roster for free, assuming they have sufficient
Reputation to take on an extra Hanger-on or Brute.
**Armour Spikes:** When any fighter moves into base
contact with a Scrapcode-corrupted Ambot with this
upgrade, or an Ambot with this upgrade moves into
base contact with any fighter, that fighter suffers an
automatic S1, AP -, D1 hit before any other attacks
are made.
</details>
<details className="">
<summary>Skill Access</summary>
A Scrapcode-corrupted Ambot has access to the following Skill Sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: |
| - | Secondary | Secondary | - | Primary | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_Not all monsters are made of flesh and bone. Some are Mankind’s machines gone awry, their brains subverted by scrapcode, a malign tech-virus that drives its subjects to madness. On Necromunda, mining automata are sometimes the targets of this malady, their systems corrupted by Hereteks or tech-traitors. Such a beast is an abomination against the Machine God, a horror of iron, wires and whirring mining claws, loosed upon the denizens of the underhive. Outlaw gangs will pay well for a Scrapcode-corrupted Ambot, the mechanical monster easily as dangerous as a dozen gangers when unleashed into combat. Only the most desperate and heretical of individuals covet such monsters; men and women for whom the sacrilegious act of owning a mind-poisoned automata is the very least of their crimes._
</details>
_Source: Necromunda: Apocrypha Necromunda (2024)_
</FighterCard>
<FighterCard cost="210">
### 0-1 Mutated Ogryn
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ |
**Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) + 1 random Ferocity or Savagery (this is free and determined when recruited).
**Weapons:** 2 open fists.
**Special Rules:** Murderous Bite, Slow-witted, Furnace Plates.
<details>
<summary>Weapon Profiles</summary>
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Open fist | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
| Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> |
</WeaponStats>
</details>
<details>
<summary>Options</summary>
| Option | Credits |
| :-------------------------------------------------------------------------- | ------: |
| A Mutated Ogryn may replace one of its open fists with a power maul | +30 |
| A Mutated Ogryn may replace one of its open fists with a horrific appendage | +20 |
| A Mutated Ogryn may be upgraded with furnace plates | +15 |
</details>
<details>
<summary>Special Rules</summary>
**Murderous Brute:** In addition to the True Grit skill (see
below), when recruited, a Mutated Ogryn may be given
a single randomly determined skill from either the
Ferocity or the Savagery (see Necromunda:
The Book of Ruin) Skill Sets. This skill does not cost
any XP and does not increase the fighter’s value.
**Slow-witted:** Mutated Ogryns, like their sanctioned
counterparts, are not especially bright or quick on the
uptake. This fighter may never be activated as part of a
Group Activation.
**Furnace Plates:** Furnace plates grant a 6+ save roll.
This is increased to a 5+ save roll against attacks
originating within the fighter’s vision arc (the 90° arc
to their front); check this before the fighter is placed
Prone and is Pinned. If it is not clear if the attacker is
within the fighter’s Front arc, use a Vision Arc template
to check – if the centre of the attacker’s base is within
the arc, use the 5+ save roll. Against attacks with the
Blast trait, use the centre of the Blast marker in place
of the attacker. If the fighter does not have a facing (for
example, if they are Prone), use the 6+ save roll.
</details>
<details className="">
<summary>Skill Access</summary>
A Mutated Ogryn has access to the following Skill Sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: |
| - | Primary | Secondary | - | Secondary | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_Mutated Ogryns are nightmare brutes whose DNA has been twisted and changed by the insidious taint of the Warp. Such mistakes of nature are routinely purged by the Imperial House, lest they corrupt the good abhuman stock of their world, but sometimes they escape. Lured downhive by the promise of isolation and darkness, the dull-witted mutant Ogryns find new masters, to whom their twisted limbs and unreasoning, violent temper are regarded as beautiful gifts to be cherished and nurtured. Outlaw gang leaders mould these poor, misguided creatures into their personal protectors, the mutant Ogryns as faithful and loyal as their sanctioned counterparts – albeit with a greater knack for psychotic butchery._
</details>
_Source: Necromunda: Apocrypha Necromunda (2024)_
</FighterCard>
<FighterCard cost="200">
### 0-1 Sump Beast
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ |
| 5" | 4+ | 5+ | 4 | 5 | 4 | 4+ | 2 | 8+ | 5+ | 6+ | 10+ |
| 4" | 3+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 4+ | 5+ | 9+ |
**Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit).
**Weapons:** Ferocious Jaws.
**Special Rules:** Many-shaped Horror, Underhive Monster, Scaly Hide, Venomous Bite, Multiple Legs.
<details>
<summary>Weapon Profiles</summary>
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Crushing claws | - | E | - | - | S+3 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
| Ferocious jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Lashing tail | E | 6" | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
| Prehensile tongue | E | 2" | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>Drag, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
</WeaponStats>
</details>
<details>
<summary>Options</summary>
A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws:
| Option | Credits |
| :---------------- | ------: |
| Crushing claws | +70 |
| Lashing tail | +50 |
| Multiple legs | +20 |
| Prehensile tongue | +60 |
| Scaly hide | +40 |
| Venomous bite | +35 |
</details>
<details>
<summary>Special Rules</summary>
**Many-shaped Horror:** When a Sump Beast is
recruited, the recruiting player chooses one of the
profiles from those listed previously. In this way, the
profile can be matched to the model being used to
represent the creature, whether it is a lumbering
brute, a rapidly moving predator, or a scuttling horror
of many legs and eyes.
**Underhive Monster:** When a Sump Beast is activated,
if there is a Seriously Injured fighter within 6" (friend
or foe) it must make an Intelligence test. If this test is
failed, the Sump Beast must make a Charge (Double)
action or a Coup de Grace (Simple) action against the
Seriously Injured fighter.
In addition, a Sump Beast must always make a Coup
de Grace (Simple) action if able, rather than choosing
to consolidate.
**Scaly Hide:** A Sump Beast with this upgrade has a
4+ Save.
**Venomous Bite:** The ferocious jaws of a Sump Beast
with this upgrade gain the Toxin trait and change their
Strength characteristic to ‘-’.
**Multiple Legs:** The Movement characteristic of a
Sump Beast with this upgrade is increased by 2" and
it gains the Clamber skill.
</details>
<details className="">
<summary>Skill Access</summary>
A Sump Beast has access to the following Skill Sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: |
| - | - | - | Primary | Secondary | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_Sump beasts come in countless variations, from multi-headed tox serpents and fanged dome-crawlers to mutant grox and albino sump-spiders. The only thing they all have in common is they are large predatory creatures and universally vile to look upon. However, despite their disturbing appearance, when reared from birth, some of these horrors can prove surprisingly loyal, seeing the gang leader as their adoptive parent and fighting furiously to defend them. A particularly venerable sump beast might even remain in a gang under successive generations of leaders, each new gang boss inheriting the creature from the predecessor as a faithful – if nightmarish – protector._
</details>
_Source: Necromunda: Apocrypha Necromunda (2024)_
</FighterCard>
<FighterCard cost="210">
### 0-1 Warp Horror
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ |
**Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** 2 horrific appendages.
**Special Rules:** Terrifying, Warp Denizen, Undulating Skin.
<details>
<summary>Weapon Profiles</summary>
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Massive tentacles | E | 4" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
| Warpfire breath | - | T | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
</WeaponStats>
</details>
<details>
<summary>Options</summary>
A Warp Horror may take any of the following upgrades, in addition to its horrific
appendages. Note, during a campaign, a Warp Horror can also do this in the
post-battle sequence to represent it mutating:
| Option | Credits |
| :---------------- | ------: |
| Massive tentacles | +50 |
| Undulating skin | +40 |
| Warpfire breath | +90 |
</details>
<details>
<summary>Special Rules</summary>
**Terrifying:** If an enemy fighter wishes to make a Fight
(Basic) action or Shoot (Basic) action that targets a
Warp Horror, they must make a Willpower test.
If the test is failed, they cannot perform the action and
their activation ends immediately.
**Warp Denizen:** In the End phase of each round, roll
2D6. If the result is equal to or lower than the current
game round, the Warp Horror suffers a Flesh Wound.
As a creature of the Immaterium, a Warp Horror
ignores all Lasting Injury results, with the exception
of Memorable Death.
**Undulating Skin:** A Warp Horror with this upgrade
reduces the damage of all hits it suffers by 1, to a
minimum of 1.
</details>
<details className="">
<summary>Skill Access</summary>
A Warp Horror has access to the following Skill Sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: |
| - | Secondary | Secondary | - | Primary | - | - | - |
</details>
<details className="lore">
<summary>Lore</summary>
_Most sane outlaws will have nothing to do with something as terrifying as a Warp Horror, seeing in the creature the anathema of all hivers, be they loyal subjects of Lord Helmawr or criminal scum. Chaos cults are, of course, another story. It is a great boon for a cult dedicated to the Dark Gods to gain the aid of a Warp Horror. Whereas more mundane Chaos Spawn are examples of mutation run rampant, the Warp Horror is a genuine creature of the Immaterium, and has unique powers and abilities as a result. Warp Horrors also come in myriad shapes and sizes, often defying the laws of nature and leaving no doubt as to the realm from whence they were birthed._
</details>
_Source: Necromunda: Apocrypha Necromunda (2024)_
</FighterCard>
<FighterCard cost="220">
### 0-1 Awakened Ogryn
**_Any gang except Ash Wastes Nomads_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
**Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), choose 1 Psychic Power.
**Weapons:** 2x Augmetic fist.
**Special Rules:** Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw.
<details>
<summary>Options</summary>
An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers.
| Option | Credit |
| :--------------------------------------------------------------------------- | -----: |
| Each additional Wyrd Power purchased in this way | 30 |
| An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker | -20 |
| An Awakened Ogryn may be equipped with furnace plates | 15 |
</details>
<details>
<summary>Special Rules</summary>
**Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 2 to the result of any hit rolls rather than the usual 1.
**Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation.
**Awakened:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with.
During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power).
**Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value.
**Outlaw:** An Awakened Ogryn may only be hired by Outlaw gangs.
</details>
<details className="">
<summary>Skill Access</summary>
An Awakened Ogryn has access to the following skill sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: |
| - | Primary | - | - | Secondary | - | - | - |
</details>
<details>
<summary>Wyrd Powers</summary>
**1. Iron Arm (Basic), Continuous Effect:** _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._
While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP.
**2. Body of Flame (Basic), Continuous Effect:** _The wyrd’s body bursts into flames!_
While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait.
**3. Weapon Jinx (Simple):** _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._
Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter.
**4. Overcharge (Basic), Continuous Effect:** _Directing their power into their weapon, the wyrd greatly increases its effectiveness._
While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait.
**5. Crush (Basic):** _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._
Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter.
**6. Terrify (Double):** _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._
Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition.
</details>
<details className="lore">
<summary>Lore</summary>
_The ability to temporarily gain wyrd powers through extensive use of Ghast has long been known, however it was Ursan Graves who managed to come up with a horrific esoteric procedure to permanently open a subject’s mind to the Warp and turn them into a true wyrd. Unfortunately, gangers subjected to this procedure did not last long before their bodies destroyed themselves. A breakthrough came when Ursan tried using an Ogryn as the base subject, increasing his success rate up to one in five surviving! With their hardier bodies and lack of imagination they were able to withstand the horrendous toll wrought upon body and soul from forced exposure to the immaterium._
_Although hunted by the Imperial House as abominations that should not be allowed to exist, Awakened Ogryns are much sought after by those wishing to bring some hard hitting psychic punch to their battles._
</details>
_Source: Apocrypha Necromunda: The Lost Charter_
</FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 2 | 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 | # Brutes Unlike other Hangers-on, Brutes are purchased with the express intention that they be fielded in battle and are treated like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and Advancements in the same manner as a Specialist. Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card. ## Brute costs and restrictions Some brutes are only available to particular gangs, and some have gang discounts. <h3>Universal Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :-------------------------------------------------------------------------------------------- | :------------------ | :-----------------------: | | 0-2 | [Luther Pattern Excavation Automata (‘Ambot’)](#0-2-luther-pattern-excavation-automata-ambot) | Any | 215 (Cawdor, Orlock: 185) | | 0-1 | [Iron Automata](#0-1-iron-automata) | Any | 220 | | 0-2 | ['Jotunn' H-Grade Servitor Ogryn](#0-2-jotunn-h-grade-servitor-ogryn) | Any | 210 (Goliath: 180) | | 0-2 | [Outland Beastmaster](#0-2-outland-beastmaster) | Any | 100 | | 0-3 | - [Wasteland Giant Rat](#0-3-wasteland-giant-rat) | Outland Beastmaster | 30 | | 0-3 | - [Millisaur](#0-3-millisaur) | Outland Beastmaster | 60 | | 0-3 | - [Ripperjack](#0-3-ripperjack) | Outland Beastmaster | 70 | <h3>Gang-specific Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------------------------------------------------------------------------------- | :------------------------- | :--: | | 0-2 | [Arthromite Duneskuttler](/docs/gangs/gang-lists/ash-wastes-nomads/#0-2-arthromite-duneskuttler-brute) | Ash Wastes Nomads | 210 | | 0-2 | [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata-brute) | Palanite Enforcers | 205 | | 0-1 | [Khimerix](/docs/gangs/gang-lists/house-escher/#0-1-khimerix-brute) | Escher | 220 | | 0-2 | [Piscean Spektor](/docs/gangs/gang-lists/house-delaque/#0-2-piscean-spektor-brute) | Delaque | 205 | | 0-1 | [Servitor](/docs/gangs/gang-lists/house-orlock/#0-1-servitor-brute) | Orlock | 230 | | 0-1 | [Stig-Shambler](/docs/gangs/gang-lists/house-cawdor#0-1-stig-shambler-brute) | Cawdor | 280 | | 0-1 | [Van Saar ‘Arachni-Rig’ Servo-Suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute) | Van Saar | 240 | | 0-2 | [Van Saar Ash Wastes ‘Arachni-Rig’](/docs/gangs/gang-lists/house-van-saar/#0-2-van-saar-ash-wastes-arachni-rig-brute) | Van Saar | 360 | | 0-2 | [Vartijan Exo-Driller](/docs/gangs/gang-lists/squats/#0-2-vartijan-exo-driller-brute) | Ironhead Squat Prospectors | 250 | | 0-1 | [Zerker](/docs/gangs/gang-lists/house-goliath/#0-1-zerker-brute) | Goliath | 210 | <h3>Outlaw Brutes</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :---------------------------------------------------------- | :-------------------------------- | :--: | | 0-1 | [Scrapcode-corrupted Ambot](#0-1-scrapcode-corrupted-ambot) | Any | 220 | | 0-1 | [Mutated Ogryn](#0-1-mutated-ogryn) | Any | 210 | | 0-1 | [Sump Beast](#0-1-sump-beast) | Any | 200 | | 0-1 | [Warp Horror](#0-1-warp-horror) | Any | 210 | | 0-1 | [Awakened Ogryn](#0-1-awakened-ogryn) | Any gang except Ash Wastes Nomads | 220 | ## Universal Brutes <FighterCard cost="215"> ### 0-2 Luther Pattern Excavation Automata (‘Ambot’) **_Cawdor & Orlock: 185 credits_** ![](ambot.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 5+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 9+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** 2 x [Tunnelling claw](/docs/armoury/close-combat#tunnelling-claw-ambot). **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Cranial Governors, Excavation Automata, Valuable. <details className=""> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------------------------------------------- | :-----: | | An Ambot may replace one of its tunnelling claws with a [grav-fist](/docs/armoury/close-combat#grav-fist-ambot) | +90 | </details> <details className=""> <summary>Special Rules</summary> **Cranial Governors:** In normal circumstances an Ambot’s behaviour will be heavily governed to protect other workers from the aggressive instincts of the Ambull. Gangers however have no such safety concerns and will frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode, it follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks amongst all fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up. **Excavation Automata:** If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional D6 to generate income to represent the Ambot being put to work. **Valuable:** Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on. </details> <details className=""> <summary>Skill Access</summary> An Ambot has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Secondary | Secondary | - | Primary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _The Luther pattern Excavation Automata is a heavy construct built in imitation of the Ambull, a huge, roughly humanoid xenos creature common to hot, arid worlds. Thought to have evolved in the endless deserts of Luther McIntyre IX in the Segmentum Solar, the Ambull is now common across the Imperium as throughout the ages Mankind has attempted to domesticate the brutes and make use of the species’ traits. Ambull are natural tunnellers, their powerful limbs ending in diamond-hard claws enabling them to dig through everything up to soft rock at a surprising speed. In addition, their eyes see deep into the infrared spectrum, making impeccable use of even the faintest levels of light, they are even able to detect heat signatures as a visual stimulus._ _The transport and trade in Ambulls is extremely heavily sanctioned and controlled throughout the Imperium due to how dangerous they are as hunters and how unsuitable to domestication they have proven, escaping from any form of captivity and wreaking havoc upon human populations in mining colonies the galaxy over._ _The greatest successes in domesticating the Ambull lie in using the creatures as the organic component of a heavy duty mining construct. Specially-crafted instrumentalities are fused with the brain and nervous system of the Ambull, in a process perfected by the Adeptus Mechanicus to circumvent the most ancient of laws proscribing the ‘machina malifica’ the dreaded ‘machine that thinks as a man’. When the creature awakens in its new robotic shell, it retains the natural tunnelling instinct it had when it was flesh, whilst its aggression and hunting impulses are suppressedby cranial governors. Of course, when Clan House gangs get their hands on one they are not thinking about its mining ability._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="220"> ### 0-1 Iron Automata **Rarity:** Illegal (14) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 4+ | 8+ | 9+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Assault cannon, Power Claw. **Wargear:** Man of Iron (3+ Save). #### Really Glitchy In each activation, roll a 2+ or gain Insanity. When taken Out of Action, before rolling for any Lasting Injuries, roll a 2+ or it is removed from the gang’s roster (breaks down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity!). #### Automated Repairs Recovers on a 6+ in the Recovery phase. May also roll an extra Injury dice when making Recovery tests, then pick one of the results and discard the other. </FighterCard> <FighterCard cost="210"> ### 0-2 'Jotunn' H-Grade Servitor Ogryn **_Goliath: 180 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt). **Weapons:** 2 x [Augmetic fist](/docs/armoury/close-combat#augmetic-fist). **Special Rules:** Loyal, Slow Witted. <details className=""> <summary>Options</summary> | Option | Credits | | :---------------------------------------------------------------------------------------------------------------------------------------- | :-----: | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with an [arc welder](/docs/armoury/close-combat#arc-welder) | +70 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [storm-welder](/docs/armoury/special-weapons#storm-welder) | +75 | | A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a [spud-jacker](/docs/armoury/close-combat#spud-jacker) | -20 | | A ‘Jotunn’ H-Grade Servitor Ogryn may be upgraded with [furnace plates](/docs/armoury/armour#furance-plates) | +15 | </details> <details className=""> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. </details> <details className=""> <summary>Skill Access</summary> A ‘Jotunn’ H-Grade Servitor Ogryn has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Primary | Secondary | - | Secondary | - | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most frequently seen strains of abhuman within the Imperium. Their origin is believed to be a chain of high gravity prison worlds, populated by Mankind many millennia ago and lost during the Age of Strife. In isolation from Terra, the humans stranded upon these worlds bred and adapted to their hostile environments, becoming progressively more large and hardy with each passing generation. Unfortunately intelligence, probably not that prominent a trait amongst the denizens of these prison worlds to begin with, deteriorated over the generations, so that by the time the Ogryn had become a distinct and stable sub-species of humanity, it was hopelessly dull and unintelligent._ _Ogryns are incredibly strong, durable, and remarkably loyal, traits which make up for their lack of intellect in their usefulness to the Imperium. They are slow to learn, but once a lesson has been learned, it stays in their simple minds forever. The Ogryns of Necromunda fill the role of heavy industrial workers in Necromundan society, a resource that is in high demand given the factory nature of the hives._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-2 Outland Beastmaster ![](outland-beastmaster.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 6” (5") | 4+ | 4+ | 3 | 3 | 2 | 3+ (4+) | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** One of the following: - Wasteland giant rat: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). - Millisaur: [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). - Ripperjacks: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall). **Weapons:** Sawn-off shotgun (solid & scatter), Shock stave. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### One With the Beast (Options) When recruited, choose a type of pet (this is permanent). Can purchase pets of the chosen type when recruited and after each battle. | Option | Cost | | :---------------------- | ---: | | 0-3 Wasteland giant rat | 30 | | 0-3 Millisaur | 60 | | 0-3 Ripperjack | 70 | #### Beast Trainer Pets must try to remain within 6" of this fighter (instead of 3"). </FighterCard> <FighterCard cost="30"> ### 0-3 Wasteland Giant Rat **Beastmaster only** **AL:** Common | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | | Fangs | - | E | - | - | S | - | 1 | - | - | </WeaponStats> **Skills:** Instinct for Survival (same as [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge)). #### Expendable Does not trigger Nerve tests to friendly fighters without this special rule within 3" (when Seriously Injured or taken Out of Action). #### Never More Than a Metre From a Rat If this fighter is removed (for example killed), it can be replaced for free (after the battle). </FighterCard> <FighterCard cost="60"> ### 0-3 Millisaur **Beastmaster only** **AL:** Common _Probably brought to Necromunda long ago to help with mining or underground vermin, millisaurs have spread across much of the planet. Rock-skinned worms, they burrow into everything, and are almost impossible to shift once they lay claim to an area._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------- | | Fanged Maw | - | E | - | - | - | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Burrowing Move freely under impassable terrain (if having enough movement to do so). </FighterCard> <FighterCard cost="70"> ### 0-3 Ripperjack **Beastmaster only** **AL:** Common _Numerous Helmawrs have tried to purge Necromunda of the abominable alien ripperjacks – though they are now probably as much a part of the world as gangs and corpse-starch. Flying, fanged horrors, they are the reason smart gangers scan the ceiling before entering an abandoned dome._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 4+ | 6+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 7+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------- | | Teeth | - | E | - | - | S | - | 2 | - | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Ambush Predator (same as [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate)). **Wargear:** Armoured Hide (same as [mesh armour](/docs/armoury/armour#mesh-armour)). #### Flight Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter. #### Solitary Hunter Cannot benefit from or grant assists. #### Enveloping Attack Enemies engaged by this fighter suffer the following: - -2 to Retreat. - -1 to reaction attacks. </FighterCard> ## Outlaw Brutes _The underhive is filled with all manner of horrors, monsters and abominations, each one more than happy to eviscerate any ganger or hiver unlucky enough to get in their way. However, where most underhivers see only terrifying denizens of the badzones, some gang leaders see potential allies. Mutated Ogryns, underhive creatures that are bundles of glistening eyes and rubbery tentacles, scrapcode-infected cyberautomata and even otherworldly denizens are all potential additions to gangs who are unwilling, or perhaps unable, to acquire more ‘mainstream’ brutes._ _With the right amount of bribery or training, even the worst of these dangerous creatures might be made to fight alongside a gang – provided of course they don’t mind losing a few of their own from time to time to its ‘appetites’. Outlaw gangs especially have far fewer scruples when it comes to hiring on unusual heavyhitters, not limiting themselves to Servitor Ogryns or pilfered mining automata. Cut off from their Clan House armouries, these gangs are more than willing to recruit fighters most sane Necromundans wouldn’t touch with the business end of a renderizer._ <FighterCard cost="220"> ### 0-1 Scrapcode-corrupted Ambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 3 | 8+ | 6+ | 9+ | 10+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 x Tunnelling claw. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace). **Special Rules:** Machine Madness, Valuable, Armour Spikes. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Grav-fist** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | \- ranged | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | | **Tunnelling claw** | | \- melee | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | \- ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> | Option | Credits | | :----------------------------------------------------------------------------------------- | ------: | | A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist | +90 | | A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour | +55 | | A Scrapcode-corrupted Ambot may be given armour spikes | +15 | </details> <details> <summary>Special Rules</summary> **Machine Madness:** Scrapcode-corrupted Ambots are hopelessly insane, often as dangerous to their handlers as their enemies. All attacks made by a Scrapcode-corrupted Ambot have the Reckless trait. In addition, after a Scrapcode-corrupted Ambot Seriously Injures a fighter, or takes them Out of Action, roll a D6. On a 1, the Scrapcode-corrupted Ambot immediately gains the Insane condition. **Valuable:** Should a Scrapcode-corrupted Ambot be captured by a rival gang and not be rescued, it may be sold to the Guilders as normal. However, if another Outlaw gang captures it, and the Ambot is not rescued, they may choose to either sell it on the Black Market for its cost in credits, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on or Brute. **Armour Spikes:** When any fighter moves into base contact with a Scrapcode-corrupted Ambot with this upgrade, or an Ambot with this upgrade moves into base contact with any fighter, that fighter suffers an automatic S1, AP -, D1 hit before any other attacks are made. </details> <details className=""> <summary>Skill Access</summary> A Scrapcode-corrupted Ambot has access to the following Skill Sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Not all monsters are made of flesh and bone. Some are Mankind’s machines gone awry, their brains subverted by scrapcode, a malign tech-virus that drives its subjects to madness. On Necromunda, mining automata are sometimes the targets of this malady, their systems corrupted by Hereteks or tech-traitors. Such a beast is an abomination against the Machine God, a horror of iron, wires and whirring mining claws, loosed upon the denizens of the underhive. Outlaw gangs will pay well for a Scrapcode-corrupted Ambot, the mechanical monster easily as dangerous as a dozen gangers when unleashed into combat. Only the most desperate and heretical of individuals covet such monsters; men and women for whom the sacrilegious act of owning a mind-poisoned automata is the very least of their crimes._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Mutated Ogryn | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | **Skills:** [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) + 1 random Ferocity or Savagery (this is free and determined when recruited). **Weapons:** 2 open fists. **Special Rules:** Murderous Bite, Slow-witted, Furnace Plates. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Open fist | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> | Option | Credits | | :-------------------------------------------------------------------------- | ------: | | A Mutated Ogryn may replace one of its open fists with a power maul | +30 | | A Mutated Ogryn may replace one of its open fists with a horrific appendage | +20 | | A Mutated Ogryn may be upgraded with furnace plates | +15 | </details> <details> <summary>Special Rules</summary> **Murderous Brute:** In addition to the True Grit skill (see below), when recruited, a Mutated Ogryn may be given a single randomly determined skill from either the Ferocity or the Savagery (see Necromunda: The Book of Ruin) Skill Sets. This skill does not cost any XP and does not increase the fighter’s value. **Slow-witted:** Mutated Ogryns, like their sanctioned counterparts, are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Furnace Plates:** Furnace plates grant a 6+ save roll. This is increased to a 5+ save roll against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter’s Front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are Prone), use the 6+ save roll. </details> <details className=""> <summary>Skill Access</summary> A Mutated Ogryn has access to the following Skill Sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | Secondary | - | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Mutated Ogryns are nightmare brutes whose DNA has been twisted and changed by the insidious taint of the Warp. Such mistakes of nature are routinely purged by the Imperial House, lest they corrupt the good abhuman stock of their world, but sometimes they escape. Lured downhive by the promise of isolation and darkness, the dull-witted mutant Ogryns find new masters, to whom their twisted limbs and unreasoning, violent temper are regarded as beautiful gifts to be cherished and nurtured. Outlaw gang leaders mould these poor, misguided creatures into their personal protectors, the mutant Ogryns as faithful and loyal as their sanctioned counterparts – albeit with a greater knack for psychotic butchery._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="200"> ### 0-1 Sump Beast | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ | | 5" | 4+ | 5+ | 4 | 5 | 4 | 4+ | 2 | 8+ | 5+ | 6+ | 10+ | | 4" | 3+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 4+ | 5+ | 9+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Ferocious Jaws. **Special Rules:** Many-shaped Horror, Underhive Monster, Scaly Hide, Venomous Bite, Multiple Legs. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Crushing claws | - | E | - | - | S+3 | -1 | 2 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | Ferocious jaws | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Lashing tail | E | 6" | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Prehensile tongue | E | 2" | - | - | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>Drag, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws: | Option | Credits | | :---------------- | ------: | | Crushing claws | +70 | | Lashing tail | +50 | | Multiple legs | +20 | | Prehensile tongue | +60 | | Scaly hide | +40 | | Venomous bite | +35 | </details> <details> <summary>Special Rules</summary> **Many-shaped Horror:** When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes. **Underhive Monster:** When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter. In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate. **Scaly Hide:** A Sump Beast with this upgrade has a 4+ Save. **Venomous Bite:** The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to ‘-’. **Multiple Legs:** The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill. </details> <details className=""> <summary>Skill Access</summary> A Sump Beast has access to the following Skill Sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | - | - | Primary | Secondary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Sump beasts come in countless variations, from multi-headed tox serpents and fanged dome-crawlers to mutant grox and albino sump-spiders. The only thing they all have in common is they are large predatory creatures and universally vile to look upon. However, despite their disturbing appearance, when reared from birth, some of these horrors can prove surprisingly loyal, seeing the gang leader as their adoptive parent and fighting furiously to defend them. A particularly venerable sump beast might even remain in a gang under successive generations of leaders, each new gang boss inheriting the creature from the predecessor as a faithful – if nightmarish – protector._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="210"> ### 0-1 Warp Horror | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ | **Skills:** [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** 2 horrific appendages. **Special Rules:** Terrifying, Warp Denizen, Undulating Skin. <details> <summary>Weapon Profiles</summary> <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Horrific appendage | - | E | - | - | S | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Massive tentacles | E | 4" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | Warpfire breath | - | T | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | </WeaponStats> </details> <details> <summary>Options</summary> A Warp Horror may take any of the following upgrades, in addition to its horrific appendages. Note, during a campaign, a Warp Horror can also do this in the post-battle sequence to represent it mutating: | Option | Credits | | :---------------- | ------: | | Massive tentacles | +50 | | Undulating skin | +40 | | Warpfire breath | +90 | </details> <details> <summary>Special Rules</summary> **Terrifying:** If an enemy fighter wishes to make a Fight (Basic) action or Shoot (Basic) action that targets a Warp Horror, they must make a Willpower test. If the test is failed, they cannot perform the action and their activation ends immediately. **Warp Denizen:** In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round, the Warp Horror suffers a Flesh Wound. As a creature of the Immaterium, a Warp Horror ignores all Lasting Injury results, with the exception of Memorable Death. **Undulating Skin:** A Warp Horror with this upgrade reduces the damage of all hits it suffers by 1, to a minimum of 1. </details> <details className=""> <summary>Skill Access</summary> A Warp Horror has access to the following Skill Sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | </details> <details className="lore"> <summary>Lore</summary> _Most sane outlaws will have nothing to do with something as terrifying as a Warp Horror, seeing in the creature the anathema of all hivers, be they loyal subjects of Lord Helmawr or criminal scum. Chaos cults are, of course, another story. It is a great boon for a cult dedicated to the Dark Gods to gain the aid of a Warp Horror. Whereas more mundane Chaos Spawn are examples of mutation run rampant, the Warp Horror is a genuine creature of the Immaterium, and has unique powers and abilities as a result. Warp Horrors also come in myriad shapes and sizes, often defying the laws of nature and leaving no doubt as to the realm from whence they were birthed._ </details> _Source: Necromunda: Apocrypha Necromunda (2024)_ </FighterCard> <FighterCard cost="220"> ### 0-1 Awakened Ogryn **_Any gang except Ash Wastes Nomads_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), choose 1 Psychic Power. **Weapons:** 2x Augmetic fist. **Special Rules:** Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw. <details> <summary>Options</summary> An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers. | Option | Credit | | :--------------------------------------------------------------------------- | -----: | | Each additional Wyrd Power purchased in this way | 30 | | An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker | -20 | | An Awakened Ogryn may be equipped with furnace plates | 15 | </details> <details> <summary>Special Rules</summary> **Loyal:** Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 2 to the result of any hit rolls rather than the usual 1. **Slow Witted:** Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation. **Awakened:** A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with. During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). **Non-sanctioned Psyker:** Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. **Outlaw:** An Awakened Ogryn may only be hired by Outlaw gangs. </details> <details className=""> <summary>Skill Access</summary> An Awakened Ogryn has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | | - | Primary | - | - | Secondary | - | - | - | </details> <details> <summary>Wyrd Powers</summary> **1. Iron Arm (Basic), Continuous Effect:** _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. **2. Body of Flame (Basic), Continuous Effect:** _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. **3. Weapon Jinx (Simple):** _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. **4. Overcharge (Basic), Continuous Effect:** _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. **5. Crush (Basic):** _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. **6. Terrify (Double):** _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. </details> <details className="lore"> <summary>Lore</summary> _The ability to temporarily gain wyrd powers through extensive use of Ghast has long been known, however it was Ursan Graves who managed to come up with a horrific esoteric procedure to permanently open a subject’s mind to the Warp and turn them into a true wyrd. Unfortunately, gangers subjected to this procedure did not last long before their bodies destroyed themselves. A breakthrough came when Ursan tried using an Ogryn as the base subject, increasing his success rate up to one in five surviving! With their hardier bodies and lack of imagination they were able to withstand the horrendous toll wrought upon body and soul from forced exposure to the immaterium._ _Although hunted by the Imperial House as abominations that should not be allowed to exist, Awakened Ogryns are much sought after by those wishing to bring some hard hitting psychic punch to their battles._ </details> _Source: Apocrypha Necromunda: The Lost Charter_ </FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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835 | # Intrigues
Intrigues are a special form of sub-plot a player can
choose to fulfil during any game played in a Law
and Misrule Campaign. Each Intrigue represents
an opportunity; a tempting offer or gambit that will
give the gang great reward if they claim it. Intrigues
fall into two categories: Law or Misrule, but can be
claimed by any gang regardless of alignment. If a
gang claims an Intrigue from a category that does
not match their alignment, there is a risk that word
of their actions will get out, harming their reputation
and credibility, and perhaps forcing the gang to
change alignment.
:::note Designer’s Note – Sub-Plots
As Intrigues are a variant of sub-plots, it is
recommended that other sub-plots are not used
in a Law and Misrule Campaign as they add
another layer of possibilities to games which, in
addition to Intrigues, can make those games a
bit overburdened with rules.
:::
## Drawing Intrigues
Both players draw three Intrigue cards at the start
of each battle, during step 4 of the pre-battle
sequence. After reading their cards, both players
should place them face-down beside the battlefield.
## Claiming Intrigues
An Intrigue can be claimed by the player that drew
it once the criteria listed have been met. A player
can claim an Intrigue at any point during the battle
simply by picking the Intrigue card up and saying
that they are claiming it. Once an Intrigue has been
claimed, it cannot be unclaimed.
## Betraying Your Alignment
If a gang claims an Intrigue froma category that
does not match their alignment, it will have to make an [Alignment check](/docs/campaigns/law-and-misrule-campaign/#alignment-checks) during step 2 of the post-battle sequence. If this test if
failed, the gang’s alignment will immediately change.
:::note Making An Intrigue Deck
The Intrigues & Rackets Card Pack contains cards for each Intrigue used in the Law and Misrule Campaign. These cards feature all of
the Intrigues’ special rules. If you do not have the Intrigues & Rackets Card Pack, you can use half a deck of playing cards to determine the Intrigues before a battle. Remove all Hearts,
Clubs and Jokers, leaving just Diamonds and Spades. Each card in these remaining suits corresponds to an Intrigue, as indicated in the Intrigue descriptions that follow.
:::
## List of Intrigues
### Wreck The Place (Ace Of Diamonds)
_Tear things down! Break what works and leave the rest in ruin._
**Category:** Outlaw
**Alignment Test:** D6
**Reward:** +1 Reputation
**Criteria:** If any of your fighters can reach your opponent’s deployment zone, theymay perform the Vandalise (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claim this Intrigue.
If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another.
### Seed The Rebellion (Two Of Diamonds)
**Rise up! Rise up against the overlords!**
**Category:** Outlaw
**Alignment Test:** D6
**Reward:** +1 Reputation
**Criteria:** If any of your fighters can reach your opponent’s deployment zone,
they may perform the Graffiti (Basic) action. Each time this action is performed,
make a note. If this action is performed twice, your gang has claimed this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +2 Reputation, rather than the usual +1.
If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another.
### Burn It Down! (Three Of Diamonds)
_Set a fire and leave nothing but ashes!_
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** +2 Reputation
**Criteria:** If any of your fighters can reach your opponent’s deployment zone,
they may perform the Start Fire (Basic) action. Place a Blaze token in base-to-base contact with the fighter. From the start of the next round, any fighter that
moves within 3" of the Blaze token takes an automatic Strength 3, AP -, Damage 1 hit. If this action is performed twice, your gang can claim this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +3 Reputation, rather than the usual +2.
### Blow It Up! (Four Of Diamonds)
_There is no greater symbol of rebellion than structures that have stood for millennia reduced to ruins._
**Category:** Outlaw
**Alignment Test:** 3D6
**Reward:** +4 Reputation
**Criteria:** Choose a fighter on your crew to be the bomb carrier. This fighter can
perform the Plant Bomb (Double) action. If the bomb carrier completes this action
once whilst within 6" of the centre of the battlefield then the bomb has been
planted. At the end of the battle, the bomb explodes and your gang can claim
this Intrigue. Any fighters within 6" of the centre of the battlefield at the end of the
battle are taken Out of Action. Should the bomb carrier be taken Out of Action
before planting the bomb, the model is replaced by a frag trap booby trap.
### Make Them Bleed! (Five Of Diamonds)
_If you can make someone bleed, you show they are weak._
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** +4 Reputation, opponent loses -2 Reputation
**Criteria:** If, at the end of the battle, your gang has taken the enemy gang’s
Leader and all of their Champions that took part in this battle Out of Action, your
gang can claim this Intrigue.
### Clear The Smuggling Routes (Six Of Diamonds)
_A smuggling cartel wants a clear passage to move its goods through an area, and needs a gang to make a path._
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** 200 credits
**Criteria:** If, at the end of the battle, no enemy fighters are within their own
deployment zone, your gang can claim this Intrigue.
### Collect A Debt (Seven Of Diamonds)
_Someone owes someone powerful a pile of credits, and it's time for them to pay up!_
**Category:** Outlaw
**Alignment Test:** D6
**Reward:** 100 credits
**Criteria:** When one of your fighters is Engaged with an enemy fighter, insteadof performing a Fight (Basic) action, they may perform the Shakedown(Double) action. If this action is performed once, your gang can claim this Intrigue.
### Reveal The Imposter (Eight Of Diamonds)
_One of your gang members has been replaced by an imposter passingwhispers to the law keepers. They need to be uncovered._
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** 150 credits
**Criteria:** At the start of the third round of the battle, after rolling for Priority but
before Readying fighters, one randomly determined fighter from your crew (not
a Leader or Champion) is revealed as an imposter and counts as part of the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out of Action after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter replaced, as they never really took part in the battle.
### Stand Alone (Nine Of Diamonds)
_If you can stand covered in the blood of your enemies, you can showeveryonewho is top of the pile._
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** +3 Reputation, and the chosen fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill
**Criteria:** Choose one enemy Leader or Champion that is taking part in the battle. For the remainder of the battle, they cannot make group activations.
However, if the chosen fighter takes three enemy fighters Out of Action by the end of the battle, and has not been taken Out of Action themselves, your gang can claim this Intrigue.
### Hit The Stimms (Ten Of Diamonds)
_Your gang has been offered the use of some black market alchemy that is decidedly not on the rolls of those approved by the Guilders!_
**Category:** Outlaw
**Alignment Test:** 3D6
**Reward:** For the remainder of this battle, your fighters ignore the effects of Flesh Wounds and may immediately discard any Flesh Wounds suffered.
**Criteria:** By simply announcing your gang will use this Intrigue during the
Ready Fighters step of any Priority phase, your gang can claim this Intrigue.
### Resurrect The Dead (Jack Of Diamonds)
_There are ways and means of bringing even the dead back to life. Some are thought to be mere stories: the Shunned Guild, the Priest of the Spider Kin, the Elixirs of the Pale Abyss. But one thing underlies these rumours – all of them are true!_
**Category:** Outlaw
**Alignment Test:** 4D6
**Reward:** During step 6 of the post-battle sequence, you may choose a single
fighter from your gang who has died over the course of this campaign and return
them to your roster with any equipment they originally had. Their Toughness is
reduced by -1, but they gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill if they did not have it already.
**Criteria:** By simply announcing that your gang has completed this Intrigue
during the Wrap-up step of the post-battle sequence, your gang can claim
this Intrigue.
### Run With The Ghasts (Queen Of Diamonds)
_You have found an undeclared deposit of unrefined Ghast. Now seems the perfect time to use it!_
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** Choose three members of your crew. They are immediately treated
as having taken a dose of [Ghast](/docs/armoury/chems#ghast). Additionally, D6+1 doses of
Ghast are added to the gang’s Stash during step 2 of the post-battle sequence.
**Criteria:** By simply announcing your gang will use this Intrigue during the
Ready Fighters step of any Priority phase, your gang can claim this Intrigue.
### Corrupt The Machine (King of Diamonds)
_A mysterious stranger has hired you to plant some scrap code in the local cogitator network._
**Category:** Outlaw
**Alignment Test:** 2D6
**Reward:** 150 credits
**Criteria:** Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8" from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features may perform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they have successfully planted the code. If the code is planted three times, your gang can claim this Intrigue.
### Stitch Them Up! (Ace Of Spades)
_There’s money to be made from making the innocent look guilty._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** 100 credits
**Criteria:** If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a Coup De Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed,
make a note. If this action is performed twice, your gang can claimthis Intrigue.
### The Price Of Peace (Two Of Spades)
_Sometimes the clink of credits is louder than the sound of gunfire…_
**Category:** Law Abiding
**Alignment Test:** D6
**Reward:** +4 Reputation
**Criteria:** During the Ready Fighters step of any Priority phase, offer your
opponent a bribe of 250 credits – this comes from a ‘concerned citizen’ eager
to keep the peace and does not reduce your gang’s Wealth or Income. If your
opponent accepts, they immediately forfeit the battle to your gang and your
gang claims this Intrigue.
### Minimum Force (Three Of Spades)
_The minimum force required is the maximum force you can bring to bear._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** +2 Reputation
**Criteria:** To claim this Intrigue, your gang must take three enemy fighters Out of
Action in close combat, using a weapon with the Melee trait.
### Hold The Line (Four Of Spades)
_Order is maintained by standing unwavering in the face of anarchy and ruin._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** +2 Reputation OR claim a single unclaimed Racket
**Criteria:** Nominate a terrain feature at least 12" from your deployment zone.
If, at the end of the battle, there are no enemy fighters within 6" of that terrain
feature, your gang can claim this Intrigue.
### Show Of Force (Five Of Spades)
_If you break those who oppose you, soon no one will dare to oppose you._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** +4 Reputation
**Criteria:** To claim this Intrigue, your gang must take at least six enemy fighters
Out of Action either with shooting or in close combat.
### Keep The Trade Flowing (Six Of Spades)
_Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** 150 credits
**Criteria:** If, at the end of the battle, at least four of your fighters are Standing
and Active or Standing and Engaged within your enemy’s deployment zone,
your gang can claim this Intrigue.
### Cut Off The Head (Seven Of Spades)
_Those who watch and judge need you to shadow one of the souls they have marked for retribution._
**Category:** Law Abiding
**Alignment Test:** 2D6
**Reward:** +1 Reputation per enemy Champion taken Out of Action, +2
Reputation for an enemy Leader taken Out of Action.
**Criteria:** If, at the end of the battle, you have taken your enemy’s Leader or any
of their Champions Out of Action, announce you are claiming this Intrigue and
receive the rewards as described above.
### Watch From The Shadows (Eight Of Spades)
_If you cut off the head of the snake then the body will die._
**Category:** Law Abiding
**Alignment Test:** 3D6
**Reward:** 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice.
**Criteria:** During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew. For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow (Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowing fighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at the end of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue.
### Break Their Will (Nine Of Spades)
_If justice cannot triumph through sanctioned means, it will triumph by paying for the heads of dead criminals._
**Category:** Law Abiding
**Alignment Test:** 4D6
**Reward:** +4 Reputation, opponent loses -2 Reputation
**Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that
took part in this battle Out of Action, your gang can claim this Intrigue.
### Mark The Impure (Ten Of Spades)
_Evidence must be gathered for the prosecution of a suspected recidivist._
**Category:** Law Abiding
**Alignment Test:** D6
**Reward:** +2 Reputation
**Criteria:** When one of your fighters activates within 6" of your opponent’s Leader, they may perform the Pict Capture (Double) action. If a model that has performed this action begins a later activation within 1" of an edge of the battlefield, you can remove them from play as they make off with the evidence required – this does not count as the fighter going Out of Action. When the battle ends, your gang can claim this Intrigue.
### Carry A Guild Bond (Jack Of Spades)
_The Guilders need the deeds and bonds of their protected trade carried through a dangerous part of the hive._
**Category:** Law Abiding
**Alignment Test:** D6
**Reward:** +2 Reputation
**Criteria:** Choose one fighter from your crew to be the courier. If, at the end
of any round, the courier is in the enemy’s deployment zone, you can remove
them from the battlefield (they do not count as going Out of Action) and your
gang can claim this Intrigue.
### Bring Them In Dead Or Alive (Queen Of Spades)
_The Merchant Guild offers cold, hard creds for bounties fulfilled – and doesn’t care overly much how gangs go about collecting them, as long as they do._
**Category:** Law Abiding
**Alignment Test:** 4D6
**Reward:** 50 credits per enemy fighter taken Out of Action
**Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is
not, you may discard this Intrigue and draw another. During the Wrap-up step,
claim this Intrigue for each enemy fighter taken Out of Action.
### Retrieve The Informer (King Of Spades)
_One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety._
**Category:** Law Abiding
**Alignment Test:** 3D6
**Reward:** 150 credits
**Criteria:** One randomly determined fighter from your opponent’s crew (not a
Leader or Champion) is revealed as an imposter and counts as part of your gang
for the remainder of the battle. If the imposter is Standing and Active within your
deployment zone when the battle ends, your gang can claim this Intrigue. If the
imposter is taken Out of Action, no Lasting Injury roll is made for the fighter who
was replaced by the imposter – they never really took part in the battle. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 4 | 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 | # Intrigues Intrigues are a special form of sub-plot a player can choose to fulfil during any game played in a Law and Misrule Campaign. Each Intrigue represents an opportunity; a tempting offer or gambit that will give the gang great reward if they claim it. Intrigues fall into two categories: Law or Misrule, but can be claimed by any gang regardless of alignment. If a gang claims an Intrigue from a category that does not match their alignment, there is a risk that word of their actions will get out, harming their reputation and credibility, and perhaps forcing the gang to change alignment. :::note Designer’s Note – Sub-Plots As Intrigues are a variant of sub-plots, it is recommended that other sub-plots are not used in a Law and Misrule Campaign as they add another layer of possibilities to games which, in addition to Intrigues, can make those games a bit overburdened with rules. ::: ## Drawing Intrigues Both players draw three Intrigue cards at the start of each battle, during step 4 of the pre-battle sequence. After reading their cards, both players should place them face-down beside the battlefield. ## Claiming Intrigues An Intrigue can be claimed by the player that drew it once the criteria listed have been met. A player can claim an Intrigue at any point during the battle simply by picking the Intrigue card up and saying that they are claiming it. Once an Intrigue has been claimed, it cannot be unclaimed. ## Betraying Your Alignment If a gang claims an Intrigue froma category that does not match their alignment, it will have to make an [Alignment check](/docs/campaigns/law-and-misrule-campaign/#alignment-checks) during step 2 of the post-battle sequence. If this test if failed, the gang’s alignment will immediately change. :::note Making An Intrigue Deck The Intrigues & Rackets Card Pack contains cards for each Intrigue used in the Law and Misrule Campaign. These cards feature all of the Intrigues’ special rules. If you do not have the Intrigues & Rackets Card Pack, you can use half a deck of playing cards to determine the Intrigues before a battle. Remove all Hearts, Clubs and Jokers, leaving just Diamonds and Spades. Each card in these remaining suits corresponds to an Intrigue, as indicated in the Intrigue descriptions that follow. ::: ## List of Intrigues ### Wreck The Place (Ace Of Diamonds) _Tear things down! Break what works and leave the rest in ruin._ **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, theymay perform the Vandalise (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claim this Intrigue. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Seed The Rebellion (Two Of Diamonds) **Rise up! Rise up against the overlords!** **Category:** Outlaw **Alignment Test:** D6 **Reward:** +1 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Graffiti (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang has claimed this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +2 Reputation, rather than the usual +1. If your opponent’s deployment zone does not follow the [standard rules for deployment](/docs/battlefield-setup/battlefield-set-up#deployment), you may discard this Intrigue and draw another. ### Burn It Down! (Three Of Diamonds) _Set a fire and leave nothing but ashes!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** If any of your fighters can reach your opponent’s deployment zone, they may perform the Start Fire (Basic) action. Place a Blaze token in base-to-base contact with the fighter. From the start of the next round, any fighter that moves within 3" of the Blaze token takes an automatic Strength 3, AP -, Damage 1 hit. If this action is performed twice, your gang can claim this Intrigue. If this action is performed four times, your gang can claim this Intrigue and is rewarded with +3 Reputation, rather than the usual +2. ### Blow It Up! (Four Of Diamonds) _There is no greater symbol of rebellion than structures that have stood for millennia reduced to ruins._ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** +4 Reputation **Criteria:** Choose a fighter on your crew to be the bomb carrier. This fighter can perform the Plant Bomb (Double) action. If the bomb carrier completes this action once whilst within 6" of the centre of the battlefield then the bomb has been planted. At the end of the battle, the bomb explodes and your gang can claim this Intrigue. Any fighters within 6" of the centre of the battlefield at the end of the battle are taken Out of Action. Should the bomb carrier be taken Out of Action before planting the bomb, the model is replaced by a frag trap booby trap. ### Make Them Bleed! (Five Of Diamonds) _If you can make someone bleed, you show they are weak._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Clear The Smuggling Routes (Six Of Diamonds) _A smuggling cartel wants a clear passage to move its goods through an area, and needs a gang to make a path._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 200 credits **Criteria:** If, at the end of the battle, no enemy fighters are within their own deployment zone, your gang can claim this Intrigue. ### Collect A Debt (Seven Of Diamonds) _Someone owes someone powerful a pile of credits, and it's time for them to pay up!_ **Category:** Outlaw **Alignment Test:** D6 **Reward:** 100 credits **Criteria:** When one of your fighters is Engaged with an enemy fighter, insteadof performing a Fight (Basic) action, they may perform the Shakedown(Double) action. If this action is performed once, your gang can claim this Intrigue. ### Reveal The Imposter (Eight Of Diamonds) _One of your gang members has been replaced by an imposter passingwhispers to the law keepers. They need to be uncovered._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** At the start of the third round of the battle, after rolling for Priority but before Readying fighters, one randomly determined fighter from your crew (not a Leader or Champion) is revealed as an imposter and counts as part of the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out of Action after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter replaced, as they never really took part in the battle. ### Stand Alone (Nine Of Diamonds) _If you can stand covered in the blood of your enemies, you can showeveryonewho is top of the pile._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** +3 Reputation, and the chosen fighter gains the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill **Criteria:** Choose one enemy Leader or Champion that is taking part in the battle. For the remainder of the battle, they cannot make group activations. However, if the chosen fighter takes three enemy fighters Out of Action by the end of the battle, and has not been taken Out of Action themselves, your gang can claim this Intrigue. ### Hit The Stimms (Ten Of Diamonds) _Your gang has been offered the use of some black market alchemy that is decidedly not on the rolls of those approved by the Guilders!_ **Category:** Outlaw **Alignment Test:** 3D6 **Reward:** For the remainder of this battle, your fighters ignore the effects of Flesh Wounds and may immediately discard any Flesh Wounds suffered. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Resurrect The Dead (Jack Of Diamonds) _There are ways and means of bringing even the dead back to life. Some are thought to be mere stories: the Shunned Guild, the Priest of the Spider Kin, the Elixirs of the Pale Abyss. But one thing underlies these rumours – all of them are true!_ **Category:** Outlaw **Alignment Test:** 4D6 **Reward:** During step 6 of the post-battle sequence, you may choose a single fighter from your gang who has died over the course of this campaign and return them to your roster with any equipment they originally had. Their Toughness is reduced by -1, but they gain the [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) skill if they did not have it already. **Criteria:** By simply announcing that your gang has completed this Intrigue during the Wrap-up step of the post-battle sequence, your gang can claim this Intrigue. ### Run With The Ghasts (Queen Of Diamonds) _You have found an undeclared deposit of unrefined Ghast. Now seems the perfect time to use it!_ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** Choose three members of your crew. They are immediately treated as having taken a dose of [Ghast](/docs/armoury/chems#ghast). Additionally, D6+1 doses of Ghast are added to the gang’s Stash during step 2 of the post-battle sequence. **Criteria:** By simply announcing your gang will use this Intrigue during the Ready Fighters step of any Priority phase, your gang can claim this Intrigue. ### Corrupt The Machine (King of Diamonds) _A mysterious stranger has hired you to plant some scrap code in the local cogitator network._ **Category:** Outlaw **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8" from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features may perform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they have successfully planted the code. If the code is planted three times, your gang can claim this Intrigue. ### Stitch Them Up! (Ace Of Spades) _There’s money to be made from making the innocent look guilty._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 100 credits **Criteria:** If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a Coup De Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed, make a note. If this action is performed twice, your gang can claimthis Intrigue. ### The Price Of Peace (Two Of Spades) _Sometimes the clink of credits is louder than the sound of gunfire…_ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +4 Reputation **Criteria:** During the Ready Fighters step of any Priority phase, offer your opponent a bribe of 250 credits – this comes from a ‘concerned citizen’ eager to keep the peace and does not reduce your gang’s Wealth or Income. If your opponent accepts, they immediately forfeit the battle to your gang and your gang claims this Intrigue. ### Minimum Force (Three Of Spades) _The minimum force required is the maximum force you can bring to bear._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation **Criteria:** To claim this Intrigue, your gang must take three enemy fighters Out of Action in close combat, using a weapon with the Melee trait. ### Hold The Line (Four Of Spades) _Order is maintained by standing unwavering in the face of anarchy and ruin._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +2 Reputation OR claim a single unclaimed Racket **Criteria:** Nominate a terrain feature at least 12" from your deployment zone. If, at the end of the battle, there are no enemy fighters within 6" of that terrain feature, your gang can claim this Intrigue. ### Show Of Force (Five Of Spades) _If you break those who oppose you, soon no one will dare to oppose you._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +4 Reputation **Criteria:** To claim this Intrigue, your gang must take at least six enemy fighters Out of Action either with shooting or in close combat. ### Keep The Trade Flowing (Six Of Spades) _Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** 150 credits **Criteria:** If, at the end of the battle, at least four of your fighters are Standing and Active or Standing and Engaged within your enemy’s deployment zone, your gang can claim this Intrigue. ### Cut Off The Head (Seven Of Spades) _Those who watch and judge need you to shadow one of the souls they have marked for retribution._ **Category:** Law Abiding **Alignment Test:** 2D6 **Reward:** +1 Reputation per enemy Champion taken Out of Action, +2 Reputation for an enemy Leader taken Out of Action. **Criteria:** If, at the end of the battle, you have taken your enemy’s Leader or any of their Champions Out of Action, announce you are claiming this Intrigue and receive the rewards as described above. ### Watch From The Shadows (Eight Of Spades) _If you cut off the head of the snake then the body will die._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice. **Criteria:** During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew. For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow (Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowing fighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at the end of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue. ### Break Their Will (Nine Of Spades) _If justice cannot triumph through sanctioned means, it will triumph by paying for the heads of dead criminals._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** +4 Reputation, opponent loses -2 Reputation **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. If, at the end of the battle, your gang has taken the enemy gang’s Leader and all of their Champions that took part in this battle Out of Action, your gang can claim this Intrigue. ### Mark The Impure (Ten Of Spades) _Evidence must be gathered for the prosecution of a suspected recidivist._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** When one of your fighters activates within 6" of your opponent’s Leader, they may perform the Pict Capture (Double) action. If a model that has performed this action begins a later activation within 1" of an edge of the battlefield, you can remove them from play as they make off with the evidence required – this does not count as the fighter going Out of Action. When the battle ends, your gang can claim this Intrigue. ### Carry A Guild Bond (Jack Of Spades) _The Guilders need the deeds and bonds of their protected trade carried through a dangerous part of the hive._ **Category:** Law Abiding **Alignment Test:** D6 **Reward:** +2 Reputation **Criteria:** Choose one fighter from your crew to be the courier. If, at the end of any round, the courier is in the enemy’s deployment zone, you can remove them from the battlefield (they do not count as going Out of Action) and your gang can claim this Intrigue. ### Bring Them In Dead Or Alive (Queen Of Spades) _The Merchant Guild offers cold, hard creds for bounties fulfilled – and doesn’t care overly much how gangs go about collecting them, as long as they do._ **Category:** Law Abiding **Alignment Test:** 4D6 **Reward:** 50 credits per enemy fighter taken Out of Action **Criteria:** You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue and draw another. During the Wrap-up step, claim this Intrigue for each enemy fighter taken Out of Action. ### Retrieve The Informer (King Of Spades) _One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety._ **Category:** Law Abiding **Alignment Test:** 3D6 **Reward:** 150 credits **Criteria:** One randomly determined fighter from your opponent’s crew (not a Leader or Champion) is revealed as an imposter and counts as part of your gang for the remainder of the battle. If the imposter is Standing and Active within your deployment zone when the battle ends, your gang can claim this Intrigue. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter who was replaced by the imposter – they never really took part in the battle. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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246 | # Location Details
#location
## Description
*Territory Description: "The Redacted Wastes"*
Welcome to the Redacted Wastes, a medium-sized territory that lies at the heart of the Necromunda's Underhive. This forsaken land is a maze of abandoned factories, narrow tunnels, and crater lakes, all scarred by the ravages of time and war.
**Abandoned Factory: "The Rusty Spire"**
Standing tall amidst the ruins is the Rusty Spire, a once-mighty factory that now serves as a testament to the Underhive's decay. The structure's crumbling walls are pockmarked with bullet holes and scorch marks, while its rusting machinery lies still, like skeletal fingers grasping for the sky. The Spire's central courtyard is a hub of activity, where gangs can gather to plan their next move or trade goods.
**Narrow Tunnels: "The Rat Runs"**
Winding through the territory are the Rat Runs, narrow tunnels that crisscross beneath the surface like a network of underground arteries. These tunnels provide some protection from enemy gangs and offer hidden pathways for gang members to move undetected. However, they also limit visibility and movement, making it difficult to navigate or launch surprise attacks.
**Crater Lake: "The Toxic Tarn"**
At the heart of the Redacted Wastes lies the Toxic Tarn, a massive crater lake that's become a natural obstacle in the territory. The water is murky and contaminated, but it can provide a safe haven for gang members seeking refuge from the dangers above. Be cautious, however – the Tarn's toxic waters may have unforeseen consequences for those who drink from its depths.
**Tainted Water: A Boon and a Curse**
The Toxic Tarn's tainted water is both a boon and a curse. On one hand, it can quench the thirst of gang members and provide a source of hydration in this desolate environment. On the other hand, drinking from the Tarn may lead to negative effects, such as reduced combat effectiveness or increased vulnerability to disease.
**Income: 10 Credits per Turn**
The Redacted Wastes generate an average income of 10 credits per turn, which can be used to recruit new gang members, upgrade equipment, or bribe rival gangs. This income is steady but not spectacular, reflecting the territory's harsh environment and limited resources.
Now that you've got a better sense of this Underhive territory, what would you like to do first? Will you focus on expanding your gang's influence, recruiting new members, or seeking out lucrative opportunities in this unforgiving environment?
## Special Rules
Let me re-generate the territory with a new set of special rules.
*Territory Generation*
To determine the size and shape of the territory, I'll roll a dice:
`dice: 1d6`
The result is... 4! According to the Necromunda rules, this indicates a "Medium" sized territory with a mix of open spaces and obstacles.
Next, I'll generate some terrain features. For each feature, I'll roll a dice:
`dice: 1d6`
Here are the results:
* First feature: **Abandoned Factory** (rolled a 5) - This will be a large structure in the territory that can provide cover or serve as a hub for gang activities.
* Second feature: **Narrow Tunnels** (rolled a 2) - These tunnels will crisscross the territory, providing some protection from enemy gangs but also limiting movement and visibility.
* Third feature: **Crater Lake** (rolled a 6) - This large crater will be a natural obstacle that can provide a safe haven or serve as a gathering point for gang members.
Now, let's determine the Special Rules for this territory. I'll roll another dice:
`dice: 1d6`
The result is... 4! According to the Necromunda rules, this indicates "Tunnel Wars" special rules, which affect combat scenarios in the following way:
* **Tunnel Warfare**: When a gang tries to take control of the territory by assaulting the Abandoned Factory or Crater Lake, the combat becomes more intense and chaotic. Both gangs gain +1 to their WS (Wounds) rolls for the first turn of combat.
* **Narrow Tunnels**: Gangs that engage in combat within the Narrow Tunnels must make a Leadership test to avoid getting disoriented and losing their way. If they fail, they become Shaken and must retreat 6 inches.
These special rules will affect combat scenarios involving the Orlocks and Van Saars as they try to take control of this territory. What would you like to do first?
## Income
According to the Necromunda rules, the gang can generate income from controlling a location based on its reputation level and the number of enemy gangs present in the territory.
For this Underhive territory, since both Orlocks and Van Saars are present, we'll use the "Multi-Gang" rule. The gang's income is determined by rolling a dice:
`dice: 1d6 + (Reputation Level - Number of Enemy Gangs)`
Let's calculate the income for each gang:
* Orlocks (Reputation Level: +1, Number of Enemy Gangs: 1):
+ Roll: `dice: 1d6`
+ Income: 10 + (1 - 1) = 9 credits per turn
* Van Saars (Reputation Level: +2, Number of Enemy Gangs: 1):
+ Roll: `dice: 1d6`
+ Income: 15 + (2 - 1) = 16 credits per turn
So, the Orlocks can generate an average income of 9 credits per turn, while the Van Saars can generate an average income of 16 credits per turn. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Location Details #location ## Description *Territory Description: "The Redacted Wastes"* Welcome to the Redacted Wastes, a medium-sized territory that lies at the heart of the Necromunda's Underhive. This forsaken land is a maze of abandoned factories, narrow tunnels, and crater lakes, all scarred by the ravages of time and war. **Abandoned Factory: "The Rusty Spire"** Standing tall amidst the ruins is the Rusty Spire, a once-mighty factory that now serves as a testament to the Underhive's decay. The structure's crumbling walls are pockmarked with bullet holes and scorch marks, while its rusting machinery lies still, like skeletal fingers grasping for the sky. The Spire's central courtyard is a hub of activity, where gangs can gather to plan their next move or trade goods. **Narrow Tunnels: "The Rat Runs"** Winding through the territory are the Rat Runs, narrow tunnels that crisscross beneath the surface like a network of underground arteries. These tunnels provide some protection from enemy gangs and offer hidden pathways for gang members to move undetected. However, they also limit visibility and movement, making it difficult to navigate or launch surprise attacks. **Crater Lake: "The Toxic Tarn"** At the heart of the Redacted Wastes lies the Toxic Tarn, a massive crater lake that's become a natural obstacle in the territory. The water is murky and contaminated, but it can provide a safe haven for gang members seeking refuge from the dangers above. Be cautious, however – the Tarn's toxic waters may have unforeseen consequences for those who drink from its depths. **Tainted Water: A Boon and a Curse** The Toxic Tarn's tainted water is both a boon and a curse. On one hand, it can quench the thirst of gang members and provide a source of hydration in this desolate environment. On the other hand, drinking from the Tarn may lead to negative effects, such as reduced combat effectiveness or increased vulnerability to disease. **Income: 10 Credits per Turn** The Redacted Wastes generate an average income of 10 credits per turn, which can be used to recruit new gang members, upgrade equipment, or bribe rival gangs. This income is steady but not spectacular, reflecting the territory's harsh environment and limited resources. Now that you've got a better sense of this Underhive territory, what would you like to do first? Will you focus on expanding your gang's influence, recruiting new members, or seeking out lucrative opportunities in this unforgiving environment? ## Special Rules Let me re-generate the territory with a new set of special rules. *Territory Generation* To determine the size and shape of the territory, I'll roll a dice: `dice: 1d6` The result is... 4! According to the Necromunda rules, this indicates a "Medium" sized territory with a mix of open spaces and obstacles. Next, I'll generate some terrain features. For each feature, I'll roll a dice: `dice: 1d6` Here are the results: * First feature: **Abandoned Factory** (rolled a 5) - This will be a large structure in the territory that can provide cover or serve as a hub for gang activities. * Second feature: **Narrow Tunnels** (rolled a 2) - These tunnels will crisscross the territory, providing some protection from enemy gangs but also limiting movement and visibility. * Third feature: **Crater Lake** (rolled a 6) - This large crater will be a natural obstacle that can provide a safe haven or serve as a gathering point for gang members. Now, let's determine the Special Rules for this territory. I'll roll another dice: `dice: 1d6` The result is... 4! According to the Necromunda rules, this indicates "Tunnel Wars" special rules, which affect combat scenarios in the following way: * **Tunnel Warfare**: When a gang tries to take control of the territory by assaulting the Abandoned Factory or Crater Lake, the combat becomes more intense and chaotic. Both gangs gain +1 to their WS (Wounds) rolls for the first turn of combat. * **Narrow Tunnels**: Gangs that engage in combat within the Narrow Tunnels must make a Leadership test to avoid getting disoriented and losing their way. If they fail, they become Shaken and must retreat 6 inches. These special rules will affect combat scenarios involving the Orlocks and Van Saars as they try to take control of this territory. What would you like to do first? ## Income According to the Necromunda rules, the gang can generate income from controlling a location based on its reputation level and the number of enemy gangs present in the territory. For this Underhive territory, since both Orlocks and Van Saars are present, we'll use the "Multi-Gang" rule. The gang's income is determined by rolling a dice: `dice: 1d6 + (Reputation Level - Number of Enemy Gangs)` Let's calculate the income for each gang: * Orlocks (Reputation Level: +1, Number of Enemy Gangs: 1): + Roll: `dice: 1d6` + Income: 10 + (1 - 1) = 9 credits per turn * Van Saars (Reputation Level: +2, Number of Enemy Gangs: 1): + Roll: `dice: 1d6` + Income: 15 + (2 - 1) = 16 credits per turn So, the Orlocks can generate an average income of 9 credits per turn, while the Van Saars can generate an average income of 16 credits per turn. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,173 | # Running The Campaign
_Source: Necromunda Core Rulebook (2023)_
The Dominion Campaign is broken down into two main parts, divided by a period of Downtime allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players’ battles are applied to the campaign.
The Dominion Campaign is divided into three phases, all of which run for a fixed length of real time:
| Phase | Duration |
| :------------------ | :----------- |
| 1. Occupation phase | Three cycles |
| 2. Downtime | One cycle |
| 3. Takeover phase | Three cycles |
Each phase is broken down as follows:
## 1. Occupation Phase (3 Cycles)
The first part of the Dominion Campaign follows the
gangs as they try to increase the number of Territories
they control and grow their influence. During this
phase, the following rules apply:
- During the first two campaign cycles of the
Occupation phase, Ash Wastes battles take place
during the Season of Ash.
- During the third campaign cycle of the Occupation
phase, Ash Wastes battles take place during the
Changing Seasons.
- Only unclaimed Territories may be claimed
as rewards for gang battles unless there are
no unclaimed Territories (see Issuing and
Accepting Challenges).
## 2. Downtime (1 Cycle)
During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special [side battle](/docs/campaigns/dominion-campaign/running-the-campaign#side-battles) 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 Occupation phase, players complete the following steps at the end of the post-battle sequence:
A. Fighters Recover
B. Captives are Returned
C. Experienced Juves and Prospects are Promoted
D. Fresh Recruitment
### A. Fighters Recover
Any In Recovery boxes on the gang roster are cleared.
### B. 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).
### C. 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.
### D. 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.
## 3. Takeover Phase (3 Cycles)
The second part of the Dominion Campaign sees
gangs defend their Territories against their rivals, as
well as capture those controlled by other gangs. During
this phase the following rules apply:
- During the first campaign cycle of the Takeover
phase, Ash Wastes battles take place during the
Changing Seasons.
- During the second and third campaign cycles of
the Takeover phase, Ash Wastes battles take place
during the Season of Flame.
- Only controlled Territories may be fought over and
claimed as rewards (see [Issuing and Accepting](/docs/campaigns/dominion-campaign/setting-up-the-campaign#issuing-and-accepting-challenges)).
## Winning
Victory in the Dominion Campaign can be measured in
many ways, although simply surviving the fierce inter- gang warfare 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 campaign.
The Arbitrator should have a look at the Triumphs at
the start of the Dominion Campaign as some of them
require keeping track of how many enemy models
players have taken Out of Action or vehicles they have
Wrecked, so these will need to be recorded. 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
Dominion Campaign Triumphs:
| Triumph | Criteria |
| :-------------- | :-------------------------------------------------------------------------------------- |
| **Dominator** | Most Territories at the end of the campaign. |
| **Slaughterer** | Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign. |
| **Creditor** | Largest Wealth at the end of the campaign. |
| **Warmonger** | Most battles fought across the whole campaign. |
| **Powerbroker** | Highest Reputation at the end of the campaign. |
:::info
### 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
Takeover 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](/docs/category/arbitrator-tools), or to play some of the narrative
scenarios. Models can earn Experience and suffer
Lasting Injuries or Lasting Damage 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.
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Running The Campaign _Source: Necromunda Core Rulebook (2023)_ The Dominion Campaign is broken down into two main parts, divided by a period of Downtime allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players’ battles are applied to the campaign. The Dominion Campaign is divided into three phases, all of which run for a fixed length of real time: | Phase | Duration | | :------------------ | :----------- | | 1. Occupation phase | Three cycles | | 2. Downtime | One cycle | | 3. Takeover phase | Three cycles | Each phase is broken down as follows: ## 1. Occupation Phase (3 Cycles) The first part of the Dominion Campaign follows the gangs as they try to increase the number of Territories they control and grow their influence. During this phase, the following rules apply: - During the first two campaign cycles of the Occupation phase, Ash Wastes battles take place during the Season of Ash. - During the third campaign cycle of the Occupation phase, Ash Wastes battles take place during the Changing Seasons. - Only unclaimed Territories may be claimed as rewards for gang battles unless there are no unclaimed Territories (see Issuing and Accepting Challenges). ## 2. Downtime (1 Cycle) During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special [side battle](/docs/campaigns/dominion-campaign/running-the-campaign#side-battles) 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 Occupation phase, players complete the following steps at the end of the post-battle sequence: A. Fighters Recover B. Captives are Returned C. Experienced Juves and Prospects are Promoted D. Fresh Recruitment ### A. Fighters Recover Any In Recovery boxes on the gang roster are cleared. ### B. 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). ### C. 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. ### D. 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. ## 3. Takeover Phase (3 Cycles) The second part of the Dominion Campaign sees gangs defend their Territories against their rivals, as well as capture those controlled by other gangs. During this phase the following rules apply: - During the first campaign cycle of the Takeover phase, Ash Wastes battles take place during the Changing Seasons. - During the second and third campaign cycles of the Takeover phase, Ash Wastes battles take place during the Season of Flame. - Only controlled Territories may be fought over and claimed as rewards (see [Issuing and Accepting](/docs/campaigns/dominion-campaign/setting-up-the-campaign#issuing-and-accepting-challenges)). ## Winning Victory in the Dominion Campaign can be measured in many ways, although simply surviving the fierce inter- gang warfare 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 campaign. The Arbitrator should have a look at the Triumphs at the start of the Dominion Campaign as some of them require keeping track of how many enemy models players have taken Out of Action or vehicles they have Wrecked, so these will need to be recorded. 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 Dominion Campaign Triumphs: | Triumph | Criteria | | :-------------- | :-------------------------------------------------------------------------------------- | | **Dominator** | Most Territories at the end of the campaign. | | **Slaughterer** | Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign. | | **Creditor** | Largest Wealth at the end of the campaign. | | **Warmonger** | Most battles fought across the whole campaign. | | **Powerbroker** | Highest Reputation at the end of the campaign. | :::info ### 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 Takeover 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](/docs/category/arbitrator-tools), or to play some of the narrative scenarios. Models can earn Experience and suffer Lasting Injuries or Lasting Damage 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. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,161 | # 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
| 2D6 | 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. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # 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 | 2D6 | 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. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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384 | ### Sever
If a wound roll from a weapon with this Trait reduces a
fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic
Out of Action result. | Unknown | Sever | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapon-effects', 'rules'] | Unknown | Unknown | Unknown | Unknown | Unknown | If a wound roll from a weapon with this Trait reduces afighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automaticOut of Action result. | necrovox | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | ### Sever If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 384 |
854 | # Uprising Campaign
- _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_
:::note Designer's Note
Whilst the Uprising Campaign is designed to allow players to recreate the events within doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale.
:::
## How The Campaign Works
The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of imperial law.
In the Uprising Campaign, players take on sides, allying themsleves with the Imperial authority, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played.
## Allegiances
All gangs must have an allegiance when founded.
There are 3 types:
- Order
- Chaos
- Unaligned
Some gangs must always start with a specific allegiance, others can choose one. Some gangs can switch during the campaign, others cannot.
| Gang Type | Starting Allegiance | Switched Allegiance |
| :--------------------- | :------------------------------ | :-------------------- |
| House Gangs | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any |
| Tainted House Gangs | Chaos | N/A |
| Genestealer Cult | Order | N/A |
| Chaos Cult | Chaos | N/A |
| Corpse Grinder Cult | Chaos | N/A |
| Venator Bounty Hunters | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any |
| Enforcers | Order | N/A |
| Slave Ogryns | ? | ? |
## Changing Allegiances
Normally gangs can't change sides (too keep things simple). However, if everyone agrees, use the following rules to determine when gangs change side. Once a gang has changed sides, it can't change again.
#### Order
- 3 or more fighters become Chaos Spawn as a result of Festering Injuries.
#### Chaos
- 3 or more Captured fighters are returned to the gang willingly by the Captors (not recovered as part of the Public Execution scenario).
## Always Order Versus Chaos
In each battle, one side will always take the side of Order and other Chaos. If the two sides are not Order and Chaos, one gang will fight for a side they do not have Allegiance to:
<table>
<thead>
<tr>
<td colspan="2">Actual Allegiance</td>
<td></td>
<td colspan="2">Fights for Allegiance</td>
</tr>
<tr>
<td>Gang 1</td>
<td>Gang 2</td>
<td>→</td>
<td>Gang 1</td>
<td>Gang 2</td>
</tr>
</thead>
<tbody>
<tr>
<td>Order</td>
<td>Chaos</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Unaligned</td>
<td>Chaos</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Order</td>
<td>Unaligned</td>
<td>→</td>
<td>Order</td>
<td>Chaos</td>
</tr>
<tr>
<td>Order</td>
<td>Order</td>
<td>→</td>
<td colspan="2">Roll-off (loser fights for Chaos)</td>
</tr>
<tr>
<td>Chaos</td>
<td>Chaos</td>
<td>→</td>
<td colspan="2">Roll-off (loser fights for Order)</td>
</tr>
<tr>
<td>Unaligned</td>
<td>Unaligned</td>
<td>→</td>
<td colspan="2">Roll-off (Order vs Chaos)</td>
</tr>
</tbody>
</table>
## Allegiance Benefits
| Benefits of Order | Benefits of Unaligned | Benefits of Chaos |
| :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. |
## Ascendancy
Order starts with Ascendancy in the first cycle of phase 1.<br />
Chaos starts with Ascendancy in the first cycle of phase 3.
At the end of each cycle, the side that won most battles gains Ascendancy for the next cycle. In case of a tie, Ascendancy stays on on the side that have it.
Roll a D6 before each battle and apply the effects (depending on which side has Ascendancy) to all participating gangs.
| D6 | Bonds of Order | Hand of Chaos |
| --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> |
| 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. |
| 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> |
| 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> |
| 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. |
| 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> |
## Challenges
If the winner of a battle inflicted 3 times as many Out of Action results as was suffered (not counting models that left the battlefield voluntarily or fled), then capture a random Resource from the loser.
No Resources change hands if the opponent only has the permanent Resource remaining.
## Territories
Provide 2 sets of benefits:
- Order
- Ruined
Only one of these sets are available at any time, depending of the state of the Territory. Once a resource has been ruined, it remains ruined for the rest of the campaign.
Some benefits require certain rules to be in effect:
- Starvation: Meat portions.
- Scavenging: Scavenger rolls.
If the rules are not in effect, the benefits are ignored.
## Trading
In a Dominion campaign there is no access to the Trading Post or the Black Market.
## Starting Out
**Starting credits:** 1000
**Keep unspent credits:** Yes
In addition, each gang starts with 2 random Territories and their permanent Settlement (which cannot be lost).
The following gangs replace this Settlement:
- Enforcer: Precinct Fortress.
- Corpse Grinder Cult: Chaos Fane.
- Chaos Cult: Chaos Fane.
:::note
It's also assumed that Ash Waste Nomads replace the settlement with their Nomad's Outpost, like in a Dominion campaign.
:::
## Phase 1: Insurrection
Earn Resource rewards at the start of each cycle. Each cycle Chaos gains Ascendancy, each gang must choose a Territory to become Ruined.
### 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: Damnation
All Resources become Ruined (if not Ruined already).
Apply the following rules:
- Scavenging
- Starvation
- Festering Injuries
Chaos begins with Ascendancy.
Gangs can no longer (during the post-battle sequence):
- Re-equip from the Equipment List.
- Recruit new fighters, Hired Guns and Hangers-on.
- Medical Escorts to the Doc costs D3 Meat portions instead of credits.
‘Trade’ fighters into Meat portions (one-to-one basis):
- 1 Meat portion per Captive (after having a chance to be rescued).
- 1 Meat portion per ‘retired’ fighter.
Scenario rewards:
- Do not earn any credits!
- +1 Meat Portion per enemy fighter OoA.
- +1 Scavenging Roll for winning.
- +1 Scavenging roll per Loot (counter/casket) claimed (in addition to normal loot rewards).
## Scavenging (Phase 3)
Scavenging rolls can be gained from scenarios, Resources or other rewards. Each Scavenging roll can be used to roll once on the Scavenging table after any battle. Any number of available Scavenging rolls can be made simultaneously or stashed.
| 2D6 | Scavenging |
| ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 2-3 | **Unfortunate Encounter**<br />A random fighter suffers a Lasting Injury roll. |
| 4-5 | **Paid in Blood**<br />A random fighter suffers a Lasting Injury roll.<br />Spend 3D6 credits on items from the House Weapon List. |
| 6-7 | **Useful Scrap**<br />Spend D6x10 on a single item from the House Weapon List. |
| 8-9 | **Hidden Cache**<br />Spend D6x10 credits on items from the House Weapon List. |
| 10-11 | **Band of Survivors**<br /> Gain a free Ganger including additional items worth 2D6x10 credits from the House Weapon List. |
| 12 | **Lost Holestead**<br />Roll a D6:<ul><li>1-5: Gain a free Ganger.</li><li>6: Gain a free Champion.</li></ul>Includes 4D6x10 credits worth of items from the House Weapon List. |
## Starvation (Phase 3)
Meat can be gained from scenarios, Resources or other rewards.
- Gangs must feed each fighter with 1 Meat portion after each battle (including after the last battle before Starvation comes into effect) to stave off hunger.
- Meat portions can be ‘acquired’ from fighters on a 1-for-1 basis:
- ‘Retired’ fighter.
- Captured fighter (require a chance to be rescued as normal).
- Free recruits (from Resources, Scavenging etc.).
- If a fighter is turned into meat, the weapons and wargear are added to the gang’s Stash.
### Starving
If the gang can't feed a fighter (or choose not to), the fighter gains the Starvation condition. Fighters remain Starving until eating a portion of Meat after a battle or cannibalise a downed opponent. Starvation has the following effects:
- -1 S (for Strength tests, unarmed attacks and Melee weapons).
- Can make the Cannibalise (Basic) action.
- Must pass a Willpower test when activating if a Seriously Injured fighter (friend & foe) is within maximum Charge range, or Charge the Seriously Injured fighter and perform a Cannibalise (Basic) action. If the target can’t be reached (for any reason), use the activation to move as close as possible to the downed fighter.
- If a Coup de Grace action can be made (against an enemy), the fighter must instead make a Cannibalise action.
:::info Cannibalise (Basic)
Must be used instead of a Fight (Basic) or Coup de Grace (Basic) action. The target must be Seriously Injured. The attacker loses the Starvation condition. The target suffers a Lasting Injury roll with modifications:
| | | |
| :--------------------------- | :--------------------------------- | :-------------------------------------- |
| **11 (Lesson Learned):** | Counts as 11-26 (Out Cold). | The fighter remains on the battlefield. |
| **12-56:** | Apply the original Lasting Injury. | The fighter remains on the battlefield. |
| **61-65 (Critical Injury):** | Apply the original Lasting Injury. | The fighter goes Out of Action. |
| **66 (Memorable Death):** | Apply the original Lasting Injury. | The fighter goes Out of Action. |
:::
## Festering Injuries (Phase 3)
All fighters from all gangs have additional effects (Mutations) when suffering Lasting Injuries.
If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers:
- +1 if inflicted by a fighter aligned to Chaos.
- +1 inflicted in a cycle where Chaos is in Ascendancy.
- +1 if Starving.
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.
## Uprising Campaign Events
Can be used at the start of each cycle. Affects the whole cycle. Roll a D66 or select an event that suits the current state.
| D66 | Campaign Event |
| --- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 11 | **Psychic Phenomena:**<ul><li>+3 modifier to Willpower when using Wyrd Powers.</li><li>Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.</li><li>+3 Str to Possessed Hivers (Horrors of the Underhive).</li></ul> |
| 12 | **Restless Daemons:** Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the highest result. |
| 13 | **Survivor Enclaves:** For the first battle, the winning gang gains a random Resource (in addition to other rewards). If in Damnation phase, it is Ruined. |
| 14 | **Hive Breach:** In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into the battlefield. Apply the following effects for the next round:<ul><li>If the result was a triple, apply Pitch Black rules.</li><li>-1 hit modifier to ranged attacks.</li><li>All fighters must pass Toughness tests (benefiting from any respirators and filter plugs) in the End phase or suffer a Flesh Wound.</li></ul> |
| 15 | **Emergency Sanctioning:** All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free. |
| 16 | **Reality Wavers:** Fighters can move through walls and solid terrain (provided having enough movement to not end within) on a 2+. If failed, go Out of Action. |
| 21 | **Dome Quake:** Battles last D6+3 rounds. Work out victory conditions as normal. |
| 22 | **Rancid Meat:** Apply the following effects at the start of this cycle:<ul><li>Remove all Meat portions.</li><li>All fighters gain Starvation.</li><li>If in Insurrection phase, gangs can pay 30 credits per fighter to recover from Starvation.</li></ul> |
| 23 | **Gifts of the Masters:** Gain Favours after each battle (instead of only at the beginning of the cycle).<br />Apply a cumulative -1 modifier each time it is used after the first (this cycle). The result can't go below 2. |
| 24 | **Burning Blood:** Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts as revealed (Pitch Black). |
| 25 | **Baleful Energies:**<ul><li>Insurrection: Apply Festering Injuries.</li><li>Damnation: Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Festering Injury.</li></ul> |
| 26 | **Hungering Darkness:** Use the Horrors in the Dark rules. |
| 31 | **Broken Alliances:** Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result. |
| 32 | **Proxy War:** The gang can be replaced by a proxy gang. The proxy gang can't exceed the gang’s Gang Rating.<ul><li>3 Bounty Hunters (1 as Leader, 2 as Champions).</li><li>Any number of Hive Scum.</li></ul> |
| 33 | **Urban Renewal:** At the start of this cycle, each gang must replace a controlled territory (not hideout) with a new random territory. |
| 34 | **Cannibalistic Fury:** All Starving fighters gain +D3 Strength (instead of -1). The Starving condition can't be removed (by Meat portions or using the Cannibalise action). |
| 35 | **Supreme Ascendancy:** The side with Ascendancy can apply +2 or -2 modifier to the scenario roll before each battle. If the faction loses even a single battle, Ascendancy is moved to the rivals (as if losing more battles than won). |
| 36 | **Extra Bullet Rations:** +1 Rapid Fire to all Rapid Fire weapons. |
| 41 | **Gaze of the Harvest Lord:** <ul><li>+D3 XP when taking an enemy Out of Action with a Melee/Versatile weapon (not Coup de Grace).</li><li>Damnation: If earning this bonus and later suffering a Lasting Injury in the same battle, the injury is automatically a Festering Injury.</li></ul> |
| 42 | **Tide of Scum:** If a gang has insufficient fighters to fill out the crew for the scenario, gain additional free Hive Scum to make up the shortfall. |
| 43 | **Systems Failure:** Before each battle, roll 2D6 and apply the higher result. This is the round the battlefield suffers a complete system failure:<ul><li>Apply the Pitch Black rules for the rest of the battle.</li><li>Doors can no longer be operated normally and must instead be forced.</li></ul> |
| 44 | **Dead Guilders:** All gangs can join a multi-player battle with only 3 fighters in the crew. The last gang standing gains 6D6x10 credits after the battle. All other gangs gain D6x10 credits after the battle. |
| 45 | **Wild Snake Distillery:** All fighters part of a crew must pass a Willpower test or begin the battle Intoxicated. |
| 46 | **Plague Madness:** Before deployment, all fighters must pass an Intelligence test or begin the battle with Insanity. |
| 51 | **Scrapalanche:** +1 Scavenging roll to all gangs after each battle. |
| 52 | **Fleeting Utopia:**<ul><li>Ruined Resources counts as un-Ruined.</li><li>Insurrection: Double the rewards from Resources.</li><li>Damnation: Counts as Insurrection.</li></ul> |
| 53 | **Pardons for Pay:** At the beginning of the cycle, any non-Chaotic Outlaw gang can be aligned with Order. |
| 54 | **Something to Prove:** At the beginning of this cycle, any gang can join a special multi-player Shootout scenario. Each gang fields a single Bounty Hunter as the crew. The last standing Bounty Hunter can join the gang for free (for the rest of this cycle). |
| 55 | **Warzone:**<ul><li>Insurrection: -3 modifier to Rarity for all weapons (Note: Trading Post / Black Market is optional in Uprising).</li><li>Damnation: Roll 2D6 and choose one of the results when making Scavenging rolls.</li></ul> |
| 56 | **Spawn Again:** When taken Out of Action by a psychic power, pass a Willpower test to go Out of Action as normal, or suffer a Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It may also be retained after each battle as normal. |
| 61 | **Meat Market:**<ul><li>Insurrection: Gangs can buy Meat portions for 10 credits when visiting the Trading Post. The amount of Meat portions that can be purchased is equal to the number of fighters in the gang.</li><li>Damnation: Gain 1 Meat Portion after each battle.</li></ul> |
| 62 | **Jealous Rage:** At the start of the cycle, Each gang must resolve a leadership challenge between the Leader and the fighter with the highest Rating (other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the Leader loses, the challenger becomes the new Leader, while the old Leader becomes a Champion. |
| 63 | **The Unaligned will Inherit the Hive:**<ul><li>Insurrection: At the beginning of the cycle, any gang can change allegiance to Unaligned.</li><li>Damnation: +1 XP to all fighters taking part in a battle if the gang does not count the victory to their allegiance.</li></ul> |
| 64 | **A Silence Descends:**<ul><li>Fighters can't use psychic powers.</li><li>-2 T (minimum 1) to daemonically possessed fighters.</li><li>-2 modifier to all Leadership and Cool tests.</li></ul> |
| 65 | **Violent Demise:** When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All fighters hit immediately suffer a S 3 D 1 hit with Knockback. |
| 66 | **Divine Intervention:**<ul><li>Gangs aligned to Order:<ul><li>+2 modifier to Leadership and Cool tests.</li><li>Re-roll Lasting Injuries (for their own fighters).</li></ul></li><li>Gangs aligned to Chaos:<ul><li>Automatically pass Bottle tests.</li></ul></li></ul> |
## Ending the Campaign
After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it.
New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle.
**Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule).
| Triumphs | Criteria |
| ------------------------- | ------------------------------------------------------------ |
| Champion of the Dark Gods | Won most battles for Chaos. |
| Scion of the Imperium | Won most battles for Order. |
| Flesh Harvester | Accumulated most Meat portions. |
| Icon of Salvation | Most fighters on its gang roster at the end of the campaign. |
| Legendary Status | Highest Reputation |
| Survivor | Suffered the fewest deaths |
#### Additional Triumps for Campaign Variants
| Triumphs | Criteria |
| -------------------------------------------------- | ----------------------------------------------------------- |
| Order From Chaos: Heart of the Rebellion | The highest gang rating of all Chaos aligned gangs. |
| War of the Gods: Lord of Blood | Won by the gang with the highest gang rating from Khorne. |
| War of the Gods: Twister of Fates | Won by the gang with the highest gang rating from Tzeentch. |
| War of the Gods: Pestilent Lord | Won by the gang with the highest gang rating from Nurgle. |
| War of the Gods: Prince of Perversion | Won by the gang with the highest gang rating from Slaanesh. |
| Cannibal Kingdoms: Carrion King | Most devoured territories. |
| Survivors of the Apocalypse: Lord of the Wasteland | Improved most ruined territories. |
| Rise of the Four-Armed Emperor: Brood Lord | Infected most enemy fighters. |
| Hive War: Hive General | Destroyed most territories. |
## Campaign Variants
### Order From Chaos
Uprising in reverse.
Start with Damnation phase, end with Insurrection.
- Phase 1: Resources begin Ruined.
- Phase 3: All gangs must ‘un-ruin’ Resources each cycle if Order has Ascendancy.
- Gangs aligned to Order gains 2D6x10 credits each cycle.
- Triumph: Heart of the Rebellion - The highest gang rating of all Chaos aligned gangs.
### War of the Gods
The hive has been completely consumed by Chaos.
- Both phase 1 and 3 is Damnation (replacing Insurrection in phase 1).
- Replace Order and Chaos allegiances with Khorne, Tzeentch, Nurgle, Slaanesh.
- Standard allegiances have no effect (Order/Chaos).
- All gangs must make an allegiance at the start.
- Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment).
- Chaos is always in ascendancy (the allegiance who won most battles counts as being in ascendancy when choosing scenarios).
- The allegiance that won the most battles is the winner and claims the hive.
- 4 new Triumphs, won by the gang with the highest gang rating from each allegiance:
- Lord of Blood.
- Twister of Fates.
- Pestilent Lord.
- Prince of Perversion.
### Cannibal Kingdoms
Expands the Starvation rules:
- Starvation is in effect from the start.
- Can choose to take the Meat scenario reward instead of any credit scenario rewards during the Insurrection phase.
- Meat is available in the Trading Post: Rare (10), D3x10 credits. A gang can't buy more Meat than it has fighters during each post-battle sequence.
- Devour captured territories from opponents. The territory is removed and the gang’s fighters does not need Meat for the remainder of the current cycle.
- Triumph: Carrion King - most devoured territories.
### Survivors of the Apocalypse
There are no sides in this campaign and the only true victory is to outlive the opposition.
- The first is also Damnation (with the usual break for downtime):
- Phase 1: Damnation.
- Phase 2: Downtime.
- Phase 3: Damnation.
- No factions (Order, Chaos) and no allegiances. All related rules are skipped.
- Double the Scavenging rewards from scenarios. For example D6 Scavenging rolls is 2D6 instead.
- Can spend 10 Scavenging rolls on a ruined territory to double the amount of Meat it produces. This can be done once, permanently improving the territory, even if it is later captured by another gang.
- Fighters subject to the Starving condition must still be fed Meat. If a required Meat portion is not given to a Starving fighter, pass a Toughness test or the fighter dies (removed from the gang). If fed Meat, lose the Starving condition as normal.
- Triumph: Lord of the Wasteland - improved most ruined territories.
### Rise of the Four-Armed Emperor
A rebellion by the alien infiltration organisms, replacing the threat of Chaos with that of xenos.
- Replace Chaos allegiance with Xenos.
- Gangs can change allegiance to Xenos, but never to Order.
- Genestealer Cults and Infected gangs are always aligned to Xenos.
- When a fighter from a gang not aligned to Xenos is taken Out of Action in close combat against a Xenos gang, make a Willpower test. Once 3 or more fighters have failed this test, the Leader must make make a Willpower test at the end of each cycle. If failed, the gang becomes Infected and changes alignment to Xenos.
- Triumph: Brood Lord - Infected most enemy fighters.
### Hive War
Gangs are in open warfare with heavy ordnance actively targeting territories for annihilation.
- All gangs must align to Order or Chaos at the start.
- Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment).
- All items in the Trading Post are Common.
- Resources can be destroyed instead when won (removed from the campaign).
- Triumph: Hive General - Destroyed most territories.
## Scenario Selection
:::note
It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below.
:::
To determine which scenario will be used, roll 2D6on the following table:
| 2D6 | Result |
| :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-3 | Choose any scenario. |
| 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest). |
| 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). |
| 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). |
| 10-12 | Choose any scenario. |
:::info Goonhammer Scenario Table
Goonhammer has suggested a better way of selecting scenarios for this campaign. See below.
| 2D6 | Result | Scenario Options |
| :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) |
| 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) |
| 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) |
| 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend |
[Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/)
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 2 | 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 | # Uprising Campaign - _The baleful gaze of the Lord of Skin and Sinew has fallen upon Hive Arcos, driving its people to savage hunger and bloody madness. Gangs must choose the role they are to play in the carnage to follow, either clinging to the ideals of the Imperium and the rule of law, or giving in to their basest instincts and surrendering themselves to the whims of the Blood God!_ :::note Designer's Note Whilst the Uprising Campaign is designed to allow players to recreate the events within doomed Hive Arcos, players can use these rules to represent a similar, small scale uprising in almost any hive. Players may even wish to play an Uprising Campaign with gangs they have used in another campaign, representing such dire periods of civil unrest on a more local scale. ::: ## How The Campaign Works The Uprising Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to capture the desperate decline of a hive in the grips of a Chaos uprising and the breakdown of imperial law. In the Uprising Campaign, players take on sides, allying themsleves with the Imperial authority, offering their allegiance to the Dark Gods, or (at least in the beginning) attempting to remain neutral, looking out solely for their own interests. As the campaign progresses and the cannibal apocalypse unfolds, the power of one side or the other will wane, until a breaking point is reached, and a final battle to determine the fate of the hive is played. ## Allegiances All gangs must have an allegiance when founded. There are 3 types: - Order - Chaos - Unaligned Some gangs must always start with a specific allegiance, others can choose one. Some gangs can switch during the campaign, others cannot. | Gang Type | Starting Allegiance | Switched Allegiance | | :--------------------- | :------------------------------ | :-------------------- | | House Gangs | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any | | Tainted House Gangs | Chaos | N/A | | Genestealer Cult | Order | N/A | | Chaos Cult | Chaos | N/A | | Corpse Grinder Cult | Chaos | N/A | | Venator Bounty Hunters | Order<br />Chaos<br />Unaligned | Any<br />Any<br />Any | | Enforcers | Order | N/A | | Slave Ogryns | ? | ? | ## Changing Allegiances Normally gangs can't change sides (too keep things simple). However, if everyone agrees, use the following rules to determine when gangs change side. Once a gang has changed sides, it can't change again. #### Order - 3 or more fighters become Chaos Spawn as a result of Festering Injuries. #### Chaos - 3 or more Captured fighters are returned to the gang willingly by the Captors (not recovered as part of the Public Execution scenario). ## Always Order Versus Chaos In each battle, one side will always take the side of Order and other Chaos. If the two sides are not Order and Chaos, one gang will fight for a side they do not have Allegiance to: <table> <thead> <tr> <td colspan="2">Actual Allegiance</td> <td></td> <td colspan="2">Fights for Allegiance</td> </tr> <tr> <td>Gang 1</td> <td>Gang 2</td> <td>→</td> <td>Gang 1</td> <td>Gang 2</td> </tr> </thead> <tbody> <tr> <td>Order</td> <td>Chaos</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Unaligned</td> <td>Chaos</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Order</td> <td>Unaligned</td> <td>→</td> <td>Order</td> <td>Chaos</td> </tr> <tr> <td>Order</td> <td>Order</td> <td>→</td> <td colspan="2">Roll-off (loser fights for Chaos)</td> </tr> <tr> <td>Chaos</td> <td>Chaos</td> <td>→</td> <td colspan="2">Roll-off (loser fights for Order)</td> </tr> <tr> <td>Unaligned</td> <td>Unaligned</td> <td>→</td> <td colspan="2">Roll-off (Order vs Chaos)</td> </tr> </tbody> </table> ## Allegiance Benefits | Benefits of Order | Benefits of Unaligned | Benefits of Chaos | | :----------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------- | | **Lord Helmawr’s Coffers:** Re-roll any dice for scenario credit rewards.<br /><br />**Pax Imperium:** +1 fighter to the crew if underdog. | **Hard as Nails:** +1 Reputation when gaining Reputation from scenario rewards. <br /><br />**No Gods or Masters:** The Leader gains +D3 XP if participating in a battle without going Out of Action. | **Bloody Harvest:** +1 Meat portion when gaining Meat from scenario rewards.<br /><br />**Tear it all Down:** +1 fighter to the crew when attacking. | ## Ascendancy Order starts with Ascendancy in the first cycle of phase 1.<br /> Chaos starts with Ascendancy in the first cycle of phase 3. At the end of each cycle, the side that won most battles gains Ascendancy for the next cycle. In case of a tie, Ascendancy stays on on the side that have it. Roll a D6 before each battle and apply the effects (depending on which side has Ascendancy) to all participating gangs. | D6 | Bonds of Order | Hand of Chaos | | --- | :------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Price of Victory** <ul><li>+D6x10 credits for winning each battle.</li><li>Scavenging: Instead, gain +1 Scavenging froll for winning each battle.</li></ul> | **Manufactorum Shortages** <ul><li>+10 cost per item purchased (after each battle)</li><li>Phase 3: -1 Scavenging roll.</li></ul> | | 2 | **Head Hunters**<br />+1 XP when taking an enemy Leader or Champion Out of Action. | **Dark Dreams**<br /> If Broken, pass a Willpower test or gain Insanity for the rest of the battle instead. | | 3 | **Crack Down**<br />If the winner of a battle captures a 1 fighter, capture 2 fighters instead. | **Rotting Meat**<ul><li>Seriously Injured fighters must roll 4+ (instead of 3+) to avoid succumbing to their injuries.</li><li>Festering Injuries: Roll 2D6 and choose the highest.</li></ul> | | 4 | **Suppression Orders**<br />+1 XP when taking an enemy fighter Out of Action with a ranged weapon. | **Abundant Dead**<ul><li>Gain D6x10 credits per dead fighter from your gang.</li><li>Starvation: +1 Meat portion per dead fighter.</li></ul> | | 5 | **Good Medicine**<br />The cost for Medical Escorts to the Doc is D6x10 (instead of 2D6x10). | **Blood for the Blood God**<br />+1 XP when taking an enemy Out of Action with a Melee weapon. | | 6 | **Call to Arms**<br />Halve the cost when recruiting Gangers (rounding up). | **Gnawing Hunger**<ul><li>Before the battle, 1 random fighter in each crew gain -1 Strength.</li><li>Starvation: Instead, D3 random fighters gain Starving.</li></ul> | ## Challenges If the winner of a battle inflicted 3 times as many Out of Action results as was suffered (not counting models that left the battlefield voluntarily or fled), then capture a random Resource from the loser. No Resources change hands if the opponent only has the permanent Resource remaining. ## Territories Provide 2 sets of benefits: - Order - Ruined Only one of these sets are available at any time, depending of the state of the Territory. Once a resource has been ruined, it remains ruined for the rest of the campaign. Some benefits require certain rules to be in effect: - Starvation: Meat portions. - Scavenging: Scavenger rolls. If the rules are not in effect, the benefits are ignored. ## Trading In a Dominion campaign there is no access to the Trading Post or the Black Market. ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes In addition, each gang starts with 2 random Territories and their permanent Settlement (which cannot be lost). The following gangs replace this Settlement: - Enforcer: Precinct Fortress. - Corpse Grinder Cult: Chaos Fane. - Chaos Cult: Chaos Fane. :::note It's also assumed that Ash Waste Nomads replace the settlement with their Nomad's Outpost, like in a Dominion campaign. ::: ## Phase 1: Insurrection Earn Resource rewards at the start of each cycle. Each cycle Chaos gains Ascendancy, each gang must choose a Territory to become Ruined. ### 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: Damnation All Resources become Ruined (if not Ruined already). Apply the following rules: - Scavenging - Starvation - Festering Injuries Chaos begins with Ascendancy. Gangs can no longer (during the post-battle sequence): - Re-equip from the Equipment List. - Recruit new fighters, Hired Guns and Hangers-on. - Medical Escorts to the Doc costs D3 Meat portions instead of credits. ‘Trade’ fighters into Meat portions (one-to-one basis): - 1 Meat portion per Captive (after having a chance to be rescued). - 1 Meat portion per ‘retired’ fighter. Scenario rewards: - Do not earn any credits! - +1 Meat Portion per enemy fighter OoA. - +1 Scavenging Roll for winning. - +1 Scavenging roll per Loot (counter/casket) claimed (in addition to normal loot rewards). ## Scavenging (Phase 3) Scavenging rolls can be gained from scenarios, Resources or other rewards. Each Scavenging roll can be used to roll once on the Scavenging table after any battle. Any number of available Scavenging rolls can be made simultaneously or stashed. | 2D6 | Scavenging | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2-3 | **Unfortunate Encounter**<br />A random fighter suffers a Lasting Injury roll. | | 4-5 | **Paid in Blood**<br />A random fighter suffers a Lasting Injury roll.<br />Spend 3D6 credits on items from the House Weapon List. | | 6-7 | **Useful Scrap**<br />Spend D6x10 on a single item from the House Weapon List. | | 8-9 | **Hidden Cache**<br />Spend D6x10 credits on items from the House Weapon List. | | 10-11 | **Band of Survivors**<br /> Gain a free Ganger including additional items worth 2D6x10 credits from the House Weapon List. | | 12 | **Lost Holestead**<br />Roll a D6:<ul><li>1-5: Gain a free Ganger.</li><li>6: Gain a free Champion.</li></ul>Includes 4D6x10 credits worth of items from the House Weapon List. | ## Starvation (Phase 3) Meat can be gained from scenarios, Resources or other rewards. - Gangs must feed each fighter with 1 Meat portion after each battle (including after the last battle before Starvation comes into effect) to stave off hunger. - Meat portions can be ‘acquired’ from fighters on a 1-for-1 basis: - ‘Retired’ fighter. - Captured fighter (require a chance to be rescued as normal). - Free recruits (from Resources, Scavenging etc.). - If a fighter is turned into meat, the weapons and wargear are added to the gang’s Stash. ### Starving If the gang can't feed a fighter (or choose not to), the fighter gains the Starvation condition. Fighters remain Starving until eating a portion of Meat after a battle or cannibalise a downed opponent. Starvation has the following effects: - -1 S (for Strength tests, unarmed attacks and Melee weapons). - Can make the Cannibalise (Basic) action. - Must pass a Willpower test when activating if a Seriously Injured fighter (friend & foe) is within maximum Charge range, or Charge the Seriously Injured fighter and perform a Cannibalise (Basic) action. If the target can’t be reached (for any reason), use the activation to move as close as possible to the downed fighter. - If a Coup de Grace action can be made (against an enemy), the fighter must instead make a Cannibalise action. :::info Cannibalise (Basic) Must be used instead of a Fight (Basic) or Coup de Grace (Basic) action. The target must be Seriously Injured. The attacker loses the Starvation condition. The target suffers a Lasting Injury roll with modifications: | | | | | :--------------------------- | :--------------------------------- | :-------------------------------------- | | **11 (Lesson Learned):** | Counts as 11-26 (Out Cold). | The fighter remains on the battlefield. | | **12-56:** | Apply the original Lasting Injury. | The fighter remains on the battlefield. | | **61-65 (Critical Injury):** | Apply the original Lasting Injury. | The fighter goes Out of Action. | | **66 (Memorable Death):** | Apply the original Lasting Injury. | The fighter goes Out of Action. | ::: ## Festering Injuries (Phase 3) All fighters from all gangs have additional effects (Mutations) when suffering Lasting Injuries. If a Lasting Injury has a Mutation effect, roll a D6 and apply the following modifiers: - +1 if inflicted by a fighter aligned to Chaos. - +1 inflicted in a cycle where Chaos is in Ascendancy. - +1 if Starving. 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. ## Uprising Campaign Events Can be used at the start of each cycle. Affects the whole cycle. Roll a D66 or select an event that suits the current state. | D66 | Campaign Event | | --- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 11 | **Psychic Phenomena:**<ul><li>+3 modifier to Willpower when using Wyrd Powers.</li><li>Gain 2 psychic powers when using Ghast (instead of 1). Automatically gain Insanity when taking Ghast.</li><li>+3 Str to Possessed Hivers (Horrors of the Underhive).</li></ul> | | 12 | **Restless Daemons:** Include a Possessed Hiver. When rolling to deploy a Horror of the Underhive, roll 2D6 and apply the highest result. | | 13 | **Survivor Enclaves:** For the first battle, the winning gang gains a random Resource (in addition to other rewards). If in Damnation phase, it is Ruined. | | 14 | **Hive Breach:** In the End phase of each round, roll 3D6. If a double is rolled, toxic atmosphere beyond the hive will spill into the battlefield. Apply the following effects for the next round:<ul><li>If the result was a triple, apply Pitch Black rules.</li><li>-1 hit modifier to ranged attacks.</li><li>All fighters must pass Toughness tests (benefiting from any respirators and filter plugs) in the End phase or suffer a Flesh Wound.</li></ul> | | 15 | **Emergency Sanctioning:** All gangs can include 0-3 Hive Scum or 1 Bounty Hunter for free. | | 16 | **Reality Wavers:** Fighters can move through walls and solid terrain (provided having enough movement to not end within) on a 2+. If failed, go Out of Action. | | 21 | **Dome Quake:** Battles last D6+3 rounds. Work out victory conditions as normal. | | 22 | **Rancid Meat:** Apply the following effects at the start of this cycle:<ul><li>Remove all Meat portions.</li><li>All fighters gain Starvation.</li><li>If in Insurrection phase, gangs can pay 30 credits per fighter to recover from Starvation.</li></ul> | | 23 | **Gifts of the Masters:** Gain Favours after each battle (instead of only at the beginning of the cycle).<br />Apply a cumulative -1 modifier each time it is used after the first (this cycle). The result can't go below 2. | | 24 | **Burning Blood:** Fighters must test against Blaze if another fighter is wounded within 2”. Fighters with Flesh Wounds counts as revealed (Pitch Black). | | 25 | **Baleful Energies:**<ul><li>Insurrection: Apply Festering Injuries.</li><li>Damnation: Roll 2D6 and choose the highest result when rolling if a Lasting Injury becomes a Festering Injury.</li></ul> | | 26 | **Hungering Darkness:** Use the Horrors in the Dark rules. | | 31 | **Broken Alliances:** Gangs can't use hired guns. If testing the alliance, roll 2D6 and apply the higher result. | | 32 | **Proxy War:** The gang can be replaced by a proxy gang. The proxy gang can't exceed the gang’s Gang Rating.<ul><li>3 Bounty Hunters (1 as Leader, 2 as Champions).</li><li>Any number of Hive Scum.</li></ul> | | 33 | **Urban Renewal:** At the start of this cycle, each gang must replace a controlled territory (not hideout) with a new random territory. | | 34 | **Cannibalistic Fury:** All Starving fighters gain +D3 Strength (instead of -1). The Starving condition can't be removed (by Meat portions or using the Cannibalise action). | | 35 | **Supreme Ascendancy:** The side with Ascendancy can apply +2 or -2 modifier to the scenario roll before each battle. If the faction loses even a single battle, Ascendancy is moved to the rivals (as if losing more battles than won). | | 36 | **Extra Bullet Rations:** +1 Rapid Fire to all Rapid Fire weapons. | | 41 | **Gaze of the Harvest Lord:** <ul><li>+D3 XP when taking an enemy Out of Action with a Melee/Versatile weapon (not Coup de Grace).</li><li>Damnation: If earning this bonus and later suffering a Lasting Injury in the same battle, the injury is automatically a Festering Injury.</li></ul> | | 42 | **Tide of Scum:** If a gang has insufficient fighters to fill out the crew for the scenario, gain additional free Hive Scum to make up the shortfall. | | 43 | **Systems Failure:** Before each battle, roll 2D6 and apply the higher result. This is the round the battlefield suffers a complete system failure:<ul><li>Apply the Pitch Black rules for the rest of the battle.</li><li>Doors can no longer be operated normally and must instead be forced.</li></ul> | | 44 | **Dead Guilders:** All gangs can join a multi-player battle with only 3 fighters in the crew. The last gang standing gains 6D6x10 credits after the battle. All other gangs gain D6x10 credits after the battle. | | 45 | **Wild Snake Distillery:** All fighters part of a crew must pass a Willpower test or begin the battle Intoxicated. | | 46 | **Plague Madness:** Before deployment, all fighters must pass an Intelligence test or begin the battle with Insanity. | | 51 | **Scrapalanche:** +1 Scavenging roll to all gangs after each battle. | | 52 | **Fleeting Utopia:**<ul><li>Ruined Resources counts as un-Ruined.</li><li>Insurrection: Double the rewards from Resources.</li><li>Damnation: Counts as Insurrection.</li></ul> | | 53 | **Pardons for Pay:** At the beginning of the cycle, any non-Chaotic Outlaw gang can be aligned with Order. | | 54 | **Something to Prove:** At the beginning of this cycle, any gang can join a special multi-player Shootout scenario. Each gang fields a single Bounty Hunter as the crew. The last standing Bounty Hunter can join the gang for free (for the rest of this cycle). | | 55 | **Warzone:**<ul><li>Insurrection: -3 modifier to Rarity for all weapons (Note: Trading Post / Black Market is optional in Uprising).</li><li>Damnation: Roll 2D6 and choose one of the results when making Scavenging rolls.</li></ul> | | 56 | **Spawn Again:** When taken Out of Action by a psychic power, pass a Willpower test to go Out of Action as normal, or suffer a Memorable Death (Lasting Injury 66). The dead fighter is replaced by a Spawn, controlled by the dead fighter’s gang. It may also be retained after each battle as normal. | | 61 | **Meat Market:**<ul><li>Insurrection: Gangs can buy Meat portions for 10 credits when visiting the Trading Post. The amount of Meat portions that can be purchased is equal to the number of fighters in the gang.</li><li>Damnation: Gain 1 Meat Portion after each battle.</li></ul> | | 62 | **Jealous Rage:** At the start of the cycle, Each gang must resolve a leadership challenge between the Leader and the fighter with the highest Rating (other than the Leader). Deploy the 2 fighters 12” apart and roll for Priority to see who begins. If the Leader loses, the challenger becomes the new Leader, while the old Leader becomes a Champion. | | 63 | **The Unaligned will Inherit the Hive:**<ul><li>Insurrection: At the beginning of the cycle, any gang can change allegiance to Unaligned.</li><li>Damnation: +1 XP to all fighters taking part in a battle if the gang does not count the victory to their allegiance.</li></ul> | | 64 | **A Silence Descends:**<ul><li>Fighters can't use psychic powers.</li><li>-2 T (minimum 1) to daemonically possessed fighters.</li><li>-2 modifier to all Leadership and Cool tests.</li></ul> | | 65 | **Violent Demise:** When taken Out of Action, place a 3” Blast on the fighter before being removed from the battlefield. All fighters hit immediately suffer a S 3 D 1 hit with Knockback. | | 66 | **Divine Intervention:**<ul><li>Gangs aligned to Order:<ul><li>+2 modifier to Leadership and Cool tests.</li><li>Re-roll Lasting Injuries (for their own fighters).</li></ul></li><li>Gangs aligned to Chaos:<ul><li>Automatically pass Bottle tests.</li></ul></li></ul> | ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. New Splinter gangs created based on the old gain bonuses for the next cycle. Triumphs only last for a single cycle. **Law & Misrule**: The alignment that received most Triumphs is declared to have Tipped the Balance (balance of power between Law & Misrule). | Triumphs | Criteria | | ------------------------- | ------------------------------------------------------------ | | Champion of the Dark Gods | Won most battles for Chaos. | | Scion of the Imperium | Won most battles for Order. | | Flesh Harvester | Accumulated most Meat portions. | | Icon of Salvation | Most fighters on its gang roster at the end of the campaign. | | Legendary Status | Highest Reputation | | Survivor | Suffered the fewest deaths | #### Additional Triumps for Campaign Variants | Triumphs | Criteria | | -------------------------------------------------- | ----------------------------------------------------------- | | Order From Chaos: Heart of the Rebellion | The highest gang rating of all Chaos aligned gangs. | | War of the Gods: Lord of Blood | Won by the gang with the highest gang rating from Khorne. | | War of the Gods: Twister of Fates | Won by the gang with the highest gang rating from Tzeentch. | | War of the Gods: Pestilent Lord | Won by the gang with the highest gang rating from Nurgle. | | War of the Gods: Prince of Perversion | Won by the gang with the highest gang rating from Slaanesh. | | Cannibal Kingdoms: Carrion King | Most devoured territories. | | Survivors of the Apocalypse: Lord of the Wasteland | Improved most ruined territories. | | Rise of the Four-Armed Emperor: Brood Lord | Infected most enemy fighters. | | Hive War: Hive General | Destroyed most territories. | ## Campaign Variants ### Order From Chaos Uprising in reverse. Start with Damnation phase, end with Insurrection. - Phase 1: Resources begin Ruined. - Phase 3: All gangs must ‘un-ruin’ Resources each cycle if Order has Ascendancy. - Gangs aligned to Order gains 2D6x10 credits each cycle. - Triumph: Heart of the Rebellion - The highest gang rating of all Chaos aligned gangs. ### War of the Gods The hive has been completely consumed by Chaos. - Both phase 1 and 3 is Damnation (replacing Insurrection in phase 1). - Replace Order and Chaos allegiances with Khorne, Tzeentch, Nurgle, Slaanesh. - Standard allegiances have no effect (Order/Chaos). - All gangs must make an allegiance at the start. - Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment). - Chaos is always in ascendancy (the allegiance who won most battles counts as being in ascendancy when choosing scenarios). - The allegiance that won the most battles is the winner and claims the hive. - 4 new Triumphs, won by the gang with the highest gang rating from each allegiance: - Lord of Blood. - Twister of Fates. - Pestilent Lord. - Prince of Perversion. ### Cannibal Kingdoms Expands the Starvation rules: - Starvation is in effect from the start. - Can choose to take the Meat scenario reward instead of any credit scenario rewards during the Insurrection phase. - Meat is available in the Trading Post: Rare (10), D3x10 credits. A gang can't buy more Meat than it has fighters during each post-battle sequence. - Devour captured territories from opponents. The territory is removed and the gang’s fighters does not need Meat for the remainder of the current cycle. - Triumph: Carrion King - most devoured territories. ### Survivors of the Apocalypse There are no sides in this campaign and the only true victory is to outlive the opposition. - The first is also Damnation (with the usual break for downtime): - Phase 1: Damnation. - Phase 2: Downtime. - Phase 3: Damnation. - No factions (Order, Chaos) and no allegiances. All related rules are skipped. - Double the Scavenging rewards from scenarios. For example D6 Scavenging rolls is 2D6 instead. - Can spend 10 Scavenging rolls on a ruined territory to double the amount of Meat it produces. This can be done once, permanently improving the territory, even if it is later captured by another gang. - Fighters subject to the Starving condition must still be fed Meat. If a required Meat portion is not given to a Starving fighter, pass a Toughness test or the fighter dies (removed from the gang). If fed Meat, lose the Starving condition as normal. - Triumph: Lord of the Wasteland - improved most ruined territories. ### Rise of the Four-Armed Emperor A rebellion by the alien infiltration organisms, replacing the threat of Chaos with that of xenos. - Replace Chaos allegiance with Xenos. - Gangs can change allegiance to Xenos, but never to Order. - Genestealer Cults and Infected gangs are always aligned to Xenos. - When a fighter from a gang not aligned to Xenos is taken Out of Action in close combat against a Xenos gang, make a Willpower test. Once 3 or more fighters have failed this test, the Leader must make make a Willpower test at the end of each cycle. If failed, the gang becomes Infected and changes alignment to Xenos. - Triumph: Brood Lord - Infected most enemy fighters. ### Hive War Gangs are in open warfare with heavy ordnance actively targeting territories for annihilation. - All gangs must align to Order or Chaos at the start. - Gangs can't switch alignment (gangs can still fight against other gangs of the same alignment). - All items in the Trading Post are Common. - Resources can be destroyed instead when won (removed from the campaign). - Triumph: Hive General - Destroyed most territories. ## Scenario Selection :::note It is up to the campaign to organise how they want to choose scenarios. Each gaming group is different and have different approaches. One option is to use the selection table suggested by the campaign designers below. ::: To determine which scenario will be used, roll 2D6on the following table: | 2D6 | Result | | :-------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-3 | Choose any scenario. | | 4-5 | Play [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest). | | 6-7 | Play [Hit & Run](http://localhost:3000/docs/scenarios/scenario-list/hit-and-run) or [Show of Force](/docs/scenarios/scenario-list/show-of-force). | | 8-9 | Play [Search & Destroy](/docs/scenarios/scenario-list/search-destroy). | | 10-12 | Choose any scenario. | :::info Goonhammer Scenario Table Goonhammer has suggested a better way of selecting scenarios for this campaign. See below. | 2D6 | Result | Scenario Options | | :---: | :---------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2-5 | Disruption | [Meat Harvest](/docs/scenarios/scenario-list/meat-harvest) / [Blood Rites](/docs/scenarios/scenario-list/blood-rites) / [Search & Destroy](/docs/scenarios/scenario-list/search-destroy) | | 6-7 | Destruction | [Takeover](/docs/scenarios/scenario-list/takeover) / [Sabotage](/docs/scenarios/scenario-list/sabotage) / [Border Dispute](/docs/scenarios/scenario-list/border-dispute) | | 8-9 | Death Match | [Stand-off](/docs/scenarios/scenario-list/stand-off) / [The Trap](/docs/scenarios/scenario-list/trap) / [Ambush](/docs/scenarios/scenario-list/ambush) | | 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend | [Source](https://www.goonhammer.com/necromunday-all-the-missions-a-better-way/) ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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219 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# Agents
<FighterCard cost="*">
## 0-1 House Agents
A gang can recruit no more than one House Agent at a time. To represent the variety
of renowned champions within each House, the recruiting player chooses one of the
following profiles to use:
<Tabs>
<TabItem value="cawdor" label="Cawdor" default>
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
</TabItem>
<TabItem value="delaque" label="Delaque" default>
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
</TabItem>
<TabItem value="escher" label="Escher" default>
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ |
</TabItem>
<TabItem value="goliath" label="Goliath" default>
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
| 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ |
| 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
</TabItem>
<TabItem value="orlock" label="Orlock" default>
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ |
| 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ |
| 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
</TabItem>
<TabItem value="vansaar" label="Van Saar">
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ |
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ |
</TabItem>
</Tabs>
**Special Rules:** \*Petition, Gang Hierarchy (Champion), Group Activation (1), “You Get What You Pay For”.
<details className="">
<summary>Special Rules</summary>
**\*Petition:** A gang does not simply hire a House Agent. Instead, a House Agent may
be dispatched to aid a gang when a petition is made by a gang leader. If a gang
wishes to hire a House Agent, the controlling player must roll on the following table
during the appropriate step of the pre-battle sequence:
| D6+Rep | Result |
| :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-5 | The House heeds the gang’s plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for **40 credits**. |
| 6-10 | The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for **80 credits**. |
| 11-15 | The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. |
| 16+ | The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions. |
Note that a gang may make a petition to hire a House Agent or it may roll on the
House Favours table. It may not do both.
**Gang Hierarchy (Champion):** During a battle, should this fighter pass a Bottle test,
friendly Van Saar fighters without this special rule that have not already taken a
Bottle test this round and that are within 6" of this fighter will automatically pass
their Bottle test for that round.
**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 are 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.
**“You Get What You Pay For”:** Unlike other fighters, House Agents are not counted
during the Choose Crew step of the pre-battle sequence. Instead, at the end of this
step, any House Agents available to the gang may be added to the crew, regardless
of the Crew Selection method in use. This may take the number of fighters in a
starting crew above the number specified by the scenario.
</details>
<details className="">
<summary>Skills</summary>
A House Agent may take either three skills determined at random, or one skill
determined at random and one skill chosen by the recruiting player. Each skill is
chosen from the following skill sets: Brawn, Combat, Ferocity, Leadership, Tech or
Shooting (as described in the Necromunda Rulebook). To determine a random skill,
the player declares which skill set they are generating the skill from and rolls a D6,
re-rolling if the House Agent already has that skill. Choosing a skill is a simple matter
of picking the desired skill from the sets available.
</details>
<details className="equipment">
<summary>Equipment</summary>
A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from your house equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.
</details>
<details>
<summary>Lore</summary>
_The Clan Houses of Necromunda are at once dependent upon one another for their mutual prosperity and deadly rivals that seek to damage or destroy one another. Each controls its own share of the industry and resource that makes Necromunda so vital to the Imperium, jealously guarding its rights and power against rivals and enemies._
_Often in the long history of Necromunda such rivalries have exploded into harmful civil wars, wars that damage industry and commerce. In the millennia since the ascendancy of House Helmawr such wars have been… discouraged, and Houses that would take up arms and threaten the status quo dealt with harshly. Yet war and conflict are only natural. The Clan Houses fulfil their need to draw one another’s blood through the eternal struggle of the gangs, proxy warfare in the cramped habs and manufactoria replacing open battle and keeping the wide avenues and clan residences of the upper hive safe._
_Many loyal scions of the Clan Houses have risen to positions of power and influence as gang fighters of great renown. Such famed warriors are often deployed as agents by the lords they serve, sent to aid gangs beset by enemies. These agents can be considered as both weapons of their masters’ will and demonstrations of their power. Their arrival in the midst of a raging gang war sows fear in both allies and enemies alike, for their presence represents not just the interests of their masters, but highlights the failings of the local gangs to protect those interests…_
</details>
_Source: Published in all House of X books_
</FighterCard>
## List of Law-abiding Agents
<FighterCard cost="40/80">
### 0-1 Generic (Cawdor)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
**Law Abiding:**
- **Pious:** Can re-roll Rally tests if the result is 2 (before modifiers).
- Choose equipment from Cawdor leader's list.
</FighterCard>
<FighterCard cost="40/80">
### 0-1 Generic (Delaque)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
#### Psychoteric Mastery (+30)
Can be recruited as an Unsanctioned Psyker (with 1 Psychoteric Wyrd Power). This cost affects gang rating and must also be paid on top of the standard petition fee (even if it is free).
</FighterCard>
<FighterCard cost="40/80">
### 0-1 Generic (Escher)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ |
</FighterCard>
<FighterCard cost="40/80">
### 0-1 Generic (Goliath)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
| 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ |
| 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
</FighterCard>
<FighterCard cost="40/80">
### 0-1 Generic (Orlock)
**Cost:** 40/80
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ |
| 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ |
| 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
**Legendary Names:** 2 random (re-roll duplicates) or 1 custom.
</FighterCard>
<FighterCard cost="40/80">
### 0-1 Generic (Van Saar)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ |
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ |
</FighterCard>
<FighterCard cost="100/200">
### Ajex Gorgoth
**_Goliath only_**
![](ajex-gorgoth.webp)
_The Fist of Hive Primus is the largest Goliath enclave on Necromunda, and Ajex Gorgoth is its master. One of the eight Alphas of Hive Primus, he serves Over-tyrant Varran Gor by ruling the manufactorums, slave pits, fighting arenas and forges of the Fist. Unlike his counterparts in other Clan Houses, Ajex is far from some middling bureaucrat or hive overseer, content to live his life counting quotas and gathering up tithe chits. The Lord of the Fist is a far more ‘hands on’ master, either fighting in the House of Pain – the Fist’s largest fighting pit – or descending into the underhive to expand the territories of the clan and gather slaves for its factories._
_Ajex’s long and bloody history began in the forge pits of Vat City, gathering up molten- slag spilled from the great weapon presses. A Natborn, Ajex’s cunning was apparent even then, the future Alpha using cast-off metal to fashion his own weapons. Over the following years, Ajex fought his way up to lead the Forge Lords gang, augmenting his body with home-made bionics and blades, including replacing his nose when it was bitten off in a fight. His ‘powered’ armour is something he fashioned himself, the weight far beyond what most normal fighters couldhope to carry. Fed on dirty promethium, it emits clouds of greasy black smoke, but also gives his servo claw the strength to rip off an Ambot’s head. Ajex eventually became the ruler of the Fist when he defeated its previous Alpha, whose skull he still carries around on a trophy rack fixed to his back. Varran Gor is watching Ajex’s career with great interest, lest Gor’s skull also end up adorning the Alpha’s armour._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- |
| 4" (3") | 2+ | 5+ | 5 | 4 | 3 | 3+ (4+) | 4 | 8+ | 5+ | 6+ | 7+ |
_\*Numbers is brackets are due to wearing Heavy Carapace armour._
**Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Immovable Stance, Naaargah!
**Weapons:** Powered servo claw, great chainsword.
**Wargear:** Carapace (heavy), [respirator](/docs/armoury/personal-equipment#respirator).
_Source: House of Chains_
</FighterCard>
<FighterCard cost="100/200">
### Arachnotek Golem
**_Van Saar only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 3+ | 5 | 5 | 3 | 3+ | 3 | ? | ? | ? | ? |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 'Hystrar' energy projector | 8" | 16" | +1 | - | 5 | -1 | 1 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="reckless">Reckless</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> |
| Shock claw | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> |
</WeaponStats>
**Skills:** As host, plus: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Mental Mastery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#3-mental-mastery), [Rad-phaged](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#5-rad-phaged).
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [[bio-booster](/docs/armoury/personal-equipment#bio-booster)](/docs/armoury/personal-equipment#bio-booster), [respirator](/docs/armoury/personal-equipment#respirator).
**Special Rules:** \*Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable.
<details>
<summary>Special Rules</summary>
**\*Petition:** A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when
a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the prebattle sequence:
**Combined Consciousness:** The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness.
Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem.
For the duration of the battle, all characteristics on the Arachnotek Golem’s profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter.
**Abominable Intelligence:** Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+.
**Seemingly Invulnerable:** The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon’s Armour Piercing value.
</details>
<details>
<summary>Lore</summary>
_The Arachnotek Golem is a technological horror born from the deranged imagination of the Archeotek, Sater Davos. It began its existence as a means for the Van Saar to cheat death. This was in the centuries before the clan perfected their environment suits, and Davos dabbled in full cybernetica bodies as replacements for the failing flesh of his people. It is said that dead and dying Van Saar Archeoteks were brought before the Golem, where they breathed their last upon its iron skin, and gave over their fading engrams to the mechanical man. The theory was that they would live on as ghosts in the machine spirit of the Golem, and the great minds of the Van Saar might somehow be preserved. Like so many things devised by the Archeoteks, the Arachnotek Golem was both a great success and a great failure for the clan. Unfortunately for Davos, and all who would come after him, the engramic coding imprinted on the Golem could never find purchase, and so the mind of the deceased would live on in the machine for a time before fading – meaning more dead and dying had to be brought before it so it might enjoy some semblance of life. Of course, even in this damaged state the Golem found its place within the clan._
_Centuries later, the Arachnotek Golem is a tool of revenge. Its body has been added to over the years to make it a device of war, towering over most mortal hivers, its armoured torso held aloft on spider legs and armed with an assortment of archaeo-arcane weaponry created by some of the most powerful Archeoteks to have ever lived. Bold Van Saar gangs might petition the services of the Golem by offering up one of their brothers or sisters so the machine might absorb their engramic spirit for a time – such a melding is not without its risks, however, and can leave the donor little more than a blithering idiot._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="40/80">
### Athera & Stix
**_Escher & Lady Credo's Rebellion only_**
![](athera-stix.jpg)
### Athera
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :--------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Master-crafted<br />Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Plasma Pistol |
| - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
| - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> |
</WeaponStats>
**Skills:** [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack).
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace).
#### Adina's Champion
- After deployment, challenge an enemy fighter.
- Gain the following until attacking any other model:
- +1 A & [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) (Agility).
#### Favoured of Stix
Stix is always deployed within 3" (Exotic Beast).
#### Petition
A gang allied with the Lady Credo's Rebellion can petition to have her join them. Roll on the generic Agent petition table before the battle.
### Stix (Caryatid)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ |
**Weapons:** None (always make 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)
Save can be made only 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.
#### 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.
_The gene-sister of Adina, Athera has stood at the side of the Matriarch Primus since Adina’s ascension to the Council of Crones. A clone child of Queen Vhoadycia, Athera was hoped by the Chymist Covens, much like Adina, to be a cure for the Flesh Curse. Also like Adina, she failed in that regard, though grew into a woman of exceptional skill and willpower. The Matriarch Primus trusts Athera more than any other of her entourage, and far more than the bickering members of the Council of Crones. Athera is never far from Adina’s side, unless the Matriarch has dispatched her on some task or other, and the two share a special bond that goes beyond the sisterhood of the House of Blades. More than just Adina’s bodyguard, Athera is the Matriarch’s champion – sometimes called the Matriarch’s Blade – and has stood as proxy for Adina in many matters of honour both within and without the Clan House. More than one opponent of Adina has openly backed down from an argument or a threat upon seeing Athera step out of the shadows, casually balancing her chain axe on her shoulder._
_Athera, already a powerful figure in House Escher, was further blessed when a Caryatid sought her out while she was operating in the underhive of Hive Primus. The diminutive blue creature landed on her shoulder, and has been at her side ever since, bringing her good fortune. Athera named the creature Stix, after the chem river that runs through Rust Town where she first encountered it. She has been known to converse with the creature, often while interrogating or negotiating, much to the unease of her opponents as she tells Stix all the ways she is going to ‘deal’ with them._
_Source: The Aranthian Succession: Cinderak Burning_
</FighterCard>
<FighterCard cost="100/200">
### Cyniss, the Mother of Poisons
**_Escher only_**
![](cyniss.jpg)
_Of all the Prymari Wytches, Mother Cyniss is by far the most respected and feared. She has a seat on the Council of Crones and, if it is to be believed, the ear of Matriarch Primus Adina herself. Cyniss’ power comes from her control of the Hive Primus Chymist Cults and the Prymari Death-maidens. Old, even by the standards of the Council of Crones, Cyniss has maintained her youthful appearance through countless rejuve treatments, her timeless appearance concealing her extreme age. Despite having led the Prymari Wytches for almost two centuries, Cyniss still ventures out into the underhive in search of promising candidates for the Death-maidens, or rare ingredients for her potions._
_Given her importance and power, she usually travels in the company of Death-maidens or with a loyal Escher gang. The benefits of helping Cyniss on one of her expeditions are the finest chems for the gang, sharpening their senses and increasing their reflexes far beyond what youth and muscle alone could achieve. Cyniss herself is no easy target either. Beneath her Clan Chymist’s robe she hides a wealth of poisons and chems to feed her wrist-mounted needle pistols. With a contemptuous gesture, Cyniss can unleash a flurry of these darts, paralysing, rendering unconscious, or even killing her foes. And should a round or blade find its way into Cyniss’ flesh, subdermal chem-pumps stand ready to flood her system with stimms or hyper-coagulants, preserving her from harm and giving Cyniss time to make whoever wounded her pay for their mistake._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 5+ | 6+ | 6+ |
**Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae).
**Weapons:** Wrist-mounted needler.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator).
#### Master Clan Chymist
When activating, can apply 1 Chem-alchemy Toxin effect the wrist-mounted needler (lasts for this round).
_Source: House of Blades_
</FighterCard>
<FighterCard cost="40/80">
### Lady Haera
**_Imperial House only_**
![](lady-haera.jpg)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 2+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 5+ | 6+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :---------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Phase sword | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="phase">Phase</Tooltip> |
| Power spear |
| - melee | E | 2" | - | - | S | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
| - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | \* | <Tooltip type="traits" content="knockback">Knockback</Tooltip> |
</WeaponStats>
**Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge).
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field).
#### Homing Teleport
Each time the power spear is used to make a ranged attack, roll a 3+, otherwise the the spear can only be used once more as a ranged attack (it runs out of charge after returning to the owner). If thrown without a charge, it cannot be used again for the rest of the battle.
#### Watch-skulls
360° vision arc.
#### Petition
A gang allied with the Imperial House can petition to have her join them. Roll on the generic Agent petition table before the battle.
_Even by the grim standards of Necromunda’s nobility, Haera is a sociopath and a backstabbing murderer. Before she was old enough to leave her nursery chambers, Haera was manipulating and torturing her servants. One of her favourite games was making up some imagined crime to place upon a newly arrived nanny or guard and then forcing them to frame one of her other keepers for the offence, lest she reveal their ‘secret’. It was excellent training for the life she would lead as one of Lord Helmawr’s Trueborn children and a claimant to the Helmawr throne. Some say old Gerontius Helmawr only named her Trueborn because her mother, the consort Junos Gileain Ulanti, reminded him of his own mother. Though others say it was because he recognised Haera’s talent for treachery early on and thought naming her Trueborn would keep his other children on their toes._
_Haera has grown into a dangerous young woman, as deadly as any underhive ganger and just as mean. Her most fearsome attribute, however, is her mind; long before the Great Darkness, she was exploiting her siblings and turning them against each other for her own amusement. Those who have thought to move against her more directly have discovered she is also far from helpless when it comes to personal danger – trained by the finest blademasters of the spire, she is easily the equal of any noble swordsman or swordswoman. The fabulous wealth of the Helmawr family affords her exceptional weapons and wargear; her refractor field infused carapace armour and watch-skulls protecting her while she dispatches foes withher phase sword and power spear._
_Source: The Aranthian Succession: Cinderak Burning_
</FighterCard>
<FighterCard cost="100/200">
### Margo Merdena
**_Orlock only_**
![](margo-merdena.jpg)
_The seventh daughter of Slate Merdena, Margo runs the Dustsea road crews for Clan Orlock. Young for a Road Boss – still shy of her 30th grand cycle – she has nonetheless garnered a lot of respect from her peers for opening up the Dustsea road to Hive Rothgol. For years, the Dustsea, Deadsea and Drysea crews were at odds, their fractious gangs fighting for control of the vast wasteland off the western edge of the Palatine Plateau. While they struggled, Ash Waste Nomad tribes, mutie packs, wasteland critters and other clan gangs raided the roads between Hive Primus and the western hive clusters. Margo changed all that. In brutal succession she bested a dozen Orlock gang bosses, uniting their riders under her control, and launching a raid against the largest Ash Waste Nomad settlement in the Deadsea. During the savage battle a Dust Stalker tore off her legs, Margo killing the beast with her harpoon gun and using its coil to staunch the bleeding. For an hour she lay in a pool of her own blood, killing anything that was foolish enough to try to finish her off. And afterwards she fashioned new legs from the wheel blades and axle springs of her wrecked ash-runner. After that, the rest of the gangs fell into line and her influence continued to spread._
_Margo moves terrifyingly fast for a woman with cyber-augmented legs, often dashing across the ash in a blur of movement to hack someone apart with an axe kick. To help her get around on her rig, she has created a gauntlet-mounted harpoon gun, firing a spear into her intended target and then dragging it, or herself to where she needs to be. This comes in especially handy when boarding enemy vehicles, but no less so when it comes to climbing through the tangled ruin of the underhive._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 2+ | 3+ | 3 | 3 | 3 | 2+ | 3 | 5+ | 6+ | 6+ | 7+ |
**Skills:** Bring It On!, [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint).
**Weapons:** Leg blades, harpoon fist.
**Wargear:** Flak, [respirator](/docs/armoury/personal-equipment#respirator).
#### Queen of the Road
All Faction fighters on the battlefield can use this fighter’s Cool characteristic instead of their own.
_Source: House of Iron_
</FighterCard>
<FighterCard cost="100/200">
### Necrana
**_Escher only_**
![](necrana.jpg)
_No one remembers Necrana’s real name. All those who knew her when she was alive have long since died, and Necrana herself rarely speaks, if she speaks at all. Wrapped in stained and torn robes, the Death-maiden ancient is a nightmare given form to the gangs of Hive Ceres and beyond. Years of battle have left her flesh pocked with bullet wounds and scarred by blades, the punishment far more than anything living could survive. And yet Necrana endures, her face slowly rotting away beneath her mask of stained bandages. While age has slowed Necrana’s reactions, the embalming toxins that fill her body have made her far more resilient to compensate. As her enemies will attest, the Death-maiden has risen from kill-shots, and supposedly fatal blows, time and time again._
_There are those within the Moraegan who have argued to let Necrana be put to rest – it being well-known that should a Death-maiden stop receiving her regular treatments she will die for good. These other Death-maidens believe to keep one of their own active for so long is an affront to the laws of the House, and an act of extreme cruelty. The Ceres Chymist Cult who minister to Necrana argue that Necrana continues to hunt for the clan willingly._
_What they haven’t told anyone, however, is Necrana hasn’t taken their elixirs for years..._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 2+ | 4+ | 3 | 4 | 3 | 4+ | 3 | 8+ | 4+ | 7+ | 7+ |
**Skills:** Hit & Run, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows).
**Weapons:** Needle pistol, venom claw.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator).
#### Immortal Death-Maiden
- Unaffected by Coup de Grace (Simple) action.
- Treats any Out of Action as Serious Injury instead.
- Does not roll Injury dice in the Recovery phase. Instead, roll equal to or less than the Toughness to recover (suffering a Flesh Wound as normal).
- Goes Out of Action when Toughness is reduced to 0 (as normal).
_Source: House of Blades_
</FighterCard>
<FighterCard cost="100/200">
### Orrin Grimjarl, Last Charter Lord of Jardlan
_During the Great Darkness, Jardlan’s Holdfast was destroyed by the Tsun’ghar and only a handful of Jardlan Squats remained – among them, the outcast engineer Orrin Grimjarl. Many squats so shamed by the destruction of their people would take an oath of vengeance and spend what days they had left hunting down the enemies of the mining clans. Not so Orrin. Determined that Jardlan should not fade into history like so many clans before it, he vowed to restore the ancestral hold of his people, no matter the kinds of allies he must make to see it come to pass._
_A brilliant, if somewhat eccentric, engineer, Orrin is an outcast from the technical doctrines of his clan and he has created all manner of bespoke wargear and weaponry for his own personal use. The most unusual of these is without a doubt his ‘fractal pulse beamer’ – a negative energy laser weapon made up of dozens of opposable lenses – capable of cutting down into rich mineral seams or just as equally carving limbs off troublesome wasters._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 3+ | 3 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fractal<br /> pulse beamer | 3" | 8" | - | +1 | 9 | -4 | 3 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> |
| Rock-drill | - | E | - | - | 3 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> |
| Ironhead<br /> autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
| Frag <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> |
| Krak <br />grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolitions</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> |
| Smoke <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (\*")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> |
</WeaponStats>
**Skills:** Stubborn to the Last.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), Techmite Exovator.
#### Petition
A gang does not simply hire Orrin Grimjarl.
Instead, he may agree to aid a gang when a petition
is made by a gang leader. If a gang wishes to hire
Orrin Grimjarl, the controlling player must roll on the
following table during the appropriate step of the
pre-battle sequence:
| D6+Rep | Result |
| :----: | :----------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- |
| 1-8 | Orrin Grimjarl heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. |
| 9-15 | Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ | Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. |
Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both.
#### Last Charter Lord of the Jardlan
Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test.
#### Stubborn To The Last
When this fighter is taken Out of Action, before being removed from the table they may immediately make either a Shoot (Basic)
or Fight (Basic) action even if they do not have a Ready marker.
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="100/200">
### Servant of the Silent Ones
**_Delaque only_**
![](servant-of-the-silent-ones.jpg)
_The Servant is a creature built of memory, plasteel and genetic scraps. It began as a collective dream experienced by the Star Chamber, dozens of powerful Delaque leaders feeling the will of the Psychoterica impressed down upon them. Like some sleeping giant trying to rise from the depths, the Servant took shape from this dream, much as the stalkers are shaped by the psychic talents of a Whisperer into a tool for the clan. Unlike the Piscean and Cephalopod Stalkers, however, the Servant is no mere animal guided by the mental commands of its controller. Rather, not long after its shell was created to match the vision of the Star Chamber, and a cultured cranial soup poured into its cortex, it became self-aware. Guided by ancient memories, some echoing down across the aeons from the Silent Ones, others fresher, coming from its Piscean heritage, the Servant has become an effective tool of the Star Chamber in its plans to awaken the original Necromundans._
_Held aloft on a bundle of mechanical tendrils, the Servant can stand taller than an Ogryn or flatten itself out until it is only a few spans above the ground. The spherical jaws that make up its body and protect its ‘brain’ are in constant motion, giving the appearance of some grim cross between octopus and shark – not that most Necromundans would know what either of these Ancient Terran beasts actually look like. It can also move with surprising speed, using the bundles of its tendrils to run along dome ceilings or dash up ladders. In the service of the House, it can also be quite deadly, its tendrils charged with electricity and its ‘mouth’ able to emit a stunning wail._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- |
| 8” (7”) | 4+ | 4+ | 4 | 5 | 3 | 4+ (5+) | 5 | 7+ | 4+ | 5+ | 7+ |
**Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint).
**Weapons:** Subsonic wail, electro-tendril.
**Wargear:** Carapace (heavy), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator).
#### Psychoteric Echo Chamber
Once per round, if a friendly Faction Psyker within 12" uses a Wyrd Power, this fighter can make the same Wyrd Power (resolved one after the other, starting with the active fighter). This fighter does not count as being active or activated (does not lose Ready).
_Source: House of Shadow_
</FighterCard>
## List of Outlaw Agents
<FighterCard cost="40/80">
### 0-1 Generic (Cawdor)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
**Outlaw:**
- **Fanatical:** Can re-roll Nerve tests if the result is 2 (before modifiers).
- Choose equipment from Redemptionist leader's list.
</FighterCard>
<FighterCard cost="*">
### Axon Hammer
**_Goliath only_**
_A hero among the Goliath of the Ash Wastes, Axon Hammer is the brutal leader of the Irontree Reavers. A Natborn from Cinderak City, Axon was brought up among Ash Waste Nomad raids and toxic dust storms. Even from his early days as a prospect, Axon’s talents leaned not just into killing outlanders and winning fist fights, but also working on the Maulers, rigs and runners of his Clan. While still a member of the Redroad Brotherhood gang, he built his custom Cargo-8 from the wreckage of a Mercator Gelt Ridgerunner. Covered in armoured plates, spikes and rivet cannon, he dubbed it the Behemoth and set about carving out a bloody name for himself and his gang in the Great Crater and beyond._
_Today, Axon is an adventurer and road warrior who stalks the Spider Points in the shadow of the Palatine Cluster. He plagues the Orlock trade routes − so much so that the Clan House has placed a massive bounty on his head − and operates out of both Primus and Traizor for his Goliath masters. He also ranges far and wide across the Great Equatorial Wastes, is reputed to have explored the warrens beneath the Cinderdeeps and even as far as the tunnels that connect the Dust Wall to the ruins of Hive Secundus. During the Great Darkness, Axon joined with Gorshiv in the attack on Cinderak City and the ash gates, personally scouring the Spider Points of Escher outriders. With the war between the Clans just getting started, Axon is now turning his attention to the growing battle for Hive Temenos and the Saints Waste − the loyal brothers of the Irontree Reavers at his back._
![](axon-hammer.jpg)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 3+ | 4 | 4 | 3 | 4+ | 3 | 5+ | 4+ | 7+ | 6+ |
**Skills:** Fists of Steel, [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting).
**Weapons:** Boltgun / plasma gun (combi).
**Wargear:** Frag grenades, Furnace plates, [refractor field](/docs/armoury/field-armour#refractor-field).
**Special Rules:** Petition, Fists of Steel, Wastes' Most Wanted, "You Get What You Pay For", Outlaw.
#### \*Petition
A Goliath gang does not simply hire Axon.
Instead, he may agree to aid a gang when a petition is
made by a gang leader. If a gang wishes to hire Axon,
the controlling player must roll on the following table
during the appropriate step of the pre-battle sequence:
| D6+Rep | Result |
| :----: | :--------------------------------------------------------------------------------------------------------------------- |
| 1-8 | Axon heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. |
| 9-15 | Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. |
| 16+ | Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. |
#### Fists of Steel
Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2.
#### Wastes’ Most Wanted
Axon Hammer has one of the highest bounties on his head of any raider in the
wastes. If a gang gets either a Memorable Death result
when taking Axon Out of Action (66 on the Lasting
Injury table) or captures him, they add 200 credits
to their Stash during the battle’s End phase as they
collect the bounty.
#### “You Get What You Pay For”
Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of
this step, he may be added to the crew, regardless of
the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.
#### Outlaw
Axon Hammer is an Outlaw Hired Gun.
_Source: The Aranthian Succession: Vaults of Temenos_
</FighterCard>
<FighterCard cost="100/200">
### Klovis the Redeemer & Malakev
**_Cawdor only_**
![](klovis-malakev.jpg)
_The Redeemer is a legend among the people of Necromunda – a furious firebrand and fanatical warrior, whose devotion to the Redemption is unmatched by his peers. Once he was a noble of Clan Cawdor known as Lord Klovis, and enjoyed the wealth of the clan’s upper classes in Hive Primus. Some even say he could have taken up the mantle of Thane, should he have wanted it, but instead chose a different path. Casting off the trappings of nobility, the Redeemer set out into the underhive to purge the unclean and spread the word of the Redemption. It was not long before he had drawn a band of zealous followers, fighters drawn to the strength of his convictions and the brutal methods he favoured. Deacon Malakev, a diminutive servoscribe, is perhaps the most well-known of these. A devoted member of the faith turned into a servitor, he follows the Redeemer on his crusades diligently recording his great deeds, as well as carrying the Liber Excruciatus, Klovis’ infamous book of tortures._
_A lifetime of bringing the righteous Redemption to the outcasts and heretics of Necromunda has hardened the Redeemer against such petty notions as pity or mercy, and those who face him know they can expect no quarter from the zealous warrior._
_To further terrify his foes, the Redeemer wears a flaming crown upon his head, its blazing fires spitting and sparking as his furious gaze burns into his enemies. His former wealth as a noble, and his connections to the upper circles of House Cawdor, afford him weapons and wargear of exceptional quality. His crimson robes hide quilted mesh armour able to stop auto rounds and las blasts, while he favours well-maintained chain weapons like his custom eviscerator, known as the Sword of Persecution. Rumour has it that he has even built a fortress somewhere out in the Ash Wastes, and has his own armoured transport that he uses to purge the wilds of mutants, monsters and other heretics._
_The greatest strength of the Redeemer, however, is not his considerable skill as a warrior, or the unique weapons he carries, but rather the strength of his faith. In many ways he is the embodiment of the Redemption, a pure expression of religious fury given form. Followers of the Redemption fight harder under his gaze, just as enemies of the faith quail in fear – a terror only reinforced by the Redeemer’s methods for ‘cleansing’ the souls of unbelievers through torture. As the Redeemer himself likes to say: ‘If it doesn’t hurt, it doesn’t count!’_
### Klovis the Redeemer
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 5+ | 6+ | 8+ |
**Skills:** Devotional Frenzy, [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), Restless Faith (only applies to Outcast Leader).
**Weapons:** Eviscerator (master-crafted).
**Wargear:** Flak, incombustible hauberk, Book of the Redemption, pyromantic mantle.
#### Fearsome Reputation (Same as Terrifying)
Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted).
#### Articles of Faith (3)
- Generates a number of Faith dice (as shown in parentheses) in the same ways as any other Faction fighter.
- Can perform Articles of Faith (Path of the Redeemer).
#### The Liber Excruciatus
If both fighters are Active and within 1" of each other, Klovis can spend a Basic action (Know your Fate):
D3 enemies (chosen by Klovis) with LOS to Klovis and
within 9" of Klovis must make a Nerve test with a -1 modifier.
:::note
Restless Faith is completely useless on an Agent.
:::
### Malakev
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 5+ | 6+ | 2 | 4 | 2 | 5+ | 1 | 7+ | 6+ | 7+ | 8+ |
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Weapons:** None.
**Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (4+).
#### Bodyguard (Klovis)
If the other fighter is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter.
#### Dedicated Follower
- Included with Klovis (cannot be hired on his own).
- Must be deployed within 3" of Klovis (at the start of the battle).
#### Scribe
- +D3 Reputation to the hiring gang if both Malakev & Klovis are on the battlefield (not Seriously Injured) at the end of a battle.
:::danger House Rule (Necrodamus)
Malakev is probably not an agent, and should instead have the following attributes:
- Outlaw Faction fighter (Hired Fighter).
- Generates no Faith dice.
- Cannot perform any Articles of Faith.
:::
_Source: House of Faith_
</FighterCard>
<FighterCard cost="*">
### The Prophet
_The Prophet − as he became widely known to his followers and foes alike − emerged from the ruins of Cinderak City in the wake of the battle between the Goliaths and Escher. On a planet overrun with madmen and hive preachers, he might well have become just one more crazed voice in the crowd, had it not been for the strange relic he carried. The ancient remains of a Redemptor Priest held aloft on a pole, the relic was surrounded by a palpable aura of devotion, and those who looked upon it felt as if the God-Emperor Himself stood before them, such was the faith it inspired. Among his followers, the Prophet is variously believed to be a reincarnation of Encorderius Brayne − the first leader of the Redemption, or perhaps a manifestation of the Lost Saint to whom many Redemptionists offer up their prayers − sent to carry the relic, and the word, to the people. To his enemies, he is denounced as a Daemon masquerading as a leader of the faith, or a xenos infiltrator working psychic magic upon his flock. The truth, as is often the case, might lie somewhere between the two. It is said that the Prophet speaks to the relic. Pilgrims often observe the two conversing, albeit with the Prophet doing most of the talking. The word of the Prophet, the blessed voice that can sway crowds and turn the faithless into the faithful, is believed to come from this relic._
_Though he carries only the skeletal remains of the saint and the banner they rest atop, the Prophet can walk into battle with little fear for his life. Enemies that try to bring him harm find themselves overcome by his divine presence and either lower their weapons or shoot wide at the last moment. Such is his power, that he can direct an enemy with a word and only the most strong willed can resist. In this way, his followers have observed him turn grizzled gang leaders against their own, or even stay rabid animals intent only on slaughter. The greatest strength the Prophet possesses, however, is doubtless the zealousness he inspires in those around him. To simply stand in the presence of the Prophet and his relic is to know utter conviction and devotion to the Redemption, such that choosing to give up one’s life to save that of their holy leader is a decision made with no thought or reservation at all._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 8” | 4+ | 4+ | 5 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ |
**Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable).
**Weapons:** None.
**Wargear:** Servo harness (benefitws already included in fighter profile).
**Special Rules:** Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw.
#### \*Petition
A House Cawdor, Crusading gang or gang
allied to Lady Credo’s Rebellion does not simply hire
the Prophet. Instead, he may come to the aid of a gang
when a petition is made by a gang’s Leader. If a gang
wishes to hire the Prophet, the controlling player must
roll on the following table during the appropriate step
of the pre-battle sequence:
| D6+Rep | Result |
| :----: | :---------------------------------------------------------------------------------------------------------------------------- |
| 1-8 | The Prophet heeds the gang’s plea for aid. The gang may hire him for this battle for 80 credits. |
| 9-15 | The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits. |
| 16+ | The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. |
Note that a gang may make a petition to hire the
Prophet, or it may roll on their House Favours table.
They may not do both. Only House Cawdor gangs,
Crusading gangs or gangs allied to Lady Credo’s
Rebellion may petition the Prophet.
#### Blessed by the Lost Saint
The Prophet seems to lead a blessed life; none can act against him, either
looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight
(Basic) or Shoot (Basic) action that targets the Prophet,
they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.
In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule.
#### Beacon of Redemption
Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks.
#### Articles of Faith
If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic.
#### Outlaw
The Prophet is an Outlaw Hired Gun.
_Source: The Aranthian Succession: Vaults of Temenos_
</FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # Agents <FighterCard cost="*"> ## 0-1 House Agents A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within each House, the recruiting player chooses one of the following profiles to use: <Tabs> <TabItem value="cawdor" label="Cawdor" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="delaque" label="Delaque" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | </TabItem> <TabItem value="escher" label="Escher" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </TabItem> <TabItem value="goliath" label="Goliath" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </TabItem> <TabItem value="orlock" label="Orlock" default> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | </TabItem> <TabItem value="vansaar" label="Van Saar"> | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </TabItem> </Tabs> **Special Rules:** \*Petition, Gang Hierarchy (Champion), Group Activation (1), “You Get What You Pay For”. <details className=""> <summary>Special Rules</summary> **\*Petition:** A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-5 | The House heeds the gang’s plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for **40 credits**. | | 6-10 | The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for **80 credits**. | | 11-15 | The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. | | 16+ | The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions. | Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. **Gang Hierarchy (Champion):** During a battle, should this fighter pass a Bottle test, friendly Van Saar fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. **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 are 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. **“You Get What You Pay For”:** Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. </details> <details className=""> <summary>Skills</summary> A House Agent may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Brawn, Combat, Ferocity, Leadership, Tech or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the player declares which skill set they are generating the skill from and rolls a D6, re-rolling if the House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. </details> <details className="equipment"> <summary>Equipment</summary> A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from your house equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. </details> <details> <summary>Lore</summary> _The Clan Houses of Necromunda are at once dependent upon one another for their mutual prosperity and deadly rivals that seek to damage or destroy one another. Each controls its own share of the industry and resource that makes Necromunda so vital to the Imperium, jealously guarding its rights and power against rivals and enemies._ _Often in the long history of Necromunda such rivalries have exploded into harmful civil wars, wars that damage industry and commerce. In the millennia since the ascendancy of House Helmawr such wars have been… discouraged, and Houses that would take up arms and threaten the status quo dealt with harshly. Yet war and conflict are only natural. The Clan Houses fulfil their need to draw one another’s blood through the eternal struggle of the gangs, proxy warfare in the cramped habs and manufactoria replacing open battle and keeping the wide avenues and clan residences of the upper hive safe._ _Many loyal scions of the Clan Houses have risen to positions of power and influence as gang fighters of great renown. Such famed warriors are often deployed as agents by the lords they serve, sent to aid gangs beset by enemies. These agents can be considered as both weapons of their masters’ will and demonstrations of their power. Their arrival in the midst of a raging gang war sows fear in both allies and enemies alike, for their presence represents not just the interests of their masters, but highlights the failings of the local gangs to protect those interests…_ </details> _Source: Published in all House of X books_ </FighterCard> ## List of Law-abiding Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Law Abiding:** - **Pious:** Can re-roll Rally tests if the result is 2 (before modifiers). - Choose equipment from Cawdor leader's list. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Delaque) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | #### Psychoteric Mastery (+30) Can be recruited as an Unsanctioned Psyker (with 1 Psychoteric Wyrd Power). This cost affects gang rating and must also be paid on top of the standard petition fee (even if it is free). </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Escher) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ | | 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Goliath) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | | 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ | | 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ | </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Orlock) **Cost:** 40/80 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ | | 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ | | 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ | **Legendary Names:** 2 random (re-roll duplicates) or 1 custom. </FighterCard> <FighterCard cost="40/80"> ### 0-1 Generic (Van Saar) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ | | 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ | </FighterCard> <FighterCard cost="100/200"> ### Ajex Gorgoth **_Goliath only_** ![](ajex-gorgoth.webp) _The Fist of Hive Primus is the largest Goliath enclave on Necromunda, and Ajex Gorgoth is its master. One of the eight Alphas of Hive Primus, he serves Over-tyrant Varran Gor by ruling the manufactorums, slave pits, fighting arenas and forges of the Fist. Unlike his counterparts in other Clan Houses, Ajex is far from some middling bureaucrat or hive overseer, content to live his life counting quotas and gathering up tithe chits. The Lord of the Fist is a far more ‘hands on’ master, either fighting in the House of Pain – the Fist’s largest fighting pit – or descending into the underhive to expand the territories of the clan and gather slaves for its factories._ _Ajex’s long and bloody history began in the forge pits of Vat City, gathering up molten- slag spilled from the great weapon presses. A Natborn, Ajex’s cunning was apparent even then, the future Alpha using cast-off metal to fashion his own weapons. Over the following years, Ajex fought his way up to lead the Forge Lords gang, augmenting his body with home-made bionics and blades, including replacing his nose when it was bitten off in a fight. His ‘powered’ armour is something he fashioned himself, the weight far beyond what most normal fighters couldhope to carry. Fed on dirty promethium, it emits clouds of greasy black smoke, but also gives his servo claw the strength to rip off an Ambot’s head. Ajex eventually became the ruler of the Fist when he defeated its previous Alpha, whose skull he still carries around on a trophy rack fixed to his back. Varran Gor is watching Ajex’s career with great interest, lest Gor’s skull also end up adorning the Alpha’s armour._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 4" (3") | 2+ | 5+ | 5 | 4 | 3 | 3+ (4+) | 4 | 8+ | 5+ | 6+ | 7+ | _\*Numbers is brackets are due to wearing Heavy Carapace armour._ **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Immovable Stance, Naaargah! **Weapons:** Powered servo claw, great chainsword. **Wargear:** Carapace (heavy), [respirator](/docs/armoury/personal-equipment#respirator). _Source: House of Chains_ </FighterCard> <FighterCard cost="100/200"> ### Arachnotek Golem **_Van Saar only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 3+ | 5 | 5 | 3 | 3+ | 3 | ? | ? | ? | ? | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 'Hystrar' energy projector | 8" | 16" | +1 | - | 5 | -1 | 1 | 3+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="reckless">Reckless</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | | Shock claw | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | </WeaponStats> **Skills:** As host, plus: [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Mental Mastery](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#3-mental-mastery), [Rad-phaged](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#5-rad-phaged). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [[bio-booster](/docs/armoury/personal-equipment#bio-booster)](/docs/armoury/personal-equipment#bio-booster), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** \*Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable. <details> <summary>Special Rules</summary> **\*Petition:** A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the prebattle sequence: **Combined Consciousness:** The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness. Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem. For the duration of the battle, all characteristics on the Arachnotek Golem’s profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter. **Abominable Intelligence:** Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+. **Seemingly Invulnerable:** The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon’s Armour Piercing value. </details> <details> <summary>Lore</summary> _The Arachnotek Golem is a technological horror born from the deranged imagination of the Archeotek, Sater Davos. It began its existence as a means for the Van Saar to cheat death. This was in the centuries before the clan perfected their environment suits, and Davos dabbled in full cybernetica bodies as replacements for the failing flesh of his people. It is said that dead and dying Van Saar Archeoteks were brought before the Golem, where they breathed their last upon its iron skin, and gave over their fading engrams to the mechanical man. The theory was that they would live on as ghosts in the machine spirit of the Golem, and the great minds of the Van Saar might somehow be preserved. Like so many things devised by the Archeoteks, the Arachnotek Golem was both a great success and a great failure for the clan. Unfortunately for Davos, and all who would come after him, the engramic coding imprinted on the Golem could never find purchase, and so the mind of the deceased would live on in the machine for a time before fading – meaning more dead and dying had to be brought before it so it might enjoy some semblance of life. Of course, even in this damaged state the Golem found its place within the clan._ _Centuries later, the Arachnotek Golem is a tool of revenge. Its body has been added to over the years to make it a device of war, towering over most mortal hivers, its armoured torso held aloft on spider legs and armed with an assortment of archaeo-arcane weaponry created by some of the most powerful Archeoteks to have ever lived. Bold Van Saar gangs might petition the services of the Golem by offering up one of their brothers or sisters so the machine might absorb their engramic spirit for a time – such a melding is not without its risks, however, and can leave the donor little more than a blithering idiot._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="40/80"> ### Athera & Stix **_Escher & Lady Credo's Rebellion only_** ![](athera-stix.jpg) ### Athera | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :--------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Master-crafted<br />Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Plasma Pistol | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | </WeaponStats> **Skills:** [Acrobatic](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-acrobatic), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). #### Adina's Champion - After deployment, challenge an enemy fighter. - Gain the following until attacking any other model: - +1 A & [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up) (Agility). #### Favoured of Stix Stix is always deployed within 3" (Exotic Beast). #### Petition A gang allied with the Lady Credo's Rebellion can petition to have her join them. Roll on the generic Agent petition table before the battle. ### Stix (Caryatid) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ | **Weapons:** None (always make 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) Save can be made only 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. #### 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. _The gene-sister of Adina, Athera has stood at the side of the Matriarch Primus since Adina’s ascension to the Council of Crones. A clone child of Queen Vhoadycia, Athera was hoped by the Chymist Covens, much like Adina, to be a cure for the Flesh Curse. Also like Adina, she failed in that regard, though grew into a woman of exceptional skill and willpower. The Matriarch Primus trusts Athera more than any other of her entourage, and far more than the bickering members of the Council of Crones. Athera is never far from Adina’s side, unless the Matriarch has dispatched her on some task or other, and the two share a special bond that goes beyond the sisterhood of the House of Blades. More than just Adina’s bodyguard, Athera is the Matriarch’s champion – sometimes called the Matriarch’s Blade – and has stood as proxy for Adina in many matters of honour both within and without the Clan House. More than one opponent of Adina has openly backed down from an argument or a threat upon seeing Athera step out of the shadows, casually balancing her chain axe on her shoulder._ _Athera, already a powerful figure in House Escher, was further blessed when a Caryatid sought her out while she was operating in the underhive of Hive Primus. The diminutive blue creature landed on her shoulder, and has been at her side ever since, bringing her good fortune. Athera named the creature Stix, after the chem river that runs through Rust Town where she first encountered it. She has been known to converse with the creature, often while interrogating or negotiating, much to the unease of her opponents as she tells Stix all the ways she is going to ‘deal’ with them._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Cyniss, the Mother of Poisons **_Escher only_** ![](cyniss.jpg) _Of all the Prymari Wytches, Mother Cyniss is by far the most respected and feared. She has a seat on the Council of Crones and, if it is to be believed, the ear of Matriarch Primus Adina herself. Cyniss’ power comes from her control of the Hive Primus Chymist Cults and the Prymari Death-maidens. Old, even by the standards of the Council of Crones, Cyniss has maintained her youthful appearance through countless rejuve treatments, her timeless appearance concealing her extreme age. Despite having led the Prymari Wytches for almost two centuries, Cyniss still ventures out into the underhive in search of promising candidates for the Death-maidens, or rare ingredients for her potions._ _Given her importance and power, she usually travels in the company of Death-maidens or with a loyal Escher gang. The benefits of helping Cyniss on one of her expeditions are the finest chems for the gang, sharpening their senses and increasing their reflexes far beyond what youth and muscle alone could achieve. Cyniss herself is no easy target either. Beneath her Clan Chymist’s robe she hides a wealth of poisons and chems to feed her wrist-mounted needle pistols. With a contemptuous gesture, Cyniss can unleash a flurry of these darts, paralysing, rendering unconscious, or even killing her foes. And should a round or blade find its way into Cyniss’ flesh, subdermal chem-pumps stand ready to flood her system with stimms or hyper-coagulants, preserving her from harm and giving Cyniss time to make whoever wounded her pay for their mistake._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 5+ | 6+ | 6+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** Wrist-mounted needler. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Master Clan Chymist When activating, can apply 1 Chem-alchemy Toxin effect the wrist-mounted needler (lasts for this round). _Source: House of Blades_ </FighterCard> <FighterCard cost="40/80"> ### Lady Haera **_Imperial House only_** ![](lady-haera.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :---------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Phase sword | - | E | - | - | S+1 | - | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="phase">Phase</Tooltip> | | Power spear | | - melee | E | 2" | - | - | S | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | \* | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | </WeaponStats> **Skills:** [Backstab](/docs/gang-fighters-and-their-weaponry/skills/#1-backstab), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [refractor field](/docs/armoury/field-armour#refractor-field). #### Homing Teleport Each time the power spear is used to make a ranged attack, roll a 3+, otherwise the the spear can only be used once more as a ranged attack (it runs out of charge after returning to the owner). If thrown without a charge, it cannot be used again for the rest of the battle. #### Watch-skulls 360° vision arc. #### Petition A gang allied with the Imperial House can petition to have her join them. Roll on the generic Agent petition table before the battle. _Even by the grim standards of Necromunda’s nobility, Haera is a sociopath and a backstabbing murderer. Before she was old enough to leave her nursery chambers, Haera was manipulating and torturing her servants. One of her favourite games was making up some imagined crime to place upon a newly arrived nanny or guard and then forcing them to frame one of her other keepers for the offence, lest she reveal their ‘secret’. It was excellent training for the life she would lead as one of Lord Helmawr’s Trueborn children and a claimant to the Helmawr throne. Some say old Gerontius Helmawr only named her Trueborn because her mother, the consort Junos Gileain Ulanti, reminded him of his own mother. Though others say it was because he recognised Haera’s talent for treachery early on and thought naming her Trueborn would keep his other children on their toes._ _Haera has grown into a dangerous young woman, as deadly as any underhive ganger and just as mean. Her most fearsome attribute, however, is her mind; long before the Great Darkness, she was exploiting her siblings and turning them against each other for her own amusement. Those who have thought to move against her more directly have discovered she is also far from helpless when it comes to personal danger – trained by the finest blademasters of the spire, she is easily the equal of any noble swordsman or swordswoman. The fabulous wealth of the Helmawr family affords her exceptional weapons and wargear; her refractor field infused carapace armour and watch-skulls protecting her while she dispatches foes withher phase sword and power spear._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="100/200"> ### Margo Merdena **_Orlock only_** ![](margo-merdena.jpg) _The seventh daughter of Slate Merdena, Margo runs the Dustsea road crews for Clan Orlock. Young for a Road Boss – still shy of her 30th grand cycle – she has nonetheless garnered a lot of respect from her peers for opening up the Dustsea road to Hive Rothgol. For years, the Dustsea, Deadsea and Drysea crews were at odds, their fractious gangs fighting for control of the vast wasteland off the western edge of the Palatine Plateau. While they struggled, Ash Waste Nomad tribes, mutie packs, wasteland critters and other clan gangs raided the roads between Hive Primus and the western hive clusters. Margo changed all that. In brutal succession she bested a dozen Orlock gang bosses, uniting their riders under her control, and launching a raid against the largest Ash Waste Nomad settlement in the Deadsea. During the savage battle a Dust Stalker tore off her legs, Margo killing the beast with her harpoon gun and using its coil to staunch the bleeding. For an hour she lay in a pool of her own blood, killing anything that was foolish enough to try to finish her off. And afterwards she fashioned new legs from the wheel blades and axle springs of her wrecked ash-runner. After that, the rest of the gangs fell into line and her influence continued to spread._ _Margo moves terrifyingly fast for a woman with cyber-augmented legs, often dashing across the ash in a blur of movement to hack someone apart with an axe kick. To help her get around on her rig, she has created a gauntlet-mounted harpoon gun, firing a spear into her intended target and then dragging it, or herself to where she needs to be. This comes in especially handy when boarding enemy vehicles, but no less so when it comes to climbing through the tangled ruin of the underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 3+ | 3 | 3 | 3 | 2+ | 3 | 5+ | 6+ | 6+ | 7+ | **Skills:** Bring It On!, [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Leg blades, harpoon fist. **Wargear:** Flak, [respirator](/docs/armoury/personal-equipment#respirator). #### Queen of the Road All Faction fighters on the battlefield can use this fighter’s Cool characteristic instead of their own. _Source: House of Iron_ </FighterCard> <FighterCard cost="100/200"> ### Necrana **_Escher only_** ![](necrana.jpg) _No one remembers Necrana’s real name. All those who knew her when she was alive have long since died, and Necrana herself rarely speaks, if she speaks at all. Wrapped in stained and torn robes, the Death-maiden ancient is a nightmare given form to the gangs of Hive Ceres and beyond. Years of battle have left her flesh pocked with bullet wounds and scarred by blades, the punishment far more than anything living could survive. And yet Necrana endures, her face slowly rotting away beneath her mask of stained bandages. While age has slowed Necrana’s reactions, the embalming toxins that fill her body have made her far more resilient to compensate. As her enemies will attest, the Death-maiden has risen from kill-shots, and supposedly fatal blows, time and time again._ _There are those within the Moraegan who have argued to let Necrana be put to rest – it being well-known that should a Death-maiden stop receiving her regular treatments she will die for good. These other Death-maidens believe to keep one of their own active for so long is an affront to the laws of the House, and an act of extreme cruelty. The Ceres Chymist Cult who minister to Necrana argue that Necrana continues to hunt for the clan willingly._ _What they haven’t told anyone, however, is Necrana hasn’t taken their elixirs for years..._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 2+ | 4+ | 3 | 4 | 3 | 4+ | 3 | 8+ | 4+ | 7+ | 7+ | **Skills:** Hit & Run, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows). **Weapons:** Needle pistol, venom claw. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Immortal Death-Maiden - Unaffected by Coup de Grace (Simple) action. - Treats any Out of Action as Serious Injury instead. - Does not roll Injury dice in the Recovery phase. Instead, roll equal to or less than the Toughness to recover (suffering a Flesh Wound as normal). - Goes Out of Action when Toughness is reduced to 0 (as normal). _Source: House of Blades_ </FighterCard> <FighterCard cost="100/200"> ### Orrin Grimjarl, Last Charter Lord of Jardlan _During the Great Darkness, Jardlan’s Holdfast was destroyed by the Tsun’ghar and only a handful of Jardlan Squats remained – among them, the outcast engineer Orrin Grimjarl. Many squats so shamed by the destruction of their people would take an oath of vengeance and spend what days they had left hunting down the enemies of the mining clans. Not so Orrin. Determined that Jardlan should not fade into history like so many clans before it, he vowed to restore the ancestral hold of his people, no matter the kinds of allies he must make to see it come to pass._ _A brilliant, if somewhat eccentric, engineer, Orrin is an outcast from the technical doctrines of his clan and he has created all manner of bespoke wargear and weaponry for his own personal use. The most unusual of these is without a doubt his ‘fractal pulse beamer’ – a negative energy laser weapon made up of dozens of opposable lenses – capable of cutting down into rich mineral seams or just as equally carving limbs off troublesome wasters._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 3 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fractal<br /> pulse beamer | 3" | 8" | - | +1 | 9 | -4 | 3 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | Rock-drill | - | E | - | - | 3 | -2 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead<br /> autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Frag <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Krak <br />grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | <Tooltip type="traits" content="demolition">Demolitions</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip> | | Smoke <br />grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (\*")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** Stubborn to the Last. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), Techmite Exovator. #### Petition A gang does not simply hire Orrin Grimjarl. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Orrin Grimjarl, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :----------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | | 1-8 | Orrin Grimjarl heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ | Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. #### Last Charter Lord of the Jardlan Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test. #### Stubborn To The Last When this fighter is taken Out of Action, before being removed from the table they may immediately make either a Shoot (Basic) or Fight (Basic) action even if they do not have a Ready marker. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100/200"> ### Servant of the Silent Ones **_Delaque only_** ![](servant-of-the-silent-ones.jpg) _The Servant is a creature built of memory, plasteel and genetic scraps. It began as a collective dream experienced by the Star Chamber, dozens of powerful Delaque leaders feeling the will of the Psychoterica impressed down upon them. Like some sleeping giant trying to rise from the depths, the Servant took shape from this dream, much as the stalkers are shaped by the psychic talents of a Whisperer into a tool for the clan. Unlike the Piscean and Cephalopod Stalkers, however, the Servant is no mere animal guided by the mental commands of its controller. Rather, not long after its shell was created to match the vision of the Star Chamber, and a cultured cranial soup poured into its cortex, it became self-aware. Guided by ancient memories, some echoing down across the aeons from the Silent Ones, others fresher, coming from its Piscean heritage, the Servant has become an effective tool of the Star Chamber in its plans to awaken the original Necromundans._ _Held aloft on a bundle of mechanical tendrils, the Servant can stand taller than an Ogryn or flatten itself out until it is only a few spans above the ground. The spherical jaws that make up its body and protect its ‘brain’ are in constant motion, giving the appearance of some grim cross between octopus and shark – not that most Necromundans would know what either of these Ancient Terran beasts actually look like. It can also move with surprising speed, using the bundles of its tendrils to run along dome ceilings or dash up ladders. In the service of the House, it can also be quite deadly, its tendrils charged with electricity and its ‘mouth’ able to emit a stunning wail._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | --- | --- | --- | ------- | --- | --- | --- | --- | --- | | 8” (7”) | 4+ | 4+ | 4 | 5 | 3 | 4+ (5+) | 5 | 7+ | 4+ | 5+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Subsonic wail, electro-tendril. **Wargear:** Carapace (heavy), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). #### Psychoteric Echo Chamber Once per round, if a friendly Faction Psyker within 12" uses a Wyrd Power, this fighter can make the same Wyrd Power (resolved one after the other, starting with the active fighter). This fighter does not count as being active or activated (does not lose Ready). _Source: House of Shadow_ </FighterCard> ## List of Outlaw Agents <FighterCard cost="40/80"> ### 0-1 Generic (Cawdor) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ | | 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Outlaw:** - **Fanatical:** Can re-roll Nerve tests if the result is 2 (before modifiers). - Choose equipment from Redemptionist leader's list. </FighterCard> <FighterCard cost="*"> ### Axon Hammer **_Goliath only_** _A hero among the Goliath of the Ash Wastes, Axon Hammer is the brutal leader of the Irontree Reavers. A Natborn from Cinderak City, Axon was brought up among Ash Waste Nomad raids and toxic dust storms. Even from his early days as a prospect, Axon’s talents leaned not just into killing outlanders and winning fist fights, but also working on the Maulers, rigs and runners of his Clan. While still a member of the Redroad Brotherhood gang, he built his custom Cargo-8 from the wreckage of a Mercator Gelt Ridgerunner. Covered in armoured plates, spikes and rivet cannon, he dubbed it the Behemoth and set about carving out a bloody name for himself and his gang in the Great Crater and beyond._ _Today, Axon is an adventurer and road warrior who stalks the Spider Points in the shadow of the Palatine Cluster. He plagues the Orlock trade routes − so much so that the Clan House has placed a massive bounty on his head − and operates out of both Primus and Traizor for his Goliath masters. He also ranges far and wide across the Great Equatorial Wastes, is reputed to have explored the warrens beneath the Cinderdeeps and even as far as the tunnels that connect the Dust Wall to the ruins of Hive Secundus. During the Great Darkness, Axon joined with Gorshiv in the attack on Cinderak City and the ash gates, personally scouring the Spider Points of Escher outriders. With the war between the Clans just getting started, Axon is now turning his attention to the growing battle for Hive Temenos and the Saints Waste − the loyal brothers of the Irontree Reavers at his back._ ![](axon-hammer.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 3+ | 4 | 4 | 3 | 4+ | 3 | 5+ | 4+ | 7+ | 6+ | **Skills:** Fists of Steel, [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** Boltgun / plasma gun (combi). **Wargear:** Frag grenades, Furnace plates, [refractor field](/docs/armoury/field-armour#refractor-field). **Special Rules:** Petition, Fists of Steel, Wastes' Most Wanted, "You Get What You Pay For", Outlaw. #### \*Petition A Goliath gang does not simply hire Axon. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Axon, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :--------------------------------------------------------------------------------------------------------------------- | | 1-8 | Axon heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. | | 16+ | Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | #### Fists of Steel Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2. #### Wastes’ Most Wanted Axon Hammer has one of the highest bounties on his head of any raider in the wastes. If a gang gets either a Memorable Death result when taking Axon Out of Action (66 on the Lasting Injury table) or captures him, they add 200 credits to their Stash during the battle’s End phase as they collect the bounty. #### “You Get What You Pay For” Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, he may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario. #### Outlaw Axon Hammer is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard> <FighterCard cost="100/200"> ### Klovis the Redeemer & Malakev **_Cawdor only_** ![](klovis-malakev.jpg) _The Redeemer is a legend among the people of Necromunda – a furious firebrand and fanatical warrior, whose devotion to the Redemption is unmatched by his peers. Once he was a noble of Clan Cawdor known as Lord Klovis, and enjoyed the wealth of the clan’s upper classes in Hive Primus. Some even say he could have taken up the mantle of Thane, should he have wanted it, but instead chose a different path. Casting off the trappings of nobility, the Redeemer set out into the underhive to purge the unclean and spread the word of the Redemption. It was not long before he had drawn a band of zealous followers, fighters drawn to the strength of his convictions and the brutal methods he favoured. Deacon Malakev, a diminutive servoscribe, is perhaps the most well-known of these. A devoted member of the faith turned into a servitor, he follows the Redeemer on his crusades diligently recording his great deeds, as well as carrying the Liber Excruciatus, Klovis’ infamous book of tortures._ _A lifetime of bringing the righteous Redemption to the outcasts and heretics of Necromunda has hardened the Redeemer against such petty notions as pity or mercy, and those who face him know they can expect no quarter from the zealous warrior._ _To further terrify his foes, the Redeemer wears a flaming crown upon his head, its blazing fires spitting and sparking as his furious gaze burns into his enemies. His former wealth as a noble, and his connections to the upper circles of House Cawdor, afford him weapons and wargear of exceptional quality. His crimson robes hide quilted mesh armour able to stop auto rounds and las blasts, while he favours well-maintained chain weapons like his custom eviscerator, known as the Sword of Persecution. Rumour has it that he has even built a fortress somewhere out in the Ash Wastes, and has his own armoured transport that he uses to purge the wilds of mutants, monsters and other heretics._ _The greatest strength of the Redeemer, however, is not his considerable skill as a warrior, or the unique weapons he carries, but rather the strength of his faith. In many ways he is the embodiment of the Redemption, a pure expression of religious fury given form. Followers of the Redemption fight harder under his gaze, just as enemies of the faith quail in fear – a terror only reinforced by the Redeemer’s methods for ‘cleansing’ the souls of unbelievers through torture. As the Redeemer himself likes to say: ‘If it doesn’t hurt, it doesn’t count!’_ ### Klovis the Redeemer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 5+ | 6+ | 8+ | **Skills:** Devotional Frenzy, [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), Restless Faith (only applies to Outcast Leader). **Weapons:** Eviscerator (master-crafted). **Wargear:** Flak, incombustible hauberk, Book of the Redemption, pyromantic mantle. #### Fearsome Reputation (Same as Terrifying) Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). #### Articles of Faith (3) - Generates a number of Faith dice (as shown in parentheses) in the same ways as any other Faction fighter. - Can perform Articles of Faith (Path of the Redeemer). #### The Liber Excruciatus If both fighters are Active and within 1" of each other, Klovis can spend a Basic action (Know your Fate): D3 enemies (chosen by Klovis) with LOS to Klovis and within 9" of Klovis must make a Nerve test with a -1 modifier. :::note Restless Faith is completely useless on an Agent. ::: ### Malakev | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 6+ | 2 | 4 | 2 | 5+ | 1 | 7+ | 6+ | 7+ | 8+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** None. **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace) (4+). #### Bodyguard (Klovis) If the other fighter is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter. #### Dedicated Follower - Included with Klovis (cannot be hired on his own). - Must be deployed within 3" of Klovis (at the start of the battle). #### Scribe - +D3 Reputation to the hiring gang if both Malakev & Klovis are on the battlefield (not Seriously Injured) at the end of a battle. :::danger House Rule (Necrodamus) Malakev is probably not an agent, and should instead have the following attributes: - Outlaw Faction fighter (Hired Fighter). - Generates no Faith dice. - Cannot perform any Articles of Faith. ::: _Source: House of Faith_ </FighterCard> <FighterCard cost="*"> ### The Prophet _The Prophet − as he became widely known to his followers and foes alike − emerged from the ruins of Cinderak City in the wake of the battle between the Goliaths and Escher. On a planet overrun with madmen and hive preachers, he might well have become just one more crazed voice in the crowd, had it not been for the strange relic he carried. The ancient remains of a Redemptor Priest held aloft on a pole, the relic was surrounded by a palpable aura of devotion, and those who looked upon it felt as if the God-Emperor Himself stood before them, such was the faith it inspired. Among his followers, the Prophet is variously believed to be a reincarnation of Encorderius Brayne − the first leader of the Redemption, or perhaps a manifestation of the Lost Saint to whom many Redemptionists offer up their prayers − sent to carry the relic, and the word, to the people. To his enemies, he is denounced as a Daemon masquerading as a leader of the faith, or a xenos infiltrator working psychic magic upon his flock. The truth, as is often the case, might lie somewhere between the two. It is said that the Prophet speaks to the relic. Pilgrims often observe the two conversing, albeit with the Prophet doing most of the talking. The word of the Prophet, the blessed voice that can sway crowds and turn the faithless into the faithful, is believed to come from this relic._ _Though he carries only the skeletal remains of the saint and the banner they rest atop, the Prophet can walk into battle with little fear for his life. Enemies that try to bring him harm find themselves overcome by his divine presence and either lower their weapons or shoot wide at the last moment. Such is his power, that he can direct an enemy with a word and only the most strong willed can resist. In this way, his followers have observed him turn grizzled gang leaders against their own, or even stay rabid animals intent only on slaughter. The greatest strength the Prophet possesses, however, is doubtless the zealousness he inspires in those around him. To simply stand in the presence of the Prophet and his relic is to know utter conviction and devotion to the Redemption, such that choosing to give up one’s life to save that of their holy leader is a decision made with no thought or reservation at all._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 8” | 4+ | 4+ | 5 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ | **Skills:** [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Weapons:** None. **Wargear:** Servo harness (benefitws already included in fighter profile). **Special Rules:** Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw. #### \*Petition A House Cawdor, Crusading gang or gang allied to Lady Credo’s Rebellion does not simply hire the Prophet. Instead, he may come to the aid of a gang when a petition is made by a gang’s Leader. If a gang wishes to hire the Prophet, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: | D6+Rep | Result | | :----: | :---------------------------------------------------------------------------------------------------------------------------- | | 1-8 | The Prophet heeds the gang’s plea for aid. The gang may hire him for this battle for 80 credits. | | 9-15 | The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits. | | 16+ | The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. | Note that a gang may make a petition to hire the Prophet, or it may roll on their House Favours table. They may not do both. Only House Cawdor gangs, Crusading gangs or gangs allied to Lady Credo’s Rebellion may petition the Prophet. #### Blessed by the Lost Saint The Prophet seems to lead a blessed life; none can act against him, either looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight (Basic) or Shoot (Basic) action that targets the Prophet, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately. In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule. #### Beacon of Redemption Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks. #### Articles of Faith If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic. #### Outlaw The Prophet is an Outlaw Hired Gun. _Source: The Aranthian Succession: Vaults of Temenos_ </FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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641 | # 12. Last Stand
_The Guilders are gunning for a gang and will take them down at any cost!_
_Source: Necromunda 2018 Rulebook_
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (D3+6) + Reinforcements.
- **Defender:** Random (D3+5).
## Home Turf Advantage
Defender:
- **Bottle tests:** Roll 2D6 and discard the highest.
- **Rally tests:** +1.
- **Hangers-on:** Included in the crew on a 4+ (roll individually).
## Tactics Cards
- Attacker: Custom (2).
- Defender: Random (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
The defender deploys their entire crew within 6” of the centre of the board. Then the attacker deploys their entire crew within 2” of all board edges.
## Objectives
The defender must hold out as long as they can, while the attacker must wipe them out.
## Reinforcements: Outnumbered
- Attacker: D6.
- Each End phase.
- Attackers taken Out of Action can rejoin instead of suffering Lasting Injury rolls (removing any Conditions).
:::note Alternative Variant
This can be a multi-player scenario, with 2 or more gangs attacking the defender. If the total Rating of the combined attacking gangs is at least double that of the defender’s, do not use the outnumbered special rule.
:::
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
If the defender still has fighters (not Seriously Injured or Broken) on the Battlefield by the start of round 7, then they are the winner, otherwise the attacker is victorious.
## Rewards
The rewards depend on how long the defenders were able to hold out.
#### Attacker
| Round | Credits | Reputation |
| :---- | ------- | ---------- |
| 1-2 | 2D6x10 | +3 |
| 3-4 | D6x10 | +2 |
| 5-6 | D3x10 | +1 |
| 7+ | 0 | -3 |
#### Defender
| Round | Credits | Reputation |
| :---- | ------- | ---------- |
| 1-2 | 0 | -3 |
| 3-4 | D3x10 | +1 |
| 5-6 | D6x10 | +2 |
| 7+ | 2D6x10 | +3 |
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 to each **defending** fighter not Broken, Seriously Injured or Out of Action by round 7.
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. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Home Turf Advantage'] | 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 | 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 | # 12. Last Stand _The Guilders are gunning for a gang and will take them down at any cost!_ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+6) + Reinforcements. - **Defender:** Random (D3+5). ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Tactics Cards - Attacker: Custom (2). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys their entire crew within 6” of the centre of the board. Then the attacker deploys their entire crew within 2” of all board edges. ## Objectives The defender must hold out as long as they can, while the attacker must wipe them out. ## Reinforcements: Outnumbered - Attacker: D6. - Each End phase. - Attackers taken Out of Action can rejoin instead of suffering Lasting Injury rolls (removing any Conditions). :::note Alternative Variant This can be a multi-player scenario, with 2 or more gangs attacking the defender. If the total Rating of the combined attacking gangs is at least double that of the defender’s, do not use the outnumbered special rule. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory If the defender still has fighters (not Seriously Injured or Broken) on the Battlefield by the start of round 7, then they are the winner, otherwise the attacker is victorious. ## Rewards The rewards depend on how long the defenders were able to hold out. #### Attacker | Round | Credits | Reputation | | :---- | ------- | ---------- | | 1-2 | 2D6x10 | +3 | | 3-4 | D6x10 | +2 | | 5-6 | D3x10 | +1 | | 7+ | 0 | -3 | #### Defender | Round | Credits | Reputation | | :---- | ------- | ---------- | | 1-2 | 0 | -3 | | 3-4 | D3x10 | +1 | | 5-6 | D6x10 | +2 | | 7+ | 2D6x10 | +3 | #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to each **defending** fighter not Broken, Seriously Injured or Out of Action by round 7. 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. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1 | **The Architect**
- **Type:** Leader
- **Subtype:** Gang Leader
- **Name:** The Architect (real name unknown)
- **Faction:** House Escher - The Shadow Weavers
- **M**: 5"
- **WS**: 3+
- **BS**: 3+
- **S**: 3
- **T**: 3
- **W**: 2
- **I**: 4+
- **A**: 2
- **Ld**: 8+
- **Cl**: 8+
- **Wil**: 8+
- **Int**: 8+ | ganger | The Architect | escher | escher-leader | 5 | 3 | 3 | 3 | 3 | 2 | 4 | 2 | 8 | 8 | 8 | 8 | 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 | 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 | **The Architect** - **Type:** Leader - **Subtype:** Gang Leader - **Name:** The Architect (real name unknown) - **Faction:** House Escher - The Shadow Weavers - **M**: 5" - **WS**: 3+ - **BS**: 3+ - **S**: 3 - **T**: 3 - **W**: 2 - **I**: 4+ - **A**: 2 - **Ld**: 8+ - **Cl**: 8+ - **Wil**: 8+ - **Int**: 8+ | Leader | Gang Leader | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1 |
112 | ### Sling Gun
_The sling gun is an advanced alien assault weapon of mysterious origins. Propelled by a gravitic accelerator, the sling gun fires a furious burst of monofilament discs at its target. Each one of these razor sharp projectiles can easily cut through armour and flesh, often reducing their victim to a crimson mist in mere moments._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: |
| Sling gun | 6" | 12" | +2 | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 55 | | ranged-weapon | Sling Gun | Unknown | esoteric | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 11 | 6 | 12 | 2 | 0 | 4 | 1 | 45 | R11 | ['[[esoteric]]', '[[rapid_fire]]', '[[scarce]]'] | 2 | -2 | 5+ | 5 | ['Sling Gun'] | 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 | ### Sling Gun _The sling gun is an advanced alien assault weapon of mysterious origins. Propelled by a gravitic accelerator, the sling gun fires a furious burst of monofilament discs at its target. Each one of these razor sharp projectiles can easily cut through armour and flesh, often reducing their victim to a crimson mist in mere moments._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Sling gun | 6" | 12" | +2 | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 55 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 112 |
698 | # 127. Cut of the Head
_“Threat assessment: Negligible. Response: Exterminate”_
\- Czarn, Brethren of the Black Dawn, Helot Cult Heretek
In this scenario, one gang ambushes a rival in the heart of their territory in an attempt to take down its leader.
**Source: Apocrypha: Daemons of Meridian**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard (Sector Mechanicus).
## Crews
- **Attacker:** Custom (6).
- **Defender:** Random (D3+5)
No vehicles or mounts.
## Tactics Cards
- Custom (2).
- **Underdog** (Gang Rating): +1 random per 100 credits.
## Deployment
1. Defender deploys all with 9" of the centre of the battlefield.
2. Attacker deploys all within 3" of any battlefield edge.
## 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).
## The Target
After starting crews have been determined,
the defender designates one of their fighters as
the Target. If possible the defender must choose
their Leader, if their Leader is not part of their
starting crew they must instead select a Champion.
If they cannot select a Champion then any fighter
may be selected. The Target may perform the Power
Tap (Double) action if they are within 3" of the
centre of the battlefield:
**Power Tap (Double):** The fighter removes all Flesh
Wounds and the fighter may perform an additional
action during their next activation.
## Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently
flees the battlefield, their opponent automatically
wins the scenario.
## Ending the Battle
The battle ends if any of the following is true:
- Only one gang remains.
- Target is no longer on the battlefield (end of that round).
## Victory
If the Target is not on the battlefield at the end of
the battle, the attacker is victorious, otherwise the
defender wins.
## Rewards
### Credits
- Winner: 2D6x10.
- Loser: D6x10.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 XP for taking the Target OoA.
- +D3 XP for the Target if they survive.
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
## Daemons Of Meridian
If players wish, they may use this scenario to
represent the battle between Gorshiv and Czarn
in the caves beneath Cinderak City.
In order to do this, make the following changes:
- The attacker’s gang should be a Goliath gang and include [Gorshiv Hammerfist](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#gorshiv-hammerfist).
- The defender’s gang should be an Outcasts gang led by [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader).
- Czarn must be the Target and he treats the Power Tap (Double) action as a Basic action.
::: | 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 | ['Sector Mechanicus', 'Apocrypha Necromunda', 'Narrative Scenario'] | 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 | 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 | # 127. Cut of the Head _“Threat assessment: Negligible. Response: Exterminate”_ \- Czarn, Brethren of the Black Dawn, Helot Cult Heretek In this scenario, one gang ambushes a rival in the heart of their territory in an attempt to take down its leader. **Source: Apocrypha: Daemons of Meridian** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Sector Mechanicus). ## Crews - **Attacker:** Custom (6). - **Defender:** Random (D3+5) No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. Defender deploys all with 9" of the centre of the battlefield. 2. Attacker deploys all within 3" of any battlefield edge. ## 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). ## The Target After starting crews have been determined, the defender designates one of their fighters as the Target. If possible the defender must choose their Leader, if their Leader is not part of their starting crew they must instead select a Champion. If they cannot select a Champion then any fighter may be selected. The Target may perform the Power Tap (Double) action if they are within 3" of the centre of the battlefield: **Power Tap (Double):** The fighter removes all Flesh Wounds and the fighter may perform an additional action during their next activation. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. ## Ending the Battle The battle ends if any of the following is true: - Only one gang remains. - Target is no longer on the battlefield (end of that round). ## Victory If the Target is not on the battlefield at the end of the battle, the attacker is victorious, otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 XP for taking the Target OoA. - +D3 XP for the Target if they survive. 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 ## Daemons Of Meridian If players wish, they may use this scenario to represent the battle between Gorshiv and Czarn in the caves beneath Cinderak City. In order to do this, make the following changes: - The attacker’s gang should be a Goliath gang and include [Gorshiv Hammerfist](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#gorshiv-hammerfist). - The defender’s gang should be an Outcasts gang led by [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader). - Czarn must be the Target and he treats the Power Tap (Double) action as a Basic action. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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951 | # 33. Escape the Badzone
_Two crews must escape the Badzone._
**Source: Book of Peril**
## Battlefield
Standard. After setting up terrain, take turns placing 4 loot caskets anywhere at least 8” from any edge.
## Crews
- Custom (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Standard.
## Special Rule: A Path to Safety
Both gangs are attempting to find a path through the Badzone, while stopping others from doing the same. Each gang must get its fighters off the board edge closest to their opponent’s deployment area.
Any fighters that are not Engaged and within 1” of the opponent’s board edge may escape in the End phase. Loot caskets within 1” of an escaping fighter may be secured. Fighters removed in this way are ignored for the purposes of Bottle tests (not counting as part of the crew size nor as Out of Action).
#### Special Rule: Dangerous Ground
The battle is taking place in an especially hostile Badzone. Discard Badzone Events each round, even if their Discard Trigger is not rolled.
:::info Choose Events
Take control of the Environment and Events. A neutral part or a winner of a roll-off can choose which Environment to use, which Event to start with or which Event to use next.
:::
## Ending the Battle
The battle ends when only one gang has remaining (at the end of a round).
If only one gang bottles out and flees, the opponent’s remaining fighters count as having escaped.
## Victory
The gang with the most escaped fighters is victorious. If both gangs had an equal amount of escaped fighters, it is a draw.
## Rewards
#### Credits
- 2D6x10 per loot casket carried off the board.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each fighter that escaped.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 if at least half of the gang’s crew escaped.
- -1 for bottling out. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Badzone'] | 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 | 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 | # 33. Escape the Badzone _Two crews must escape the Badzone._ **Source: Book of Peril** ## Battlefield Standard. After setting up terrain, take turns placing 4 loot caskets anywhere at least 8” from any edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: A Path to Safety Both gangs are attempting to find a path through the Badzone, while stopping others from doing the same. Each gang must get its fighters off the board edge closest to their opponent’s deployment area. Any fighters that are not Engaged and within 1” of the opponent’s board edge may escape in the End phase. Loot caskets within 1” of an escaping fighter may be secured. Fighters removed in this way are ignored for the purposes of Bottle tests (not counting as part of the crew size nor as Out of Action). #### Special Rule: Dangerous Ground The battle is taking place in an especially hostile Badzone. Discard Badzone Events each round, even if their Discard Trigger is not rolled. :::info Choose Events Take control of the Environment and Events. A neutral part or a winner of a roll-off can choose which Environment to use, which Event to start with or which Event to use next. ::: ## Ending the Battle The battle ends when only one gang has remaining (at the end of a round). If only one gang bottles out and flees, the opponent’s remaining fighters count as having escaped. ## Victory The gang with the most escaped fighters is victorious. If both gangs had an equal amount of escaped fighters, it is a draw. ## Rewards #### Credits - 2D6x10 per loot casket carried off the board. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that escaped. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 if at least half of the gang’s crew escaped. - -1 for bottling out. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 951 |
1,112 | # Tactics
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
Most scenarios will specify if Tactics cards are used, how many and how they are drawn.
There are 3 ways of using tactics:
- Tactics cards
- Zone Mortalis Tactics (Zone Mortalis battlefield)
- Tactics tables (limited to some gangs only)
Decide and agree which one to use.
## Tactics Cards
:::info Tactics Cards
Tactics cards can be viewed in the [dedicated Tactics section](/tactics).
:::
There are no rules for how a deck of Tactics are made. Some prefer to have separate decks per gang, others may use a shared deck to draw from.
Some cards have limitations for what type of battlefield they can be used on (Zone Mortalis or Sector Mechanicus), and some cards are limited to a specific type of gang. If a card is drawn that is limited to a different gang or a different type of terrain, simply discard it and draw another.
Draw cards as described in the scenario. There are 2 ways to draw:
- **Random (X):** Draw X cards randomly.
- Custom (X):\*\* Choose X cards.
:::danger House Rule (Necrodamus)
A better alternative to selecting cards:
- Draw X+3 random cards, keep X cards.
This gives a range of benefits:
- Noob friendly: New players can select cards much faster, instead of reading through a big deck of 200+ cards they have never seen before.
- Less cards required: The same deck can be shared among players, so only a single deck is required.
- Diversity: Avoid boring choices where the best cards are selected every game.
:::
## Zone Mortalis Tactics
Alternatively, if the battlefield is Zone Mortalis, tactics can be drawn using only the special Zone Mortalis deck.
Each gang can draw the amount specified by the scenario, randomly from the 12 universal tactics.
Then, any gang can replace one of the cards with the 1 gang specific Zone Mortalis Tactic (specific to the gang).
## Determine Tactics From Table
Alternatively, some gangs can roll on a gang specific table instead of drawing cards. Roll a D36 (D3x10+D6) to determine the tactics. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 3 | 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 | # Tactics :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Most scenarios will specify if Tactics cards are used, how many and how they are drawn. There are 3 ways of using tactics: - Tactics cards - Zone Mortalis Tactics (Zone Mortalis battlefield) - Tactics tables (limited to some gangs only) Decide and agree which one to use. ## Tactics Cards :::info Tactics Cards Tactics cards can be viewed in the [dedicated Tactics section](/tactics). ::: There are no rules for how a deck of Tactics are made. Some prefer to have separate decks per gang, others may use a shared deck to draw from. Some cards have limitations for what type of battlefield they can be used on (Zone Mortalis or Sector Mechanicus), and some cards are limited to a specific type of gang. If a card is drawn that is limited to a different gang or a different type of terrain, simply discard it and draw another. Draw cards as described in the scenario. There are 2 ways to draw: - **Random (X):** Draw X cards randomly. - Custom (X):\*\* Choose X cards. :::danger House Rule (Necrodamus) A better alternative to selecting cards: - Draw X+3 random cards, keep X cards. This gives a range of benefits: - Noob friendly: New players can select cards much faster, instead of reading through a big deck of 200+ cards they have never seen before. - Less cards required: The same deck can be shared among players, so only a single deck is required. - Diversity: Avoid boring choices where the best cards are selected every game. ::: ## Zone Mortalis Tactics Alternatively, if the battlefield is Zone Mortalis, tactics can be drawn using only the special Zone Mortalis deck. Each gang can draw the amount specified by the scenario, randomly from the 12 universal tactics. Then, any gang can replace one of the cards with the 1 gang specific Zone Mortalis Tactic (specific to the gang). ## Determine Tactics From Table Alternatively, some gangs can roll on a gang specific table instead of drawing cards. Roll a D36 (D3x10+D6) to determine the tactics. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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441 | ### Chem-synth (15 credits)
- **Description:** A Chem-synth is a drug dispensing system designed to enhance the effectiveness of toxin and chemical-based weapons. It can adjust the potency and dispersion patterns of chemical payloads such as gases or injectable toxins.
- **Effects:** Integrates with chemical weapons to modify their effects, such as increasing the area of effect, potency, or changing the type of damage inflicted (from stun to lethal, for instance).
- **Use Limitation:** Typically, the Chem-synth must be refilled or recharged between uses and may only be compatible with specific types of chemical weapons. | equipment | Chem Synth | Unknown | support | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment'] | Unknown | Unknown | Unknown | Unknown | Unknown | Integrates with chemical weapons to modify their effects, such as increasing the area of effect, potency, or changing the type of damage inflicted (from stun to lethal, for instance). | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 15 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | A Chem-synth is a drug dispensing system designed to enhance the effectiveness of toxin and chemical-based weapons. It can adjust the potency and dispersion patterns of chemical payloads such as gases or injectable toxins. | Typically, the Chem-synth must be refilled or recharged between uses and may only be compatible with specific types of chemical weapons. | 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 | ### Chem-synth (15 credits) - **Description:** A Chem-synth is a drug dispensing system designed to enhance the effectiveness of toxin and chemical-based weapons. It can adjust the potency and dispersion patterns of chemical payloads such as gases or injectable toxins. - **Effects:** Integrates with chemical weapons to modify their effects, such as increasing the area of effect, potency, or changing the type of damage inflicted (from stun to lethal, for instance). - **Use Limitation:** Typically, the Chem-synth must be refilled or recharged between uses and may only be compatible with specific types of chemical weapons. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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663 | # 42. Propaganda
_Gangs seek to sway the other gangers to their cause._
**Source: Book of Ruin**
## Battlefield
Standard.
## Crews
- Custom (4).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
1. Standard.
2. Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers:
- More than 12” from a battlefield edge.
- Not within 3” of another fighter.
## Hearts and Minds
_As the hive descends into madness, both sides seek to turn gangers and gangs to their cause._
The players should select 12 fighter models to represent
Houseless Gangers (see page 65). After both crews
have deployed, players take turns, starting with
the player who has priority, placing these models
anywhere on the battlefield more than 12" from an
edge or within 3" of another fighter.
Both gangs are trying to turn the Houseless Gangers
to their cause and then use them against their foes. In this scenario each player’s fighters can use the
Coerce (Basic) action:
:::info COERCE (BASIC)
Choose a Houseless Ganger within 3" and make
a Leadership check for the coercing fighter. If
the check is successful, place a token next to the
Houseless Ganger to indicate that it is now part of
the coercing fighter’s gang.
Houseless Gangers coerced into joining a fighter’s
gang become part of that fighter’s gang for all
intents and purposes and will gain a Ready marker
at the beginning of the following round.
:::
## Don’t Believe Their Lyes
Once a Houseless Ganger has chosen their side, it’s
unlikely they will change sides again… though not
impossible.A fighter may make a Coerce Action against
an enemy Houseless Ganger. If the fighter’s Leadership
check is successful then the other player should make
a Willpower check for their Houseless Ganger, adding 1
to the dice result for each friendly fighter within 3" of the
Houseless Ganger. If the Houseless Ganger passes their
Willpower check,they may immediately take a free Shoot
(Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless
Ganger becomes part of the coercing fighter’s gang as
normal and loses any Readied marker if they have one.
Houseless Gangers can be turned from one side to
the other multiple times during a battle.
:::note Designer's Note
Houseless Gangers are loners and orphans from other gangs and can be
represented by any appropriate model – players may choose to use the portions
of their gangs who have been left out of the scenario. For simplicity, Houseless
Gangers should use the following profile:
:::
<FighterCard>
### Houseless Ganger
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
| 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ |
#### Special Rules
Houseless Gangers are armed and equipped as depicted on their models, and
both players should take a moment at the beginning of the game to agree on
what weapons and wargear each Houseless Ganger is carrying. Remember that
both gangs have a chance of taking control of the Houseless Gangers and so the
inclusion of heavily armed models is entirely reasonable provided both players
accept these more deadly fighters might be used against them.
</FighterCard>
## Ending the Battle
The battle ends when only one gang has fighters remaining.
## Victory
The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw.
## Rewards
#### Credits
- D3x10 for each Houseless Ganger controlled by the gang at the end of the battle.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for coercing an enemy Houseless Ganger.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 for winning.
- -1 to any gang that bottled out. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Uprising'] | 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 | 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 | # 42. Propaganda _Gangs seek to sway the other gangers to their cause._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Standard. 2. Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers: - More than 12” from a battlefield edge. - Not within 3” of another fighter. ## Hearts and Minds _As the hive descends into madness, both sides seek to turn gangers and gangs to their cause._ The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter. Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player’s fighters can use the Coerce (Basic) action: :::info COERCE (BASIC) Choose a Houseless Ganger within 3" and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter’s gang. Houseless Gangers coerced into joining a fighter’s gang become part of that fighter’s gang for all intents and purposes and will gain a Ready marker at the beginning of the following round. ::: ## Don’t Believe Their Lyes Once a Houseless Ganger has chosen their side, it’s unlikely they will change sides again… though not impossible.A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter’s Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3" of the Houseless Ganger. If the Houseless Ganger passes their Willpower check,they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter’s gang as normal and loses any Readied marker if they have one. Houseless Gangers can be turned from one side to the other multiple times during a battle. :::note Designer's Note Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile: ::: <FighterCard> ### Houseless Ganger | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them. </FighterCard> ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw. ## Rewards #### Credits - D3x10 for each Houseless Ganger controlled by the gang at the end of the battle. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for coercing an enemy Houseless Ganger. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,176 | # Battlefield Set-Up
_Source: Necromunda Core Rulebook (2023)_
Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows:
## Underhive
The battlefields of the Underhive vary vastly, from
complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds
and even bustling settlements. The thing they all
have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of
the wastes.
When fighting a battle in the Underhive, the Battlefield
Conditions rules are not used and no gang may include
either vehicles or Wargear that grants the Mounted
condition in either their crew or Reinforcements.
For Underhive battles, between a 3'x3' and a 4'x4'
battlefield is ideal, although larger and smaller
battlefields are also possible! Starting with the
defender (or the winner of a roll-off if the scenario
does not specify a defender), players alternate placing
terrain features upon the battlefield. Once one player
passes, then the other player may place one more piece
of terrain. Alternatively, if using Zone Mortalis Tiles
players alternate placing the tiles on the battlefield.
Then, starting with the defender again, players
alternate placing [obstacles](/docs/general-principles/terrain) and other
small terrain features. Once one player passes, the
other player may place one more terrain feature.
Finally, each player places a Loot Casket anywhere on
the battlefield.
:::info
### Tunnel Warfare
When creating an Underhive battlefield, the default
is that the ceiling is high up above the ground
and so walls can be climbed up onto and stairs
and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can
be recreated by stating that the ceiling is at the
height of one wall section, meaning walls cannot
be climbed over, and stairs and ladders can not
be used.
:::
## Ash Wastes
Out in the Ash Wastes, the ground itself can be
dangerous to walk on; the only safe places are the
settlements that have sprung up throughout the
wastes and along the sprawling, dust-strewn road
surfaces that connect the hives. Battlefields out in the
wastes tend to be less claustrophobic and densely
packed than those found in the underhive and
players are encouraged to reflect this when setting
up the battlefield.
When fighting battles in the Ash Wastes, the rules for [Battlefield Conditions](/docs/battlefield-setup/generating-ash-wastes-battlefield-conditions) are in use. Also, vehicles and Wargear that grants the Mounted
condition can be included in both gangs’ starting crew
and Reinforcements.
For battlefields set in the Ash Wastes, 4'x4' is ideal
though larger battlefields are also appropriate, especially if playing a [Rolling Roads](/docs/battlefield-setup/rolling-roads) scenario. Mark up a section of the battlefield as a
road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate
placing terrain features, starting with the defender
(or the winner of a roll-off if the scenario does not have
a defender). Once one player passes, the other player
may place one last piece of terrain.
Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other
small terrain features. Once one player passes, the
other player may place one more terrain feature.
Finally, each player places a Loot Casket anywhere on
the battlefield. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Battlefield Set-Up _Source: Necromunda Core Rulebook (2023)_ Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows: ## Underhive The battlefields of the Underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of the wastes. When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted condition in either their crew or Reinforcements. For Underhive battles, between a 3'x3' and a 4'x4' battlefield is ideal, although larger and smaller battlefields are also possible! Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles players alternate placing the tiles on the battlefield. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. :::info ### Tunnel Warfare When creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders can not be used. ::: ## Ash Wastes Out in the Ash Wastes, the ground itself can be dangerous to walk on; the only safe places are the settlements that have sprung up throughout the wastes and along the sprawling, dust-strewn road surfaces that connect the hives. Battlefields out in the wastes tend to be less claustrophobic and densely packed than those found in the underhive and players are encouraged to reflect this when setting up the battlefield. When fighting battles in the Ash Wastes, the rules for [Battlefield Conditions](/docs/battlefield-setup/generating-ash-wastes-battlefield-conditions) are in use. Also, vehicles and Wargear that grants the Mounted condition can be included in both gangs’ starting crew and Reinforcements. For battlefields set in the Ash Wastes, 4'x4' is ideal though larger battlefields are also appropriate, especially if playing a [Rolling Roads](/docs/battlefield-setup/rolling-roads) scenario. Mark up a section of the battlefield as a road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate placing terrain features, starting with the defender (or the winner of a roll-off if the scenario does not have a defender). Once one player passes, the other player may place one last piece of terrain. Then, starting with the defender again, players alternate placing [obstacles](/docs/general-principles/terrain) and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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317 | Unknown | weapon | Combat Shotgun - Shredder | Unknown | shotgun | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 7 | 0 | 0 | 0 | 0 | 2 | 1 | 70 | R13 | ['[[knockback]]', '[[rapid_fire]]'] | 0 | - | 4+ | 4 | ['Combat Shotgun'] | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 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 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 317 |
648 | # 3. Forgotten Riches
_Sometimes, just the rumour of a newly discovered tunnel sprawl packed with discarded riches attracts looters._
_Source: Necromunda 2018 Rulebook_
## Battlefield
Standard: 7 tiles. Take turns placing tiles (starting with the winner of a roll-off). The first tile marks the centre of the battlefield. The remaining 6 tiles must be adjacent to the first.
## Crews
- Custom.
The maximum number of fighters in each crew is determined by rolling 2D6:
| 2D6 | Result |
| :---: | :----- |
| 2-3 | 5 |
| 4-5 | 6 |
| 6-8 | 7 |
| 9-10 | 8 |
| 11-12 | 9 |
## Tactics Cards
- Custom (3).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Take turns placing 5 loot caskets (starting with the winner of a roll-off):
- Must be placed in a separate tiles.
- The first must be placed in the central tile.
- At last 6” from each other.
- Not in inaccessible areas.
Then, the winner of another roll-off selects a tile without a loot casket as deployment zone (roll-off again). Deploy within 3” of the edge of the tile (on the edge of the battlefield). The opponent then does the same on the other remaining tile. If the 2 deployment tiles are adjacent, fighters can't be set up within 6” of an enemy.
## Objectives
Both teams are attempting to get away with as much loot as they can carry and prevent their enemies doing the same. Each gang scores points when enemies go Out of Action or loot caskets are secured:
- 1 point for each enemy that goes Out of Action.
- 2 points for each loot casket (not including ammo caches) on their starting tile within 3” of the board edge when the battle ends.
- D3 points for being the last remaining gang.
:::note
Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out.
Rewards:
- Points determine which leader (if any) receives XP bonus.
- Loot caskets (winning condition) determine Reputation and Credits bonus.
- Last gang on the battlefield only affects D3 bonus points and captives.
:::
## 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)
Fighters that are Seriously Injured or Broken should not count for Horrors in the Dark.
:::
## Fleeing the Battlefield
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winning gang claims any loot caskets left on the battlefield at the end of the battle.
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
The gang that secured most loot caskets at the end of the battle wins. Otherwise it is a draw.
## Rewards
#### Credits
- +D6x10 for each secured loot casket.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to the Leader of the gang that scored the most points, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +2 to the winner (secured most loot caskets).
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out. | 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 | ['Zone Mortalis'] | 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 | 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 | # 3. Forgotten Riches _Sometimes, just the rumour of a newly discovered tunnel sprawl packed with discarded riches attracts looters._ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard: 7 tiles. Take turns placing tiles (starting with the winner of a roll-off). The first tile marks the centre of the battlefield. The remaining 6 tiles must be adjacent to the first. ## Crews - Custom. The maximum number of fighters in each crew is determined by rolling 2D6: | 2D6 | Result | | :---: | :----- | | 2-3 | 5 | | 4-5 | 6 | | 6-8 | 7 | | 9-10 | 8 | | 11-12 | 9 | ## Tactics Cards - Custom (3). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Take turns placing 5 loot caskets (starting with the winner of a roll-off): - Must be placed in a separate tiles. - The first must be placed in the central tile. - At last 6” from each other. - Not in inaccessible areas. Then, the winner of another roll-off selects a tile without a loot casket as deployment zone (roll-off again). Deploy within 3” of the edge of the tile (on the edge of the battlefield). The opponent then does the same on the other remaining tile. If the 2 deployment tiles are adjacent, fighters can't be set up within 6” of an enemy. ## Objectives Both teams are attempting to get away with as much loot as they can carry and prevent their enemies doing the same. Each gang scores points when enemies go Out of Action or loot caskets are secured: - 1 point for each enemy that goes Out of Action. - 2 points for each loot casket (not including ammo caches) on their starting tile within 3” of the board edge when the battle ends. - D3 points for being the last remaining gang. :::note Presumably fleeing fighters count as OoA (universal rule) since anything else is not spelled out. Rewards: - Points determine which leader (if any) receives XP bonus. - Loot caskets (winning condition) determine Reputation and Credits bonus. - Last gang on the battlefield only affects D3 bonus points and captives. ::: ## 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) Fighters that are Seriously Injured or Broken should not count for Horrors in the Dark. ::: ## Fleeing the Battlefield If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winning gang claims any loot caskets left on the battlefield at the end of the battle. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The gang that secured most loot caskets at the end of the battle wins. Otherwise it is a draw. ## Rewards #### Credits - +D6x10 for each secured loot casket. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the Leader of the gang that scored the most points, regardless of whether they took part in the battle or not (in case of a draw, neither Leader gets this bonus). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the winner (secured most loot caskets). - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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709 | # 120. Bar Defence
_“I’ll have to have that Wild Snake to go!”_
\- Vespa ‘Minx’ Merdena, House Orlock
In this scenario, a small group of fighters attempt to defend a beloved drinking hole from attackers.
**Source: Cinderak Burning**
## Battlefield
Standard (Sector Mechanicus): 2'x2'. The centre should have some cover representing the bar with a large vat of Wild Snake next to it.
## Crews
- **Attacker:** Random (D3+3) + Reinforcements.
- **Defender:** Custom (4).
No vehicles or mounts.
## Tactics Cards
- Custom (2).
## Deployment
1. **Defender:** Within 6" of the vat of Wild Snake.
2. **Attacker:** Within 3" of any battlefield edge.
## Home Turf Advantage
**Defender:**
- Bottle tests: Roll 2D6 and discard the highest.
- Rally tests: +1 (not relevant in this scenario).
- Hangers-on: Included in the crew on a 4+ (roll individually).
## Drunken Heroes
_A small group of fighters attempt to defend a beloved drinking hole from attackers. The vat of Wild Snake must be protected at all costs! Luckily the defenders are drunk on Wild Snake making them shrug off damage._
Defenders gain the following:
- When wounded, roll 5+ to not lose the wound.
- Cannot be Pinned.
- Automatically pass Cool checks.
## Save The Wild Snake
Attackers can destroy the vat of Wild Snake by making a successful melee attack against it.
## Reinforcements
- 2 fighters per gang.
- Each End phase (starting on the 2nd round).
- Randomize the battlefield edge.
:::danger Ambigious content
The scenario is contractory here whether the defender should have reinforcements (but they probably shouldn't). The scenario reads:
> The attacker can use Reinforcements, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. In the second round, and each round thereafter, up to two random fighters from each gang will arrive in the End phase on a random battlefield edge.
:::
## Ending the Battle
The battle ends if any of the following is true:
- Only one gang remains.
- The vat of Wild Snake is destroyed.
## Victory
The attacker wins if the vat of Wild Snake is destroyed or no defenders remain. Otherwise the defender wins.
## Rewards
### Credits
- Winner: 2D6x10.
- Loser: D6x5.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for destroying the vat of Wild Snake
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
## Shootout At The Lucky Six
If players wish, they may use this scenario to
represent the defence of the Lucky Six by the Merdena sisters.
In order to do this, make the following changes:
- The defender uses [Margo Merdena](/docs/gangs/gang-additions/hired-guns/agents/#margo-merdena-orlock), and three [Orlock Road Captains](/docs/gangs/gang-lists/house-orlock/#road-captain-leader) to represent Mindi, Vivian and Vespa Merdena.
- The attacker uses a Goliath gang.
- The Merdena sisters ignore any wound taken on a 3+ instead of a 5+.
::: | 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 | ['Sector Mechanicus', 'Succession Campaign Scenario', 'Narrative Scenario'] | 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 | 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 | # 120. Bar Defence _“I’ll have to have that Wild Snake to go!”_ \- Vespa ‘Minx’ Merdena, House Orlock In this scenario, a small group of fighters attempt to defend a beloved drinking hole from attackers. **Source: Cinderak Burning** ## Battlefield Standard (Sector Mechanicus): 2'x2'. The centre should have some cover representing the bar with a large vat of Wild Snake next to it. ## Crews - **Attacker:** Random (D3+3) + Reinforcements. - **Defender:** Custom (4). No vehicles or mounts. ## Tactics Cards - Custom (2). ## Deployment 1. **Defender:** Within 6" of the vat of Wild Snake. 2. **Attacker:** Within 3" of any battlefield edge. ## Home Turf Advantage **Defender:** - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1 (not relevant in this scenario). - Hangers-on: Included in the crew on a 4+ (roll individually). ## Drunken Heroes _A small group of fighters attempt to defend a beloved drinking hole from attackers. The vat of Wild Snake must be protected at all costs! Luckily the defenders are drunk on Wild Snake making them shrug off damage._ Defenders gain the following: - When wounded, roll 5+ to not lose the wound. - Cannot be Pinned. - Automatically pass Cool checks. ## Save The Wild Snake Attackers can destroy the vat of Wild Snake by making a successful melee attack against it. ## Reinforcements - 2 fighters per gang. - Each End phase (starting on the 2nd round). - Randomize the battlefield edge. :::danger Ambigious content The scenario is contractory here whether the defender should have reinforcements (but they probably shouldn't). The scenario reads: > The attacker can use Reinforcements, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook. In the second round, and each round thereafter, up to two random fighters from each gang will arrive in the End phase on a random battlefield edge. ::: ## Ending the Battle The battle ends if any of the following is true: - Only one gang remains. - The vat of Wild Snake is destroyed. ## Victory The attacker wins if the vat of Wild Snake is destroyed or no defenders remain. Otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x5. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for destroying the vat of Wild Snake 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 ## Shootout At The Lucky Six If players wish, they may use this scenario to represent the defence of the Lucky Six by the Merdena sisters. In order to do this, make the following changes: - The defender uses [Margo Merdena](/docs/gangs/gang-additions/hired-guns/agents/#margo-merdena-orlock), and three [Orlock Road Captains](/docs/gangs/gang-lists/house-orlock/#road-captain-leader) to represent Mindi, Vivian and Vespa Merdena. - The attacker uses a Goliath gang. - The Merdena sisters ignore any wound taken on a 3+ instead of a 5+. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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972 | # 40. Search & Destroy
_Gangs seek to clear an area of their enemies._
**Source: Book of Ruin**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- **Defender:** Random (D3+3) + Reinforcement.
- **Attacker:** Custom (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Standard.
## Sweep and Clear
Divide the battlefield into 4 equal-sized areas. A weapon cache is hidden in each area and must be discovered.
- Attacker: Destroy
- Defender: Recover
At the start of each round, a gang can declare 1 or more fighters are searching 1 or more areas. The fighters must be Active and more than 6” from a battlefield edge. Searching fighters lose the Ready status and may not be activated for this round.
In the End phase, each searching fighter still Active can roll a 5+ to find the weapon cache. If both gangs are searching the same area, start with the gang with Priority. If found, place a weapon cache next to the fighter who found it.
#### Weapon Caches
Counts as loot caskets. Once found, it must be carried off the battlefield by the defender or destroyed by the attacker.
- Defender:
- Removed after being carried into the defending deployment zone.
- +2 points.
- Attacker:
- Spend a Double action while B2B. Pass an Intelligence test to destroy it. Add a +1 modifier for each friendly fighter within 2”.
- +1 point.
## Reinforcements
- Defender: 1.
- Each End phase (starting on the 2nd round).
## Ending the Battle
The battle ends when at least 1 condition is true:
- Only one gang has fighters remaining.
- All weapon caches are destroyed or recovered.
## Victory
The gang that gathered the most loot points is the winner. If the score is equal:
- **Uprising:** The gang with Ascendancy is the winner.
- **Otherwise:** Draw.
## Rewards
#### Credits
- D3x10 to the attacker for each destroyed cache.
- D6x10 to the defender for each recovered cache.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for destroying a cache.
- +D3 for recovering a cache.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 for winning.
- -1 to any gang that bottled out.
:::info Uprising
**Phase 1:**
- Credits: As described above.
**Phase 3:**
- Starvation: +1 per enemy Out of Action.
- Scavenge:
- Attacker: +1 per destroyed cache.
- Defender: +1 per recovered cache.
:::
:::danger House Rule (Necrodamus)
**Problem:** Infiltrate can be imbalanced or break this scenario.
**Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Uprising'] | 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 | 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 | # 40. Search & Destroy _Gangs seek to clear an area of their enemies._ **Source: Book of Ruin** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Defender:** Random (D3+3) + Reinforcement. - **Attacker:** Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Sweep and Clear Divide the battlefield into 4 equal-sized areas. A weapon cache is hidden in each area and must be discovered. - Attacker: Destroy - Defender: Recover At the start of each round, a gang can declare 1 or more fighters are searching 1 or more areas. The fighters must be Active and more than 6” from a battlefield edge. Searching fighters lose the Ready status and may not be activated for this round. In the End phase, each searching fighter still Active can roll a 5+ to find the weapon cache. If both gangs are searching the same area, start with the gang with Priority. If found, place a weapon cache next to the fighter who found it. #### Weapon Caches Counts as loot caskets. Once found, it must be carried off the battlefield by the defender or destroyed by the attacker. - Defender: - Removed after being carried into the defending deployment zone. - +2 points. - Attacker: - Spend a Double action while B2B. Pass an Intelligence test to destroy it. Add a +1 modifier for each friendly fighter within 2”. - +1 point. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - All weapon caches are destroyed or recovered. ## Victory The gang that gathered the most loot points is the winner. If the score is equal: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - D3x10 to the attacker for each destroyed cache. - D6x10 to the defender for each recovered cache. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for destroying a cache. - +D3 for recovering a cache. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: - Attacker: +1 per destroyed cache. - Defender: +1 per recovered cache. ::: :::danger House Rule (Necrodamus) **Problem:** Infiltrate can be imbalanced or break this scenario. **Solution:** If at least one player wants, Infiltrate can't be used in this scenario. Instead, Infiltrating fighters can make 1 or 2 move actions before the first round. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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627 | # Gang Raids
This section gives details about Gang Raid scenarios.
:::info Designer's Notes: Using Gang Raid Scenarios
The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted.
If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries.
:::
When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur.
### Terrain
The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport.
:::note
These secenarios are short and to the point, but can be played on any terrain.
:::
## Gang Raid Special Rules
Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario.
### Bottle tests
To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action.
### Beneath My Notice
It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side.
To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios:
- The player may not include a Leader as part of their Crew.
- The player may only include one Champion as part of their Crew.
- The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew.
### A Minor Affair
Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here.
### Deployment
Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise.
### Loot Caskets
Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 8 | 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 | # Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 627 |
632 | # 39. Hit & Run
_A gang strikes from the shadows hoping to take down a powerful foe._
**Source: Book of Ruin**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- **Defender:** Random (D3+7).
- **Attacker:** Custom (D3+7).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
1. **Defender:** Within 6” of the centre of the battlefield.
2. **Attacker:** Anywhere at least 8” from any defenders.
## Make Them Pay
Gain points for taking enemies Out of Action (cumulative):
- 1 per fighter
- +2 if the fighter was the Leader
## I Have A Sense Of Foreboding…
After deployment, test if the defenders spot attackers. Each defender can make an Intelligence test with the following modifiers:
- **Partial cover:** -1
- **Full cover:** -2
- **More than 12” away:** -2
If passed, make a single Shoot or Move action. The defender decides the order of the attacks. Only a single test is made regardless of how many enemies can be seen.
## Butcher & Bolt
_The attackers are trying to inflict as much damas as possible without being drawn into a protracted firefight._
Attackers can spend a Double action (Vanish) if all the following conditions are true:
- Out of LOS of any enemy fighters.
- At least 6” away from any Active enemy fighters.
Pass an Intelligence test to remove the fighter from the battlefield. Vanished fighters do not count as Out of Action, but do also not count as part of the crew when making Bottle tests.
## Ending the Battle
The battle ends when only one gang has fighters remaining.
## Victory
The gang that scored most points is the winner. If the score is equal:
- **Uprising:** The gang with Ascendancy is the winner.
- **Otherwise:** Draw.
## Rewards
#### Credits
- **Attacker:** D6x10 credits for each enemy fighter taken Out of Action.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for taking an enemy leader 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 for winning.
- -1 to any gang that bottled out.
:::info Uprising
**Phase 1:**
- Credits: As described above.
**Phase 3:**
- Starvation: +1 per enemy Out of Action.
- Scavenge:
- +1 to the winner.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Uprising'] | 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 | 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 | # 39. Hit & Run _A gang strikes from the shadows hoping to take down a powerful foe._ **Source: Book of Ruin** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Defender:** Random (D3+7). - **Attacker:** Custom (D3+7). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Within 6” of the centre of the battlefield. 2. **Attacker:** Anywhere at least 8” from any defenders. ## Make Them Pay Gain points for taking enemies Out of Action (cumulative): - 1 per fighter - +2 if the fighter was the Leader ## I Have A Sense Of Foreboding… After deployment, test if the defenders spot attackers. Each defender can make an Intelligence test with the following modifiers: - **Partial cover:** -1 - **Full cover:** -2 - **More than 12” away:** -2 If passed, make a single Shoot or Move action. The defender decides the order of the attacks. Only a single test is made regardless of how many enemies can be seen. ## Butcher & Bolt _The attackers are trying to inflict as much damas as possible without being drawn into a protracted firefight._ Attackers can spend a Double action (Vanish) if all the following conditions are true: - Out of LOS of any enemy fighters. - At least 6” away from any Active enemy fighters. Pass an Intelligence test to remove the fighter from the battlefield. Vanished fighters do not count as Out of Action, but do also not count as part of the crew when making Bottle tests. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The gang that scored most points is the winner. If the score is equal: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - **Attacker:** D6x10 credits for each enemy fighter taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking an enemy leader 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 for winning. - -1 to any gang that bottled out. :::info Uprising **Phase 1:** - Credits: As described above. **Phase 3:** - Starvation: +1 per enemy Out of Action. - Scavenge: - +1 to the winner. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 632 |
1,205 | # Statuses
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
## Fighter Statuses
A fighter’s status dictates what they can or can't do. This will affect what actions are available during activations. Fighter statuses generally represented by how the model is positioned on the table (can also depend on other factors).
### Standing
A fighter that is upright is said to be Standing. A Standing fighter may turn to face any direction when activated, before making actions. A Standing fighter always has a Secondary Status as either Active or Engaged.
#### Standing: Active
A standing fighter is Active if they are not currently Engaged with any enemy fighters. This is the default status for a fighter, and Active fighters have very few restrictions on how they can act.
#### Standing: Engaged
A Standing fighter is Engaged with an enemy if close enough:
- Fighter: Base to Base contact (B2B)
- Vehicle: Within 1".
Note that Versatile weapons allow fighters to Engage enemies in the Versatile range during the attacking fighter's activation.
An Engaged fighter can generally only choose to fight or retreat. An Engaged fighter is always Standing (never Pinned).
Fighters Engaged with vehicles are however not locked in combat and can freely move around or away from the vehicle without having to disengage.
Note that in some cases a fighter may be able to Engage an enemies outside B2B and may act accordingly when activated.
### Prone
A fighter that is laid down is Prone. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight - they are considered to be well out of the way of action. A prone status is placed face-up or face-down, depending upon their Secondary Status. A Prone fighter always has a Secondary Status as either Pinned or Seriously Injured.
#### Prone: Pinned
Fighters are generally Pinned as a result of being hit by enemy fire, and will need to spend a Stand Up (Basic) action to be Standing (and Active) again. If a Pinned fighter ever comes into B2B with an enemy fighter, automatically make a free Stand Up (Basic) action, becoming Engaged (and Standing), without having to spend an action to do so. A fighter can never be both Pinned and Engaged.
Mounted fighters must pass an Initiative test to Stand Up, otherwise the action is wasted (remain Pinned).
#### Prone: Seriously Injured
A Prone fighter that is laid face-down is Seriously Injured, and can never make attacks. A Seriously Injured fighter is likely to spend at least a few turns on the ground
## Vehicle Statuses
A vehicle's status dictate what they can or can't do.
#### Engaged & Engaging
Vehicles never count as being Engaged and can move freely away from enemy fighters, risking Reaction attacks as normal.
Fighters are Engaged within 1" of enemy vehicles, but are not locked in combat and can freely move around or away from enemy vehicles without having to disengage or risk Reaction attacks.
### Mobile
Able to move.
### Stationary
Forced to stop by any effect or special rule (enemy attack, damage or special rule). Cannot move during its activation. A Stationary vehicle can be either Wrecked or Stalled.
A Wrecked vehicle is also Stationary, but this is equivalent to Out of Action and the vehicle is treated like a piece of terrain.
:::note
The rules will use Stationary as default to refer to Stalled.Wrecked may be referred to as Out of Action.
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 3 | 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 | # Statuses :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Fighter Statuses A fighter’s status dictates what they can or can't do. This will affect what actions are available during activations. Fighter statuses generally represented by how the model is positioned on the table (can also depend on other factors). ### Standing A fighter that is upright is said to be Standing. A Standing fighter may turn to face any direction when activated, before making actions. A Standing fighter always has a Secondary Status as either Active or Engaged. #### Standing: Active A standing fighter is Active if they are not currently Engaged with any enemy fighters. This is the default status for a fighter, and Active fighters have very few restrictions on how they can act. #### Standing: Engaged A Standing fighter is Engaged with an enemy if close enough: - Fighter: Base to Base contact (B2B) - Vehicle: Within 1". Note that Versatile weapons allow fighters to Engage enemies in the Versatile range during the attacking fighter's activation. An Engaged fighter can generally only choose to fight or retreat. An Engaged fighter is always Standing (never Pinned). Fighters Engaged with vehicles are however not locked in combat and can freely move around or away from the vehicle without having to disengage. Note that in some cases a fighter may be able to Engage an enemies outside B2B and may act accordingly when activated. ### Prone A fighter that is laid down is Prone. A Prone fighter has no facing and they effectively have no vision arc. Unless otherwise stated, Prone fighters never block line of sight - they are considered to be well out of the way of action. A prone status is placed face-up or face-down, depending upon their Secondary Status. A Prone fighter always has a Secondary Status as either Pinned or Seriously Injured. #### Prone: Pinned Fighters are generally Pinned as a result of being hit by enemy fire, and will need to spend a Stand Up (Basic) action to be Standing (and Active) again. If a Pinned fighter ever comes into B2B with an enemy fighter, automatically make a free Stand Up (Basic) action, becoming Engaged (and Standing), without having to spend an action to do so. A fighter can never be both Pinned and Engaged. Mounted fighters must pass an Initiative test to Stand Up, otherwise the action is wasted (remain Pinned). #### Prone: Seriously Injured A Prone fighter that is laid face-down is Seriously Injured, and can never make attacks. A Seriously Injured fighter is likely to spend at least a few turns on the ground ## Vehicle Statuses A vehicle's status dictate what they can or can't do. #### Engaged & Engaging Vehicles never count as being Engaged and can move freely away from enemy fighters, risking Reaction attacks as normal. Fighters are Engaged within 1" of enemy vehicles, but are not locked in combat and can freely move around or away from enemy vehicles without having to disengage or risk Reaction attacks. ### Mobile Able to move. ### Stationary Forced to stop by any effect or special rule (enemy attack, damage or special rule). Cannot move during its activation. A Stationary vehicle can be either Wrecked or Stalled. A Wrecked vehicle is also Stationary, but this is equivalent to Out of Action and the vehicle is treated like a piece of terrain. :::note The rules will use Stationary as default to refer to Stalled.Wrecked may be referred to as Out of Action. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,205 |
1,140 | # The Pre-Battle Sequence
_Source: Necromunda Core Rulebook (2023)_
Prior to 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 pre-battle sequence consists of the following steps:
1. Make a Challenge & Stake Territory
2. Recruit Hired Guns
3. Determine Scenario
4. Set up the Battlefield
5. Choose Crews
6. Announce Territory Boons
7. Gang Tactics
8. Deployment
## 1. Make A Challenge & Stake Territory
For a battle to be fought, a challenge must be issued and accepted. In Campaign
play, challenges are handled as described by the Arbitrator, though campaigns will
provide guidance. In Skirmish play, a challenge is issued and accepted when two
players decide to play a battle.
In Campaign play, an eligible Territory is nominated as the stake for the battle (as
described in each campaign). This may be an as yet unclaimed Territory or a Territory
controlled by one of the players that their opponent wishes to seize control of – each
campaign will specify.
## 2. Recruit Hired Guns
Players can spend credits to recruit Hired Guns. In Campaign play, the gang may
spend credits from those it has in its Stash. In Skirmish play, any unspent credits
left over from creating the gang can be spent to recruit Hired Guns. Additionally, in
Campaign play, gangs may be able to recruit Hired Guns through other means, such
as House favours or as Boons granted by Territories.
If both players wish to recruit Hired Guns, the player with the lower Gang Rating may
do so first.
## 3. Determine Scenario
In Skirmish play, players may simply choose a scenario
they wish to play. If they cannot decide, they should
roll off to see who decides which scenario is played. In
Campaign play, the scenario may be determined by the
Arbitrator, though many campaigns include their own
Scenario table.
### Determining The Attacker & Defender
Many scenarios state that one gang is the attacker and
the other the defender. In Campaign play, the player
who issued the challenge is the attacker. In Skirmish
play, both players should roll a D6, with the player who
rolls the highest choosing who is the attacker and who
is the defender.
### Home Turf Advantage
The scenario being played may indicate that the
defender benefits from the [Home Turf Advantage](/docs/battlefield-setup/scenario-rules#home-turf-advantage), representing the gang fighting furiously to defend their
valuable turf from attackers. A gang fighting with the
Home Turf Advantage is far less likely to bottle out and in some cases will fight ferociously until the last.
### Rescue Mission
In Campaign play, it is not uncommon for fighters to
be taken [Captive by rival gangs](/docs/the-rules/the-post-battle-sequence#being-captured). If one
player has Captured a fighter belonging to a rival gang, the player that controls the gang the Captive belongs
to may issue a challenge to play the Rescue Mission
scenario. If the challenge is accepted, then the Rescue
Mission scenario is automatically used for the battle.
If the player holding the Captive refuses the challenge, they automatically forfeit the Captive. No Territory
is staked on this battle; the Captive is effectively the stake.
## 4. Set Up The Battlefield
The players now set up the battlefield. Some scenarios
have special instructions for terrain. The default methods are detailed in full in [Battlefield Set-up](/docs/battlefield-setup/battlefield-set-up).
## 5. Choose Crews
After the battlefield has been set up, before gangs
can be deployed, players must select their starting
crews for the battle ahead. The scenario being played
will detail the method of selection to be used, how
many and what kind of models can be selected. The
selection methods are explained in full in [Choosing Crews](/docs/battlefield-setup/scenario-rules#choose-crew).
## 6. Announce Territory Boons
In Campaign play, many of the territories grant a
‘Boon’ to the gang that controls them, and many
of these Boons will have an effect during a battle. Players should announce which, if any, of their Territory
Boons grant them a bonus that will have an effect on
the upcoming battle at this stage, forewarning their
opponent. If a Territory Boon is not announced, it
cannot be used during this battle.
In Skirmish play, this step of the pre-battle sequence
can be ignored.
## 7. Gang Tactics
Each scenario details how many gang tactics each
gang gets and how they are selected, with players
either choosing the gang tactics they want, or selecting
them at random, either by drawing cards from a
shuffled deck or by rolling on any Gang Tactics table
their gang is allowed to use (see [Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics)).
## 8. Deployment
The final step of the pre-battle sequence is
deployment, in which the players set their gangs up
on the battlefield, ready for the battle ahead. Many
scenarios will provide details of the size and location
of ‘deployment zones’, the name given to the areas in
which gangs can be set up. For those which do not, the
standard deployment rules can be found in [Deployment](/docs/battlefield-setup/scenario-rules#deployment). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # The Pre-Battle Sequence _Source: Necromunda Core Rulebook (2023)_ Prior to 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 pre-battle sequence consists of the following steps: 1. Make a Challenge & Stake Territory 2. Recruit Hired Guns 3. Determine Scenario 4. Set up the Battlefield 5. Choose Crews 6. Announce Territory Boons 7. Gang Tactics 8. Deployment ## 1. Make A Challenge & Stake Territory For a battle to be fought, a challenge must be issued and accepted. In Campaign play, challenges are handled as described by the Arbitrator, though campaigns will provide guidance. In Skirmish play, a challenge is issued and accepted when two players decide to play a battle. In Campaign play, an eligible Territory is nominated as the stake for the battle (as described in each campaign). This may be an as yet unclaimed Territory or a Territory controlled by one of the players that their opponent wishes to seize control of – each campaign will specify. ## 2. Recruit Hired Guns Players can spend credits to recruit Hired Guns. In Campaign play, the gang may spend credits from those it has in its Stash. In Skirmish play, any unspent credits left over from creating the gang can be spent to recruit Hired Guns. Additionally, in Campaign play, gangs may be able to recruit Hired Guns through other means, such as House favours or as Boons granted by Territories. If both players wish to recruit Hired Guns, the player with the lower Gang Rating may do so first. ## 3. Determine Scenario In Skirmish play, players may simply choose a scenario they wish to play. If they cannot decide, they should roll off to see who decides which scenario is played. In Campaign play, the scenario may be determined by the Arbitrator, though many campaigns include their own Scenario table. ### Determining The Attacker & Defender Many scenarios state that one gang is the attacker and the other the defender. In Campaign play, the player who issued the challenge is the attacker. In Skirmish play, both players should roll a D6, with the player who rolls the highest choosing who is the attacker and who is the defender. ### Home Turf Advantage The scenario being played may indicate that the defender benefits from the [Home Turf Advantage](/docs/battlefield-setup/scenario-rules#home-turf-advantage), representing the gang fighting furiously to defend their valuable turf from attackers. A gang fighting with the Home Turf Advantage is far less likely to bottle out and in some cases will fight ferociously until the last. ### Rescue Mission In Campaign play, it is not uncommon for fighters to be taken [Captive by rival gangs](/docs/the-rules/the-post-battle-sequence#being-captured). If one player has Captured a fighter belonging to a rival gang, the player that controls the gang the Captive belongs to may issue a challenge to play the Rescue Mission scenario. If the challenge is accepted, then the Rescue Mission scenario is automatically used for the battle. If the player holding the Captive refuses the challenge, they automatically forfeit the Captive. No Territory is staked on this battle; the Captive is effectively the stake. ## 4. Set Up The Battlefield The players now set up the battlefield. Some scenarios have special instructions for terrain. The default methods are detailed in full in [Battlefield Set-up](/docs/battlefield-setup/battlefield-set-up). ## 5. Choose Crews After the battlefield has been set up, before gangs can be deployed, players must select their starting crews for the battle ahead. The scenario being played will detail the method of selection to be used, how many and what kind of models can be selected. The selection methods are explained in full in [Choosing Crews](/docs/battlefield-setup/scenario-rules#choose-crew). ## 6. Announce Territory Boons In Campaign play, many of the territories grant a ‘Boon’ to the gang that controls them, and many of these Boons will have an effect during a battle. Players should announce which, if any, of their Territory Boons grant them a bonus that will have an effect on the upcoming battle at this stage, forewarning their opponent. If a Territory Boon is not announced, it cannot be used during this battle. In Skirmish play, this step of the pre-battle sequence can be ignored. ## 7. Gang Tactics Each scenario details how many gang tactics each gang gets and how they are selected, with players either choosing the gang tactics they want, or selecting them at random, either by drawing cards from a shuffled deck or by rolling on any Gang Tactics table their gang is allowed to use (see [Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics)). ## 8. Deployment The final step of the pre-battle sequence is deployment, in which the players set their gangs up on the battlefield, ready for the battle ahead. Many scenarios will provide details of the size and location of ‘deployment zones’, the name given to the areas in which gangs can be set up. For those which do not, the standard deployment rules can be found in [Deployment](/docs/battlefield-setup/scenario-rules#deployment). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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795 | # Weapon Profiles
_Source: Necromunda Core Rulebook (2023)_
## Weapon Profiles
In the same way as a fighter, each weapon has its own characteristics profile, detailing the range of its attacks, the damage it deals and so forth. For example, here is the profile of a heavy stubber:
Here is the formatted table in Markdown:
| Weapon | S | L | S | L | S | AP | D | Am | Traits | AL | Credit Cost |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 |
Weapon Profiles appear slightly differently on Necrodamus, for the sake of brevity.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------- | :-: | :--: |
| Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 |
| | | | | | | | | | | | |
A weapon’s characteristics are defined as follows:
Here is the formatted markdown table:
### Weapon Characteristics
| Characteristic | Description |
| --- | --- |
| Range (Rng) | Short and Long ranges, usually presented as a number of inches. |
| Accuracy (Acc) | Modifiers applied to hit rolls when attacking within Short or Long range. |
| Strength (Str) | The weapon's Strength, used for making wound rolls against the target. |
| Armour Piercing (AP) | A modifier applied to dice rolled for armour saves. |
| Damage (D) | How much damage the weapon inflicts, determining Wounds lost or Injury dice rolled. |
| Ammo (Am) | If a target number, a Firepower dice must be rolled with hit dice when attacking. |
| Traits | Unique bonuses or changes in how the weapon works. |
| Availability Level (Al) | Indicates how easily available the weapon is from the Trading Post: Rare (R), Illegal (I), or Exclusive (E). |
| Credit Cost | The cost to purchase the weapon from the Trading Post. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Weapon Profiles _Source: Necromunda Core Rulebook (2023)_ ## Weapon Profiles In the same way as a fighter, each weapon has its own characteristics profile, detailing the range of its attacks, the damage it deals and so forth. For example, here is the profile of a heavy stubber: Here is the formatted table in Markdown: | Weapon | S | L | S | L | S | AP | D | Am | Traits | AL | Credit Cost | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | Weapon Profiles appear slightly differently on Necrodamus, for the sake of brevity. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------- | :-: | :--: | | Heavy stubber | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy | R7 | 130 | | | | | | | | | | | | | | A weapon’s characteristics are defined as follows: Here is the formatted markdown table: ### Weapon Characteristics | Characteristic | Description | | --- | --- | | Range (Rng) | Short and Long ranges, usually presented as a number of inches. | | Accuracy (Acc) | Modifiers applied to hit rolls when attacking within Short or Long range. | | Strength (Str) | The weapon's Strength, used for making wound rolls against the target. | | Armour Piercing (AP) | A modifier applied to dice rolled for armour saves. | | Damage (D) | How much damage the weapon inflicts, determining Wounds lost or Injury dice rolled. | | Ammo (Am) | If a target number, a Firepower dice must be rolled with hit dice when attacking. | | Traits | Unique bonuses or changes in how the weapon works. | | Availability Level (Al) | Indicates how easily available the weapon is from the Trading Post: Rare (R), Illegal (I), or Exclusive (E). | | Credit Cost | The cost to purchase the weapon from the Trading Post. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 795 |
645 | # 22. The Hit
_A gang sneaks into enemy territory to take out a leader._
_Source: Necromunda 2018 Rulebook_
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (D3+5).
- **Defender:** Random (D3+5) + Leader + Reinforcements.
## Tactics Cards
- **Attacker:** Custom (2).
- **Defender:** Random (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
1. **Defender:** Leader + 2 fighters within 12” of the centre of the battlefield. Roll a 5+ for each remaining fighters to place that fighter anywhere. Otherwise place that fighter within 8" of the Leader.
1. **Attacker:** Within 2” of any battlefield edge and at least 6” from enemies.
## Reinforcements
- Defender: 1.
- Each End phase (starting on the 2nd round).
## The Target
The attacker is gunning for the defender’s Leader. The Attacker has Priority for the first round. In the first round, the defender’s fighters may only make a single action in each activation.
## Ending the Battle
The battle ends when only one gang has fighters remaining.
## Victory
If the defender’s Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 to attacking fighters for wounding the defender’s Leader.
- +D3 to the defending Leader if not taken Out of Action or Seriously Injured at the end of the battle.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- The attacker gains +D3 if the defender’s Leader is Seriously Injured or +D6 if the defender’s Leader is taken Out of Action.
- +D3 to the defender if their Leader is still on the board at the end of the battle.
- -1 to any gang that bottled out.
:::note Alternative Variant
The attackers can be a custom watchman hit squad or assassin gang. Alternatively, the attackers might unleash a nest of murder servitors or monsters.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis'] | 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 | 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 | # 22. The Hit _A gang sneaks into enemy territory to take out a leader._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (D3+5). - **Defender:** Random (D3+5) + Leader + Reinforcements. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** Leader + 2 fighters within 12” of the centre of the battlefield. Roll a 5+ for each remaining fighters to place that fighter anywhere. Otherwise place that fighter within 8" of the Leader. 1. **Attacker:** Within 2” of any battlefield edge and at least 6” from enemies. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## The Target The attacker is gunning for the defender’s Leader. The Attacker has Priority for the first round. In the first round, the defender’s fighters may only make a single action in each activation. ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory If the defender’s Leader is Seriously Injured or taken Out of Action, the attacker is victorious. Otherwise, the defender is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to attacking fighters for wounding the defender’s Leader. - +D3 to the defending Leader if not taken Out of Action or Seriously Injured at the end of the battle. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - The attacker gains +D3 if the defender’s Leader is Seriously Injured or +D6 if the defender’s Leader is taken Out of Action. - +D3 to the defender if their Leader is still on the board at the end of the battle. - -1 to any gang that bottled out. :::note Alternative Variant The attackers can be a custom watchman hit squad or assassin gang. Alternatively, the attackers might unleash a nest of murder servitors or monsters. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,012 | # 59. Bar Brawl
_Things get heated at the local drinking hole._
**Source: White Dwarf, December 2019**
:::info Gang Raid
Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules:
- No Leaders, Hangers-on, Brutes or Hired Guns.
- Max 1 Champion.
- No Resource at stake.
- No Infiltrate.
- No Loot caskets (unless otherwise stated).
#### Bottle Tests
D3 + Seriously Injured + Out of Action > starting crew
[View the full page on Gang Raids](/docs/scenarios/gang-raids).
:::
## Battlefield
- Standard: 1-2 tiles (1"x1" or 1"x2").
## Crews
- Custom (4).
## Tactics Cards
- None.
## Deployment
Take turns placing fighters anywhere on the battlefield at least 3” from another fighter (the winner of a roll-off can choose to deploy first or second).
Take turns placing D3+3 Hive Dwellers anywhere on the battlefield at least 1” from any fighters from any gangs (starting with the winner of a roll-off).
## A NIGHT OF REVELRY
_All fighters have consumed several rounds of drinks before trouble started, making them mean drunks indeed! Both sides are attempting to be the last standing._
- No Group Activations.
- All fighters suffer from the Intoxicated condition:
- -1” M.
- -1 WS.
- -1 BS.
- Automatically pass Cool tests.
The first time a fighter is activated each round, roll a D6 to shake off the Intoxication:
- Round 1: 6+.
- Round 2 and onwards: 4+.
## Check Your Guns At The Door
_Most sensible saloon owners enforce a ‘no-guns policy’, to avoid situations like these rapidly escalating._
The following weapons can't be used:
- Ranged.
- Grenades.
- Unwieldy close combat weapons.
Fighters without any usable weapons are assumed to be equipped with a maul (representing a bar stool, table leg or other improvised weapon) for this battle.
## Patrons (Optional)
This battle uses D3+3 Hive Dwellers (slightly modified for this battle).
<FighterCard>
### Hive Dwellers
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ |
#### Special Rules
Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice.
Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions:
- A fighter making a Fight action within 3”.
- A fighter ends a Move action within 2”.
</FighterCard>
After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered).
| D6 | Result |
| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **“Oh yeah?”:** Picks up a piece of furniture and takes a single Shoot action at the nearest fighter (even if that fighter didn’t trigger this event). Resolved as BS 5+, S2, D1. |
| 3-4 | **“Ok, take it Easy Fella!”:** Take no action. |
| 5-6 | **“I’m getting outta here!”:** Flee the building (removed from the battlefield). |
Unless triggered, a Hive Dweller takes no action.
During the End phase, take turns moving the hivers. Roll the
Scatter dice for each one:
Hit: The player moves the hiver its full Move in a direction of their choice.
Otherwise: Make a full Move in the direction indicated (stopping if contacting terrain or coming within 1” of another model).
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
The remaining gang is the winner. If no gangs are on the battlefield at the end, it is a draw.
## Rewards
#### Effect
A random fighter on the losing team is locked up for causing trouble:
- Go Into Recovery (31-45 Grievous Injury).
- If the fighter suffered a Critical Injury, receive a free Medical Escort (without paying credits or spending a post-battle action).
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to the winning Leader (regardless of whether they took part in the battle or not).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +2 for winning.
- +1 to both gangs if this was the first battle against each other. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Gang Raid'] | 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 | 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 | # 59. Bar Brawl _Things get heated at the local drinking hole._ **Source: White Dwarf, December 2019** :::info Gang Raid Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules: - No Leaders, Hangers-on, Brutes or Hired Guns. - Max 1 Champion. - No Resource at stake. - No Infiltrate. - No Loot caskets (unless otherwise stated). #### Bottle Tests D3 + Seriously Injured + Out of Action > starting crew [View the full page on Gang Raids](/docs/scenarios/gang-raids). ::: ## Battlefield - Standard: 1-2 tiles (1"x1" or 1"x2"). ## Crews - Custom (4). ## Tactics Cards - None. ## Deployment Take turns placing fighters anywhere on the battlefield at least 3” from another fighter (the winner of a roll-off can choose to deploy first or second). Take turns placing D3+3 Hive Dwellers anywhere on the battlefield at least 1” from any fighters from any gangs (starting with the winner of a roll-off). ## A NIGHT OF REVELRY _All fighters have consumed several rounds of drinks before trouble started, making them mean drunks indeed! Both sides are attempting to be the last standing._ - No Group Activations. - All fighters suffer from the Intoxicated condition: - -1” M. - -1 WS. - -1 BS. - Automatically pass Cool tests. The first time a fighter is activated each round, roll a D6 to shake off the Intoxication: - Round 1: 6+. - Round 2 and onwards: 4+. ## Check Your Guns At The Door _Most sensible saloon owners enforce a ‘no-guns policy’, to avoid situations like these rapidly escalating._ The following weapons can't be used: - Ranged. - Grenades. - Unwieldy close combat weapons. Fighters without any usable weapons are assumed to be equipped with a maul (representing a bar stool, table leg or other improvised weapon) for this battle. ## Patrons (Optional) This battle uses D3+3 Hive Dwellers (slightly modified for this battle). <FighterCard> ### Hive Dwellers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | #### Special Rules Hivers are treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions: - A fighter making a Fight action within 3”. - A fighter ends a Move action within 2”. </FighterCard> After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **“Oh yeah?”:** Picks up a piece of furniture and takes a single Shoot action at the nearest fighter (even if that fighter didn’t trigger this event). Resolved as BS 5+, S2, D1. | | 3-4 | **“Ok, take it Easy Fella!”:** Take no action. | | 5-6 | **“I’m getting outta here!”:** Flee the building (removed from the battlefield). | Unless triggered, a Hive Dweller takes no action. During the End phase, take turns moving the hivers. Roll the Scatter dice for each one: Hit: The player moves the hiver its full Move in a direction of their choice. Otherwise: Make a full Move in the direction indicated (stopping if contacting terrain or coming within 1” of another model). ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The remaining gang is the winner. If no gangs are on the battlefield at the end, it is a draw. ## Rewards #### Effect A random fighter on the losing team is locked up for causing trouble: - Go Into Recovery (31-45 Grievous Injury). - If the fighter suffered a Critical Injury, receive a free Medical Escort (without paying credits or spending a post-battle action). #### Experience Scenario specific rewards: - +1 for taking part. - +1 to the winning Leader (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 for winning. - +1 to both gangs if this was the first battle against each other. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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556 | [[the_changed_gang_info]] | Helot Cultist | Devriss | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | [] | Unknown | [{'name': 'Axe', 'qty': '1'}, {'name': 'Autopistol', 'qty': '1'}, {'name': 'Autogun', 'qty': '1'}, {'name': 'Flak Armor', 'qty': '1'}] | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 80 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 3,008,989 | 5 | 4 | 4 | 3 | 3 | 1 | 3 | 1 | 9 | 7 | 7 | 8 | 0 | 0 | [] | Alive | Unknown | 2023-10-04 3:12:06 | 2023-10-04 15:13:17 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | [[the_changed_gang_info]] | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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681 | # 84. Intelligence Gathering
_A gang must stay alive long enough to get some vital info._
**Source: House of Shadow**
:::info Designer's Note: Bringing Faith to the Faithless
While the scenarios presented here have been designed specifically for House
Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang.
Cauldron of Lies lends itself well to
multi-player games – where multiple gangs must fight in a chaotic free-for-all
as the very win conditions they are fighting for changes from round to round.
Intelligence Gathering is the perfect opportunity for a gang to test its skill, not
just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info
it needs
:::
## Attacker & Defender
Tie-breaker for determining the attacker:
1. Delaque.
2. Lowest rating.
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (10).
- **Defender:** Random (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits
## Deployment
1. **Defender:**
- Divide the battlefield into 4 quarters.
- Place at least 1 fighter in each quarter (unless having less than 4 fighters).
2. **Attacker:**
- Within 2" of one battlefield edge and within 12" of at least one friendly fighter (if possible).
## Underhive Spies
_The attacker is attempting to place hidden recorders, vox traps and other spying devices in the enemy turf. This activity is secret and the killing is kept to a minimum._
Each attacker can spend a Double action (Plant Spying) if all the following are true:
- Within 6" of a corner or centre of the battlefield.
- No enemies have LOS to this fighter.
Note that to win, the attacker must have at least 1 spy device in each of the 5 locations (4 corners + 1 centre). Additional spy devices can be placed in the same location, but this has no effect on winning the battle.
## Ending the Battle
The battle ends when any of the following are true:
- Only one gang remains on the battlefield.
- All 5 spy devices are placed (1 in each centre and 1 in the centre).
## Victory
The attacker wins if all 5 spy devices are placed. The defender wins if the attacker voluntarily bottles out or if only the defender remains on the battlefield at the end of the battle. Otherwise it is a draw.
## Rewards
#### Credits
- 2D6x10 to the attacker for winning.
- D6x10 to the defender for winning
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each attacker for placing 1+ spy devices.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 to the attacker for winning.
- -1 for bottling out.
:::danger House Rule (Necrodamus)
This scenario is broken. The defender can always prevent the attacker from losing by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the attacker from placing more spy devices.
Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'House Delaque Scenario'] | 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 | 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 | # 84. Intelligence Gathering _A gang must stay alive long enough to get some vital info._ **Source: House of Shadow** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios presented here have been designed specifically for House Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Cauldron of Lies lends itself well to multi-player games – where multiple gangs must fight in a chaotic free-for-all as the very win conditions they are fighting for changes from round to round. Intelligence Gathering is the perfect opportunity for a gang to test its skill, not just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info it needs ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Delaque. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment 1. **Defender:** - Divide the battlefield into 4 quarters. - Place at least 1 fighter in each quarter (unless having less than 4 fighters). 2. **Attacker:** - Within 2" of one battlefield edge and within 12" of at least one friendly fighter (if possible). ## Underhive Spies _The attacker is attempting to place hidden recorders, vox traps and other spying devices in the enemy turf. This activity is secret and the killing is kept to a minimum._ Each attacker can spend a Double action (Plant Spying) if all the following are true: - Within 6" of a corner or centre of the battlefield. - No enemies have LOS to this fighter. Note that to win, the attacker must have at least 1 spy device in each of the 5 locations (4 corners + 1 centre). Additional spy devices can be placed in the same location, but this has no effect on winning the battle. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All 5 spy devices are placed (1 in each centre and 1 in the centre). ## Victory The attacker wins if all 5 spy devices are placed. The defender wins if the attacker voluntarily bottles out or if only the defender remains on the battlefield at the end of the battle. Otherwise it is a draw. ## Rewards #### Credits - 2D6x10 to the attacker for winning. - D6x10 to the defender for winning #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker for placing 1+ spy devices. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can always prevent the attacker from losing by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the attacker from placing more spy devices. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 577 |
524 | # Van Saar Exotic Beast
### Stats
| 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 Stats
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Venomous bite | - | E | - | - | -1 | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |
| Web projector | - | T | - | - | 2 | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> |
**Special Rules:** Clamber, Fear Inducing, Fearsome (Ferocity), Horrific.
<details className="">
<summary>Special Rules</summary>
**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.
</details>
<details className="">
<summary>Skill Access</summary>
Should a Cyberachnid become a Specialist, it has access to the following skill sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: |
| Secondary | - | - | Primary | - | - | - | - | - |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web
Projector.
</details>
<details className="lore">
<summary>Lore</summary>
_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…_
</details>
_Source: House of Artifice_ | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Van Saar Exotic Beast ### Stats | 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 Stats | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Venomous bite | - | E | - | - | -1 | - | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | | Web projector | - | T | - | - | 2 | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | **Special Rules:** Clamber, Fear Inducing, Fearsome (Ferocity), Horrific. <details className=""> <summary>Special Rules</summary> **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. </details> <details className=""> <summary>Skill Access</summary> Should a Cyberachnid become a Specialist, it has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | Secondary | - | - | Primary | - | - | - | - | - | </details> <details className="equipment"> <summary>Equipment</summary> A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector. </details> <details className="lore"> <summary>Lore</summary> _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…_ </details> _Source: House of Artifice_ | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,059 | # 139. Settlement Raid (Ash Wastes)
_Source: Necromunda 2023 Rulebook_
_“To the east barricade, Nomads attacking!”_
\- Dillan ‘Eyes’ Rico, Lookout in defence of Ash City
In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources.
## Attacker And Defender
In this scenario, one gang is the attacker and the other
is the defender. If this scenario is being played as part
of a campaign, then the gang that issued the challenge
is the attacker; otherwise, roll off with the winner
deciding whether they will attack or defend.
## Battle Type
This scenario is an Ash Wastes battle; vehicles
and wargear that grant the Mounted condition can
be included in either gang’s starting crew and the
defender’s Reinforcements.
## 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). The battlefield should
be set up to represent the middle of the wastes with a
settlement in one half of the table.
## 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). The attacker uses the Custom
Selection (6) method. The defender uses the Hybrid
Selection (2+D3) method. The rest of the defending
gang’s Fighter and Vehicle cards are shuffled together
to form the Reinforcements decks.
## Deployment
The defender sets up their crew anywhere in the half
of the battlefield with the settlement in. The attacker
then sets up their crew within 6" of the opposite
battlefield edge.
## 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 models left on the battlefield at
the end of any round, the battle ends immediately.
## Victory
If one gang has scored more points than the other at
the end of the battle, they are victorious. If both gangs
have scored the same number of points, the battle
ends in a draw.
## Rewards
#### Credits
The winning gang adds D6x10 credits to their Stash.
The losing gang adds D3x5 credits to their Stash.
In the case of a draw, both gangs add D3x10 credits to
their Stash.
#### Experience
The Leader of the victorious gang earns an additional
1 XP (regardless of whether they took part in the battle
or not).
#### Reputation
The winning gang gains 2 Reputation.
## Home Turf Advantage
The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics).
## Raiding Party
Each gang scores one point for each enemy fighter
that goes Out of Action and two points for each vehicle
that is Wrecked. In addition, the attackers have a
special objective, determined by rolling a D3 on the
table below:
| D3 | Result |
| :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Bushwhack:** The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. |
| 2 | **Scrag:** After deployment, the attacker nominates one enemy fighter in the enemy’s starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup De Grace (Simple) action. |
| 3 | **Mayhem:** Once an attacking model has seriously injured an enemy fighter or Wrecked an enemy vehicle, the attacking model can leave the battlefield – if they end an action within 1" of their edge of the battlefield, they are removed from play and the attacker scores one point. The model counts as being Out of Action or Wrecked from now on for the purposes of Bottle checks. |
If the attackers bottle out, they cannot score any more
points for the above objectives.
## Desperation
In this battle, the defenders automatically pass any
Bottle checks. The defender may still voluntarily
bottle out.
## Reinforcements
At the start of each End phase, each player rolls a D3
and receives that many Reinforcements.
## Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently
flees the battlefield, their opponent automatically wins
the scenario. | 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 | ['Ash Wastes', 'Vehicles', 'Core Rulebook Scenario 2023'] | 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 | In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources. | 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 | # 139. Settlement Raid (Ash Wastes) _Source: Necromunda 2023 Rulebook_ _“To the east barricade, Nomads attacking!”_ \- Dillan ‘Eyes’ Rico, Lookout in defence of Ash City In this scenario, one gang attacks the other gang while it is shaking down a settlement for credits and resources. ## Attacker And Defender In this scenario, one gang is the attacker and the other is the defender. If this scenario is being played as part of a campaign, then the gang that issued the challenge is the attacker; otherwise, roll off with the winner deciding whether they will attack or defend. ## Battle Type This scenario is an Ash Wastes battle; vehicles and wargear that grant the Mounted condition can be included in either gang’s starting crew and the defender’s Reinforcements. ## 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). The battlefield should be set up to represent the middle of the wastes with a settlement in one half of the table. ## 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). The attacker uses the Custom Selection (6) method. The defender uses the Hybrid Selection (2+D3) method. The rest of the defending gang’s Fighter and Vehicle cards are shuffled together to form the Reinforcements decks. ## Deployment The defender sets up their crew anywhere in the half of the battlefield with the settlement in. The attacker then sets up their crew within 6" of the opposite battlefield edge. ## 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 models left on the battlefield at the end of any round, the battle ends immediately. ## Victory If one gang has scored more points than the other at the end of the battle, they are victorious. If both gangs have scored the same number of points, the battle ends in a draw. ## Rewards #### Credits The winning gang adds D6x10 credits to their Stash. The losing gang adds D3x5 credits to their Stash. In the case of a draw, both gangs add D3x10 credits to their Stash. #### Experience The Leader of the victorious gang earns an additional 1 XP (regardless of whether they took part in the battle or not). #### Reputation The winning gang gains 2 Reputation. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Raiding Party Each gang scores one point for each enemy fighter that goes Out of Action and two points for each vehicle that is Wrecked. In addition, the attackers have a special objective, determined by rolling a D3 on the table below: | D3 | Result | | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Bushwhack:** The attacker scores one additional point for each enemy Champion taken Out of Action, and two additional points if the enemy Leader is taken Out of Action. | | 2 | **Scrag:** After deployment, the attacker nominates one enemy fighter in the enemy’s starting crew. If this fighter is taken Out of Action, the attacker scores one extra point, two if the enemy fighter was taken out by a Coup De Grace (Simple) action. | | 3 | **Mayhem:** Once an attacking model has seriously injured an enemy fighter or Wrecked an enemy vehicle, the attacking model can leave the battlefield – if they end an action within 1" of their edge of the battlefield, they are removed from play and the attacker scores one point. The model counts as being Out of Action or Wrecked from now on for the purposes of Bottle checks. | If the attackers bottle out, they cannot score any more points for the above objectives. ## Desperation In this battle, the defenders automatically pass any Bottle checks. The defender may still voluntarily bottle out. ## Reinforcements At the start of each End phase, each player rolls a D3 and receives that many Reinforcements. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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540 | Gang Details
## Leader
Here is the leader of the Iron Reavers:
**Grimgold Ironfist**
* **Name:** Grimgold Ironfist
* **Title:** Leader of the Iron Reavers
* **Stats:**
+ **WS:** 5+
+ **BS:** 4+
+ **S:** 3+
+ **T:** 3+
+ **Ag:** 2+
+ **Int:** 1+
+ **WP:** 6+
* **Equipment:**
+ **Iron Fist:** A power fist with the following stats:
- WS: 5+
- S: +4
- AP: 3
+ **Helmet and Mask:** Grimgold wears a helmet and mask to protect his identity and face.
+ **Black Leather Armor:** Grimgold wears a suit of black leather armor, providing him with some protection against attacks.
* **Skills:**
+ **Leadership:** +2 (Grimgold is an experienced leader and can inspire his gang members to fight harder.)
+ **Intimidation:** +2 (Grimgold has a reputation for being ruthless and can use this skill to demoralize his enemies.)
+ **Melee Weapons:** +1 (Grimgold is skilled in hand-to-hand combat and can use his Iron Fist effectively.)
* **Armor:**
+ **Black Leather Armor:** Grimgold wears a suit of black leather armor, providing him with some protection against attacks.
As the leader of the Iron Reavers, Grimgold is a formidable opponent on the battlefield. His Iron Fist is a powerful weapon that can take down even the toughest opponents, and his leadership skills allow him to inspire his gang members to fight harder.
## Champions
Here is a champion for the Iron Reavers:
**Champion:** Grimgold Ironfist
**Stats:**
* **WS**: 4+
* **BS**: 5+
* **S**: 3
* **T**: 3
* **Ag**: 3
* **Int**: 2
* **WP**: 6
* **Furious:** Grimgold has the Furious special rule, allowing him to reroll any failed To Wound rolls in combat.
**Equipment:**
* **Iron Fist:** A power fist with a Strength value of +1. The Iron Fist also has the following special rules:
+ **Unyielding:** When using the Iron Fist, Grimgold gains a +1 bonus to his initiative.
+ **Crushing Blow:** When rolling a 6 on the dice when using the Iron Fist, Grimgold deals an additional D6 damage to the target.
* **Helmet and Mask:** Grimgold wears a helmet and mask that grant him a +1 bonus to his Ballistic Skill in combat.
**Skills:**
* **Fighting:** Grimgold has a Fighting skill of 4+, allowing him to deal more damage in close combat.
* **Intimidate:** Grimgold has an Intimidate skill of 3+, allowing him to demoralize enemies and reduce their effectiveness in combat.
**Armor:**
* **Black Leather Armor:** Grimgold wears a suit of black leather armor that provides him with a +1 bonus to his Toughness.
* **Reinforced Helmet:** Grimgold's helmet is reinforced with additional plating, giving him a +1 bonus to his Ballistic Skill in combat.
**Special Rules:**
* **Unyielding Leader:** When Grimgold is on the battlefield, he grants his gang a +1 bonus to their initiative and morale.
* **Forge Master:** Grimgold has a special rule that allows him to repair equipment and upgrade his own gear more quickly than usual.
This champion represents the leader of the Iron Reavers, a powerful and charismatic figure who inspires his gang to fight on. His stats and equipment are designed to reflect his role as a leader and a formidable fighter.
## Gangers
Here is a ganger for the Iron Reavers:
**Ganger:** Kaelin "The Scourge" Valtor
**Stats:**
* Strength: 3+
* Toughness: 4
* Agility: 5+
* Intelligence: 2
* Perception: 3+
* Willpower: 4+
**Equipment:**
* Power Fist (BS 5+, S+)
* Shotgun (AP 4, RoF 1-3)
* Combat Knife (S+)
* Leather Armor (T 4)
**Skills:**
* Shoot (Shotgun) - 3+
* Fight (Power Fist) - 2
* Infiltrate (Stealth) - 4+
**Armor:** Kaelin wears a suit of leather armor, which provides him with T 4 against attacks. The armor is well-maintained and has been upgraded with additional plating to increase its effectiveness.
As a member of the Iron Reavers, Kaelin is a skilled fighter and strategist who has earned his reputation as "The Scourge" through his ruthless tactics on the battlefield. He is fiercely loyal to Grimgold Ironfist and will stop at nothing to protect his gang's interests.
What would you like to do next?
Here is a ganger for the Iron Reavers:
**Name:** Kaelith Sunblaze
**Role:** Scout/Enforcer
**Stats:**
* WS: 4+
* BS: 3+
* S: 5
* T: 3
* Ag: 3+
* Int: 2+
* WP: 6
* Fel: 1+
**Equipment:**
* Laser pistol (AP 4)
* Suit of lightweight armor (helmet, gloves, and chest plate)
* Binoculars (for scouting and surveillance)
**Skills:**
* Scouting (Agility 3+): Kaelith is an expert at gathering information, tracking down targets, and identifying potential threats.
* Hand-to-Hand Combat (WS 4+): As a skilled fighter, Kaelith can hold her own in close combat.
* Stealth (Agility 3+): With her lightweight armor and agility, Kaelith can slip in and out of shadows unnoticed.
**Armor:**
* Lightweight armor (helmet, gloves, and chest plate): This armor provides moderate protection against small arms fire and melee attacks. It also allows for greater mobility and flexibility.
As a scout/enforcer, Kaelith is well-equipped to gather information, track down targets, and take out threats with her laser pistol. Her skills in scouting, hand-to-hand combat, and stealth make her a valuable asset to the Iron Reavers.
What would you like to do next?
## Juves
Here is a juvenile member of the Iron Reavers:
**Name:** Kieran "K-Rock" Reed
**Role:** Juve Ganger
**Stats:**
* BS 2+
* S 3
* T 3
* Ag 4+
* Int 1
* WP 2+
**Equipment:**
* Power fist (BS 2+)
* Shotgun (AP 5)
* Leather armor
* Helmet with visor
* Backpack with basic tools and supplies
**Skills:**
* Basic combat skills (Combat 3+)
* Scavenging and looting (Scavenge 4+)
* Basic engineering and repair (Tech 2+)
**Armor:**
* Leather armor provides +1 to T and S saves
* Helmet with visor provides +1 to BS and Int saves
As a juve, Kieran is still learning the ropes of gang life, but he's eager to prove himself as a valuable member of the Iron Reavers. He's got a natural talent for hand-to-hand combat and is always looking for ways to improve his skills.
What would you like to do next? | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | Gang Details ## Leader Here is the leader of the Iron Reavers: **Grimgold Ironfist** * **Name:** Grimgold Ironfist * **Title:** Leader of the Iron Reavers * **Stats:** + **WS:** 5+ + **BS:** 4+ + **S:** 3+ + **T:** 3+ + **Ag:** 2+ + **Int:** 1+ + **WP:** 6+ * **Equipment:** + **Iron Fist:** A power fist with the following stats: - WS: 5+ - S: +4 - AP: 3 + **Helmet and Mask:** Grimgold wears a helmet and mask to protect his identity and face. + **Black Leather Armor:** Grimgold wears a suit of black leather armor, providing him with some protection against attacks. * **Skills:** + **Leadership:** +2 (Grimgold is an experienced leader and can inspire his gang members to fight harder.) + **Intimidation:** +2 (Grimgold has a reputation for being ruthless and can use this skill to demoralize his enemies.) + **Melee Weapons:** +1 (Grimgold is skilled in hand-to-hand combat and can use his Iron Fist effectively.) * **Armor:** + **Black Leather Armor:** Grimgold wears a suit of black leather armor, providing him with some protection against attacks. As the leader of the Iron Reavers, Grimgold is a formidable opponent on the battlefield. His Iron Fist is a powerful weapon that can take down even the toughest opponents, and his leadership skills allow him to inspire his gang members to fight harder. ## Champions Here is a champion for the Iron Reavers: **Champion:** Grimgold Ironfist **Stats:** * **WS**: 4+ * **BS**: 5+ * **S**: 3 * **T**: 3 * **Ag**: 3 * **Int**: 2 * **WP**: 6 * **Furious:** Grimgold has the Furious special rule, allowing him to reroll any failed To Wound rolls in combat. **Equipment:** * **Iron Fist:** A power fist with a Strength value of +1. The Iron Fist also has the following special rules: + **Unyielding:** When using the Iron Fist, Grimgold gains a +1 bonus to his initiative. + **Crushing Blow:** When rolling a 6 on the dice when using the Iron Fist, Grimgold deals an additional D6 damage to the target. * **Helmet and Mask:** Grimgold wears a helmet and mask that grant him a +1 bonus to his Ballistic Skill in combat. **Skills:** * **Fighting:** Grimgold has a Fighting skill of 4+, allowing him to deal more damage in close combat. * **Intimidate:** Grimgold has an Intimidate skill of 3+, allowing him to demoralize enemies and reduce their effectiveness in combat. **Armor:** * **Black Leather Armor:** Grimgold wears a suit of black leather armor that provides him with a +1 bonus to his Toughness. * **Reinforced Helmet:** Grimgold's helmet is reinforced with additional plating, giving him a +1 bonus to his Ballistic Skill in combat. **Special Rules:** * **Unyielding Leader:** When Grimgold is on the battlefield, he grants his gang a +1 bonus to their initiative and morale. * **Forge Master:** Grimgold has a special rule that allows him to repair equipment and upgrade his own gear more quickly than usual. This champion represents the leader of the Iron Reavers, a powerful and charismatic figure who inspires his gang to fight on. His stats and equipment are designed to reflect his role as a leader and a formidable fighter. ## Gangers Here is a ganger for the Iron Reavers: **Ganger:** Kaelin "The Scourge" Valtor **Stats:** * Strength: 3+ * Toughness: 4 * Agility: 5+ * Intelligence: 2 * Perception: 3+ * Willpower: 4+ **Equipment:** * Power Fist (BS 5+, S+) * Shotgun (AP 4, RoF 1-3) * Combat Knife (S+) * Leather Armor (T 4) **Skills:** * Shoot (Shotgun) - 3+ * Fight (Power Fist) - 2 * Infiltrate (Stealth) - 4+ **Armor:** Kaelin wears a suit of leather armor, which provides him with T 4 against attacks. The armor is well-maintained and has been upgraded with additional plating to increase its effectiveness. As a member of the Iron Reavers, Kaelin is a skilled fighter and strategist who has earned his reputation as "The Scourge" through his ruthless tactics on the battlefield. He is fiercely loyal to Grimgold Ironfist and will stop at nothing to protect his gang's interests. What would you like to do next? Here is a ganger for the Iron Reavers: **Name:** Kaelith Sunblaze **Role:** Scout/Enforcer **Stats:** * WS: 4+ * BS: 3+ * S: 5 * T: 3 * Ag: 3+ * Int: 2+ * WP: 6 * Fel: 1+ **Equipment:** * Laser pistol (AP 4) * Suit of lightweight armor (helmet, gloves, and chest plate) * Binoculars (for scouting and surveillance) **Skills:** * Scouting (Agility 3+): Kaelith is an expert at gathering information, tracking down targets, and identifying potential threats. * Hand-to-Hand Combat (WS 4+): As a skilled fighter, Kaelith can hold her own in close combat. * Stealth (Agility 3+): With her lightweight armor and agility, Kaelith can slip in and out of shadows unnoticed. **Armor:** * Lightweight armor (helmet, gloves, and chest plate): This armor provides moderate protection against small arms fire and melee attacks. It also allows for greater mobility and flexibility. As a scout/enforcer, Kaelith is well-equipped to gather information, track down targets, and take out threats with her laser pistol. Her skills in scouting, hand-to-hand combat, and stealth make her a valuable asset to the Iron Reavers. What would you like to do next? ## Juves Here is a juvenile member of the Iron Reavers: **Name:** Kieran "K-Rock" Reed **Role:** Juve Ganger **Stats:** * BS 2+ * S 3 * T 3 * Ag 4+ * Int 1 * WP 2+ **Equipment:** * Power fist (BS 2+) * Shotgun (AP 5) * Leather armor * Helmet with visor * Backpack with basic tools and supplies **Skills:** * Basic combat skills (Combat 3+) * Scavenging and looting (Scavenge 4+) * Basic engineering and repair (Tech 2+) **Armor:** * Leather armor provides +1 to T and S saves * Helmet with visor provides +1 to BS and Int saves As a juve, Kieran is still learning the ropes of gang life, but he's eager to prove himself as a valuable member of the Iron Reavers. He's got a natural talent for hand-to-hand combat and is always looking for ways to improve his skills. What would you like to do next? | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | {
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748 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 17. Ghast Harvest
_“I can see the fabric of reality! By Terra’s light – it’s staring back at me…”_
\- Last words of Braka Gore-eater, Heretek, House Goliath
In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast.
<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 (D3+4) 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
Each player randomly generates two gang tactics.
When playing these gang tactics, the player rolls a
D6. On a 4+, the gang tactic takes effect as normal;
otherwise it has no effect, is discarded, and the player
randomly generates another gang tactic to replace it.
## Ending The Battle
If either gang has no fighters left on the battlefield at
the end of any round, the battle ends immediately.
## Victory
The gang with the most Loot markers at the end of the
battle is the winner – otherwise the game is a draw.
## Rewards
#### Credits
Each gang adds D6x10 credits to their Stash for each
Loot marker they sell (see Little Bit Off The Top).
#### Experience
A fighter that harvested at least one bag of
unrefined ghast and didn’t go Out of Action earns an
additional 1 XP.
Any fighter that successfully manifests at least one
Wyrd Power earns an additional 1 XP.
#### Reputation
Each gang that took part in the battle gains 1 Reputation.
If a gang successfully harvested five or more bags of
unrefined ghast, they gain an additional 3 Reputation.
## Harvesting Ghast
Something is not quite right about this place. Fighting
in a dome full of unrefined ghast can do weird things
to a fighter, not to mention the dangers of harvesting
it. After setting up the battlefield, players take turns
(starting with the player who has priority) to place four
ghast deposits. A ghast deposit can be represented
using suitable obstacle-sized terrain features. The
entire terrain feature counts as a marker for the
purposes of harvesting.
A Standing and Active fighter that is in base contact
with a ghast deposit may make a Harvest Ghast
(Double) action. Make an Intelligence test for the
fighter – if they pass, place a Loot marker on their
card to represent a bag of unrefined ghast. After
successfully harvesting, roll a D6. On a 6+, the ghast
deposit is exhausted and removed from the battlefield.
If a fighter goes Out of Action, any Loot markers they
have are discarded. No fighter may carry more than
two bags of unrefined ghast.
When a fighter attempts to harvest ghast (whether they
were successful or not), make a Toughness check for
them, adding 2 if they are wearing a respirator. If they
fail, or simply choose to eat some of the unrefined
ghast they are harvesting, roll a D6 on the table below:
| D6 | Result |
| :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Oh god, oh god, oh god!:** The fighter is activated again immediately, but is controlled by your opponent. |
| 4-5 | **It’s like the universe is in my mind!:** The fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker Special rule for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. |
| 6 | **Today, I am the Emperor!:** The fighter adds 2 to all dice rolls for the remainder of the battle. Additionally, the fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker skill for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. |
## Little Bit Off The Top
At the end of the battle, gangs may choose to sell
any of the ghast they harvested. Alternatively, gangs
may hang onto any or all of their ghast for use in
future battles. For each Loot marker not converted
into credits, add one bag of unrefined ghast to the
gang’s Stash. A bag of unrefined ghast may be given to
any fighter during the Distribute Equipment step of the
post-battle sequence of any battle.
During any activation, a fighter with a bag of unrefined
ghast may consume it as a simple action, rolling on the
Harvesting Ghast table to see what happens.
## Fleeing The Battlefield
If one gang voluntarily bottles out and flees the
battlefield, their opponent automatically wins the
scenario. The winner may place 1 extra Loot counter on
the Fighter card of each fighter in their crew that is not
Prone and Seriously Injured or Out of Action at the end
of the game, without any risk of them being affected
by the unrefined ghast (note that no fighter may carry
more than two Loot markers).
:::info
## Arbitrating the Scenario
The Arbitrator can add defences, sentries and
locked doors to the scenario, so that the area
represents one of Lord Helmawr’s ghast farms.
The Arbitrator should place the ghast deposits
and may place more than four, making sure to put
them behind locked doors. Appropriate models can
then be set up to represent point defence turrets
– count these as either heavy stubbers or heavy
bolters with BS 5+, T5 and 2 Wounds. Defence
turrets have the Overwatch skill and always count
as being Standing and Active and subject to the
Ready condition.
Sentries can be added, either pitting the
Arbitrator’s watchmen against a single gang, or
as an additional challenge for the fighting gangs.
This allows the Arbitrator to set up using the Sneak
Attack rules.
:::
</TabItem>
<TabItem value="2018" label="2018 Rulebook version">
_Source: Necromunda 2018 Rulebook_
_Gangs scour the Underhive for raw ghast._
## Battlefield</h2>
Standard.
## Crews</h2>
- Custom (D3+4).
## Tactics Cards</h2>
- Random (2).
Cards can only be played on a 4+. If failed, it has no effect and is discarded. Draw another random card to replace it.
## Deployment</h2>
Standard.
## Objectives</h2>
Gather as much unrefined ghast as possible, and take out any enemy fighters that get in their way.
## Special Rule: Harvesting Ghast</h2>
After setting up the battlefield, starting with the player with priority, take turns placing 4 ghast deposits.
An Active fighter in B2B with a ghast may spend a Double action (Harvest Ghast):
:::info Harvest Ghast (Double)
Pass an Intelligence test to gain a Ghast token. If passed, roll a D6. On a 6+, the ghast deposit is exhausted and removed.
Regardless of the outcome, make a Toughness test (+2 if wearing a respirator). This test can be failed voluntarily. If failed, roll on the table below.
:::
| D6 | Result |
| -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Oh God! Oh God! Oh God!** Become Ready and activate immediately, but controlled by the opponent. |
| 4-5 | **It’s like the Universe is in my Mind!** Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. |
| 6 | **Today, I am the Emperor!** +2 modifier to any dice rolls for the rest of the battle. <br />Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. |
Any carried ghast token is lost if going Out of Action.
Random psychic power (from this list or any universal discipline):
1. Assail (Basic)
2. Flame Blast (Basic), Continuous Effect
3. Freeze Time (Double)
4. Weapon Jinx (Simple)
5. Terrify (Double)
6. Quickening (Basic), Continuous Effect
## Fleeing the Battlefield</h2>
If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra ghast tokens on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle (there is no risk of being affected by the unrefined ghast).
## Ending the Battle</h2>
The battle ends when only one gang has fighters remaining.
## Victory</h2>
The gang with the most ghast tokens at the end of the battle is the winner - otherwise it is a draw.
## Rewards</h2>
#### Credits
- D6x10 per ghast token carried by a fighter that didn’t go Out of Action.
Alternatively, a gang may hold onto any or all of the ghast for use in the future battles. A fighter may consume a bag of unrefined ghast as a Simple action:
:::info CONSUME GHAST (SIMPLE)
Roll on the Harvesting Ghast table to see what happens.
:::
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each fighter that harvested at least one ghast token and didn’t go Out of Action.
- +1 for the first use of a Wyrd Power.
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.
- +3 for successfully harvesting 5 or more ghast tokens.
:::note Alternative Variant
Add defences, sentries and locked doors to represent a ghast farm. Turrets can be used, counting as heavy stubbers or heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and always count as Active and subject to the Ready condition. Sentries can be set up using the Sneak Attack rules.
:::
</TabItem>
</Tabs> | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Arbitrator Scenario', 'Core Rulebook Scenario 2023'] | 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 | In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 17. Ghast Harvest _“I can see the fabric of reality! By Terra’s light – it’s staring back at me…”_ \- Last words of Braka Gore-eater, Heretek, House Goliath In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. <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 (D3+4) 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 Each player randomly generates two gang tactics. When playing these gang tactics, the player rolls a D6. On a 4+, the gang tactic takes effect as normal; otherwise it has no effect, is discarded, and the player randomly generates another gang tactic to replace it. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory The gang with the most Loot markers at the end of the battle is the winner – otherwise the game is a draw. ## Rewards #### Credits Each gang adds D6x10 credits to their Stash for each Loot marker they sell (see Little Bit Off The Top). #### Experience A fighter that harvested at least one bag of unrefined ghast and didn’t go Out of Action earns an additional 1 XP. Any fighter that successfully manifests at least one Wyrd Power earns an additional 1 XP. #### Reputation Each gang that took part in the battle gains 1 Reputation. If a gang successfully harvested five or more bags of unrefined ghast, they gain an additional 3 Reputation. ## Harvesting Ghast Something is not quite right about this place. Fighting in a dome full of unrefined ghast can do weird things to a fighter, not to mention the dangers of harvesting it. After setting up the battlefield, players take turns (starting with the player who has priority) to place four ghast deposits. A ghast deposit can be represented using suitable obstacle-sized terrain features. The entire terrain feature counts as a marker for the purposes of harvesting. A Standing and Active fighter that is in base contact with a ghast deposit may make a Harvest Ghast (Double) action. Make an Intelligence test for the fighter – if they pass, place a Loot marker on their card to represent a bag of unrefined ghast. After successfully harvesting, roll a D6. On a 6+, the ghast deposit is exhausted and removed from the battlefield. If a fighter goes Out of Action, any Loot markers they have are discarded. No fighter may carry more than two bags of unrefined ghast. When a fighter attempts to harvest ghast (whether they were successful or not), make a Toughness check for them, adding 2 if they are wearing a respirator. If they fail, or simply choose to eat some of the unrefined ghast they are harvesting, roll a D6 on the table below: | D6 | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Oh god, oh god, oh god!:** The fighter is activated again immediately, but is controlled by your opponent. | | 4-5 | **It’s like the universe is in my mind!:** The fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker Special rule for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. | | 6 | **Today, I am the Emperor!:** The fighter adds 2 to all dice rolls for the remainder of the battle. Additionally, the fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker skill for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. | ## Little Bit Off The Top At the end of the battle, gangs may choose to sell any of the ghast they harvested. Alternatively, gangs may hang onto any or all of their ghast for use in future battles. For each Loot marker not converted into credits, add one bag of unrefined ghast to the gang’s Stash. A bag of unrefined ghast may be given to any fighter during the Distribute Equipment step of the post-battle sequence of any battle. During any activation, a fighter with a bag of unrefined ghast may consume it as a simple action, rolling on the Harvesting Ghast table to see what happens. ## Fleeing The Battlefield If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner may place 1 extra Loot counter on the Fighter card of each fighter in their crew that is not Prone and Seriously Injured or Out of Action at the end of the game, without any risk of them being affected by the unrefined ghast (note that no fighter may carry more than two Loot markers). :::info ## Arbitrating the Scenario The Arbitrator can add defences, sentries and locked doors to the scenario, so that the area represents one of Lord Helmawr’s ghast farms. The Arbitrator should place the ghast deposits and may place more than four, making sure to put them behind locked doors. Appropriate models can then be set up to represent point defence turrets – count these as either heavy stubbers or heavy bolters with BS 5+, T5 and 2 Wounds. Defence turrets have the Overwatch skill and always count as being Standing and Active and subject to the Ready condition. Sentries can be added, either pitting the Arbitrator’s watchmen against a single gang, or as an additional challenge for the fighting gangs. This allows the Arbitrator to set up using the Sneak Attack rules. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ _Gangs scour the Underhive for raw ghast._ ## Battlefield</h2> Standard. ## Crews</h2> - Custom (D3+4). ## Tactics Cards</h2> - Random (2). Cards can only be played on a 4+. If failed, it has no effect and is discarded. Draw another random card to replace it. ## Deployment</h2> Standard. ## Objectives</h2> Gather as much unrefined ghast as possible, and take out any enemy fighters that get in their way. ## Special Rule: Harvesting Ghast</h2> After setting up the battlefield, starting with the player with priority, take turns placing 4 ghast deposits. An Active fighter in B2B with a ghast may spend a Double action (Harvest Ghast): :::info Harvest Ghast (Double) Pass an Intelligence test to gain a Ghast token. If passed, roll a D6. On a 6+, the ghast deposit is exhausted and removed. Regardless of the outcome, make a Toughness test (+2 if wearing a respirator). This test can be failed voluntarily. If failed, roll on the table below. ::: | D6 | Result | | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Oh God! Oh God! Oh God!** Become Ready and activate immediately, but controlled by the opponent. | | 4-5 | **It’s like the Universe is in my Mind!** Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. | | 6 | **Today, I am the Emperor!** +2 modifier to any dice rolls for the rest of the battle. <br />Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. | Any carried ghast token is lost if going Out of Action. Random psychic power (from this list or any universal discipline): 1. Assail (Basic) 2. Flame Blast (Basic), Continuous Effect 3. Freeze Time (Double) 4. Weapon Jinx (Simple) 5. Terrify (Double) 6. Quickening (Basic), Continuous Effect ## Fleeing the Battlefield</h2> If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra ghast tokens on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle (there is no risk of being affected by the unrefined ghast). ## Ending the Battle</h2> The battle ends when only one gang has fighters remaining. ## Victory</h2> The gang with the most ghast tokens at the end of the battle is the winner - otherwise it is a draw. ## Rewards</h2> #### Credits - D6x10 per ghast token carried by a fighter that didn’t go Out of Action. Alternatively, a gang may hold onto any or all of the ghast for use in the future battles. A fighter may consume a bag of unrefined ghast as a Simple action: :::info CONSUME GHAST (SIMPLE) Roll on the Harvesting Ghast table to see what happens. ::: #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that harvested at least one ghast token and didn’t go Out of Action. - +1 for the first use of a Wyrd Power. 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. - +3 for successfully harvesting 5 or more ghast tokens. :::note Alternative Variant Add defences, sentries and locked doors to represent a ghast farm. Turrets can be used, counting as heavy stubbers or heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and always count as Active and subject to the Ready condition. Sentries can be set up using the Sneak Attack rules. ::: </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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198,
43,
1944,
11381,
814,
4662,
320,
4151,
15013,
6631,
4206,
578,
7054,
3677,
827,
21460,
271,
32,
25902,
430,
67572,
520,
3325,
832,
9145,
315,
198,
359,
1116,
1619,
37224,
561,
323,
3287,
1431,
733,
4470,
315,
5703,
64859,
459,
198,
36599,
220,
16,
25836,
382,
8780,
25902,
430,
7946,
84332,
520,
3325,
832,
198,
68007,
6634,
7572,
64859,
459,
5217,
220,
16,
25836,
382,
827,
89180,
271,
4959,
13481,
430,
3952,
961,
304,
279,
8209
]
]
} | 748 |
1,143 | # Wyrd Powers
_Source: Book of the Outcast_
_All across Necromunda, there are those touched by the malign influence of the Warp. Some of these individuals are even able to tap into this immaterial realm and channel its power, manifesting psychic abilities that defy the laws of nature and Mankind. While the Imperium severely sanctions anyone with these abilities, or anyone in league with them, it does not stop psykers from propagating throughout Necromunda. Known among the underhive as wyrds, those with psychic gifts are much sought after by gangs, Guilds and criminals alike to provide an edge in the endless wars between the Clan Houses. Some wyrds even band together to form their own gangs, becoming the scourge of the underhive – at least until they are hunted down and exterminated!_
This section, designed to work alongside the rules for
psykers presented in the Necromunda Rulebook, greatly
expands upon the Wyrd Powers available to players and
Arbitrators in their games. Presented here are seven
Wyrd Power disciplines that can be used by psykers:
Biomancy, Chronomancy, Divination, Pyromancy,
Technomancy, Telepathy and Telekinesis.
## Using Wyrd Power Disciplines
Any fighter with the Sanctioned Psyker special rule or
Non-sanctioned Psyker special rule can make use of
the disciplines presented here using the guidelines
below. Unless allowed by the Arbitrator, Dramatis
Personae cannot use these discipline powers, and
must instead use the powers presented with their
profiles (as they are unique individuals often with
unique powers).
- Unless otherwise specified, all fighters with the
Sanctioned Psyker or Non-sanctioned Psyker special
rule start with a single Wyrd Power, either chosen
from those included in their gang list or from one of
the disciplines presented here.
- [Bounty Hunters](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](/docs/gangs/gang-lists/venators#hunt-leader-leader) can be upgraded
when hired to have the Sanctioned Psyker or Nonsanctioned Psyker special rule (as chosen by the
player) for +35 credits.
- A Sanctioned Psyker or Non-sanctioned Psyker
may choose any Wyrd Power from those presented
here (instead of one from their gang list) as an
Advancement, just as they would gain a Primary skill
as an Advancement (either by generating a power
randomly for 9 XP, or choosing one for 12 XP).
- There is no limit to the number of Wyrd Powers a
fighter may know.
- If all of a fighter‘s Wyrd Powers are chosen from a single Wyrd Power discipline, they will automatically gain that discipline’s special ability. Note, however,
that should the fighter ever gain a power from a different discipline, this ability is immediately lost.
- Finally, when a fighter takes a dose of Ghast,
they may generate their Wyrd Power from those presented here; this must still be a random Wyrd Power, though you may choose which discipline the power is from.
:::info
### Force Weapons
Some rare melee weapons, commonly known as force weapons in the vernacular of the
underhive, are specially attuned to those with wyrd powers and can be devastating killing
tools in their hands. Such weapons are usually created by taking high-quality versions of mundane close combat weapons, which are then inlaid with psi-amplifiers that channel the power of the Warp, allowing the wielder to deliver killing blows accentuated by their own wyrd powers.
Any weapon with the Melee trait can be upgraded into a Force Weapon by buying a Psi-amplifier from the Trading Post and performing the Psi Attune post-battle action (see page 127).
In the hands of a non-psyker, a Force Weapon has no additional effects. However, when
wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special
rule, the weapon gains both the Power and Sever traits.
:::
## Biomancy Discipline
_Biomancy is the psychic mastery of flesh and bone; those gifted in its practise are able to knit flesh together, turn their skin to iron or inflict crippling pain upon their enemies. Such individuals are known as biomancers and are often skilled fighters who use their gifts to shrug off wounds while enhancing their speed, strength and endurance to overcome their foes._
### Biomancer Special Ability
If a Wyrd only selects powers from the Biomancy discipline, they gain the Fast Healing special rule:
**Fast Healing:** When this fighter makes a Recovery test, roll an extra Injury dice then choose one to discard.
### 1. Arachnosis (Basic), Continuous Effect
_The wyrd’s hands grow tiny serrated hairs across their palms, allowing them to cling to any surface with ease._
While this Wyrd Power is maintained, the fighter counts as having the [Clamber](/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills.
### 2. Chameleon (Basic), Continuous Effect
_The wyrd’s skin mottles and shifts through a range of hues until it matches their surroundings, making them all but invisible._
While this Wyrd Power is maintained, ranged attacks targeting this fighter suffer a -2 modifier to their hit roll, provided the fighter does not move during their activation.
### 3. Cause Pain (Basic)
_With a twist of their hand, the wyrd causes their foe to double over in unspeakable agony._
Choose an enemy fighter that has already lost at least one
Wound or suffered at least one Flesh Wound and that is within 18" and line of sight of
this fighter. That fighter must roll an Injury dice and immediately apply the effects.
### 4. Stop Bleeding (Basic)
_Focusing their power on a wounded ally, the wyrd closes up their wounds._
Choose a friendly fighter that has suffered at least one Flesh Wound and
that is within 18" and line of sight of this fighter. That fighter immediately removes any
Flesh Wounds they currently have.
### 5. Quickening (Basic), Continuous Effect
_The wyrd pours psychic energy into their muscles, greatly increasing their reflexes._
While this Wyrd Power is maintained,
improve this fighter’s Movement characteristic by 3 and their Weapon Skill, Ballistic
Skill and Initiative characteristics by 1 (to a maximum of 2+).
### 6. Iron Arm (Basic), Continuous Effect
_With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._
While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks
made against them in close combat. This save may be made after any save rolls for
armour, and is not modified by AP.
## Chronomancy Discipline
_Among the strangest of all wyrds are those who can manipulate the very flow of time itself. Some would say that the chronomancer, as such psykers are known, do not actually alter time, but rather people’s perception of it, allowing them to seem to move as a blur, pass in and out of existence seemingly at will, or even freeze a moment in time to take perfect aim before allowing events to continue._
### Chronomancer Special Ability
If a wyrd only selects powers from the Chronomancy discipline, they gain the Flicker special rule:
**Flicker:** Once per battle, this fighter may perform one additional action during their activation.
### 1. Freeze Time (Double)
_Reality seems to thicken all around the fighter, and events slow down to a crawl – has time truly stopped, or are those caught in the power merely experiencing its flow differently?_
All fighters, friend and foe, within 12" of this fighter may only perform a single action when activated for the remainder of this round.
### 2. Suppress Power (Basic)
_Reaching out with their mind, the fighter cuts an enemy psyker off from their ability – as if it was never there to begin with._
Choose one enemy psyker that is within 18" and line of sight of this fighter. This fighter chooses one of the target’s Wyrd Powers – that power may not be used this round.
### 3. Zen Shootist (Basic), Continuous Effect
_Time stops dead for the fighter, allowing them to casually line up a shot as if their enemy were standing still._
While this Wyrd Power is maintained, this fighter’s BS is improved to 2+ and they ignore negative hit modifiers due to cover. These benefits do not apply if this fighter is firing a weapon with either the Blast (X) trait or Rapid Fire (X) trait.
### 4. Walk Through Walls (Double)
_Reality flickers as the fighter is in one place and then, as if individual picts had been removed from a vid feed, suddenly another._
Place this fighter anywhere within 8" of their current position. They may not be placed within 1" of an enemy fighter.
### 5. Mirror Image (Basic)
_A blur of motion surrounds the fighter as if they are standing in a dozen places at once, making it impossible for their foes to pick out the true target._
Until the End phase of this round, all hit rolls made against this fighter suffer a -1 modifier. In addition, if this fighter makes the Retreat (Basic) action, they may not be targeted by Reaction attacks.
### 6. Lucky Aura (Basic), Continuous Effect
_Little things just seem to go this wyrd’s way, each one seemingly insignificant but adding up to more than mere coincidence._
While this Wyrd Power is maintained, once per round, this fighter may force an enemy fighter to re-roll one successful BS or WS check if this fighter is the target of the attack.
## Divination Discipline
_The ability to peer into the future is something common to many wyrds, for it is believed that the Warp, and its denizens, do not obey the normal constraints of time and space. Diviners, as wyrds talented in this discipline are known, are in high
demand among the gangs and organisations of the underhive; for who wouldn’t want to be able to look into the future and anticipate the actions of their enemies before they even happen?_
### Diviner Special Ability
If a wyrd only selects powers from the Divination discipline, they gain the Future
Sight special rule:
**Future Sight:** Once per battle, this fighter may use this ability to re-roll any dice
roll made during their activation. This ability may be used to re-roll any number of
dice and may even be used on a roll made by an enemy fighter.
### 1. Precognition (Special)
_The wyrd peers into the future to see what fate has in store for them._
If this fighter is part of a gang during the Determine Scenario step of the
pre-battle sequence, their gang may choose the scenario rather than rolling randomly.
If the scenario has an attacker and a defender, the gang this fighter belongs to is
automatically the attacker. If both gangs have a wyrd with this power, they have no
effect as they cancel each other out.
### 2. Foreboding (Double), Continuous Effect
_Glimpsing moments in the near future, this wyrd predicts the movements of their enemies and guns them down._
While this Wyrd Power is maintained, the fighter may either gain the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill or grant the
Overwatch skill to a single friendly fighter that is both within 12" and line of sight of
this fighter.
### 3. Misfortune (Basic)
_Picking the perfect moment to act, the wyrd exploits their enemy’s slightest misfortune._
At any point prior to the End phase of this round, this
fighter may force one enemy fighter that is currently both within 12" and line of sight of
this fighter to re-roll a single dice roll.
### 4. Forewarning (Basic)
_A feeling overcomes the wyrd, warning them of the slightest danger to their life._
Until the End phase of this round, the first time this fighter is hit by
an attack roll a D6. On a 2+, the hit is ignored.
### 5. Warp Whispers (Special)
_Conversing with denizens of the Warp, the wyrd learns how best to exploit their current situation._
While this fighter is part of a gang, that
gang may increase their Crew size by 1 for the scenario, and may re-roll any rolls for
Reinforcements. In addition, if this fighter is a sentry, the alarm will automatically be
raised if they finish their movement within 6" of an enemy fighter.
### 6. Visions (Double), Continuous Effect
_Enemies cannot hide from the wyrd while their gaze is fixed upon the Warp._
While this Wyrd Power is maintained, all enemy
fighters within 18" of this fighter that are in full cover count as being in partial cover,
and all enemy fighters within 18" of this fighter that are in partial cover count as being
in the open.
## Pyromancy Discipline
_Pyromancers are wyrds with the ability to conjure flames out of thin air. Exceedinglydeadly individuals, there is nothing subtle about their powers, the psyker abletoturnabattlefield into a blazing inferno with a snap of their fingers._
### Pyromancer Special Ability
If a wyrd only selects powers from the Pyromancy discipline, they gain the Fire Shield special rule:
**Fire Shield:** This fighter cannot be set on fire. In other words, this fighter is immune to the Blaze condition and will never become subject to it.
### 1. Body of Flame (Basic), Continuous Effect
_The wyrd’s body bursts into flames!_
While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait.
### 2. Stoke Flames (Basic)
_With a gesture, the wyrd causes flames to roar to life from the smallest embers._
Choose an enemy fighter that is both within 18" and line of sight
of this fighter and that is currently subject to the Blaze condition. Centre a 5" Blast
marker over the chosen fighter. All fighters touched by this marker must immediately test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait.
### 3. Wall of Flame (Basic), Continuous Effect
_Fire erupts from the air to engulf an area of the battlefield._
Place a 5" Blast marker so that its centre is anywhere that is both within 12" and line of sight of this fighter. Once placed, this marker does not move but will remain in place while this Wyrd Power is maintained. Any fighter
that either begins or ends their activation touching the marker suffers a Strength 3,
Damage 1, AP 1 hit as if from a weapon with the Blaze trait.
### 4. Flame Blast (Basic), Continuous Effect
_Flames envelope one of the wyrd’s weapons, causing anything touched by it to similarly burst into fire._
While this Wyrd Power is maintained, one weapon with the Melee or Versatile trait carried by this fighter gains the Blaze trait.
### 5. Molten Bolt (Basic)
_The fighter lets loose a super heated bolt of energy._
Target a single enemy fighter that is both within 6" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, it is resolved at Strength 8, Damage 3, AP -3 as if from a weapon with the Melta trait.
### 6. Scouring (Basic), Continuous Effect
_Opening their mouth in a silent roar, the fighter vomits fire._
While this Wyrd Power is maintained, this fighter counts as being armed with the following weapon:
| Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits |
| -------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | --------------- |
| Scouring | - | T | - | - | 2 | - | 1 | - | Blaze, Template |
## Technomancy Discipline
_A strange and rare power, technomancy is the ability to psychically manipulate technology of all kinds. Technomancers, as wyrds who command these abilities are known, can with a mere thought cause weapons to fail or operate far past their
peak performance, or harden a suit of armour. In the depths of the underhive, a technomancer is truly in their element, as they use their powers to turn the very battlefield against their enemies._
### Technomancer Special Ability
If a wyrd only selects powers from the Technomancy discipline, they gain the
Techno-affinity special rule:
**Techno-affinity:** This fighter may re-roll any Ammo check they are required to make.
### 1. Weapon Jinx (Simple)
_With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._
Choose an enemy fighter that is within 18" of this fighter.
That enemy fighter must immediately make an Ammo check for one of their weapons,
chosen by this fighter.
### 2. Overcharge (Basic), Continuous Effect
_Directing their power into their weapon, the wyrd greatly increases its effectiveness._
While this Wyrd Power is maintained, one
ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1,
but gains the Unstable trait.
### 3. Hardening (Basic), Continuous Effect
_With a thought, the wyrd renders their armour as thick and heavy as sheet iron._
While this Wyrd Power is maintained, this
fighter improves their save rolls by 2 (to a maximum of 2+), or gains a 5+ save if they
did not have a save before. However, while this power is maintained, this fighter must
reduce their Movement by 1, to a minimum of 1.
### 4. Manipulate Door (Simple)
_The wyrd causes doors to open or close with a wave of their hand._
This fighter may immediately open or close a single unlocked door anywhere on the battlefield.
### 5. Manipulate Lumens (Double)
_Unleashing their power, the wyrd can either cause all power to the dome to cease, plunging it into darkness, or bring ancient power systems back to life and illuminate the gloom._
The [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) immediately come into effect, or immediately end if they were already in effect.
### 6. Crack Lock (Basic)
_With a snap of their fingers, the wyrd causes electronic and mechanical locks to open._
Choose a single locked door that is within 18" of this fighter. That door immediately becomes unlocked and open. Alternatively, this fighter may immediately open a Loot casket anywhere on the battlefield, choosing its contents
rather than rolling randomly.
## Telekinesis Discipline
_Reaching out with their mind, a telekinetic can lift, hurl or crush objects without ever laying a finger on them; some are even able to use their powers to fly._
### Telekinetic Special Ability
If a wyrd only selects powers from the Telekinesis discipline, they gain the Fistsof
Fury special rule:
**Fists of Fury:** When this fighter makes an unarmed attack, increase both theStrength and Damage characteristics of the attack by 1.
### 1. Assail (Basic)
_With a grunt, the wyrd pushes a person or an object away._
Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter
and make a hit roll, using this fighter’s BS. If a hit is scored, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1, AP - hit. If they come into base contact with another
fighter, that fighter also suffers a Strength 3, Damage 1, AP - hit and becomes Prone and Pinned.
### 2. Crush (Basic)
_Closing their fist in the air, the wyrd crushes an object or person in their eyeline._
Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must
make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter.
### 3. Force Field (Basic), Continuous Effect
_Casting their power around them, the wyrd shields themselves and those near them from attack._
While this Wyrd Power is maintained, this fighter and any friendly fighters within 3" of them improve their save rolls by 1 or, if they do not have a save, gain a 6+ save roll.
### 4. Hailstorm (Basic)
_The wyrd gathers up and flings underhive debris at their enemies with the power of their mind._
Immediately make a hit roll against every fighter, friend or foe, that is within 12" of this fighter, using this fighter’s BS. Each hit scored is resolved at Strength 1, Damage 1 and AP -.
### 5. Force Blast (Basic)
_Telekinetic energy blasts away anything standing near the wyrd._
Any enemy fighters that are within 3" of this fighter are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or pitfall,
stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
### 6. Levitation (Basic) Continuous Effect
_Concentrating, the wyrd rises into the air._
While this Wyrd Power is maintained this fighter’s Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter’s base.
## Telepathy Discipline
_Few wyrds are as feared as those who practise the discipline of telepathy. A telepath can tear secrets from another’s mind, make them think the wyrd has vanished even when they stand directly in front of them, or fill their foes with unreasoning terror. These wyrds are both the least trusted and the most coveted of all psykers on Necromunda._
### Telepath Special Ability
If a wyrd only selects powers from the Telekinesis discipline, they gain the Fearful
Aura special rule:
**Fearful Aura:** If an enemy makes a Charge (Double) action that would result in
them making one or more close combat attacks against this fighter, they must
make a Willpower check before moving. If the check is failed, they cannot move
and their action ends immediately.
### 1. Mind Control (Basic), Continuous Effect
_The wyrd reaches into a foe’s brain and takes control of their actions._
Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang,
chosen by this fighter.
### 2. Terrify (Double)
_Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._
Choose a single enemy fighter that is both within 18" and line of
sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier
applied to the roll or become subject to the Broken condition.
### 3. Invisibility (Double), Continuous Effect
_The wyrd clouds the minds of their foes, making it seem as if they have vanished._
While this Wyrd Power is maintained, this
fighter cannot be targeted by ranged attacks. If for any reason this fighter makes any
action other than a Move (Simple) action or a Maintain Control (Simple) action, this
power immediately ends.
### 4. Mental Assault (Basic)
_The wyrd unleashes a brutal mental attack, driving their foe to their knees._
Choose a single enemy fighter that is both within 12" and line of
sight of this fighter. Both this fighter and the target must make a Willpower check.
If both checks are failed, or the target passes and this fighter does not, there is
no further effect. If both this fighter and the target pass, or this fighter passes and
the target fails, the target becomes Prone and Pinned (if possible) and loses their
Ready marker.
### 5. Hallucinations (Basic)
_Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality._
Choose an enemy fighter that is within 12" of this fighter. That fighter
immediately becomes subject to the Insane condition.
### 6. Unbreakable Will (Basic), Continuous Effect
_Reaching out with their mind, the wyrd tries to calm the thoughts of those around them._
Whenever a friendly fighter takes a Nerve test or makes a Willpower check whilst within 9" of this fighter, they may
use this fighter’s Cool or Willpower characteristic instead of their own. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Wyrd Powers _Source: Book of the Outcast_ _All across Necromunda, there are those touched by the malign influence of the Warp. Some of these individuals are even able to tap into this immaterial realm and channel its power, manifesting psychic abilities that defy the laws of nature and Mankind. While the Imperium severely sanctions anyone with these abilities, or anyone in league with them, it does not stop psykers from propagating throughout Necromunda. Known among the underhive as wyrds, those with psychic gifts are much sought after by gangs, Guilds and criminals alike to provide an edge in the endless wars between the Clan Houses. Some wyrds even band together to form their own gangs, becoming the scourge of the underhive – at least until they are hunted down and exterminated!_ This section, designed to work alongside the rules for psykers presented in the Necromunda Rulebook, greatly expands upon the Wyrd Powers available to players and Arbitrators in their games. Presented here are seven Wyrd Power disciplines that can be used by psykers: Biomancy, Chronomancy, Divination, Pyromancy, Technomancy, Telepathy and Telekinesis. ## Using Wyrd Power Disciplines Any fighter with the Sanctioned Psyker special rule or Non-sanctioned Psyker special rule can make use of the disciplines presented here using the guidelines below. Unless allowed by the Arbitrator, Dramatis Personae cannot use these discipline powers, and must instead use the powers presented with their profiles (as they are unique individuals often with unique powers). - Unless otherwise specified, all fighters with the Sanctioned Psyker or Non-sanctioned Psyker special rule start with a single Wyrd Power, either chosen from those included in their gang list or from one of the disciplines presented here. - [Bounty Hunters](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#0-1-generic-bounty-hunter) and [Venator Hunt Leaders](/docs/gangs/gang-lists/venators#hunt-leader-leader) can be upgraded when hired to have the Sanctioned Psyker or Nonsanctioned Psyker special rule (as chosen by the player) for +35 credits. - A Sanctioned Psyker or Non-sanctioned Psyker may choose any Wyrd Power from those presented here (instead of one from their gang list) as an Advancement, just as they would gain a Primary skill as an Advancement (either by generating a power randomly for 9 XP, or choosing one for 12 XP). - There is no limit to the number of Wyrd Powers a fighter may know. - If all of a fighter‘s Wyrd Powers are chosen from a single Wyrd Power discipline, they will automatically gain that discipline’s special ability. Note, however, that should the fighter ever gain a power from a different discipline, this ability is immediately lost. - Finally, when a fighter takes a dose of Ghast, they may generate their Wyrd Power from those presented here; this must still be a random Wyrd Power, though you may choose which discipline the power is from. :::info ### Force Weapons Some rare melee weapons, commonly known as force weapons in the vernacular of the underhive, are specially attuned to those with wyrd powers and can be devastating killing tools in their hands. Such weapons are usually created by taking high-quality versions of mundane close combat weapons, which are then inlaid with psi-amplifiers that channel the power of the Warp, allowing the wielder to deliver killing blows accentuated by their own wyrd powers. Any weapon with the Melee trait can be upgraded into a Force Weapon by buying a Psi-amplifier from the Trading Post and performing the Psi Attune post-battle action (see page 127). In the hands of a non-psyker, a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits. ::: ## Biomancy Discipline _Biomancy is the psychic mastery of flesh and bone; those gifted in its practise are able to knit flesh together, turn their skin to iron or inflict crippling pain upon their enemies. Such individuals are known as biomancers and are often skilled fighters who use their gifts to shrug off wounds while enhancing their speed, strength and endurance to overcome their foes._ ### Biomancer Special Ability If a Wyrd only selects powers from the Biomancy discipline, they gain the Fast Healing special rule: **Fast Healing:** When this fighter makes a Recovery test, roll an extra Injury dice then choose one to discard. ### 1. Arachnosis (Basic), Continuous Effect _The wyrd’s hands grow tiny serrated hairs across their palms, allowing them to cling to any surface with ease._ While this Wyrd Power is maintained, the fighter counts as having the [Clamber](/docs/gang-fighters-and-their-weaponry/skills#2-clamber), [Catfall](/docs/gang-fighters-and-their-weaponry/skills#1-catfall) and [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills#4-mighty-leap) skills. ### 2. Chameleon (Basic), Continuous Effect _The wyrd’s skin mottles and shifts through a range of hues until it matches their surroundings, making them all but invisible._ While this Wyrd Power is maintained, ranged attacks targeting this fighter suffer a -2 modifier to their hit roll, provided the fighter does not move during their activation. ### 3. Cause Pain (Basic) _With a twist of their hand, the wyrd causes their foe to double over in unspeakable agony._ Choose an enemy fighter that has already lost at least one Wound or suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter must roll an Injury dice and immediately apply the effects. ### 4. Stop Bleeding (Basic) _Focusing their power on a wounded ally, the wyrd closes up their wounds._ Choose a friendly fighter that has suffered at least one Flesh Wound and that is within 18" and line of sight of this fighter. That fighter immediately removes any Flesh Wounds they currently have. ### 5. Quickening (Basic), Continuous Effect _The wyrd pours psychic energy into their muscles, greatly increasing their reflexes._ While this Wyrd Power is maintained, improve this fighter’s Movement characteristic by 3 and their Weapon Skill, Ballistic Skill and Initiative characteristics by 1 (to a maximum of 2+). ### 6. Iron Arm (Basic), Continuous Effect _With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them._ While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP. ## Chronomancy Discipline _Among the strangest of all wyrds are those who can manipulate the very flow of time itself. Some would say that the chronomancer, as such psykers are known, do not actually alter time, but rather people’s perception of it, allowing them to seem to move as a blur, pass in and out of existence seemingly at will, or even freeze a moment in time to take perfect aim before allowing events to continue._ ### Chronomancer Special Ability If a wyrd only selects powers from the Chronomancy discipline, they gain the Flicker special rule: **Flicker:** Once per battle, this fighter may perform one additional action during their activation. ### 1. Freeze Time (Double) _Reality seems to thicken all around the fighter, and events slow down to a crawl – has time truly stopped, or are those caught in the power merely experiencing its flow differently?_ All fighters, friend and foe, within 12" of this fighter may only perform a single action when activated for the remainder of this round. ### 2. Suppress Power (Basic) _Reaching out with their mind, the fighter cuts an enemy psyker off from their ability – as if it was never there to begin with._ Choose one enemy psyker that is within 18" and line of sight of this fighter. This fighter chooses one of the target’s Wyrd Powers – that power may not be used this round. ### 3. Zen Shootist (Basic), Continuous Effect _Time stops dead for the fighter, allowing them to casually line up a shot as if their enemy were standing still._ While this Wyrd Power is maintained, this fighter’s BS is improved to 2+ and they ignore negative hit modifiers due to cover. These benefits do not apply if this fighter is firing a weapon with either the Blast (X) trait or Rapid Fire (X) trait. ### 4. Walk Through Walls (Double) _Reality flickers as the fighter is in one place and then, as if individual picts had been removed from a vid feed, suddenly another._ Place this fighter anywhere within 8" of their current position. They may not be placed within 1" of an enemy fighter. ### 5. Mirror Image (Basic) _A blur of motion surrounds the fighter as if they are standing in a dozen places at once, making it impossible for their foes to pick out the true target._ Until the End phase of this round, all hit rolls made against this fighter suffer a -1 modifier. In addition, if this fighter makes the Retreat (Basic) action, they may not be targeted by Reaction attacks. ### 6. Lucky Aura (Basic), Continuous Effect _Little things just seem to go this wyrd’s way, each one seemingly insignificant but adding up to more than mere coincidence._ While this Wyrd Power is maintained, once per round, this fighter may force an enemy fighter to re-roll one successful BS or WS check if this fighter is the target of the attack. ## Divination Discipline _The ability to peer into the future is something common to many wyrds, for it is believed that the Warp, and its denizens, do not obey the normal constraints of time and space. Diviners, as wyrds talented in this discipline are known, are in high demand among the gangs and organisations of the underhive; for who wouldn’t want to be able to look into the future and anticipate the actions of their enemies before they even happen?_ ### Diviner Special Ability If a wyrd only selects powers from the Divination discipline, they gain the Future Sight special rule: **Future Sight:** Once per battle, this fighter may use this ability to re-roll any dice roll made during their activation. This ability may be used to re-roll any number of dice and may even be used on a roll made by an enemy fighter. ### 1. Precognition (Special) _The wyrd peers into the future to see what fate has in store for them._ If this fighter is part of a gang during the Determine Scenario step of the pre-battle sequence, their gang may choose the scenario rather than rolling randomly. If the scenario has an attacker and a defender, the gang this fighter belongs to is automatically the attacker. If both gangs have a wyrd with this power, they have no effect as they cancel each other out. ### 2. Foreboding (Double), Continuous Effect _Glimpsing moments in the near future, this wyrd predicts the movements of their enemies and guns them down._ While this Wyrd Power is maintained, the fighter may either gain the [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch) skill or grant the Overwatch skill to a single friendly fighter that is both within 12" and line of sight of this fighter. ### 3. Misfortune (Basic) _Picking the perfect moment to act, the wyrd exploits their enemy’s slightest misfortune._ At any point prior to the End phase of this round, this fighter may force one enemy fighter that is currently both within 12" and line of sight of this fighter to re-roll a single dice roll. ### 4. Forewarning (Basic) _A feeling overcomes the wyrd, warning them of the slightest danger to their life._ Until the End phase of this round, the first time this fighter is hit by an attack roll a D6. On a 2+, the hit is ignored. ### 5. Warp Whispers (Special) _Conversing with denizens of the Warp, the wyrd learns how best to exploit their current situation._ While this fighter is part of a gang, that gang may increase their Crew size by 1 for the scenario, and may re-roll any rolls for Reinforcements. In addition, if this fighter is a sentry, the alarm will automatically be raised if they finish their movement within 6" of an enemy fighter. ### 6. Visions (Double), Continuous Effect _Enemies cannot hide from the wyrd while their gaze is fixed upon the Warp._ While this Wyrd Power is maintained, all enemy fighters within 18" of this fighter that are in full cover count as being in partial cover, and all enemy fighters within 18" of this fighter that are in partial cover count as being in the open. ## Pyromancy Discipline _Pyromancers are wyrds with the ability to conjure flames out of thin air. Exceedinglydeadly individuals, there is nothing subtle about their powers, the psyker abletoturnabattlefield into a blazing inferno with a snap of their fingers._ ### Pyromancer Special Ability If a wyrd only selects powers from the Pyromancy discipline, they gain the Fire Shield special rule: **Fire Shield:** This fighter cannot be set on fire. In other words, this fighter is immune to the Blaze condition and will never become subject to it. ### 1. Body of Flame (Basic), Continuous Effect _The wyrd’s body bursts into flames!_ While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait. ### 2. Stoke Flames (Basic) _With a gesture, the wyrd causes flames to roar to life from the smallest embers._ Choose an enemy fighter that is both within 18" and line of sight of this fighter and that is currently subject to the Blaze condition. Centre a 5" Blast marker over the chosen fighter. All fighters touched by this marker must immediately test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. ### 3. Wall of Flame (Basic), Continuous Effect _Fire erupts from the air to engulf an area of the battlefield._ Place a 5" Blast marker so that its centre is anywhere that is both within 12" and line of sight of this fighter. Once placed, this marker does not move but will remain in place while this Wyrd Power is maintained. Any fighter that either begins or ends their activation touching the marker suffers a Strength 3, Damage 1, AP 1 hit as if from a weapon with the Blaze trait. ### 4. Flame Blast (Basic), Continuous Effect _Flames envelope one of the wyrd’s weapons, causing anything touched by it to similarly burst into fire._ While this Wyrd Power is maintained, one weapon with the Melee or Versatile trait carried by this fighter gains the Blaze trait. ### 5. Molten Bolt (Basic) _The fighter lets loose a super heated bolt of energy._ Target a single enemy fighter that is both within 6" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, it is resolved at Strength 8, Damage 3, AP -3 as if from a weapon with the Melta trait. ### 6. Scouring (Basic), Continuous Effect _Opening their mouth in a silent roar, the fighter vomits fire._ While this Wyrd Power is maintained, this fighter counts as being armed with the following weapon: | Profile | Rg S | Rg L | Acc S | Acc L | Str | AP | D | Ammo | Traits | | -------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | --------------- | | Scouring | - | T | - | - | 2 | - | 1 | - | Blaze, Template | ## Technomancy Discipline _A strange and rare power, technomancy is the ability to psychically manipulate technology of all kinds. Technomancers, as wyrds who command these abilities are known, can with a mere thought cause weapons to fail or operate far past their peak performance, or harden a suit of armour. In the depths of the underhive, a technomancer is truly in their element, as they use their powers to turn the very battlefield against their enemies._ ### Technomancer Special Ability If a wyrd only selects powers from the Technomancy discipline, they gain the Techno-affinity special rule: **Techno-affinity:** This fighter may re-roll any Ammo check they are required to make. ### 1. Weapon Jinx (Simple) _With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction._ Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter. ### 2. Overcharge (Basic), Continuous Effect _Directing their power into their weapon, the wyrd greatly increases its effectiveness._ While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait. ### 3. Hardening (Basic), Continuous Effect _With a thought, the wyrd renders their armour as thick and heavy as sheet iron._ While this Wyrd Power is maintained, this fighter improves their save rolls by 2 (to a maximum of 2+), or gains a 5+ save if they did not have a save before. However, while this power is maintained, this fighter must reduce their Movement by 1, to a minimum of 1. ### 4. Manipulate Door (Simple) _The wyrd causes doors to open or close with a wave of their hand._ This fighter may immediately open or close a single unlocked door anywhere on the battlefield. ### 5. Manipulate Lumens (Double) _Unleashing their power, the wyrd can either cause all power to the dome to cease, plunging it into darkness, or bring ancient power systems back to life and illuminate the gloom._ The [Pitch Black rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) immediately come into effect, or immediately end if they were already in effect. ### 6. Crack Lock (Basic) _With a snap of their fingers, the wyrd causes electronic and mechanical locks to open._ Choose a single locked door that is within 18" of this fighter. That door immediately becomes unlocked and open. Alternatively, this fighter may immediately open a Loot casket anywhere on the battlefield, choosing its contents rather than rolling randomly. ## Telekinesis Discipline _Reaching out with their mind, a telekinetic can lift, hurl or crush objects without ever laying a finger on them; some are even able to use their powers to fly._ ### Telekinetic Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fistsof Fury special rule: **Fists of Fury:** When this fighter makes an unarmed attack, increase both theStrength and Damage characteristics of the attack by 1. ### 1. Assail (Basic) _With a grunt, the wyrd pushes a person or an object away._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1, AP - hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1, AP - hit and becomes Prone and Pinned. ### 2. Crush (Basic) _Closing their fist in the air, the wyrd crushes an object or person in their eyeline._ Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter. ### 3. Force Field (Basic), Continuous Effect _Casting their power around them, the wyrd shields themselves and those near them from attack._ While this Wyrd Power is maintained, this fighter and any friendly fighters within 3" of them improve their save rolls by 1 or, if they do not have a save, gain a 6+ save roll. ### 4. Hailstorm (Basic) _The wyrd gathers up and flings underhive debris at their enemies with the power of their mind._ Immediately make a hit roll against every fighter, friend or foe, that is within 12" of this fighter, using this fighter’s BS. Each hit scored is resolved at Strength 1, Damage 1 and AP -. ### 5. Force Blast (Basic) _Telekinetic energy blasts away anything standing near the wyrd._ Any enemy fighters that are within 3" of this fighter are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. ### 6. Levitation (Basic) Continuous Effect _Concentrating, the wyrd rises into the air._ While this Wyrd Power is maintained this fighter’s Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter’s base. ## Telepathy Discipline _Few wyrds are as feared as those who practise the discipline of telepathy. A telepath can tear secrets from another’s mind, make them think the wyrd has vanished even when they stand directly in front of them, or fill their foes with unreasoning terror. These wyrds are both the least trusted and the most coveted of all psykers on Necromunda._ ### Telepath Special Ability If a wyrd only selects powers from the Telekinesis discipline, they gain the Fearful Aura special rule: **Fearful Aura:** If an enemy makes a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately. ### 1. Mind Control (Basic), Continuous Effect _The wyrd reaches into a foe’s brain and takes control of their actions._ Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter. ### 2. Terrify (Double) _Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit._ Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition. ### 3. Invisibility (Double), Continuous Effect _The wyrd clouds the minds of their foes, making it seem as if they have vanished._ While this Wyrd Power is maintained, this fighter cannot be targeted by ranged attacks. If for any reason this fighter makes any action other than a Move (Simple) action or a Maintain Control (Simple) action, this power immediately ends. ### 4. Mental Assault (Basic) _The wyrd unleashes a brutal mental attack, driving their foe to their knees._ Choose a single enemy fighter that is both within 12" and line of sight of this fighter. Both this fighter and the target must make a Willpower check. If both checks are failed, or the target passes and this fighter does not, there is no further effect. If both this fighter and the target pass, or this fighter passes and the target fails, the target becomes Prone and Pinned (if possible) and loses their Ready marker. ### 5. Hallucinations (Basic) _Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality._ Choose an enemy fighter that is within 12" of this fighter. That fighter immediately becomes subject to the Insane condition. ### 6. Unbreakable Will (Basic), Continuous Effect _Reaching out with their mind, the wyrd tries to calm the thoughts of those around them._ Whenever a friendly fighter takes a Nerve test or makes a Willpower check whilst within 9" of this fighter, they may use this fighter’s Cool or Willpower characteristic instead of their own. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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]
} | 1,143 |
484 | # 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
### Kha'tragi Chieftain (Leader) - Cost 120
| 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.
### Wy'tari Stormcaller (Specialist Champion) - Cost 120
| 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").
### Naku'taari Watcher (Champion) - Cost 110
| 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.
### Tarn'runi Warrior (Ganger) - Cost 65
| 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.
### Tarh'noki Dust Rider (Juve Specialist) - Cost 80
| 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).
### Run'taani Dust Runner (Juve) - Cost 35
| 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.
### 0-2 Arthromite Duneskuttler (Brute) - Cost 210
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 4 | 7+ | 8+ | 8+ | 8+ |
#### Weapon Stats
| 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> |
**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.
#### Special Rules
**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.
#### Lore
_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._
_Source: Book of the Outlands_
## 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. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 16 | 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 | # 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 ### Kha'tragi Chieftain (Leader) - Cost 120 | 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. ### Wy'tari Stormcaller (Specialist Champion) - Cost 120 | 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"). ### Naku'taari Watcher (Champion) - Cost 110 | 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. ### Tarn'runi Warrior (Ganger) - Cost 65 | 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. ### Tarh'noki Dust Rider (Juve Specialist) - Cost 80 | 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). ### Run'taani Dust Runner (Juve) - Cost 35 | 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. ### 0-2 Arthromite Duneskuttler (Brute) - Cost 210 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 4 | 7+ | 8+ | 8+ | 8+ | #### Weapon Stats | 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> | **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. #### Special Rules **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. #### Lore _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._ _Source: Book of the Outlands_ ## 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. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 484 |
95 | ### Combat Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Combat shotgun | | | | | | | | | | R7 | 70\* |
| - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 |
| - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 |
| - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
\* House Goliath, Palanite Enforcers, Badzone Enforcers: 60
House Orlock: 55 | ranged-weapon | Combat Shotgun - Salvo | Unknown | shotgun | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 7 | 4 | 12 | 1 | 0 | 3 | 1 | 70 | R13 | ['[[knockback]]', '[[rapid_fire]]'] | 0 | - | 4+ | 4 | ['Combat Shotgun'] | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 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 | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 95 |
1,020 | # 54. War in the Shadows
_Scouts fight it out to gain a toehold for their gangs._
**Source: Book of Ruin**
## Battlefield
Standard.
## Crews
- Custom (1):
- Max 1 Wound.
- Not a Leader.
- Not a Champion.
## Tactics Cards
- Custom (2).
- **Underdogs** (lowest Gang Rating): + Random (1).
## Deployment
Fighters do not begin the battle on the battlefield, but will move onto the battlefield after the battle has begun using the Forward Scouts rule.
## Reinforcements
- 1 per gang.
- Each End phase (starting on the 2nd round).
- Within 2" of a friendly fighter and not in LOS of any enemies (if these conditions can't be met, the reinforcement can't be deployed).
## Forward Scouts
_The purpose of the player’s starting crew is to act as scouts, infiltrating the battlefield and taking out any enemy scouts they encounter._
In the first round, take turns deploying the scout fighter (starting with the gang with Priority) anywhere on the battlefield:
- Not within 1” of another fighter.
- Not in LOS of any enemy fighters.
After deployment, the fighter becomes Ready and can immediately activate with a single action (Simple/Basic).
## 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.
## Victory
The gang with most remaining fighters is the winner. In case of a tie, the gang that Seriously Injured or took Out of Action the most enemies is the winner.
## Rewards
#### 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 for winning.
- -1 to any gang that bottled out. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario'] | 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 | 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 | # 54. War in the Shadows _Scouts fight it out to gain a toehold for their gangs._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Custom (1): - Max 1 Wound. - Not a Leader. - Not a Champion. ## Tactics Cards - Custom (2). - **Underdogs** (lowest Gang Rating): + Random (1). ## Deployment Fighters do not begin the battle on the battlefield, but will move onto the battlefield after the battle has begun using the Forward Scouts rule. ## Reinforcements - 1 per gang. - Each End phase (starting on the 2nd round). - Within 2" of a friendly fighter and not in LOS of any enemies (if these conditions can't be met, the reinforcement can't be deployed). ## Forward Scouts _The purpose of the player’s starting crew is to act as scouts, infiltrating the battlefield and taking out any enemy scouts they encounter._ In the first round, take turns deploying the scout fighter (starting with the gang with Priority) anywhere on the battlefield: - Not within 1” of another fighter. - Not in LOS of any enemy fighters. After deployment, the fighter becomes Ready and can immediately activate with a single action (Simple/Basic). ## 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. ## Victory The gang with most remaining fighters is the winner. In case of a tie, the gang that Seriously Injured or took Out of Action the most enemies is the winner. ## Rewards #### 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 for winning. - -1 to any gang that bottled out. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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563 | Unknown | Neophyte Hybrid | Marduk | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | [] | Unknown | [{'name': 'Autopistol', 'qty': '1'}, {'name': 'Bolt Pistol', 'qty': '1'}, {'name': 'Grapnel launcher', 'qty': '1'}, {'name': 'Bio-booster', 'qty': '1'}, {'name': 'Mono-sight', 'qty': '1'}, {'name': 'Mesh Armor', 'qty': '1'}, {'name': 'Chainsword', 'qty': '1'}, {'name': 'Third Arm', 'qty': '1'}, {'name': 'Demolition Charge', 'qty': '1'}, {'name': 'Ablative Overlay', 'qty': '1'}] | 4 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 395 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 3,271,431 | 5 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 5 | 6 | 8 | 0 | 2 | ['Critical Injury'] | Alive | Unknown | 2024-01-21 1:48:19 | 2024-06-07 01:20:26 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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742 | # 63. The Hunt
_In the darkness of the underhive, the hunters become the hunted._
**Source: Warhammer Community, May 2020**
## Solo Scenario
This is designed for a single gang.
_From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has appeared. For reasons unknown, the many failsafes designed to suppress its natural instincts have become ineffective, causing the mechanical beast to do what Ambulls in captivity have done since before the birth of the Imperium - tunnel to freedom, build a lair, and hunt for food! Logically, of course, this specimen has no particular need for fresh meat, and, trapped within its mechanical shell, is unable to consume its prey anyway. But these trifling facts are of little concern to the primitive Ambull mind!_
_The crew of a hardened underhive gang is unexpectedly hunted by a ‘Rambot’ (rogue Ambot). It behaves autonomously, in a manner determined by the movements and actions of the fighters. The gang must bring it down to escape its unnatural lair._
_At the start the fighters believe the Rambot to be close, but have no idea where exactly it might be. They cautiously search the area for evidence of it. When fighters search and blundering about, there is a chance that the Rambot is discovered._
_The Rambot does not think or reason like a human. It is a sophisticated servitor-construct, but with malfunctioning sensor arrays, allowing it to ignore certain environmental dangers._
_Freed from the many inhibitors that govern and suppress its natural behavior, the Rambot behaves far more like a wild Ambull. It’s alien reactions are far faster than those of the average human, and it moves with a speed that seems impossible for its mechanical bulk._
## Battlefield
Standard.
## Crews
- Custom (D3+4).
## Tactics Cards
- Custom (1) or Random (2).
## Deployment
Within 3” of the centre.
## Hunter & Hunted
- The gang starts in every round (priority).
- The Rambot is an enemy fighter.
If the rogue Ambot is not on the battlefield, the gang can activate each Ready fighter in any order as normal. However, fighters can only make a single action when activated:
- **Standing:** Move (Simple).
- **Prone:** Crawl (Double).
In addition, each Standing fighter can perform one of the following Basic actions:
- **Search Area (Basic):** Pass an Intelligence test (+1 modifier if the rogue Ambot has previously appeared and then returned to the shadows). Note down how many searches were successful and how many failed each round.
- **Give Cover (Basic):** If the Rambot appears on the battlefield, make a Shoot (Basic) action targeting it (using ‘It Came From the Shadows! rules). All fighters having made this action can make this attack. Lasts until the End phase.
If the Rambot is on the battlefield, all Ready fighters can activate in any order as normal (performing any action).
## “It Came From the Shadows!”
Each time a Search Area (Basic) action is performed, roll a D6 and apply the following modifiers (using previously performed Search Area actions this round):
- -1 per unsuccessful Search Area action.
- +1 per successful Search Area action.
The result will determine how or if the Rambot appears (placement), whether fighters can Give Cover and how the Rambt activates.
| D6 | Effect |
| --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **“Ooops...”**<br />Placement:<br />- B2B with the fighter.<br />- Counts as having charged.<br /> |
| 2-3 | **“It’s Behind You!”**<br />Placement:<br />- Within 3” of the fighter.<br />- Outside the vision arc of the fighter.<br />Give Cover:<br />- -3 hit modifier<br />After these attacks, the Rambot activates. |
| 4-7 | **“What’s That?”** <br />Give Cover:<br />- Nominate a weapon for each fighter (with Give Cover) and roll a Firepower dice (representing nervous shooting at shadows). Resolve Ammo tests (if any) as normal.<br />- Afterwards, no fighters Give Cover. |
| 8+ | **“There It Is!”**<br />Placement:<br />- Within 6” of the fighter.<br /> Give Cover:<br />-2 hit modifier to Giving Cover attacks.<br />After these attacks, the Rambot activates. |
<FighterCard>
### The Rambot
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 2+ | 5+ | 5 | 5 | 4 | 4+ | 3 | 8+ | 4+ | 8+ | 9+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 x Tunnelling Claw | E | - | - | - | S | -1 | 2 | - | - |
| - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up).
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace)
#### Special Rules
**Alien Abomination**
- Does not lose Ready at the end of an activation.
- No limit to how many times it can be activated each round.
- Each time a fighter ends an activation (or finishes the last activation of a group activation), the Rambot activates (Acting on Instincts).
**Frenzied**
- When attacking with a Fight (Basic) action, one attack must be made using the tunnelling claw’s ranged profile.
- Will always choose Coup De Grace instead of consolidating (if having the choice).
**Unbreakable**
- Never bottles out.
- Can't become Broken (for any reason).
**Unfeeling Hide**
- Blaze:
- Acts as normal (still suffer S3 AP-1 damage as normal).
- No longer ablaze if going Back to the Shadows.
- Webbed:
- When activating, roll 4+ to remove the condition. Otherwise the activation ends immediately.
- If Webbed during the End phase, roll for Recovery as anormal.
**Acting on Instincts**
To determine the actions when activated, use the following table:
| Trigger | Action |
| --------------------------- | ---------------------------------------------------------------------------- |
| Fighter in base contact? | One of the following:<br />- Fight (Basic) action<br />- Hurl (Basic) action |
| Closest fighter within 6”? | Charge (Double) |
| Closest fighter within 12”? | 1. Move (Simple)<br />2. Shoot (Basic) |
| None of the above? | Back to the Shadows |
**Back to the Shadows**
- If, during any End phase, the Rambit is B2B with a Seriously Injured fighter, and no other fighters are within 4”, drag the prey off into the shadows (both are removed from the battlefield). The fighter counts as going Out of Action.
- If suffering a wound (for any reason), after saving (if any), but before applying the damage, pass an Initiative test to:
- Reduce the damage to 1.
- Ignore all weapon traits.
- Go Back to the Shadows (removed from the battlefield).
Otherwise, apply the damage as normal.
When going Back to the Shadows, it will not appear again this round, but may appear in later rounds (Search Area).
</FighterCard>
## Ending the Battle
The battle ends when the Ambot is Out of Action or no fighters remain.
## Victory
The last remaining side is the winner.
## Rewards
##### Credits
- 2D6x10 for taking the Ambot Out of Action.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 for taking the Ambot Out of Action.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +1 for taking the Ambot Out of Action.
- -1 to the gang if it bottled out.
:::note Alternative Variant
The Rambot can be replaced by all manner of monsters, daemonically-possessed hivers or alien abominations. Or perhaps the gang has stumbled into the lair of a Chaos cult and becomes hunted by a daemonhost. Or perhaps a nest of Purestrain Genestealers is uncovered.
These rules can be used to control any such foe, and an experienced gang could face a far more powerful entity than an escaped Ambot with its safety systems switched off. Or the gang could be outnumbered by swarms of smaller xenos lifeforms, and a random amount activates each turn, for example D3.
::: | 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 | ['solo', 'sector-mechanicus', 'zone-mortalis'] | 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 | 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 | 63 | Unknown | 0 | 0 | # 63. The Hunt _In the darkness of the underhive, the hunters become the hunted._ **Source: Warhammer Community, May 2020** ## Solo Scenario This is designed for a single gang. _From somewhere in the hive, a ‘Rambot’ (rogue Ambot) has appeared. For reasons unknown, the many failsafes designed to suppress its natural instincts have become ineffective, causing the mechanical beast to do what Ambulls in captivity have done since before the birth of the Imperium - tunnel to freedom, build a lair, and hunt for food! Logically, of course, this specimen has no particular need for fresh meat, and, trapped within its mechanical shell, is unable to consume its prey anyway. But these trifling facts are of little concern to the primitive Ambull mind!_ _The crew of a hardened underhive gang is unexpectedly hunted by a ‘Rambot’ (rogue Ambot). It behaves autonomously, in a manner determined by the movements and actions of the fighters. The gang must bring it down to escape its unnatural lair._ _At the start the fighters believe the Rambot to be close, but have no idea where exactly it might be. They cautiously search the area for evidence of it. When fighters search and blundering about, there is a chance that the Rambot is discovered._ _The Rambot does not think or reason like a human. It is a sophisticated servitor-construct, but with malfunctioning sensor arrays, allowing it to ignore certain environmental dangers._ _Freed from the many inhibitors that govern and suppress its natural behavior, the Rambot behaves far more like a wild Ambull. It’s alien reactions are far faster than those of the average human, and it moves with a speed that seems impossible for its mechanical bulk._ ## Battlefield Standard. ## Crews - Custom (D3+4). ## Tactics Cards - Custom (1) or Random (2). ## Deployment Within 3” of the centre. ## Hunter & Hunted - The gang starts in every round (priority). - The Rambot is an enemy fighter. If the rogue Ambot is not on the battlefield, the gang can activate each Ready fighter in any order as normal. However, fighters can only make a single action when activated: - **Standing:** Move (Simple). - **Prone:** Crawl (Double). In addition, each Standing fighter can perform one of the following Basic actions: - **Search Area (Basic):** Pass an Intelligence test (+1 modifier if the rogue Ambot has previously appeared and then returned to the shadows). Note down how many searches were successful and how many failed each round. - **Give Cover (Basic):** If the Rambot appears on the battlefield, make a Shoot (Basic) action targeting it (using ‘It Came From the Shadows! rules). All fighters having made this action can make this attack. Lasts until the End phase. If the Rambot is on the battlefield, all Ready fighters can activate in any order as normal (performing any action). ## “It Came From the Shadows!” Each time a Search Area (Basic) action is performed, roll a D6 and apply the following modifiers (using previously performed Search Area actions this round): - -1 per unsuccessful Search Area action. - +1 per successful Search Area action. The result will determine how or if the Rambot appears (placement), whether fighters can Give Cover and how the Rambt activates. | D6 | Effect | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **“Ooops...”**<br />Placement:<br />- B2B with the fighter.<br />- Counts as having charged.<br /> | | 2-3 | **“It’s Behind You!”**<br />Placement:<br />- Within 3” of the fighter.<br />- Outside the vision arc of the fighter.<br />Give Cover:<br />- -3 hit modifier<br />After these attacks, the Rambot activates. | | 4-7 | **“What’s That?”** <br />Give Cover:<br />- Nominate a weapon for each fighter (with Give Cover) and roll a Firepower dice (representing nervous shooting at shadows). Resolve Ammo tests (if any) as normal.<br />- Afterwards, no fighters Give Cover. | | 8+ | **“There It Is!”**<br />Placement:<br />- Within 6” of the fighter.<br /> Give Cover:<br />-2 hit modifier to Giving Cover attacks.<br />After these attacks, the Rambot activates. | <FighterCard> ### The Rambot | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | 5+ | 5 | 5 | 4 | 4+ | 3 | 8+ | 4+ | 8+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 x Tunnelling Claw | E | - | - | - | S | -1 | 2 | - | - | | - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up). **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace) #### Special Rules **Alien Abomination** - Does not lose Ready at the end of an activation. - No limit to how many times it can be activated each round. - Each time a fighter ends an activation (or finishes the last activation of a group activation), the Rambot activates (Acting on Instincts). **Frenzied** - When attacking with a Fight (Basic) action, one attack must be made using the tunnelling claw’s ranged profile. - Will always choose Coup De Grace instead of consolidating (if having the choice). **Unbreakable** - Never bottles out. - Can't become Broken (for any reason). **Unfeeling Hide** - Blaze: - Acts as normal (still suffer S3 AP-1 damage as normal). - No longer ablaze if going Back to the Shadows. - Webbed: - When activating, roll 4+ to remove the condition. Otherwise the activation ends immediately. - If Webbed during the End phase, roll for Recovery as anormal. **Acting on Instincts** To determine the actions when activated, use the following table: | Trigger | Action | | --------------------------- | ---------------------------------------------------------------------------- | | Fighter in base contact? | One of the following:<br />- Fight (Basic) action<br />- Hurl (Basic) action | | Closest fighter within 6”? | Charge (Double) | | Closest fighter within 12”? | 1. Move (Simple)<br />2. Shoot (Basic) | | None of the above? | Back to the Shadows | **Back to the Shadows** - If, during any End phase, the Rambit is B2B with a Seriously Injured fighter, and no other fighters are within 4”, drag the prey off into the shadows (both are removed from the battlefield). The fighter counts as going Out of Action. - If suffering a wound (for any reason), after saving (if any), but before applying the damage, pass an Initiative test to: - Reduce the damage to 1. - Ignore all weapon traits. - Go Back to the Shadows (removed from the battlefield). Otherwise, apply the damage as normal. When going Back to the Shadows, it will not appear again this round, but may appear in later rounds (Search Area). </FighterCard> ## Ending the Battle The battle ends when the Ambot is Out of Action or no fighters remain. ## Victory The last remaining side is the winner. ## Rewards ##### Credits - 2D6x10 for taking the Ambot Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the Ambot Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 for taking the Ambot Out of Action. - -1 to the gang if it bottled out. :::note Alternative Variant The Rambot can be replaced by all manner of monsters, daemonically-possessed hivers or alien abominations. Or perhaps the gang has stumbled into the lair of a Chaos cult and becomes hunted by a daemonhost. Or perhaps a nest of Purestrain Genestealers is uncovered. These rules can be used to control any such foe, and an experienced gang could face a far more powerful entity than an escaped Ambot with its safety systems switched off. Or the gang could be outnumbered by swarms of smaller xenos lifeforms, and a random amount activates each turn, for example D3. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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863 | # Scenario Rules
_Source: Necromunda Core Rulebook (2023)_
## Choose Crew
Each player chooses a starting crew for the scenario, using one of the following methods or a bespoke
method, as determined by the scenario:
### Random Selection (X)
When a scenario instructs players to use Random
Selection (X) to choose their starting crew, the following
method is used. When Random Selection (X) is in use, there will always be a number shown in brackets:
- The player makes a deck of their Fighter cards
(if fighting an Ash Wastes battle also include any
Vehicle cards). The deck may not include any models
unable to take part in the battle.
- The deck may only contain one randomly selected
card for any models who have multiple cards.
- This deck is then shuffled and a number of cards
equal to the number shown in brackets is dealt out.
This is the player’s starting crew.
:::info
### Including Vehicles In Crews
In general, vehicles should only be included in
battles taking place out in the ash wastes, though
if both players agree, they can be included in
Underhive battles as well – though it takes a
particularly foolhardy ganger to drive a vehicle
through the tunnels of the underhive!
:::
### Custom Selection (X)
When a scenario instructs players to use Custom
Selection (X) to choose their starting crew, the following
method is used:
- The player chooses their crew, selecting the Fighter
cards and Vehicle cards of the models they wish to
use, equal to the number shown in brackets.
- Where no number is shown in brackets, the entire
gang may be used, should the player wish.
- If any models have multiple cards, the player
chooses which equipment set the model will use for
the battle.
- Models that are unable to take part in the battle may
not be selected.
### Hybrid Selection (X+Y)
When a scenario instructs players to use Hybrid
Selection (X+Y) to choose their starting crew, the
following method is used. When Hybrid Selection (X+Y)
is in use, there will always be two numbers shown in
the brackets:
- The player chooses a number of models equal to the
first number (X) to be part of their starting crew and
sets their Fighter and Vehicle cards to one side.
- If any models have multiple cards, the player
chooses which equipment load-out the model will
use for the battle.
- Models that are unable to take part in the battle
may not be selected.
- The player then makes a deck of any remaining
Fighter and Vehicle cards.
- If any models have multiple cards, randomly
determine which card is added to the deck.
- Models that are unable to take part in the battle
may not be included in the deck.
- The deck is then shuffled and a number of cards
equal to the second number (Y) shown in brackets
are dealt out and added to their starting crew.
## Deployment
Many scenarios detail the size and location of
deployment zones. For those that do not, the standard
methods are as follows:
Draw a line dividing the battlefield into two equal
halves. Starting with the defender, or the winner of
a roll-off, players select one half of the battlefield in
which to set their crews up. The defender/winner of the
roll-off sets up first. All fighters in both players’ crews
must be set up at least 12" away from the dividing line.
## Gang Tactics
Gang tactics are selected for most scenarios –
presented here are the default rules for gang tactics.
If different rules are used for a scenario, this will be
stated in the individual scenario:
- 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 then they may randomly
determine an additional gang tactic for each full 100
credits of difference.
:::info
### Which Gang Tactics Are Available To My Gang?
Guidance for how to work out which gang tactics
are available to your gang can be found in the
[Arbitrator Tools](/docs/category/arbitrator-tools).
:::
## Reinforcements
If a gang has Reinforcements available, the scenario
will describe how to create a Reinforcements deck
from the Fighter cards and Vehicle cards not in their
starting crew:
- Reinforcements always arrive at the end of the End
phase. The scenario will state the round(s) on which
Reinforcements arrive and how many arrive.
- Reinforcements are randomly drawn from the
Reinforcements deck. For each model drawn, a D6 is
rolled. On a 3+, the controlling player deploys them. On a 1-2, the enemy player deploys them.
- Unless instructed otherwise by the scenario, Reinforcements are deployed on any battlefield edge, and not within 6" of an enemy model.
## Home Turf Advantage
If a scenario indicates that one gang has the Home
Turf Advantage, they gain the following benefits:
- When making a Bottle check, roll two D6 and discard
the highest.
- Models add 1 to the result of any Rally tests.
## Sneak Attacks
In some scenarios, the defender may not initially be
aware of the attacker’s presence. In these scenarios, the following rules are used:
### Sentries
Sentries are deployed as described in the scenario. Sentries never gain Ready markers before the alarm
is raised:
- When it is the defender’s turn to activate a model, they select a sentry (note that a sentry can be activated several times in the same turn) and make a Leadership test for them:
- If the test is passed then the sentry activates.
- If the test is failed then the attacker selects a
sentry and that sentry is activated instead.
- When a sentry is activated, the defender may make a single Move (Simple) action with them. Sentries may open or close any door within 1" of them before or after making their Move action.
- Once the attacker has activated their last model, the defender activates one more sentry and then the Activation phase ends.
### Spotting Attackers
After a sentry has moved, there is a chance they may
spot nearby attackers and raise the alarm. If there
is an enemy model either within 3" or in the sentry’s
vision arc, roll a D6 applying the following modifiers:
| Attacker state | Modifier |
| :------------------------------- | :------: |
| Attacker is within 3 | +2 |
| Attacker is in the open | +1 |
| Attacker is in partial cover | -1 |
| Attacker is in full cover | -2 |
| Attacker is out of line of sight | -3 |
If the result is a 4+ then the sentry has spotted the
attacker and may make a free Shoot (Basic) action
with them as the target. If a sentry is engaged by an
attacker, or hit by a shooting attack, they automatically
spot the attacker and may make reaction attacks
if engaged.
### Raising The Alarm
The alarm is raised if:
- A sentry has spotted an attacker.
- An attacker fires a ranged weapon without the
Silent trait.
- An attacker fires a ranged weapon with the Silent
trait and the defender rolls a 4+.
- A sentry is hit by a shooting attack.
The alarm is automatically raised at the start of the
End phase of the third round.
Once the alarm is raised, the Action phase immediately
ends, and any models with Ready markers lose them.
In the following rounds, defenders gain Ready markers
and activate normally.
## Pitch Black & Visibility
### Visibility (X")
Battles on Necromunda are not always fought in bright
light, either because of the smog of industry filling the
underhive, lumens failing due to lack of maintenance
or sporadic power outages. Out in the ash wastes
things are not much better, with the ever present ash
diffusing whatever light makes it past the roiling storm
clouds from Necromunda’s star.
These conditions are represented by the following
special rules:
- All models are subject to the Hidden condition
unless they are using a photo-lumen, are subject
to the Blaze condition, or become Revealed
(as follows).
- Ranged attacks may not be made against targets
more than X" away unless the target has replaced
the Hidden condition with the Blaze condition or
Revealed condition (as follows), or is using a photolumen. Fighters using photo-lumens, photo-goggles
or infra-sights extend this range by 9" (note these
and similar effects do not stack). In addition, models
may not make a Charge (Double) action against
enemies who they cannot see (for example, their
target must be within X" or have a Blaze or Revealed
marker on them or be wearing a refractor field).
- If any model subject to the Hidden condition makes
a ranged attack (with the exception of weapons
that have the Silent weapon trait), makes a close
combat attack using a weapon with the Power
trait, or is a vehicle that moves, remove the Hidden
condition from them and replace it with the Revealed
condition. In the End phase of each round, Revealed
models become Hidden again unless they are also
subject to the Blaze condition.
### Underhive Battles – Pitch Black
Underhive battlefields are almost always shrouded in
darkness. On a good cycle, the dome lumens might be
mostly lit up, casting weak light throughout the hive’s
tunnels and chambers; just as often, however, these
fail, plunging the entire area into darkness.
If both players wish to use the Pitch Black rules, roll
on the table below, after setting up the battlefield
but before choosing deployment areas or deploying
any fighters.
### Pitch Black Table
| D6 | Effect |
| :-: | :----------------------------------------------------------- |
| 1 | **Full Night Cycle:** The Visibility (3") rule is in effect. |
| 2-3 | **Near Night:** The Visibility (6") rule is in effect. |
| 4-5 | **Near Day:** The Visibility (12") rule is in effect. |
| 6 | **Full Day Cycle:** The Visibility (24") rule is in effect. |
### Ash Wastes Battles
In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements. The
Battlefield Conditions will often also dictate the use of
the Visibility (X") rule. In addition to the usual effects, the following rules apply while the Visibility (X") rule is
in effect for an Ash Wastes battle:
- All weapons use the Long Range accuracy modifiers, regardless of actual distance.
- When terrain comes into view during Rolling Roads
scenarios, Visibility affects where it can be placed (see [Adding New Terrain](/docs/battlefield-setup/rolling-roads#3-add-new-terrainobstacles)).
## The Beast’s Lair
Dangerous creatures lurk in the underhive and out in the ash wastes, ready to prey
on careless gangers. If both players agree, the following special rules may be used to
represent the presence of such a creature:
After both gangs have been deployed, the defender or the winner of a roll-off
(if there is no defender) may deploy a Beast’s Lair (such as the one found in the
Necromunda: Hive War boxed set or something similar, modelled on a 32mm base)
anywhere on the battlefield that is not within 6" of any model.
If any model ends their activation within 6" of the Beast’s Lair, they risk rousing the
beast within. To see if the beast is roused, roll a D6. If the result is a 6, or if the
result is higher than the number of inches between the model making the test and
the Beast’s Lair, the model is immediately attacked by the beast. The beast has the
following profile:
<FighterCard>
### The Beast
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - |
<WeaponStats>
| Weapon | Rng S | Rng L | Acc S | Acc L | Str | Ap | D | Am | Traits |
| :---------------- | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Beast’s tentacles | E | 6" | - | - | S | -2 | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
</WeaponStats>
#### Special Rules
The Beast’s Lair is not a fighter. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1" of the Beast’s
Lair and may move into base-to-base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If the Beast’s Lair is reduced to 0 Wounds, it is removed from play.
</FighterCard>
## Loot Caskets
There will always be at least two Loot Caskets placed on any battlefield, as described in[ Battlefield Set-up](/docs/battlefield-setup/battlefield-set-up), but many
scenarios include far more. Loot Caskets can contain
anything from food supplies to valuable munitions –
their exact contents will not be known until they are
opened. Standing and Active fighters within 1" of a Loot
Casket may perform actions to [open or carry a Loot Casket](/docs/the-rules/fighter-actions#smash-open-loot-casket-basic).
In addition, each Ash Wastes Hab always has a Loot
Casket inside.
### Opening Loot Caskets
If a Loot Casket is opened by a fighter, roll a D6 on the
table below to determine its contents:
| D6 | Result |
| :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Dangerous Goods:** The casket has been booby trapped. Replace it with a [frag trap](/docs/armoury/booby-traps#frag-trap). |
| 2-3 | **Nothing Much:** The casket contains some sundry items of small value that someone will have a use for. Add D6 credits to the gang’s Stash. |
| 4-6 | **Ammo Cache:** The Loot Casket contains a number of commonly used ammo clips, weapon parts and loose munitions. Replace the Loot Casket with an Ammo Cache. |
### Ammo Cache
Before an Ammo test is made for any fighter within 1"
of an ammo cache, the controlling player can declare
that the fighter will ransack the ammo cache. Add 2
to the result of the Ammo test. Additionally, a fighter
with a weapon with the Scarce trait may ignore that
trait if they are within 1" of an ammo cache. However, should a natural 6 be rolled for an Ammo test while
ransacking the ammo cache, the ammo cache is
exhausted and removed from play.
## Booby Traps – Frag, Gas And Melta
A booby trap is represented by a marker placed upon
the battlefield at the start of the game, after the
battlefield has been set up but before deploying any
models. If both gangs possess and wish to use booby
traps, the defender or the winner of a roll-off (if there is
no defender) places theirs first.
If any model, friendly or enemy, comes within 2" of a
booby trap for any reason, they risk setting it off. Roll a
D6 on the table below to determine what happens:
| D6 | Result |
| :-: | :----------------------------------------------------------------------------------------- |
| 1 | **Dud:** The booby trap is a dud, remove it from the battlefield. |
| 2-3 | **Lucky Escape:** The booby trap doesn’t go off… this time. Leave the booby trap in place. |
| 4-6 | **Kaboom!:** The booby trap is triggered and explodes. |
The profiles for booby traps can be found in the [Armoury](/docs/armoury/booby-traps). The movement of a moving model is interrupted whilst
this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If
the booby trap does go off, and a fighter is Prone and
Pinned or Prone and Seriously Injured, or a vehicle is
Wrecked as a result, their movement ends.
Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short
range, or a -2 modifier at Long range. If the booby
trap is hit, roll a D6 on the table below to determine
what happens:
| D6 | Result |
| :-: | :-------------------------------------------------------------------------------------------------------------------- |
| 1-2 | **Glancing Hit:** The booby trap is hit, but is unaffected by the impact. |
| 3-4 | **Kaboom!:** The hit activates the firing mechanism, the booby trap is triggered and will explode. |
| 5-6 | **Fizzz…:** The hit breaks part of the firing mechanism, the booby trap is disarmed and removed from the battlefield. |
<!--
## 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.
:::
## Multi-player games
Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating:
- Stronger gangs can deploy in the most exposed area.
- Stronger gangs can deploy further away from the objective.
- Stronger gangs can have random crew while weaker gangs can have custom crew.
Multi-player games use all the normal rules for battles with the following clarifications:
#### Priority
Roll for Priority as normal, taking turns activating the fighters. Re-roll ties.
#### Melee Combat
Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang.
#### Defenders and Attackers
In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides.
## Special Enemies
### Brainleaf Zombies
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ |
Suitable weapons:
- Clubs (or guns used as clubs)
- Unarmed attacks (fists and teeth)
Special Rules:
- Can't be Pinned.
- Automatically pass any Cool tests.
- Ignore all Injury dice results except Out of Action.
- Counts Out of Action as Seriously Injured.
- Recovers and stands up in the Recovery phase.
- Can activate normally with Blaze (still takes damage) and can't attempt to put out the fire.
- Only has a single action each activation.
- Move 2D6" when taking a Move action.
- If the movement take them into B2B with an enemy, consider this as a Charge and immediately attack.
- Enemies taken Out of Action are replaced with a Brainleaf Zombie in the End phase.
### Crazed Cannibals
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ |
Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel.
Weapons: Unarmed attacks (claws & teeth)
#### Special Rules
- Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority.
- Can't choose not to use the skills (if able).
Take actions as normal, with the following exceptions:
- Must charge (if able).
- Must Fight if Engaged.
- Otherwise, must move toward the closest fighter from any crew.
### Houseless Gangers
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ |
#### Special Rules
Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle).
### Ambull
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ |
Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br />
Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br />
Wargear: Chitin Armour (3+)
### Borewyrm Infestiation
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ |
Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br />
Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br />
Wargear: Chitin Armour (4+)
### Purestrain Genestealer
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ |
Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br />
Weapons: Custom razor-sharp talons, custom venomous bite<br />
Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh
_Note: This is an example using the Xenos Abomination from Horrors of the Underhive._
Genestealer Cult Favour:
- Also has Infiltrate.
- Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.
- Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).
### Defence Servitor
- Immobile (can't move).
- 360° vision arc
- Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0).
- Can't be Pinned.
- Automatically passes any Cool tests.
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ |
Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br />
Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace)
#### Overwatch Routine
The servitor will make Shoot (Basic) actions whenever all of the following are true:
- Not Engaged.
- A fighter ends an activation within LOS of the servitor.
- Passes an Initiative test. This test is automatically passed if at least one of the following is true:
- The first time each round.
- The activated fighter made an attack against the servitor.
If Engaged, make Reaction attacks as normal.
### Hive Dwellers
Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice.
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ |
Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions:
- A fighter makes a Shoot action within 12”
- A fighter makes a Fight action within 6”
- A blast is placed (after scatter) within 6”
- A fighter or hiver is hit by a ranged attack within 6”
After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered).
| D6 | Result |
| ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- |
| **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) |
| **3-4** | **OK, take it Easy Fella:** Take no action |
| **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) |
During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain).
### Corrupt Enforcer
- Counts as a normal fighter.
- Can't take part in a Group Activation.
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ |
Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br />
Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). --> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Scenario Rules _Source: Necromunda Core Rulebook (2023)_ ## Choose Crew Each player chooses a starting crew for the scenario, using one of the following methods or a bespoke method, as determined by the scenario: ### Random Selection (X) When a scenario instructs players to use Random Selection (X) to choose their starting crew, the following method is used. When Random Selection (X) is in use, there will always be a number shown in brackets: - The player makes a deck of their Fighter cards (if fighting an Ash Wastes battle also include any Vehicle cards). The deck may not include any models unable to take part in the battle. - The deck may only contain one randomly selected card for any models who have multiple cards. - This deck is then shuffled and a number of cards equal to the number shown in brackets is dealt out. This is the player’s starting crew. :::info ### Including Vehicles In Crews In general, vehicles should only be included in battles taking place out in the ash wastes, though if both players agree, they can be included in Underhive battles as well – though it takes a particularly foolhardy ganger to drive a vehicle through the tunnels of the underhive! ::: ### Custom Selection (X) When a scenario instructs players to use Custom Selection (X) to choose their starting crew, the following method is used: - The player chooses their crew, selecting the Fighter cards and Vehicle cards of the models they wish to use, equal to the number shown in brackets. - Where no number is shown in brackets, the entire gang may be used, should the player wish. - If any models have multiple cards, the player chooses which equipment set the model will use for the battle. - Models that are unable to take part in the battle may not be selected. ### Hybrid Selection (X+Y) When a scenario instructs players to use Hybrid Selection (X+Y) to choose their starting crew, the following method is used. When Hybrid Selection (X+Y) is in use, there will always be two numbers shown in the brackets: - The player chooses a number of models equal to the first number (X) to be part of their starting crew and sets their Fighter and Vehicle cards to one side. - If any models have multiple cards, the player chooses which equipment load-out the model will use for the battle. - Models that are unable to take part in the battle may not be selected. - The player then makes a deck of any remaining Fighter and Vehicle cards. - If any models have multiple cards, randomly determine which card is added to the deck. - Models that are unable to take part in the battle may not be included in the deck. - The deck is then shuffled and a number of cards equal to the second number (Y) shown in brackets are dealt out and added to their starting crew. ## Deployment Many scenarios detail the size and location of deployment zones. For those that do not, the standard methods are as follows: Draw a line dividing the battlefield into two equal halves. Starting with the defender, or the winner of a roll-off, players select one half of the battlefield in which to set their crews up. The defender/winner of the roll-off sets up first. All fighters in both players’ crews must be set up at least 12" away from the dividing line. ## Gang Tactics Gang tactics are selected for most scenarios – presented here are the default rules for gang tactics. If different rules are used for a scenario, this will be stated in the individual scenario: - 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 then they may randomly determine an additional gang tactic for each full 100 credits of difference. :::info ### Which Gang Tactics Are Available To My Gang? Guidance for how to work out which gang tactics are available to your gang can be found in the [Arbitrator Tools](/docs/category/arbitrator-tools). ::: ## Reinforcements If a gang has Reinforcements available, the scenario will describe how to create a Reinforcements deck from the Fighter cards and Vehicle cards not in their starting crew: - Reinforcements always arrive at the end of the End phase. The scenario will state the round(s) on which Reinforcements arrive and how many arrive. - Reinforcements are randomly drawn from the Reinforcements deck. For each model drawn, a D6 is rolled. On a 3+, the controlling player deploys them. On a 1-2, the enemy player deploys them. - Unless instructed otherwise by the scenario, Reinforcements are deployed on any battlefield edge, and not within 6" of an enemy model. ## Home Turf Advantage If a scenario indicates that one gang has the Home Turf Advantage, they gain the following benefits: - When making a Bottle check, roll two D6 and discard the highest. - Models add 1 to the result of any Rally tests. ## Sneak Attacks In some scenarios, the defender may not initially be aware of the attacker’s presence. In these scenarios, the following rules are used: ### Sentries Sentries are deployed as described in the scenario. Sentries never gain Ready markers before the alarm is raised: - When it is the defender’s turn to activate a model, they select a sentry (note that a sentry can be activated several times in the same turn) and make a Leadership test for them: - If the test is passed then the sentry activates. - If the test is failed then the attacker selects a sentry and that sentry is activated instead. - When a sentry is activated, the defender may make a single Move (Simple) action with them. Sentries may open or close any door within 1" of them before or after making their Move action. - Once the attacker has activated their last model, the defender activates one more sentry and then the Activation phase ends. ### Spotting Attackers After a sentry has moved, there is a chance they may spot nearby attackers and raise the alarm. If there is an enemy model either within 3" or in the sentry’s vision arc, roll a D6 applying the following modifiers: | Attacker state | Modifier | | :------------------------------- | :------: | | Attacker is within 3 | +2 | | Attacker is in the open | +1 | | Attacker is in partial cover | -1 | | Attacker is in full cover | -2 | | Attacker is out of line of sight | -3 | If the result is a 4+ then the sentry has spotted the attacker and may make a free Shoot (Basic) action with them as the target. If a sentry is engaged by an attacker, or hit by a shooting attack, they automatically spot the attacker and may make reaction attacks if engaged. ### Raising The Alarm The alarm is raised if: - A sentry has spotted an attacker. - An attacker fires a ranged weapon without the Silent trait. - An attacker fires a ranged weapon with the Silent trait and the defender rolls a 4+. - A sentry is hit by a shooting attack. The alarm is automatically raised at the start of the End phase of the third round. Once the alarm is raised, the Action phase immediately ends, and any models with Ready markers lose them. In the following rounds, defenders gain Ready markers and activate normally. ## Pitch Black & Visibility ### Visibility (X") Battles on Necromunda are not always fought in bright light, either because of the smog of industry filling the underhive, lumens failing due to lack of maintenance or sporadic power outages. Out in the ash wastes things are not much better, with the ever present ash diffusing whatever light makes it past the roiling storm clouds from Necromunda’s star. These conditions are represented by the following special rules: - All models are subject to the Hidden condition unless they are using a photo-lumen, are subject to the Blaze condition, or become Revealed (as follows). - Ranged attacks may not be made against targets more than X" away unless the target has replaced the Hidden condition with the Blaze condition or Revealed condition (as follows), or is using a photolumen. Fighters using photo-lumens, photo-goggles or infra-sights extend this range by 9" (note these and similar effects do not stack). In addition, models may not make a Charge (Double) action against enemies who they cannot see (for example, their target must be within X" or have a Blaze or Revealed marker on them or be wearing a refractor field). - If any model subject to the Hidden condition makes a ranged attack (with the exception of weapons that have the Silent weapon trait), makes a close combat attack using a weapon with the Power trait, or is a vehicle that moves, remove the Hidden condition from them and replace it with the Revealed condition. In the End phase of each round, Revealed models become Hidden again unless they are also subject to the Blaze condition. ### Underhive Battles – Pitch Black Underhive battlefields are almost always shrouded in darkness. On a good cycle, the dome lumens might be mostly lit up, casting weak light throughout the hive’s tunnels and chambers; just as often, however, these fail, plunging the entire area into darkness. If both players wish to use the Pitch Black rules, roll on the table below, after setting up the battlefield but before choosing deployment areas or deploying any fighters. ### Pitch Black Table | D6 | Effect | | :-: | :----------------------------------------------------------- | | 1 | **Full Night Cycle:** The Visibility (3") rule is in effect. | | 2-3 | **Near Night:** The Visibility (6") rule is in effect. | | 4-5 | **Near Day:** The Visibility (12") rule is in effect. | | 6 | **Full Day Cycle:** The Visibility (24") rule is in effect. | ### Ash Wastes Battles In the changeable conditions of the ash wastes, visibility is not always as good as in the underhive, protected as it is from the outside elements. The Battlefield Conditions will often also dictate the use of the Visibility (X") rule. In addition to the usual effects, the following rules apply while the Visibility (X") rule is in effect for an Ash Wastes battle: - All weapons use the Long Range accuracy modifiers, regardless of actual distance. - When terrain comes into view during Rolling Roads scenarios, Visibility affects where it can be placed (see [Adding New Terrain](/docs/battlefield-setup/rolling-roads#3-add-new-terrainobstacles)). ## The Beast’s Lair Dangerous creatures lurk in the underhive and out in the ash wastes, ready to prey on careless gangers. If both players agree, the following special rules may be used to represent the presence of such a creature: After both gangs have been deployed, the defender or the winner of a roll-off (if there is no defender) may deploy a Beast’s Lair (such as the one found in the Necromunda: Hive War boxed set or something similar, modelled on a 32mm base) anywhere on the battlefield that is not within 6" of any model. If any model ends their activation within 6" of the Beast’s Lair, they risk rousing the beast within. To see if the beast is roused, roll a D6. If the result is a 6, or if the result is higher than the number of inches between the model making the test and the Beast’s Lair, the model is immediately attacked by the beast. The beast has the following profile: <FighterCard> ### The Beast | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 4+ | - | 6 | 4 | 3 | - | 1 | - | - | - | - | <WeaponStats> | Weapon | Rng S | Rng L | Acc S | Acc L | Str | Ap | D | Am | Traits | | :---------------- | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Beast’s tentacles | E | 6" | - | - | S | -2 | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> #### Special Rules The Beast’s Lair is not a fighter. It is always considered to be Standing and can never become Prone or be moved by any means. Models can move within 1" of the Beast’s Lair and may move into base-to-base contact with it without needing to perform a Charge (Double) action. Models can attack the Beast’s Lair with ranged or close combat attacks. If the Beast’s Lair is reduced to 0 Wounds, it is removed from play. </FighterCard> ## Loot Caskets There will always be at least two Loot Caskets placed on any battlefield, as described in[ Battlefield Set-up](/docs/battlefield-setup/battlefield-set-up), but many scenarios include far more. Loot Caskets can contain anything from food supplies to valuable munitions – their exact contents will not be known until they are opened. Standing and Active fighters within 1" of a Loot Casket may perform actions to [open or carry a Loot Casket](/docs/the-rules/fighter-actions#smash-open-loot-casket-basic). In addition, each Ash Wastes Hab always has a Loot Casket inside. ### Opening Loot Caskets If a Loot Casket is opened by a fighter, roll a D6 on the table below to determine its contents: | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Dangerous Goods:** The casket has been booby trapped. Replace it with a [frag trap](/docs/armoury/booby-traps#frag-trap). | | 2-3 | **Nothing Much:** The casket contains some sundry items of small value that someone will have a use for. Add D6 credits to the gang’s Stash. | | 4-6 | **Ammo Cache:** The Loot Casket contains a number of commonly used ammo clips, weapon parts and loose munitions. Replace the Loot Casket with an Ammo Cache. | ### Ammo Cache Before an Ammo test is made for any fighter within 1" of an ammo cache, the controlling player can declare that the fighter will ransack the ammo cache. Add 2 to the result of the Ammo test. Additionally, a fighter with a weapon with the Scarce trait may ignore that trait if they are within 1" of an ammo cache. However, should a natural 6 be rolled for an Ammo test while ransacking the ammo cache, the ammo cache is exhausted and removed from play. ## Booby Traps – Frag, Gas And Melta A booby trap is represented by a marker placed upon the battlefield at the start of the game, after the battlefield has been set up but before deploying any models. If both gangs possess and wish to use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first. If any model, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting it off. Roll a D6 on the table below to determine what happens: | D6 | Result | | :-: | :----------------------------------------------------------------------------------------- | | 1 | **Dud:** The booby trap is a dud, remove it from the battlefield. | | 2-3 | **Lucky Escape:** The booby trap doesn’t go off… this time. Leave the booby trap in place. | | 4-6 | **Kaboom!:** The booby trap is triggered and explodes. | The profiles for booby traps can be found in the [Armoury](/docs/armoury/booby-traps). The movement of a moving model is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If the booby trap does go off, and a fighter is Prone and Pinned or Prone and Seriously Injured, or a vehicle is Wrecked as a result, their movement ends. Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6 on the table below to determine what happens: | D6 | Result | | :-: | :-------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Glancing Hit:** The booby trap is hit, but is unaffected by the impact. | | 3-4 | **Kaboom!:** The hit activates the firing mechanism, the booby trap is triggered and will explode. | | 5-6 | **Fizzz…:** The hit breaks part of the firing mechanism, the booby trap is disarmed and removed from the battlefield. | <!-- ## 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. ::: ## Multi-player games Many scenarios can be used with more than two gangs. They can be modified depending on the difference in Gang Rating: - Stronger gangs can deploy in the most exposed area. - Stronger gangs can deploy further away from the objective. - Stronger gangs can have random crew while weaker gangs can have custom crew. Multi-player games use all the normal rules for battles with the following clarifications: #### Priority Roll for Priority as normal, taking turns activating the fighters. Re-roll ties. #### Melee Combat Count interference from all fighters B2B, even if they are from different gangs. However, fighters can only claim assistance from models from their own gang. #### Defenders and Attackers In scenarios that have defenders and attackers, divide the gangs roughly equal on both sides. ## Special Enemies ### Brainleaf Zombies | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ---- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 2D6” | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ | Suitable weapons: - Clubs (or guns used as clubs) - Unarmed attacks (fists and teeth) Special Rules: - Can't be Pinned. - Automatically pass any Cool tests. - Ignore all Injury dice results except Out of Action. - Counts Out of Action as Seriously Injured. - Recovers and stands up in the Recovery phase. - Can activate normally with Blaze (still takes damage) and can't attempt to put out the fire. - Only has a single action each activation. - Move 2D6" when taking a Move action. - If the movement take them into B2B with an enemy, consider this as a Charge and immediately attack. - Enemies taken Out of Action are replaced with a Brainleaf Zombie in the End phase. ### Crazed Cannibals | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | Skills: [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit), [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable), Nerves of Steel. Weapons: Unarmed attacks (claws & teeth) #### Special Rules - Activates in the End phase. Take turns controlling each Cannibal, starting with the player with Priority. - Can't choose not to use the skills (if able). Take actions as normal, with the following exceptions: - Must charge (if able). - Must Fight if Engaged. - Otherwise, must move toward the closest fighter from any crew. ### Houseless Gangers | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ | #### Special Rules Armed and equipped as on the model. Both sides can take control of these fighters, so they could be heavily armed without disrupting the balance (as long making an agreement before the battle). ### Ambull | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 3+ | 6+ | 6 | 6 | 7 | 4+ | 4 | 6+ | 2+ | 6+ | 12+ | Skills: Infiltrate, [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)<br /> Weapons: Enormous Claws (S6, AP-3, D2, Melee)<br /> Wargear: Chitin Armour (3+) ### Borewyrm Infestiation | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 5+ | 7+ | 9+ | 11+ | Skills: Infiltrate, [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade)<br /> Weapons: Vicious Jaws (S3, AP-3, D1, Rending, Melee)<br /> Wargear: Chitin Armour (4+) ### Purestrain Genestealer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 4+ | 6+ | 4 | 5 | 4 | 3+ | 4 | 7+ | 4+ | 6+ | 10+ | Skills: [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), Nerves of Steel, [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows)<br /> Weapons: Custom razor-sharp talons, custom venomous bite<br /> Wargear: [Bio-booster](/docs/armoury/personal-equipment#bio-booster), photo-googles, Mesh _Note: This is an example using the Xenos Abomination from Horrors of the Underhive._ Genestealer Cult Favour: - Also has Infiltrate. - Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round. - Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar). ### Defence Servitor - Immobile (can't move). - 360° vision arc - Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0). - Can't be Pinned. - Automatically passes any Cool tests. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ | Weapons: [Grav gun](/docs/armoury/special-weapons#grav-gun), [Servo Claw](/docs/armoury/close-combat#servo-claw)<br /> Wargear: [Light carapace (4+)](/docs/armoury/armour#carapace) #### Overwatch Routine The servitor will make Shoot (Basic) actions whenever all of the following are true: - Not Engaged. - A fighter ends an activation within LOS of the servitor. - Passes an Initiative test. This test is automatically passed if at least one of the following is true: - The first time each round. - The activated fighter made an attack against the servitor. If Engaged, make Reaction attacks as normal. ### Hive Dwellers Treated as fighters and use the normal rules for movement, stray shots, being Engaged and pinning. However, if reduced to 0 wounds, they are taken Out of Action without rolling any Injury dice. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 9+ | 9+ | Hivers do not activate normally and instead react to the actions of nearby fighters. Hivers are triggered by the following actions: - A fighter makes a Shoot action within 12” - A fighter makes a Fight action within 6” - A blast is placed (after scatter) within 6” - A fighter or hiver is hit by a ranged attack within 6” After working out the effects of the action that triggered the hiver, roll a D6 on the table that follows (roll separately for each hiver that is triggered). | D6 | Result | | ------- | :---------------------------------------------------------------------------------------------------------------------------------------------- | | **1-2** | **Damn Gangers messing up my Town!** Take a single Shoot action using a stub gun at the nearest fighter (even if they didn’t trigger the local) | | **3-4** | **OK, take it Easy Fella:** Take no action | | **5-6** | **I’m getting outta here!** Become Broken (may rally in the End phase as normal by passing a Cool test) | During the End phase, take turns moving the hivers. Roll the Scatter dice for each one - on a Hit, the player moves the hiver its full Move in a direction of their choice, otherwise they make a full Move in the direction indicated (stopping if it contacts terrain). ### Corrupt Enforcer - Counts as a normal fighter. - Can't take part in a Group Activation. | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ | Weapons: [Enforcer boltgun](/docs/armoury/basic-weapons#boltgun), [Shock Stave](/docs/armoury/close-combat#shock-stave).<br /> Wargear: [Hardened Flak](/docs/armoury/armour#flak), [Armoured Undersuit](/docs/armoury/personal-equipment#armoured-undersuit). --> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 863 |
891 | # Actions
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
## Types of Actions
There are 3 types of actions. Each action may be fully resolved before declaring the second action.
#### Basic Action
Can only be made once during a fighter’s activation.
#### Simple Action
Can be made more than once during their activation, each time still uses up one of their actions for the turn.
#### Double Action
Making a Double action counts as making two actions - meaning it takes up the fighter’s entire turn. If a fighter only has one action available for any reason, they can't make a Double action
## Standing: Active
### Move (Simple)
Make a Standard move.
- Move a distance up to their Movement characteristic.
- Climb vertically up or down.
- Cross any gap no wider than their base.
- Attempt to leap across a bigger gap provided they have enough movement left to do so.
- Attempt to jump down to a level below.
### Charge (Double)
Make a Move (Simple) action, adding D3” to the distance. During a charge, the fighter can move within 1” of a Standing (Active or Engaged) or Prone (Pinned or Seriously Injured) enemy (or more than one if they wish), but if they do, they must have sufficient movement to get into B2B with at least one enemy, becoming Engaged. If not, they must stop 1” away. If Engaged at the end of the action, the attacker must immediately make a free Fight (Basic) action. If ending up within 1” of a Seriously Injured enemy, they can make a free Coup de Grace (Simple) action instead.
When equipped with a versatile weapon, the charging fighter can end the move within the versatile weapon's range and must then make the free Fight action.
Vehicles: A fighter within 1" of a vehicle counts as being Engaged (it is sufficient to end the Charge within 1").
### Shoot (Basic)
Make an attack with a ranged weapon.
### Aim (Basic)
+1 hit modifier to any hit rolls in a subsequent Shoot / Fire All (Basic) action this activation.
### Reload (Simple)
Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo.
:::danger House Rule
Reload is Double action (instead of Simple).
:::
### Coup de Grace (Simple)
Requires the fighter to not be Engaged with any other fighters. Pick a Seriously Injured enemy fighter within 1” and within the vision arc of the fighter making the action. That fighter immediately goes Out of Action.
A fighter making a Charge (Double) action can make a Coup de Grace (Simple) action instead of a Fight (Basic) action if they end their move within 1” of a Prone and Seriously Injured fighter and not Engaged by any enemy fighters.
If making a fight action and the target becomes Seriously Injured, the fighter may end the action with a free Coup de Grace.
:::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.
:::
### Take Cover (Basic)
Move up to half Movement, then become Pinned.Note: Voluntarily becoming Pinned never triggers an Initiative test to prevent falling (edge, pitfall or similar).
### Ductways: Crawl Through Ductway (Double)
If within 1” of a ductway, place the fighter within 1” of the other end, 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 fighter or an obstacle.
### Ductways: Fire Through Ductways (Basic)
If within 1” of a ductway, make a ranged attack against an enemy fighter 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 Template instead automatically hit all fighters 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.
:::
### Door: Operative (Simple)
If within 1”, either open a closed door or close an open door.
### Access Terminal (Basic)
Used for terrain with special rules (locked doors or industrial terrain). If within 1”, make an Intelligence test with a -2 modifier.
**Doors:** If passed, make a free Operate Door action on the terminal’s door (regardless of distance to the door).
**Lift:** If passed, activate or deactivate a single lift on the battlefield. If deactivated, it can't be used until the following round’s End phase.
**Terrain Special Effect:** If passed, 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.
**Ancient Terminal:** If passed and a double, gain 2D6x10 Credits. Additionally, if successful, roll a D6:
- **1-2:** +D6 Reputation.
- **3-4:** +D6x10 Credits.
- **5-6:** +D6 Experience.
### Locked Door: Force Open (Basic)
If within 1”, pass the following test to open the door:
- **Open standard:** D6+Str > 8
- **Open vault:** D6+Str > 10
Add +2 per friendly fighter B2B with the door.
### Loot Casket: Smash Open (Basic)
If within 1”, pass the following test to open the loot casket:
- **Open Loot Casket:** D6 + Str > 5
However, suffer a -1 modifier when rolling to determine the casket’s contents (minimum 1).
### Loot Casket: Bypass Lock (Basic)
If within 1”, pass an Intelligence test to open the casket.
### Loot Casket / Ammo Cache: Carry (Simple)
If within 1”, make a Move (Simple) action, carrying the loot casket or ammo cache. When the action ends, the casket is placed in B2B.
### Drop Rig: Descend (Basic)
Requires the Drop Rig wargear. If Active and within 1” of an edge:
- Move 0-3” horizontally and 0-12” vertically downwards.
### Grapnel Launcher: Grapnel (Double)
Requires the Grapnel Launcher wargear. If Active, move up to 12” in a straight line, in any direction. This can be to a different level, as long as the move doesn't go through terrain.
## Standing: Engaged
Fighters who are Standing and Engaged may only perform the following actions:
### Fight (Basic)
Make close combat attacks against one or more Engaged enemies.
### Retreat (Basic)
1. Make an Initiative test. If failed, the action ends.
2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter.
3. If still standing, move D6" (2D6” if broken).
### Headbut (Basic)
Requires the Headbutt skill. Can spend a Basic action (Headbutt): Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit:
- S+2 and D2 (use the attacker's Strength).
Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness):
- S and D1 (use the attacker's Strength)
:::danger House Rule
Can be used instead of a Fight action, so it can be used in combination with a Charge.
:::
### Hurl (Basic)
Requires the Hurl skill. Spend a Basic action (Hurl) to target an enemy fighter:
- Engaged: B2B.
- Seriously Injured: Within 1”.
The enemy fighter must pass an Initiative or be hurled:
1. Choose a direction.
2. Move the fighter D3” in that direction.
3. Stop moving if contacting any Standing fighter, vehicle or terrain.
The hurled fighter (and any model contacted) suffer the following:
- S3 hit.
- Pinned (fighters only)
:::danger House Rule
Can be used instead of a Fight action, so it can be used in combination with a Charge.
:::
## Prone: Pinned
### Stand up (Basic)
The fighter stands up, returning to Active status. Choose the fighter’s facing.
Mounted fighters must pass an Initiative test or the action is wasted (remain Pinned).
### Crawl (Double)
The fighter may move up to half their Movement.
### Blind Fire (Double)
Make a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any hit rolls.
### Reload (Simple)
Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo.
:::danger House Rule
Reload is Double action (instead of Simple).
:::
## Prone: Serously Injured
### Crawl (Double)
The fighter may move up to half their Movement.
## Broken
Any fighters subject to the Broken Condition must perform a Running for Cover (Double) action when activated.
### Running for Cover (Double)
If Active, move 2D6”. If Prone (Pinned or Seriously Injured), move half Movement instead.
Attempt to end the move in the following order of priority:
1. More than 3” away from enemy fighters.
2. Out of line of sight of enemy fighters.
3. In partial or full cover.
4. As far away from any enemy fighters as possible.
If Engaged when activated, use same rules as when Retreating:
1. Make an Initiative test. If failed, the action ends.
2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter.
3. If still standing, move 2D6", or half Movement if Seriously Injured when trying to Retreat.
## Other Actions
### Frag/Gas/Melta Trap: Set Trap (Double)
Requires a Trap tactics card. Place a Trap within 1” of the fighter. Then, they can move up to D6”.
### Prime Bomb Rat (Basic)
Requires Bomb Delivery Rats. Make an Ammo roll for the grenade as if used normally. Place the bomb delivery rat B2B with the fighter. Pass an Intelligence test to choose the direction. If failed, move the rat in a random direction instead. In either case, the rat moves up to 6”.
### Laser Cut (Double)
Requires the Cutting Beam (Archaeotech Device). If within 1” of a door, loot casket or other damageable piece of terrain, apply a single automatic S8 D3 hit.
### Scan (Simple)
Requires the Viewer (Archaeotech Device). Reveal an enemy fighter within 18”.
### Take a Swig (Simple)
Requires a bottle of Second Best or Wild Snake. Roll a 4+ or the bottle is empty and discarded. Everytime this action is made, add 1 Intoxicated token and remove 1 Flesh Wound (if any). Intoxicated tokens remains until the end of the battle. The amount of tokens decides the effect:
| Tokens | Second Best |
| :----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | **Feeling Good:** -1 hit modifier to ranged attacks, +1 to Cool tests. |
| **2** | **Getting Unsteady:** -2 hit modifier to ranged attacks, +2 to Cool tests. After making 2 Move actions in a row, pass an Initiative test or become Prone. |
| **3+** | **Blind Drunk:**: -3 hit modifier to ranged attacks, +3 to Cool tests. When making a Move action, move D6” in a random direction. |
| Tokens | Wild Snake |
| :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | **A Good Buzz:** -1 hit modifier to ranged attacks, +2 to Cool tests. |
| **2** | **Seeing Double:** -1 hit modifier to ranged attacks, +3 to Cool tests. After choosing a ranged target, before making the hit roll, randomise the actual target between the intended target and any model (friend & foe) within 6” of the intended target. |
| **3+** | **Snake Courage!:**: -2 hit modifier to ranged attacks, automatically pass any Cool tests. |
## Badzone Actions
### Scavenge (Double)
Requires the Old Cache Badzone Event. Roll a D6, adding 1 to the result for each other friendly fighter within 6". On a 6+, place a loot casket in base contact with the fighter.
**Ancient Manufactorum:** Find loot caskets on a 4+ (rather than a 6+).
**Warp-tainted:** If failing the Scavenge action, pass a Willpower test or gain Insanity.
### Cover (Simple)
Requires the fighter to be within 1” of a Service Hatch (Industrial Terrain). Gain partial cover. Any movement (voluntarily or otherwise) removes this benefit.
### Climb (Simple)
Applies to Industrial Claw/Hook (Industrial Terrain). 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.
### Trigger Claw (Basic)
When within 3” of a Claw/Hook (Industrial Terrain), 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.
### Hook Cargo (Simple)
When within 3" of a claw/hook, 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/Hook, provided that there is space to place the model.
### Jury Rig (Double)
Requires the Abandoned Hardware (Hive Ruins). When B2B, pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain).
### Disarm (Double)
If within 3” of an Unexploded Ordnance (Forgotten Ordnance), pass an Intelligence or Cool test to remove a token from the bomb.
## Vehicle Actions
Vehicles can make various actions depending of it's Status.
#### Mobile
Default Status that includes the most varied selection of actions.
### Move (Simple)
- Move full speed in a straight line forward.
- Make a single 90° pivot before, during or after the move.
- Automatically cross any gap shorter than the length of the vehicle as long as the starting point is equally high or higher than the target (if not, the vehicle will fall).
### Maneuver (Simple)
- Move half speed in a straight line forward or backwards.
- Can make any number of 90° pivots before, during or after the move. Note: Should probably move at least 1" between each pivot?
### Move & Shoot / Fire All (Basic)
Choose one of the following:
- Move (Simple) action at half speed. Can shoot with a single Crew Weapon or Sidearm before, during or after the move.
- Shoot with all Crew Weapons.
:::danger House Rule
Can also shoot Pistols without Sidearm.
:::
### Aim (Basic)
+1 hit modifier to any hit rolls in a subsequent Shoot / Fire All (Basic) action this activation.
### Reload (Simple)
Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo.
:::danger House Rule
Reload is Double action (instead of Simple).
:::
### Drift (Basic)
Move half speed in a straight line anywhere in a Side arc. After moving, pass a Handling test (with a +1 modifier) or Lose Control.
### Ram (Double)
Move (Simple) action with +D6". If causing a head-on collision with another vehicle or terrain, this vehicle halves the movement when determining the collision damage it suffers (other affected vehicles suffer a hit as normal).
Use the Movement stat to determine the collision damage:
<table>
<tr><td><b>3-5:</b> </td><td> S3. </td></tr>
<tr><td><b>6-7:</b> </td><td> S5, AP-1. </td></tr>
<tr><td><b>8-9:</b> </td><td> S7, AP-2, D2. </td></tr>
<tr><td><b>10+:</b> </td><td> S9, AP-3, D3. </td></tr>
</table>
### Spin (Basic)
Move (Simple) action at half speed. Pivot 180° instead of 90°. After pivoting, pass a Handling test or Lose Control.
### Full Throttle (Double)
Move (Simpe) action using 3x Movement stat. If turning during the move, immediately after the turn, pass a Handling test (-1 modifier) or Lose Control.
#### Stationary
A Stationary (Stalled) vehicle only has a limited amount of actions available.
### Jump Start (Simple)
Pass a Handling test to restart (become Mobile).
- +1 modifier if having 2+ Wounds remaining.
### Turn Over (Basic)
Move (Simple) but only D3". +1 modifier to the next Restart test.
### Free Wheel (Basic)
Move (Simple) but only D6". Roll a D2 to determine the direction:
<table>
<tr><td><b>1:</b> </td><td> Forward. </td></tr>
<tr><td><b>2:</b> </td><td> Backward. </td></tr>
</table>
Collision damage is worked out as normal.
:::danger House Rule
If on sloped surface, move downwards according to gravity instead of randomizing.
:::
### Fire All (Basic)
Shoot with all Crew Weapons.
#### Broken
When becoming Broken (or activating while Broken), immediately lose any Ready marker and activate (even if already activated this round) as follows:
- Mobile: Break For Air (Double) action.
- Stationary: Burn Out (Double) action.
### Break For Air (Double): Mobile
Move 3D6" with any number of pivots.
Attempt to end the move in the following order of priority:
1. More than 3” away from enemy models.
2. Out of line of sight of enemy models.
3. In partial or full cover.
4. As far away from any enemy models as possible.
### Burn Out (Double): Stationary
- Place D3 Smoke Blasts (5") anywhere within 1".
- -1 modifier to the Restart test (in End phase) per Smoke marker. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 11 | 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 | # Actions :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: ## Types of Actions There are 3 types of actions. Each action may be fully resolved before declaring the second action. #### Basic Action Can only be made once during a fighter’s activation. #### Simple Action Can be made more than once during their activation, each time still uses up one of their actions for the turn. #### Double Action Making a Double action counts as making two actions - meaning it takes up the fighter’s entire turn. If a fighter only has one action available for any reason, they can't make a Double action ## Standing: Active ### Move (Simple) Make a Standard move. - Move a distance up to their Movement characteristic. - Climb vertically up or down. - Cross any gap no wider than their base. - Attempt to leap across a bigger gap provided they have enough movement left to do so. - Attempt to jump down to a level below. ### Charge (Double) Make a Move (Simple) action, adding D3” to the distance. During a charge, the fighter can move within 1” of a Standing (Active or Engaged) or Prone (Pinned or Seriously Injured) enemy (or more than one if they wish), but if they do, they must have sufficient movement to get into B2B with at least one enemy, becoming Engaged. If not, they must stop 1” away. If Engaged at the end of the action, the attacker must immediately make a free Fight (Basic) action. If ending up within 1” of a Seriously Injured enemy, they can make a free Coup de Grace (Simple) action instead. When equipped with a versatile weapon, the charging fighter can end the move within the versatile weapon's range and must then make the free Fight action. Vehicles: A fighter within 1" of a vehicle counts as being Engaged (it is sufficient to end the Charge within 1"). ### Shoot (Basic) Make an attack with a ranged weapon. ### Aim (Basic) +1 hit modifier to any hit rolls in a subsequent Shoot / Fire All (Basic) action this activation. ### Reload (Simple) Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo. :::danger House Rule Reload is Double action (instead of Simple). ::: ### Coup de Grace (Simple) Requires the fighter to not be Engaged with any other fighters. Pick a Seriously Injured enemy fighter within 1” and within the vision arc of the fighter making the action. That fighter immediately goes Out of Action. A fighter making a Charge (Double) action can make a Coup de Grace (Simple) action instead of a Fight (Basic) action if they end their move within 1” of a Prone and Seriously Injured fighter and not Engaged by any enemy fighters. If making a fight action and the target becomes Seriously Injured, the fighter may end the action with a free Coup de Grace. :::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. ::: ### Take Cover (Basic) Move up to half Movement, then become Pinned.Note: Voluntarily becoming Pinned never triggers an Initiative test to prevent falling (edge, pitfall or similar). ### Ductways: Crawl Through Ductway (Double) If within 1” of a ductway, place the fighter within 1” of the other end, 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 fighter or an obstacle. ### Ductways: Fire Through Ductways (Basic) If within 1” of a ductway, make a ranged attack against an enemy fighter 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 Template instead automatically hit all fighters 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. ::: ### Door: Operative (Simple) If within 1”, either open a closed door or close an open door. ### Access Terminal (Basic) Used for terrain with special rules (locked doors or industrial terrain). If within 1”, make an Intelligence test with a -2 modifier. **Doors:** If passed, make a free Operate Door action on the terminal’s door (regardless of distance to the door). **Lift:** If passed, activate or deactivate a single lift on the battlefield. If deactivated, it can't be used until the following round’s End phase. **Terrain Special Effect:** If passed, 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. **Ancient Terminal:** If passed and a double, gain 2D6x10 Credits. Additionally, if successful, roll a D6: - **1-2:** +D6 Reputation. - **3-4:** +D6x10 Credits. - **5-6:** +D6 Experience. ### Locked Door: Force Open (Basic) If within 1”, pass the following test to open the door: - **Open standard:** D6+Str > 8 - **Open vault:** D6+Str > 10 Add +2 per friendly fighter B2B with the door. ### Loot Casket: Smash Open (Basic) If within 1”, pass the following test to open the loot casket: - **Open Loot Casket:** D6 + Str > 5 However, suffer a -1 modifier when rolling to determine the casket’s contents (minimum 1). ### Loot Casket: Bypass Lock (Basic) If within 1”, pass an Intelligence test to open the casket. ### Loot Casket / Ammo Cache: Carry (Simple) If within 1”, make a Move (Simple) action, carrying the loot casket or ammo cache. When the action ends, the casket is placed in B2B. ### Drop Rig: Descend (Basic) Requires the Drop Rig wargear. If Active and within 1” of an edge: - Move 0-3” horizontally and 0-12” vertically downwards. ### Grapnel Launcher: Grapnel (Double) Requires the Grapnel Launcher wargear. If Active, move up to 12” in a straight line, in any direction. This can be to a different level, as long as the move doesn't go through terrain. ## Standing: Engaged Fighters who are Standing and Engaged may only perform the following actions: ### Fight (Basic) Make close combat attacks against one or more Engaged enemies. ### Retreat (Basic) 1. Make an Initiative test. If failed, the action ends. 2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter. 3. If still standing, move D6" (2D6” if broken). ### Headbut (Basic) Requires the Headbutt skill. Can spend a Basic action (Headbutt): Target an Engaged enemy and roll 2D6. At least 1 dice must roll equal to or higher than the target's Toughness to inflict a hit: - S+2 and D2 (use the attacker's Strength). Otherwise the attack fumbles and this fighter suffers a hit instead (both dice are less than the target's Toughness): - S and D1 (use the attacker's Strength) :::danger House Rule Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ### Hurl (Basic) Requires the Hurl skill. Spend a Basic action (Hurl) to target an enemy fighter: - Engaged: B2B. - Seriously Injured: Within 1”. The enemy fighter must pass an Initiative or be hurled: 1. Choose a direction. 2. Move the fighter D3” in that direction. 3. Stop moving if contacting any Standing fighter, vehicle or terrain. The hurled fighter (and any model contacted) suffer the following: - S3 hit. - Pinned (fighters only) :::danger House Rule Can be used instead of a Fight action, so it can be used in combination with a Charge. ::: ## Prone: Pinned ### Stand up (Basic) The fighter stands up, returning to Active status. Choose the fighter’s facing. Mounted fighters must pass an Initiative test or the action is wasted (remain Pinned). ### Crawl (Double) The fighter may move up to half their Movement. ### Blind Fire (Double) Make a ranged attack, treating their vision arc as 360°. Subtract 2 from the result of any hit rolls. ### Reload (Simple) Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo. :::danger House Rule Reload is Double action (instead of Simple). ::: ## Prone: Serously Injured ### Crawl (Double) The fighter may move up to half their Movement. ## Broken Any fighters subject to the Broken Condition must perform a Running for Cover (Double) action when activated. ### Running for Cover (Double) If Active, move 2D6”. If Prone (Pinned or Seriously Injured), move half Movement instead. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy fighters. 2. Out of line of sight of enemy fighters. 3. In partial or full cover. 4. As far away from any enemy fighters as possible. If Engaged when activated, use same rules as when Retreating: 1. Make an Initiative test. If failed, the action ends. 2. If passed, any Engaged enemies can try to pass an Initiative test in order to make Reaction attacks against the retreating fighter. 3. If still standing, move 2D6", or half Movement if Seriously Injured when trying to Retreat. ## Other Actions ### Frag/Gas/Melta Trap: Set Trap (Double) Requires a Trap tactics card. Place a Trap within 1” of the fighter. Then, they can move up to D6”. ### Prime Bomb Rat (Basic) Requires Bomb Delivery Rats. Make an Ammo roll for the grenade as if used normally. Place the bomb delivery rat B2B with the fighter. Pass an Intelligence test to choose the direction. If failed, move the rat in a random direction instead. In either case, the rat moves up to 6”. ### Laser Cut (Double) Requires the Cutting Beam (Archaeotech Device). If within 1” of a door, loot casket or other damageable piece of terrain, apply a single automatic S8 D3 hit. ### Scan (Simple) Requires the Viewer (Archaeotech Device). Reveal an enemy fighter within 18”. ### Take a Swig (Simple) Requires a bottle of Second Best or Wild Snake. Roll a 4+ or the bottle is empty and discarded. Everytime this action is made, add 1 Intoxicated token and remove 1 Flesh Wound (if any). Intoxicated tokens remains until the end of the battle. The amount of tokens decides the effect: | Tokens | Second Best | | :----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------- | | **1** | **Feeling Good:** -1 hit modifier to ranged attacks, +1 to Cool tests. | | **2** | **Getting Unsteady:** -2 hit modifier to ranged attacks, +2 to Cool tests. After making 2 Move actions in a row, pass an Initiative test or become Prone. | | **3+** | **Blind Drunk:**: -3 hit modifier to ranged attacks, +3 to Cool tests. When making a Move action, move D6” in a random direction. | | Tokens | Wild Snake | | :----: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **1** | **A Good Buzz:** -1 hit modifier to ranged attacks, +2 to Cool tests. | | **2** | **Seeing Double:** -1 hit modifier to ranged attacks, +3 to Cool tests. After choosing a ranged target, before making the hit roll, randomise the actual target between the intended target and any model (friend & foe) within 6” of the intended target. | | **3+** | **Snake Courage!:**: -2 hit modifier to ranged attacks, automatically pass any Cool tests. | ## Badzone Actions ### Scavenge (Double) Requires the Old Cache Badzone Event. Roll a D6, adding 1 to the result for each other friendly fighter within 6". On a 6+, place a loot casket in base contact with the fighter. **Ancient Manufactorum:** Find loot caskets on a 4+ (rather than a 6+). **Warp-tainted:** If failing the Scavenge action, pass a Willpower test or gain Insanity. ### Cover (Simple) Requires the fighter to be within 1” of a Service Hatch (Industrial Terrain). Gain partial cover. Any movement (voluntarily or otherwise) removes this benefit. ### Climb (Simple) Applies to Industrial Claw/Hook (Industrial Terrain). 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. ### Trigger Claw (Basic) When within 3” of a Claw/Hook (Industrial Terrain), 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. ### Hook Cargo (Simple) When within 3" of a claw/hook, 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/Hook, provided that there is space to place the model. ### Jury Rig (Double) Requires the Abandoned Hardware (Hive Ruins). When B2B, pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain). ### Disarm (Double) If within 3” of an Unexploded Ordnance (Forgotten Ordnance), pass an Intelligence or Cool test to remove a token from the bomb. ## Vehicle Actions Vehicles can make various actions depending of it's Status. #### Mobile Default Status that includes the most varied selection of actions. ### Move (Simple) - Move full speed in a straight line forward. - Make a single 90° pivot before, during or after the move. - Automatically cross any gap shorter than the length of the vehicle as long as the starting point is equally high or higher than the target (if not, the vehicle will fall). ### Maneuver (Simple) - Move half speed in a straight line forward or backwards. - Can make any number of 90° pivots before, during or after the move. Note: Should probably move at least 1" between each pivot? ### Move & Shoot / Fire All (Basic) Choose one of the following: - Move (Simple) action at half speed. Can shoot with a single Crew Weapon or Sidearm before, during or after the move. - Shoot with all Crew Weapons. :::danger House Rule Can also shoot Pistols without Sidearm. ::: ### Aim (Basic) +1 hit modifier to any hit rolls in a subsequent Shoot / Fire All (Basic) action this activation. ### Reload (Simple) Pick a weapon that is Out of Ammo and make an Ammo test. If passed, the weapon is reloaded and no longer Out of Ammo. :::danger House Rule Reload is Double action (instead of Simple). ::: ### Drift (Basic) Move half speed in a straight line anywhere in a Side arc. After moving, pass a Handling test (with a +1 modifier) or Lose Control. ### Ram (Double) Move (Simple) action with +D6". If causing a head-on collision with another vehicle or terrain, this vehicle halves the movement when determining the collision damage it suffers (other affected vehicles suffer a hit as normal). Use the Movement stat to determine the collision damage: <table> <tr><td><b>3-5:</b> </td><td> S3. </td></tr> <tr><td><b>6-7:</b> </td><td> S5, AP-1. </td></tr> <tr><td><b>8-9:</b> </td><td> S7, AP-2, D2. </td></tr> <tr><td><b>10+:</b> </td><td> S9, AP-3, D3. </td></tr> </table> ### Spin (Basic) Move (Simple) action at half speed. Pivot 180° instead of 90°. After pivoting, pass a Handling test or Lose Control. ### Full Throttle (Double) Move (Simpe) action using 3x Movement stat. If turning during the move, immediately after the turn, pass a Handling test (-1 modifier) or Lose Control. #### Stationary A Stationary (Stalled) vehicle only has a limited amount of actions available. ### Jump Start (Simple) Pass a Handling test to restart (become Mobile). - +1 modifier if having 2+ Wounds remaining. ### Turn Over (Basic) Move (Simple) but only D3". +1 modifier to the next Restart test. ### Free Wheel (Basic) Move (Simple) but only D6". Roll a D2 to determine the direction: <table> <tr><td><b>1:</b> </td><td> Forward. </td></tr> <tr><td><b>2:</b> </td><td> Backward. </td></tr> </table> Collision damage is worked out as normal. :::danger House Rule If on sloped surface, move downwards according to gravity instead of randomizing. ::: ### Fire All (Basic) Shoot with all Crew Weapons. #### Broken When becoming Broken (or activating while Broken), immediately lose any Ready marker and activate (even if already activated this round) as follows: - Mobile: Break For Air (Double) action. - Stationary: Burn Out (Double) action. ### Break For Air (Double): Mobile Move 3D6" with any number of pivots. Attempt to end the move in the following order of priority: 1. More than 3” away from enemy models. 2. Out of line of sight of enemy models. 3. In partial or full cover. 4. As far away from any enemy models as possible. ### Burn Out (Double): Stationary - Place D3 Smoke Blasts (5") anywhere within 1". - -1 modifier to the Restart test (in End phase) per Smoke marker. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,038 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 96. Fuel Hunt
_"In the Wastes, if you run out of fuel, death becomes a certainty."_
\- Monika Merdena, Road Sergeant, The Brazen Maidens, House Orlock
In this scenario two gangs fight over scattered fuel supplies.
<Tabs>
<TabItem value="2023" label="2023 Rulebook version" default>
_Source: Necromunda 2023 Rulebook_
## Battle Type
This scenario is an Ash Wastes battle; vehicles and
wargear that grant the Mounted condition can 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 (D3+7) 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 models left on the battlefield or
there are no more fuel caches on the battlefield at the
end of any round, the battle ends immediately.
## Victory
The side who gathered the most Fuel points is the winner.
## Rewards
#### Credits
Each gang adds D3x10 credits to their Stash for each
fuel point they have.
#### Experience
Each fighter that gained a fuel point earns 1 XP.
#### Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
## Looting The Battlefield
The gangs are hunting for fuel caches and will loot any that they find! Roll 2D6 to
determine the number of fuel caches, these can be represented by Loot caskets,
barrels, consoles or any other small pieces of terrain. Players then take turns placing
these objects on the battlefield, starting with the player who has Priority. Fuel caches
must be at least 6" from a battlefield edge, and at least 3" from a battlefield object.
A fighter within 1" of a fuel cache can make a Loot (Double) action to see if it
contains anything useful:
**Loot (Double):** Roll a D6. On a 4, 5 or 6, the fighter finds some fuel and their
gang gains 1 Fuel point. On a 1, the fuel explodes like a frag trap (see page 269).
Regardless of the result of the roll, once a fuel cache has been interacted with,
remove it from the battlefield.
## Running Low On Fuel
The vehicles of both gangs are running on vapours. Each time a vehicle is activated,
before it performs any action roll a D6. On a roll of 1, the vehicle changes its Status
to Stationary and Stalled as the engine stutters.
## Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their
opponent automatically wins the scenario.
</TabItem>
<TabItem value="2022" label="Ash Wastes Rulebook version">
_Source: Ash Wastes Rulebook_
<h2>Battlefield</h2>
Standard (Ash Wastes). Size approximately 3'x3' to 4'x4'.
<h2>Crews</h2>
- Custom (D3+7). Can include vehicles.
<h2>Tactics Cards</h2>
- Custom (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
<h2>Deployment</h2>
Standard.
<h2>Looting The Battlefield</h2>
_Gangs are hunting for fuel caches and investigating anything they find to see if it contains fuel._
2D6 fuel caches (can be loot, barrels or anything else).
Starting with the gang with Priority, place 2D6 fuel caches (can be loot, barrels or anything else):
- At least 8" from any battlefield edge.
- At least 3" from a battlefield object.
Fighters within 1" can spend a Double action (Loot) and a D6:
| D6 | Result |
| --- | ------------------------------------------------------------------- |
| 1 | **Explodes!** Resolved as a [frag trap](/docs/armoury/booby-traps). |
| 2-3 | **Empty.** |
| 4 | Gain 1 point. |
Afterwards, the fuel cache is removed from the battlefield (regardless of the result).
### Running Low On Fuel
_Vehicles are running on vapours._
When activating vehicles, roll a 2+ or become Stationary.
<h2>Ending the Battle</h2>
The battle ends if any of the following are true:
- Max one gang has models remaining on the battlefield.
- No more fuel caches on the battlefield.
<h2>Victory</h2>
The gang that gathered most points.
<h2>Rewards</h2>
#### Credits
- D3x10 per point.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for gaining a point.
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.
</TabItem>
</Tabs> | 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 | ['Ash Wastes Scenario', 'Vehicles', 'Core Rulebook Scenario 2023'] | 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 | In this scenario two gangs fight over scattered fuel supplies. | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 96. Fuel Hunt _"In the Wastes, if you run out of fuel, death becomes a certainty."_ \- Monika Merdena, Road Sergeant, The Brazen Maidens, House Orlock In this scenario two gangs fight over scattered fuel supplies. <Tabs> <TabItem value="2023" label="2023 Rulebook version" default> _Source: Necromunda 2023 Rulebook_ ## Battle Type This scenario is an Ash Wastes battle; vehicles and wargear that grant the Mounted condition can 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 (D3+7) 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 models left on the battlefield or there are no more fuel caches on the battlefield at the end of any round, the battle ends immediately. ## Victory The side who gathered the most Fuel points is the winner. ## Rewards #### Credits Each gang adds D3x10 credits to their Stash for each fuel point they have. #### Experience Each fighter that gained a fuel point earns 1 XP. #### Reputation The victorious gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Looting The Battlefield The gangs are hunting for fuel caches and will loot any that they find! Roll 2D6 to determine the number of fuel caches, these can be represented by Loot caskets, barrels, consoles or any other small pieces of terrain. Players then take turns placing these objects on the battlefield, starting with the player who has Priority. Fuel caches must be at least 6" from a battlefield edge, and at least 3" from a battlefield object. A fighter within 1" of a fuel cache can make a Loot (Double) action to see if it contains anything useful: **Loot (Double):** Roll a D6. On a 4, 5 or 6, the fighter finds some fuel and their gang gains 1 Fuel point. On a 1, the fuel explodes like a frag trap (see page 269). Regardless of the result of the roll, once a fuel cache has been interacted with, remove it from the battlefield. ## Running Low On Fuel The vehicles of both gangs are running on vapours. Each time a vehicle is activated, before it performs any action roll a D6. On a roll of 1, the vehicle changes its Status to Stationary and Stalled as the engine stutters. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ <h2>Battlefield</h2> Standard (Ash Wastes). Size approximately 3'x3' to 4'x4'. <h2>Crews</h2> - Custom (D3+7). Can include vehicles. <h2>Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> Standard. <h2>Looting The Battlefield</h2> _Gangs are hunting for fuel caches and investigating anything they find to see if it contains fuel._ 2D6 fuel caches (can be loot, barrels or anything else). Starting with the gang with Priority, place 2D6 fuel caches (can be loot, barrels or anything else): - At least 8" from any battlefield edge. - At least 3" from a battlefield object. Fighters within 1" can spend a Double action (Loot) and a D6: | D6 | Result | | --- | ------------------------------------------------------------------- | | 1 | **Explodes!** Resolved as a [frag trap](/docs/armoury/booby-traps). | | 2-3 | **Empty.** | | 4 | Gain 1 point. | Afterwards, the fuel cache is removed from the battlefield (regardless of the result). ### Running Low On Fuel _Vehicles are running on vapours._ When activating vehicles, roll a 2+ or become Stationary. <h2>Ending the Battle</h2> The battle ends if any of the following are true: - Max one gang has models remaining on the battlefield. - No more fuel caches on the battlefield. <h2>Victory</h2> The gang that gathered most points. <h2>Rewards</h2> #### Credits - D3x10 per point. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for gaining a point. 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. </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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206 | # Cargo-8 Ridgehauler
![](ridgehauler.webp)
<VehicleCard cost="230">
### Guild Of Coin Cargo-8 Ridgehauler
<div class="stats">
| M | Front | Side | Rear | HP | Hnd | Sv |
| --- | ----- | ---- | ---- | --- | --- | --- |
| 7” | 9 | 8 | 8 | 6 | 7+ | 3+ |
</div>
**Locomotion:** Wheeled.
**Weapon Hardpoints:** 1. Cab: Crew Operated, Front & Right Arc.
**Existing Upgrades:** Transport bed.
#### Upgrade Slots
| Body | Drive | Engine |
| :--: | :---: | :----: |
| 4 | 4 | 4 |
#### Transport Bed
Applies to the cargo area (if no cargo is loaded) and along the side of each cargo slot. This also applies to each trailer.
#### Options
| Item | Cost |
| ---------------------------- | ---- |
| 0-4 Additional trailers | +70 |
| Container (cargo load) | +50 |
| Promethium tank (cargo load) | +30 |
</VehicleCard>
<VehicleCard cost="130">
### 0-4 Ridgehauler Trailer
Treated as a single model with the Cargo-8 Ridgehauler (during the battle). Each trailer grants the following:
- +5W (per trailer).
- Cannot detach (unless otherwise noted).
#### 0-5 Cargo Loads
Each Ridgehauler and Trailer can have 0-1 cargo load granting the following (per cargo load):
- **Valuable Cargo:** Gain D3x10 credits after the battle if on the battlefield and not wrecked. If wrecked, the enemy gains D6x10 credits.
- **Trading Run:** Can make a Trade post-battle action in the same way as a Champion if having an assigned crew (as long as the vehicle and crew are not in Repair/Recovery).
- **Varied Cargo:** Can have Container or Promethium Tank.
#### Munitorum Armoured Container
- **Weapon Hardpoints:** 2. Top (x2): Crew Operated, Arc (All Round).
- **Supplies Contained:** Treated as an Ammo Cache that is never exhausted (friendly fighters within 1" gain +2 to ammo tests and ignore Scarce).
#### Promethium Tank (30)
- **Transport Area (walkway along the top):** Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control).
- **Free fuel:** While within 3", weapons with Blaze gain Plentiful (if not Scarce), otherwise ignore Scarce.
- **High-pressure Gas:** If hit by an attack (ranged/melee), pass the following test (using the Strength of the attack) or a jet of gas is unleashed:
- D6 + S < 9
If failed, centre a Blast (5") on the point closest to the attacker. Fighters hit must pass an Initiative test or suffer the following (depending on the attack):
- **Blaze:** Suffer a hit with S4, AP-1 and Blaze.
- **Otherwize:** Become Blinded (as if being hit by Flash).
- **Lifeblood of the Wastes:** Gain additional D6x10 credits after the battle if on the battlefield and not wrecked.
</VehicleCard>
## Equipment
This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)).
### Weapons
| Weapon | Credits |
| ------------------------------ | ------- |
| **Special** |
| Grenade launcher (frag & krak) | 65 |
| Storm bolter (Imperial) | 95 |
| **Heavy** |
| Heavy flamer | 130 |
### Vehicle Upgrades
| Vehicle Upgrades | Credits |
| ------------------- | ------- |
| **Body Upgrades** |
| Ablative armour | 15 |
| Crash cage | 15 |
| Escape hatches | 10 |
| Reinforced armour | 20 |
| Transport bed | inc. |
| Weapons stash | 20 |
| **Drive Upgrades** |
| All-wheel steering | 10 |
| Emergency brake | 10 |
| Powered steering | 30 |
| Tyre claws | 10 |
| **Engine Upgrades** |
| Easy turnover | 5 |
| Engine shell | 15 |
| Nitro burner | 15 |
| Smoke vents | 25 |
### Wargear
| Wargear | Credits |
| ------------------------ | ------- |
| Booby-trapped fuel tanks | 10 |
| Flare launchers | 10 |
| Headlights | 15 |
| Smoke launchers | 20 |
### Other
| Item | Credits |
| ----------------------------------- | ------- |
| 0-4 Ridgehauler Trailer | 130 |
| Cargo: Munitorum armoured container | 50 |
| Promethium tank | 30 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Cargo-8 Ridgehauler ![](ridgehauler.webp) <VehicleCard cost="230"> ### Guild Of Coin Cargo-8 Ridgehauler <div class="stats"> | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 9 | 8 | 8 | 6 | 7+ | 3+ | </div> **Locomotion:** Wheeled. **Weapon Hardpoints:** 1. Cab: Crew Operated, Front & Right Arc. **Existing Upgrades:** Transport bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 4 | 4 | #### Transport Bed Applies to the cargo area (if no cargo is loaded) and along the side of each cargo slot. This also applies to each trailer. #### Options | Item | Cost | | ---------------------------- | ---- | | 0-4 Additional trailers | +70 | | Container (cargo load) | +50 | | Promethium tank (cargo load) | +30 | </VehicleCard> <VehicleCard cost="130"> ### 0-4 Ridgehauler Trailer Treated as a single model with the Cargo-8 Ridgehauler (during the battle). Each trailer grants the following: - +5W (per trailer). - Cannot detach (unless otherwise noted). #### 0-5 Cargo Loads Each Ridgehauler and Trailer can have 0-1 cargo load granting the following (per cargo load): - **Valuable Cargo:** Gain D3x10 credits after the battle if on the battlefield and not wrecked. If wrecked, the enemy gains D6x10 credits. - **Trading Run:** Can make a Trade post-battle action in the same way as a Champion if having an assigned crew (as long as the vehicle and crew are not in Repair/Recovery). - **Varied Cargo:** Can have Container or Promethium Tank. #### Munitorum Armoured Container - **Weapon Hardpoints:** 2. Top (x2): Crew Operated, Arc (All Round). - **Supplies Contained:** Treated as an Ammo Cache that is never exhausted (friendly fighters within 1" gain +2 to ammo tests and ignore Scarce). #### Promethium Tank (30) - **Transport Area (walkway along the top):** Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). - **Free fuel:** While within 3", weapons with Blaze gain Plentiful (if not Scarce), otherwise ignore Scarce. - **High-pressure Gas:** If hit by an attack (ranged/melee), pass the following test (using the Strength of the attack) or a jet of gas is unleashed: - D6 + S < 9 If failed, centre a Blast (5") on the point closest to the attacker. Fighters hit must pass an Initiative test or suffer the following (depending on the attack): - **Blaze:** Suffer a hit with S4, AP-1 and Blaze. - **Otherwize:** Become Blinded (as if being hit by Flash). - **Lifeblood of the Wastes:** Gain additional D6x10 credits after the battle if on the battlefield and not wrecked. </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapon | Credits | | ------------------------------ | ------- | | **Special** | | Grenade launcher (frag & krak) | 65 | | Storm bolter (Imperial) | 95 | | **Heavy** | | Heavy flamer | 130 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ------------------- | ------- | | **Body Upgrades** | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Reinforced armour | 20 | | Transport bed | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Powered steering | 30 | | Tyre claws | 10 | | **Engine Upgrades** | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | ### Wargear | Wargear | Credits | | ------------------------ | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 | ### Other | Item | Credits | | ----------------------------------- | ------- | | 0-4 Ridgehauler Trailer | 130 | | Cargo: Munitorum armoured container | 50 | | Promethium tank | 30 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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392 | ### Toxin
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than
the target’s Toughness, or is a natural 6, make
an Injury roll for them (regardless of their Wounds
characteristic). If the roll is lower than the
target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles. | Unknown | Toxin | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapon-effects', 'rules'] | Unknown | Unknown | Unknown | Unknown | Unknown | Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher thanthe target’s Toughness, or is a natural 6, makean Injury roll for them (regardless of their Woundscharacteristic). If the roll is lower than thetarget’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles. | necrovox | 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 | ### Toxin Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects. This attack has no effect on vehicles. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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794 | # Fighter Profiles
_Source: Necromunda Core Rulebook (2023)_
## Fighter Characteristics Profiles
Each fighter has a ‘characteristics profile’, which details their capabilities in battle. For example, here is the profile
for an Orlock Gunner:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ |
Each of these characteristics represents a different trait or attribute, and each characteristic is used differently
within the game. In some cases a low number is better, but in other cases, a high number is better:
- Movement (M), Strength (S), Toughness (T), Wounds (W) and Attacks (A) are all shown as simple numbers, in which case a higher number is better.
- Weapon Skill (WS), Ballistic Skill (BS) and Initiative (I) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Fighter Characteristics](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics--characteristic-tests). In the case of WS, BS and I, a lower number is better.
- In addition, all four of a fighter’s psychology characteristics, those contained within the shaded section of their profile: Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int), are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better.
During Campaign play, characteristics may be improved or reduced as fighters gain experience and suffer injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may
ever be reduced below the minimum shown on the table below.
| | 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+ |
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 type. 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 type.
Players should note, however, that this does not mean these characteristics cannot be improved by more than 1
or 2 throughout a fighter’s career. During Campaign play, many fighters are eligible for promotion, causing their
category to change.
## Fighter Characteristics & Characteristic Tests
A fighter’s characteristics are defined as follows:
Here is the formatted table:
| Characteristic | Description |
| --- | --- |
| **Movement (M)** | Distance in inches for standard Move action |
| **Weapon Skill (WS)** | Proficiency with melee or sidearm weapons in close combat |
| **Ballistic Skill (BS)** | Proficiency with ranged weapons |
| **Strength (S)** | Measure of physical strength and ability to inflict damage |
| **Toughness (T)** | Measure of resistance to wounds and injury |
| **Wounds (W)** | Measure of a fighter's capacity for punishment before succumbing to injuries |
| **Initiative (I)** | Measure of agility, dexterity, and reflexes in combat |
| **Attacks (A)** | Measure of speed and ability in melee combat |
| **Leadership (Ld)** | Ability to issue or follow commands in battle |
| **Cool (Cl)** | Capacity for keeping calm under fire |
| **Willpower (Wil)** | Mental fortitude and resilience against horrors of Necromunda |
| **Intelligence (Int)** | Measure of mental acuity and ability to apply knowledge |
### Modifying Characteristics
Sometimes, the rules will modify a characteristic.
If the characteristic is given a simple number, the
modifier is applied as written – for example, if a fighter
with Strength 3 is given a +1 Strength modifier, their
Strength counts as 4.
If the characteristic is given as a target number
(for example, a characteristic of 4+ means a dice roll
of 4 or higher would be a success) the modifier is
applied to the dice roll, rather than the characteristic.
For example, if a fighter with Initiative 4+ is given a
+1 Initiative modifier, the characteristic would be 3+
because a roll of 3 with a +1 modifier applied becomes
a roll of 4.
### Characteristic Tests
Players will often be called on to make a characteristic
test for a fighter – for example, a Ballistic Skill test is
made when a fighter attacks with a ranged weapon. Characteristics tests are made as follows:
- Weapon Skill, Ballistic Skill and Initiative tests are made by achieving a target number roll on a single D6 (see [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed.
- Leadership, Cool, Willpower and Intelligence tests are made by achieving a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed.
To check against a characteristic presented as a
simple number, such as Strength or Toughness, roll a D6. If the result is equal to or lower than the
characteristic, the check is passed.
## Fighter Cards
Each fighter within a player’s gang is represented by a model on the battlefield and a
Fighter card filled in with their characteristics, equipment and other useful reference
information. Blank Fighter cards with the logo of each House can be found in the
various Gang Tactics cards packs, perfect for Leaders and Champions.
Each Fighter card is split into several areas:
1. The fighter’s name. If they are a Leader or Champion, it will also be shown here.
2. The fighter’s cost, in credits.
3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that they are psychological characteristics rather than physical (see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles)).
4. The weapons the fighter is carrying.
5. Any skills the fighter may have.
6. Any equipment (including armour) carried by the fighter.
![](fighter-card-numbered.jpg) | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Fighter Profiles _Source: Necromunda Core Rulebook (2023)_ ## Fighter Characteristics Profiles Each fighter has a ‘characteristics profile’, which details their capabilities in battle. For example, here is the profile for an Orlock Gunner: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | Each of these characteristics represents a different trait or attribute, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better: - Movement (M), Strength (S), Toughness (T), Wounds (W) and Attacks (A) are all shown as simple numbers, in which case a higher number is better. - Weapon Skill (WS), Ballistic Skill (BS) and Initiative (I) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in [Fighter Characteristics](/docs/gang-fighters-and-their-weaponry/fighter-profiles#fighter-characteristics--characteristic-tests). In the case of WS, BS and I, a lower number is better. - In addition, all four of a fighter’s psychology characteristics, those contained within the shaded section of their profile: Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int), are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better. During Campaign play, characteristics may be improved or reduced as fighters gain experience and suffer injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below. | | 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+ | 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 type. 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 type. Players should note, however, that this does not mean these characteristics cannot be improved by more than 1 or 2 throughout a fighter’s career. During Campaign play, many fighters are eligible for promotion, causing their category to change. ## Fighter Characteristics & Characteristic Tests A fighter’s characteristics are defined as follows: Here is the formatted table: | Characteristic | Description | | --- | --- | | **Movement (M)** | Distance in inches for standard Move action | | **Weapon Skill (WS)** | Proficiency with melee or sidearm weapons in close combat | | **Ballistic Skill (BS)** | Proficiency with ranged weapons | | **Strength (S)** | Measure of physical strength and ability to inflict damage | | **Toughness (T)** | Measure of resistance to wounds and injury | | **Wounds (W)** | Measure of a fighter's capacity for punishment before succumbing to injuries | | **Initiative (I)** | Measure of agility, dexterity, and reflexes in combat | | **Attacks (A)** | Measure of speed and ability in melee combat | | **Leadership (Ld)** | Ability to issue or follow commands in battle | | **Cool (Cl)** | Capacity for keeping calm under fire | | **Willpower (Wil)** | Mental fortitude and resilience against horrors of Necromunda | | **Intelligence (Int)** | Measure of mental acuity and ability to apply knowledge | ### Modifying Characteristics Sometimes, the rules will modify a characteristic. If the characteristic is given a simple number, the modifier is applied as written – for example, if a fighter with Strength 3 is given a +1 Strength modifier, their Strength counts as 4. If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success) the modifier is applied to the dice roll, rather than the characteristic. For example, if a fighter with Initiative 4+ is given a +1 Initiative modifier, the characteristic would be 3+ because a roll of 3 with a +1 modifier applied becomes a roll of 4. ### Characteristic Tests Players will often be called on to make a characteristic test for a fighter – for example, a Ballistic Skill test is made when a fighter attacks with a ranged weapon. Characteristics tests are made as follows: - Weapon Skill, Ballistic Skill and Initiative tests are made by achieving a target number roll on a single D6 (see [Rolling Dice](/docs/general-principles/rolling-dice)). If the result is equal to or higher than the characteristic, the test is passed. - Leadership, Cool, Willpower and Intelligence tests are made by achieving a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed. To check against a characteristic presented as a simple number, such as Strength or Toughness, roll a D6. If the result is equal to or lower than the characteristic, the check is passed. ## Fighter Cards Each fighter within a player’s gang is represented by a model on the battlefield and a Fighter card filled in with their characteristics, equipment and other useful reference information. Blank Fighter cards with the logo of each House can be found in the various Gang Tactics cards packs, perfect for Leaders and Champions. Each Fighter card is split into several areas: 1. The fighter’s name. If they are a Leader or Champion, it will also be shown here. 2. The fighter’s cost, in credits. 3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that they are psychological characteristics rather than physical (see [Fighter Profiles](/docs/gang-fighters-and-their-weaponry/fighter-profiles)). 4. The weapons the fighter is carrying. 5. Any skills the fighter may have. 6. Any equipment (including armour) carried by the fighter. ![](fighter-card-numbered.jpg) | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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870 | # Badzone: Hive Ruins
## Ancient Imperium
### Holy Imperialis
While within 6”, gain +2 modifier to any Willpower tests. However, fighters opposed to the Imperium, such as Chaos or Genestealer Cultists, gain -2 modifier instead.
### Mechanicus Arcana
At the end of a battle, if a gang has one or more fighters within 1”, and the opponent has none, gain D6x10 credits (in addition to any other scenario rewards).
### Ancient Terminal
A fighter within 1” may make an Access Terminal (Double) action (Intelligence test with a -2 modifier). If successful and a double, gain 2D6x10 Credits. In addition, if successful, roll a D6:
| D6 | Result |
| :-: | :-------------- |
| 1-2 | +D6 Reputation. |
| 3-4 | +D6x10 Credits. |
| 5-6 | +D6 Experience. |
Once interacted with, it becomes inert and has no further effect.
## Avandoned Hardware
### Cranes and Servohaulers
Fighters in B2B can make a Jury Rig (Double) action. Pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain).
### Medicae Station
In the End phase, if Seriously Injured and within 3", instead of making a Recovery test as normal, make an Intelligence test. The result counts as a Recovery test roll.
- Pass: Flesh Wound.
- Fail: Out of Action.
### Vox Relay
If within 3”, the fighter can be included in a Group Activation regardless of range. This does not increase the number of fighters that may participate in the Group Activation, only the range.
### Force Barriers
Fighters hit by ranged attacks through a pair of pylons count as being equipped with a [refractor field](/docs/armoury/field-armour#refractor-field). If the refractor field burns out, the pylons cease working for the rest of the battle.
## Forgotten Ordnance
## Unexploded Ordnance
Should be limited to 0-2 pieces of terrain and placed within 12” of the centre of the battlefield.
In each End phase, place a token next to the unexploded ordnance. Starting from the 3rd round and onwards, roll a D6 after adding a token. If the result is less than the number of tokens, it explodes! All fighters within 6” suffers an Injury dice roll (armour rolls may not be made). In addition, all fighters on the battlefield must pass an Initiative test or become Pinned. Remove the Unexploded Ordnance from the battlefield.
Fighters within 3” can spend a Double action (Disarm):
Pass an Intelligence or Cool test to remove a token from the bomb.
### Fuel Drums and Ammo Crates
- EXPLOSIVE
If hit, make the following test:
- Str + D6 > 6
If passed, it explodes using a frag grenade:
- S3, Blast (3”), Knockback
It is then removed from the battlefield.
### Munitorum Containers
Treated as loot caskets that can't be moved and may be looted once each turn. Roll once for the content of the Loot Casket each time a Munitorum container is looted.
### Treasure Casket
Counts as a Loot Casket, with different contents. If opened, roll a D6:
| D6 | Result |
| :------------------------: | :--------------------------------------------------------------------------------------------------------------------- |
| 1 | **Click!** - Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible). |
| 2-3 | **Fancy Threads** - The fighter immediately gains Uphive Raiments Status item. |
| 4-6 | **A Noble’s Ransom** - The fighter immediately gains A Personal Equipment item, chosen by the controlling player. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Badzone: Hive Ruins ## Ancient Imperium ### Holy Imperialis While within 6”, gain +2 modifier to any Willpower tests. However, fighters opposed to the Imperium, such as Chaos or Genestealer Cultists, gain -2 modifier instead. ### Mechanicus Arcana At the end of a battle, if a gang has one or more fighters within 1”, and the opponent has none, gain D6x10 credits (in addition to any other scenario rewards). ### Ancient Terminal A fighter within 1” may make an Access Terminal (Double) action (Intelligence test with a -2 modifier). If successful and a double, gain 2D6x10 Credits. In addition, if successful, roll a D6: | D6 | Result | | :-: | :-------------- | | 1-2 | +D6 Reputation. | | 3-4 | +D6x10 Credits. | | 5-6 | +D6 Experience. | Once interacted with, it becomes inert and has no further effect. ## Avandoned Hardware ### Cranes and Servohaulers Fighters in B2B can make a Jury Rig (Double) action. Pass an Intelligence test to move the terrain piece up to 10” (moving with it if they wish). Can't climb ladders, but can go up ramps or be driven off ledges (suffering and inflicting damage in the same way as falling fighters). Alternatively, the Hauler or Crane’s claw can be activated (if it has one) using the rules for Industrial Claws and Hooks (Industrial Terrain). ### Medicae Station In the End phase, if Seriously Injured and within 3", instead of making a Recovery test as normal, make an Intelligence test. The result counts as a Recovery test roll. - Pass: Flesh Wound. - Fail: Out of Action. ### Vox Relay If within 3”, the fighter can be included in a Group Activation regardless of range. This does not increase the number of fighters that may participate in the Group Activation, only the range. ### Force Barriers Fighters hit by ranged attacks through a pair of pylons count as being equipped with a [refractor field](/docs/armoury/field-armour#refractor-field). If the refractor field burns out, the pylons cease working for the rest of the battle. ## Forgotten Ordnance ## Unexploded Ordnance Should be limited to 0-2 pieces of terrain and placed within 12” of the centre of the battlefield. In each End phase, place a token next to the unexploded ordnance. Starting from the 3rd round and onwards, roll a D6 after adding a token. If the result is less than the number of tokens, it explodes! All fighters within 6” suffers an Injury dice roll (armour rolls may not be made). In addition, all fighters on the battlefield must pass an Initiative test or become Pinned. Remove the Unexploded Ordnance from the battlefield. Fighters within 3” can spend a Double action (Disarm): Pass an Intelligence or Cool test to remove a token from the bomb. ### Fuel Drums and Ammo Crates - EXPLOSIVE If hit, make the following test: - Str + D6 > 6 If passed, it explodes using a frag grenade: - S3, Blast (3”), Knockback It is then removed from the battlefield. ### Munitorum Containers Treated as loot caskets that can't be moved and may be looted once each turn. Roll once for the content of the Loot Casket each time a Munitorum container is looted. ### Treasure Casket Counts as a Loot Casket, with different contents. If opened, roll a D6: | D6 | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------- | | 1 | **Click!** - Fitted with a fiendishly clever needle-trap. Roll an Injury dice and apply the result (no save possible). | | 2-3 | **Fancy Threads** - The fighter immediately gains Uphive Raiments Status item. | | 4-6 | **A Noble’s Ransom** - The fighter immediately gains A Personal Equipment item, chosen by the controlling player. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 870 |
397 | ### Web
If the wound roll for a Web attack against a fighter is
successful, no wound is inflicted, and no save roll or
Injury roll is made. Instead, the target automatically
becomes [[Webbed]]. | Unknown | Web | 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 wound roll for a Web attack against a fighter issuccessful, no wound is inflicted, and no save roll orInjury roll is made. Instead, the target automaticallybecomes Webbed. | 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 | ### Web If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes [[Webbed]]. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 397 |
766 | # Vehicle Upgrades & Wargear
## Weapons
### Basic Weapons
| Item | AL | Cost |
| ------- | :-: | :--: |
| Autogun | C | 15 |
| Lasgun | C | 15 |
### Special Weapons
| Item | AL | Cost |
| ------------------------------ | :-: | :--: |
| Grenade launcher (frag & krak) | R8 | 65 |
| Long las | C | 20 |
| Storm bolter (Imperial) | R12 | 95 |
### Heavy Weapons
| Item | AL | Cost |
| ------------------------------ | :-: | :--: |
| Harpoon launcher | R9 | 110 |
| Heavy bolter | R10 | 160 |
| Heavy flamer | R10 | 195 |
| Heavy stubber | R7 | 130 |
| Mining laser | R9 | 125 |
| Missile launcher (frag & krak) | R10 | 165 |
| Seismic cannon | R10 | 140 |
## Body Upgrades
### Ablative Armour
**15 Credits – Rare (7)**
A vehicle fitted with ablative armour treats the first
non-Glancing Hit it suffers to the Body location in each
battle as a Glancing Hit.
### Crash Cage
**15 Credits**
A vehicle fitted with a crash cage treats the first nonGlancing Hit it suffers to the Crew location in each
battle as a Glancing Hit.
### Escape Hatches
**10 Credits**
When rolling on the Lasting Injury table for the crew of
a vehicle fitted with escape hatches, the result may be
re-rolled. The second result must be kept even if it is
worse than the first.
### Explosive Ram
**25 Credits – Rare (9)**
The first head-on collision this vehicle is involved in, the
other object also suffers a S5, AP -2, D2 hit in addition
to any other effects.
### Extra Armour
**25 Credits**
A vehicle fitted with extra armour increases its
Toughness characteristic by 1 in all locations.
### Fire Points
**15 Credits**
All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots.
**Fire Point:** When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round.
All Fire Points are also subject to the Unstable Platform rule.
**Unstable Platform:** Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points.
### Ram
**15 Credits**
A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its
Front arc.
### Reinforced Armour
**20 Credits – Rare (9)**
A vehicle fitted with reinforced armour increases its
starting HP by 1.
### Rockgrinder Ram
**40 Credits – Rare (9)**
A vehicle fitted with a rockgrinder ram adds 2 to the
Strength, AP and Damage of any vehicle impacts
involving its Front arc.
### Speed Fins
**10 Credits – Rare (8)**
If a model equipped with speed fins does not make
any turns during its activation, it may increase its
Movement characteristic by 1". This Upgrade cannot be
taken by a Walker.
### Transport Bed
**15 Credits**
A defined area (which must be clear on the model) of
a vehicle fitted with a transport bed. This means that
fighters on that area do not have to check to see if they
fall off when the vehicle moves. This Upgrade cannot
be taken by a Walker. The number of fighters who can
fit on a transport bed is determined by the number that
can physically fit on the transport bed as modelled on
the vehicle.
### Transport Cage
**Small: 20 Credits**
**Large: 50 Credits – Rare (7)**
A transport cage is an enclosed cab on a vehicle
designed to carry fighters. They may take many
different shapes and sizes but the purpose is always
to safely transport fighters across the dangerous ash
wastes. All transport cages must have at least one
clearly visible access point.
The number of fighters able to fit in a transport cage
is determined by its size:
- small ones can hold three fighters,
- large ones six fighters.
This is the maximum
number of fighters that can be embarked upon the
vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle
with a transport cage as long as the vehicle is already
deployed upon the battlefield; fighters cannot start
embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition
and Brutes cannot enter a transport cage.
While embarked in a transport cage, a fighter is treated
as if they are not on the battlefield, so cannot be the
target of any attacks or use any abilities. If any fighters
are embarked on a vehicle when it is Wrecked, they
must be placed Prone within 1" of the vehicle’s final
position and then suffer a S4, AP -, D1 hit. Any fighter
that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table
for them.
All friendly fighters can perform the Embark (Basic)
and Disembark (Basic) actions:
**Embark (Basic):** If this fighter is within 1" of a transport
cage’s access point, remove them from the battlefield. They are now embarked in the transport cage.
**Disembark (Basic):** If this fighter is embarked in a
transport cage, place them within 1" of the transport
cage’s access point and at least 1" away from any
enemy fighters. This may mean that fighters cannot
disembark from a transport cage.
### Turtle Back
**10 Credits – Rare (8)**
A vehicle with a turtle back does not automatically
become Wrecked if it rolls due to failing a Loss of
Control test. Instead it loses two Hull points and auto
rights itself after resolving the roll.
### Weapon Hardpoint
**40 Credits – Rare (8)**
A vehicle fitted with this Upgrade adds one [Weapon Hardpoint](/docs/gangs/gang-additions/vehicles/wasteland-workshop#weapon-hardpoints). This Upgrade can be taken
multiple times.
### Weapons Stash
**20 Credits – Rare (7)**
This vehicle counts as an Ammo Cache
## Drive Upgrades
### All-Wheel Steering
**10 Credits**
A vehicle fitted with all-wheel steering increases its
Handling characteristic by 1. This Upgrade cannot be
taken by a vehicle with either the Skimmer or Walker
special rule.
### Antigrav Generators
**50 Credits – Rare (10)\***
_\*Rare (8) for Van Saar_
A vehicle fitted with this antigrav generators gains the
Skimmer special rule, replacing whatever its current
Locomotion special rule is.
### Emergency Brake
**10 Credits**
Whenever this vehicle moves due to a failed Loss of
Control test, halve the distance travelled. This Upgrade
cannot be taken by a Walker.
### Pneumatic Radials
**30 Credits – Rare (8)**
A vehicle fitted with pneumatic radials does not suffer
any penalty to its movement for traversing difficult
terrain. This Upgrade can only be taken by a vehicle
with the Wheeled Locomotion rule.
### Powered Steering
**30 Credits – Rare (8)**
When performing a Move (Simple) action, this vehicle
may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This
Upgrade cannot be taken by a vehicle with either the
Skimmer or Walker special rule.
### Redundant Drive System
**15 Credits – Rare (7)**
A vehicle fitted with a redundant drive system treats
the first non-Glancing Hit it suffers to the Drive location
in each battle as a Glancing Hit. This Upgrade cannot
be taken by a Walker.
### Tyre Claws
**10 Credits**
A vehicle fitted with tyre claws increases its Handling
characteristic by 1. This Upgrade can only be taken by
a vehicle with the Wheeled Locomotion rule.
## Engine Upgrades
### Archaeotech Automantic Reactor
**40 Credits – Rare (10)**
A vehicle fitted with an archaeotech automantic reactor
increases its Movement characteristic by 2". When the
vehicle is Wrecked, the reactor explodes; all models
within 3" suffer a S5, AP -1, D1 hit, and the vehicle is
then removed.
### Easy Turnover
**5 Credits**
A vehicle fitted with an easy turnover applies a +1
modifier to any checks to restart its engine.
### Engine Shell
**15 Credits – Rare (9)**
A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit.
### Gas Promethium Engine
**25 Credits – Rare (10)**
Each time this vehicle moves, any models within 1" of
the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames
belching out of the exhausts.
### Glys Injector
**20 Credits – Rare (8)**
Once per battle, when it is activated, a vehicle fitted
with a glys injector can increase its Movement
characteristic by 4" for the duration of its activation.
### Nitro Burner
**15 Credits**
A vehicle fitted with a nitro burner increases its
Movement characteristic by 1".
### Plasma Coil Engine
**25 Credits – Rare (9)**
When this vehicle is activated, its Movement
characteristic can be increased by 2"; however, if it
is, then after the activation is finished roll a D6. On
a result of a 1, the engine overheats and the vehicle
loses 1 HP.
### Smoke Vents
**25 Credits**
This vehicle is constantly shrouded by clouds of smoke;
all ranged attacks targeting it suffer a -1 penalty to
hit. This effect is ignored by anything that ignores the
Smoke weapon trait.
## Vehicle Wargear
### Boarding Ramp
**15 Credits**
A fighter attempting to jump from a vehicle fitted with
a boarding ramp to another vehicle within 3" adds 1 to
its Initiative check.
### Body Spikes
**10 Credits**
Any time a fighter moves on a vehicle fitted with body
spikes (except when moving on a Transport area), they must make an Initiative test. If failed, they suffer
an automatic S3, AP -, D1 hit. This attack does not
pin them.
### Booby-Trapped Fuel Tanks
**10 Credits – Rare (9)**
If a vehicle fitted with booby-trapped fuel tanks is
Wrecked, roll a D6 every time a fighter moves within
3" of it. On a 5+ the vehicle explodes; every model
within 5" takes a S6, AP -1, D1 hit with the Blaze trait.
Once it has exploded, a vehicle equipped with booby- trapped fuel tanks is removed from the battlefield and
must then roll on the Lasting Damage table (apply this
result in addition to the result rolled when the vehicle
was wrecked).
### Caltrop Launcher
**20 Credits – Rare (7)**
A vehicle fitted with a caltrop launcher may make the
Lay Caltrops (Basic) action.
**Lay Caltrop (Basic):** The vehicle moves forwards in a
straight line up to its Movement characteristic; no turns
may be made. At any point during this move, up to
three markers can be placed on the battlefield within
the vehicle’s Rear arc and within 1" of the vehicle. Any
time a vehicle with the Wheeled special rule moves
within 1" of a caltrop marker, they must make a Loss of
Control test with a -2 modifier.
### Flare Launchers
**10 Credits**
A vehicle fitted with flare launchers may perform the
Launch Flares (Basic) action.
**Launch Flares (Basic):** All models, including this
vehicle, within 12" of this vehicle gain the Revealed
condition until the start of the End phase.
### Headlights
**15 Credits**
A vehicle fitted with headlights can turn them on or
off at the start of their activation; they remain in the
selected state until their next activation. While they are
on, all models within 12", in Line of Sight and within
the vehicle’s Front arc are Revealed. In addition, while
the headlights are on, the vehicle equipped with themis also Revealed.
### Kill Switch
**15 Credits – Rare (7)**
If this vehicle is Wrecked as a result of a hit to the
Engine, subtract one from the Lasting Damage
table roll.
### Minelayer
**15 Credits – Rare (7)**
**Additional Mines: 20 Credits**
One use only per battle. A vehicle fitted with a
minelayer may make the Lay Mine (Basic) action. Each
additional mine purchased allows the Lay Mine (Basic)
action to be performed one extra time per battle.
**Lay Mine (Basic):** The vehicle moves forwards in a
straight line up to its Movement characteristic, no
turns may be made. At any point during this move a
melta trap may be placed on the battlefield within the
vehicle’s Rear arc and within 1" of the vehicle. It cannot
be triggered until after this is completed.
### Smoke Launchers
**20 Credits**
A vehicle fitted with smoke launchers may make the
Launch Smoke (Basic) action. Launch Smoke (Basic):Place three markers within 2"
of this vehicle. These markers act like smoke grenades.
### Wheel Scythes
**20 Credits**
If a vehicle fitted with Wheel Scythes moves within 1" of
a model, that model takes a S3, AP -, D1 hit, and if they
are a fighter they are Pinned. This Wargear can only be
taken by vehicles with the Wheeled special rule. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Vehicle Upgrades & Wargear ## Weapons ### Basic Weapons | Item | AL | Cost | | ------- | :-: | :--: | | Autogun | C | 15 | | Lasgun | C | 15 | ### Special Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Grenade launcher (frag & krak) | R8 | 65 | | Long las | C | 20 | | Storm bolter (Imperial) | R12 | 95 | ### Heavy Weapons | Item | AL | Cost | | ------------------------------ | :-: | :--: | | Harpoon launcher | R9 | 110 | | Heavy bolter | R10 | 160 | | Heavy flamer | R10 | 195 | | Heavy stubber | R7 | 130 | | Mining laser | R9 | 125 | | Missile launcher (frag & krak) | R10 | 165 | | Seismic cannon | R10 | 140 | ## Body Upgrades ### Ablative Armour **15 Credits – Rare (7)** A vehicle fitted with ablative armour treats the first non-Glancing Hit it suffers to the Body location in each battle as a Glancing Hit. ### Crash Cage **15 Credits** A vehicle fitted with a crash cage treats the first nonGlancing Hit it suffers to the Crew location in each battle as a Glancing Hit. ### Escape Hatches **10 Credits** When rolling on the Lasting Injury table for the crew of a vehicle fitted with escape hatches, the result may be re-rolled. The second result must be kept even if it is worse than the first. ### Explosive Ram **25 Credits – Rare (9)** The first head-on collision this vehicle is involved in, the other object also suffers a S5, AP -2, D2 hit in addition to any other effects. ### Extra Armour **25 Credits** A vehicle fitted with extra armour increases its Toughness characteristic by 1 in all locations. ### Fire Points **15 Credits** All vehicles may add Fire Points to a transport cage for +15 credits per Fire Point, this upgrade does not use any vehicle Upgrade slots. **Fire Point:** When activated, any model embarked upon a vehicle with a transport cage with at least one Fire Point may perform the following actions as part of their activation: Shoot (Basic) and Reload (Simple). The shooting attack is resolved as if emanating from the Fire Point (place the Vision Arc template against the Fire Point to check what the fighter can see). Each Fire Point may only have one fighter fire form it each round. All Fire Points are also subject to the Unstable Platform rule. **Unstable Platform:** Fighters may not perform the Aim (Basic) action or fire weapons with the Unwieldy trait while they are embarked in a Transport Cage with Fire Points. ### Ram **15 Credits** A vehicle fitted with a ram adds 1 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Reinforced Armour **20 Credits – Rare (9)** A vehicle fitted with reinforced armour increases its starting HP by 1. ### Rockgrinder Ram **40 Credits – Rare (9)** A vehicle fitted with a rockgrinder ram adds 2 to the Strength, AP and Damage of any vehicle impacts involving its Front arc. ### Speed Fins **10 Credits – Rare (8)** If a model equipped with speed fins does not make any turns during its activation, it may increase its Movement characteristic by 1". This Upgrade cannot be taken by a Walker. ### Transport Bed **15 Credits** A defined area (which must be clear on the model) of a vehicle fitted with a transport bed. This means that fighters on that area do not have to check to see if they fall off when the vehicle moves. This Upgrade cannot be taken by a Walker. The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle. ### Transport Cage **Small: 20 Credits** **Large: 50 Credits – Rare (7)** A transport cage is an enclosed cab on a vehicle designed to carry fighters. They may take many different shapes and sizes but the purpose is always to safely transport fighters across the dangerous ash wastes. All transport cages must have at least one clearly visible access point. The number of fighters able to fit in a transport cage is determined by its size: - small ones can hold three fighters, - large ones six fighters. This is the maximum number of fighters that can be embarked upon the vehicle. When deploying at the start of a battle, fighters can be deployed embarked upon a vehicle with a transport cage as long as the vehicle is already deployed upon the battlefield; fighters cannot start embarked upon a vehicle that is in Reinforcements. Note that fighters subject to the mounted condition and Brutes cannot enter a transport cage. While embarked in a transport cage, a fighter is treated as if they are not on the battlefield, so cannot be the target of any attacks or use any abilities. If any fighters are embarked on a vehicle when it is Wrecked, they must be placed Prone within 1" of the vehicle’s final position and then suffer a S4, AP -, D1 hit. Any fighter that cannot be placed in this way is taken Out of Action – immediately make a roll on the Lasting Injury table for them. All friendly fighters can perform the Embark (Basic) and Disembark (Basic) actions: **Embark (Basic):** If this fighter is within 1" of a transport cage’s access point, remove them from the battlefield. They are now embarked in the transport cage. **Disembark (Basic):** If this fighter is embarked in a transport cage, place them within 1" of the transport cage’s access point and at least 1" away from any enemy fighters. This may mean that fighters cannot disembark from a transport cage. ### Turtle Back **10 Credits – Rare (8)** A vehicle with a turtle back does not automatically become Wrecked if it rolls due to failing a Loss of Control test. Instead it loses two Hull points and auto rights itself after resolving the roll. ### Weapon Hardpoint **40 Credits – Rare (8)** A vehicle fitted with this Upgrade adds one [Weapon Hardpoint](/docs/gangs/gang-additions/vehicles/wasteland-workshop#weapon-hardpoints). This Upgrade can be taken multiple times. ### Weapons Stash **20 Credits – Rare (7)** This vehicle counts as an Ammo Cache ## Drive Upgrades ### All-Wheel Steering **10 Credits** A vehicle fitted with all-wheel steering increases its Handling characteristic by 1. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Antigrav Generators **50 Credits – Rare (10)\*** _\*Rare (8) for Van Saar_ A vehicle fitted with this antigrav generators gains the Skimmer special rule, replacing whatever its current Locomotion special rule is. ### Emergency Brake **10 Credits** Whenever this vehicle moves due to a failed Loss of Control test, halve the distance travelled. This Upgrade cannot be taken by a Walker. ### Pneumatic Radials **30 Credits – Rare (8)** A vehicle fitted with pneumatic radials does not suffer any penalty to its movement for traversing difficult terrain. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ### Powered Steering **30 Credits – Rare (8)** When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one. This Upgrade cannot be taken by a vehicle with either the Skimmer or Walker special rule. ### Redundant Drive System **15 Credits – Rare (7)** A vehicle fitted with a redundant drive system treats the first non-Glancing Hit it suffers to the Drive location in each battle as a Glancing Hit. This Upgrade cannot be taken by a Walker. ### Tyre Claws **10 Credits** A vehicle fitted with tyre claws increases its Handling characteristic by 1. This Upgrade can only be taken by a vehicle with the Wheeled Locomotion rule. ## Engine Upgrades ### Archaeotech Automantic Reactor **40 Credits – Rare (10)** A vehicle fitted with an archaeotech automantic reactor increases its Movement characteristic by 2". When the vehicle is Wrecked, the reactor explodes; all models within 3" suffer a S5, AP -1, D1 hit, and the vehicle is then removed. ### Easy Turnover **5 Credits** A vehicle fitted with an easy turnover applies a +1 modifier to any checks to restart its engine. ### Engine Shell **15 Credits – Rare (9)** A vehicle fitted with an engine shell treats the first non-Glancing Hit it suffers to the Engine location in each battle as a Glancing Hit. ### Gas Promethium Engine **25 Credits – Rare (10)** Each time this vehicle moves, any models within 1" of the vehicle at any point during its move suffer a S3, AP -1, D1 hit with the Blaze trait from the flames belching out of the exhausts. ### Glys Injector **20 Credits – Rare (8)** Once per battle, when it is activated, a vehicle fitted with a glys injector can increase its Movement characteristic by 4" for the duration of its activation. ### Nitro Burner **15 Credits** A vehicle fitted with a nitro burner increases its Movement characteristic by 1". ### Plasma Coil Engine **25 Credits – Rare (9)** When this vehicle is activated, its Movement characteristic can be increased by 2"; however, if it is, then after the activation is finished roll a D6. On a result of a 1, the engine overheats and the vehicle loses 1 HP. ### Smoke Vents **25 Credits** This vehicle is constantly shrouded by clouds of smoke; all ranged attacks targeting it suffer a -1 penalty to hit. This effect is ignored by anything that ignores the Smoke weapon trait. ## Vehicle Wargear ### Boarding Ramp **15 Credits** A fighter attempting to jump from a vehicle fitted with a boarding ramp to another vehicle within 3" adds 1 to its Initiative check. ### Body Spikes **10 Credits** Any time a fighter moves on a vehicle fitted with body spikes (except when moving on a Transport area), they must make an Initiative test. If failed, they suffer an automatic S3, AP -, D1 hit. This attack does not pin them. ### Booby-Trapped Fuel Tanks **10 Credits – Rare (9)** If a vehicle fitted with booby-trapped fuel tanks is Wrecked, roll a D6 every time a fighter moves within 3" of it. On a 5+ the vehicle explodes; every model within 5" takes a S6, AP -1, D1 hit with the Blaze trait. Once it has exploded, a vehicle equipped with booby- trapped fuel tanks is removed from the battlefield and must then roll on the Lasting Damage table (apply this result in addition to the result rolled when the vehicle was wrecked). ### Caltrop Launcher **20 Credits – Rare (7)** A vehicle fitted with a caltrop launcher may make the Lay Caltrops (Basic) action. **Lay Caltrop (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic; no turns may be made. At any point during this move, up to three markers can be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. Any time a vehicle with the Wheeled special rule moves within 1" of a caltrop marker, they must make a Loss of Control test with a -2 modifier. ### Flare Launchers **10 Credits** A vehicle fitted with flare launchers may perform the Launch Flares (Basic) action. **Launch Flares (Basic):** All models, including this vehicle, within 12" of this vehicle gain the Revealed condition until the start of the End phase. ### Headlights **15 Credits** A vehicle fitted with headlights can turn them on or off at the start of their activation; they remain in the selected state until their next activation. While they are on, all models within 12", in Line of Sight and within the vehicle’s Front arc are Revealed. In addition, while the headlights are on, the vehicle equipped with themis also Revealed. ### Kill Switch **15 Credits – Rare (7)** If this vehicle is Wrecked as a result of a hit to the Engine, subtract one from the Lasting Damage table roll. ### Minelayer **15 Credits – Rare (7)** **Additional Mines: 20 Credits** One use only per battle. A vehicle fitted with a minelayer may make the Lay Mine (Basic) action. Each additional mine purchased allows the Lay Mine (Basic) action to be performed one extra time per battle. **Lay Mine (Basic):** The vehicle moves forwards in a straight line up to its Movement characteristic, no turns may be made. At any point during this move a melta trap may be placed on the battlefield within the vehicle’s Rear arc and within 1" of the vehicle. It cannot be triggered until after this is completed. ### Smoke Launchers **20 Credits** A vehicle fitted with smoke launchers may make the Launch Smoke (Basic) action. Launch Smoke (Basic):Place three markers within 2" of this vehicle. These markers act like smoke grenades. ### Wheel Scythes **20 Credits** If a vehicle fitted with Wheel Scythes moves within 1" of a model, that model takes a S3, AP -, D1 hit, and if they are a fighter they are Pinned. This Wargear can only be taken by vehicles with the Wheeled special rule. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 766 |
1,133 | # 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 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # 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 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,028 | # 84. Intelligence Gathering
_A gang must stay alive long enough to get some vital info._
**Source: House of Shadow**
:::info Designer's Note: Bringing Faith to the Faithless
While the scenarios presented here have been designed specifically for House
Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang.
Cauldron of Lies lends itself well to
multi-player games – where multiple gangs must fight in a chaotic free-for-all
as the very win conditions they are fighting for changes from round to round.
Intelligence Gathering is the perfect opportunity for a gang to test its skill, not
just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info
it needs
:::
## Attacker & Defender
Tie-breaker for determining the attacker:
1. Delaque.
2. Lowest rating.
3. Roll-off (the winner can choose attacker/defender).
The other gang is the defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (10).
- **Defender:** Random (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits
## Deployment
1. **Defender:**
- Divide the battlefield into 4 quarters.
- Place at least 1 fighter in each quarter (unless having less than 4 fighters).
2. **Attacker:**
- Within 2" of one battlefield edge and within 12" of at least one friendly fighter (if possible).
## Underhive Spies
_The attacker is attempting to place hidden recorders, vox traps and other spying devices in the enemy turf. This activity is secret and the killing is kept to a minimum._
Each attacker can spend a Double action (Plant Spying) if all the following are true:
- Within 6" of a corner or centre of the battlefield.
- No enemies have LOS to this fighter.
Note that to win, the attacker must have at least 1 spy device in each of the 5 locations (4 corners + 1 centre). Additional spy devices can be placed in the same location, but this has no effect on winning the battle.
## Ending the Battle
The battle ends when any of the following are true:
- Only one gang remains on the battlefield.
- All 5 spy devices are placed (1 in each centre and 1 in the centre).
## Victory
The attacker wins if all 5 spy devices are placed. The defender wins if the attacker voluntarily bottles out or if only the defender remains on the battlefield at the end of the battle. Otherwise it is a draw.
## Rewards
#### Credits
- 2D6x10 to the attacker for winning.
- D6x10 to the defender for winning
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each attacker for placing 1+ spy devices.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 to the attacker for winning.
- -1 for bottling out.
:::danger House Rule (Necrodamus)
This scenario is broken. The defender can always prevent the attacker from losing by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the attacker from placing more spy devices.
Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'House Delaque Scenario'] | 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 | 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 | # 84. Intelligence Gathering _A gang must stay alive long enough to get some vital info._ **Source: House of Shadow** :::info Designer's Note: Bringing Faith to the Faithless While the scenarios presented here have been designed specifically for House Delaque gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Cauldron of Lies lends itself well to multi-player games – where multiple gangs must fight in a chaotic free-for-all as the very win conditions they are fighting for changes from round to round. Intelligence Gathering is the perfect opportunity for a gang to test its skill, not just measuring its strength by the size of its crew or the firepower it can muster, but by its ability to survive long enough without taking out the foe to get the info it needs ::: ## Attacker & Defender Tie-breaker for determining the attacker: 1. Delaque. 2. Lowest rating. 3. Roll-off (the winner can choose attacker/defender). The other gang is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits ## Deployment 1. **Defender:** - Divide the battlefield into 4 quarters. - Place at least 1 fighter in each quarter (unless having less than 4 fighters). 2. **Attacker:** - Within 2" of one battlefield edge and within 12" of at least one friendly fighter (if possible). ## Underhive Spies _The attacker is attempting to place hidden recorders, vox traps and other spying devices in the enemy turf. This activity is secret and the killing is kept to a minimum._ Each attacker can spend a Double action (Plant Spying) if all the following are true: - Within 6" of a corner or centre of the battlefield. - No enemies have LOS to this fighter. Note that to win, the attacker must have at least 1 spy device in each of the 5 locations (4 corners + 1 centre). Additional spy devices can be placed in the same location, but this has no effect on winning the battle. ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - All 5 spy devices are placed (1 in each centre and 1 in the centre). ## Victory The attacker wins if all 5 spy devices are placed. The defender wins if the attacker voluntarily bottles out or if only the defender remains on the battlefield at the end of the battle. Otherwise it is a draw. ## Rewards #### Credits - 2D6x10 to the attacker for winning. - D6x10 to the defender for winning #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker for placing 1+ spy devices. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the attacker for winning. - -1 for bottling out. :::danger House Rule (Necrodamus) This scenario is broken. The defender can always prevent the attacker from losing by voluntarily failing the Bottle test, then fleeing the battlefield, preventing the attacker from placing more spy devices. Solution: The attacker wins if the defender voluntarily bottles out OR flees the battlefield voluntarily. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,028 |
642 | # 20. Fighter Down
_A gang searches for a lost companion before the underhive gets them for good._
_Source: Necromunda 2018 Rulebook_
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard.
## Crews
- Random (D3+2) + Reinforcements.
The attacking crew must include a random Ganger or Juve to be the wounded fighter.
## Tactics Cards
- **Attacker:** Custom (2).
- **Defender:** Random (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
Standard. The attacker places the wounded fighter face down within 8” of the centre of the board.
## Reinforcements
- D3 per gang.
- Each End phase (starting on the 2nd round).
- Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang).
## Special Rule: The Wounded Fighter
For the purpose of this scenario, the wounded fighter is considered to have suffered a Serious Injury, one which they can't recover from - do not roll to see if they recover in the End phase. Instead, they remain Seriously Injured until they either go Out of Action or are carried off the board. They may still make Crawl (Double) actions as normal.
The wounded fighter may be taken Out of Action with the Coup de Grace action as normal. Friendly fighters may spend a Double action (Carry) if activating within 1” of the wounded fighter, allowing them to move up to their Move characteristic and take the wounded fighter with them. If the wounded fighter begins their activation within 1” of the board edge closest to the attacker’s deployment area, they may escape off the board.
## Special Rule: Carrion Creatures
In the underhive, there are countless predators skulking in the shadows - mutated rats, murder-pedes, rust vultures and others.
After the wounded fighter and both gangs have deployed, roll D6+3 to find out how many Carrion Creatures are present. Take turns, starting with the player with Priority, to place these creatures on the board, at least 12” from any fighters (including the wounded fighter).
In each End phase, take turns moving the Carrion Creatures, starting with the player with Priority. Any Carrion Creature that ends its movement in base contact with a fighter will make a Melee (Basic) action against it - after this action has been resolved move the creature D3” directly away from the fighter. The fighter may not make Reaction attacks.
<FighterCard>
### Carrion Creature
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 5+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 11+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- |
| Beaks, claws and mandibles | - | E | - | - | S | | 1 | - | - |
</WeaponStats>
</FighterCard>
## Ending the Battle
The battle ends when at least 1 condition is true:
- Only one gang has fighters remaining.
- The wounded fighter has escaped or is taken Out of Action.
## Victory
The attacker wins if the wounded fighter escapes, otherwise the defender wins.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for taking the wounded fighter 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 attacker if the wounded fighter escaped.
- +1 to the defender if the wounded fighter was taken Out of Action.
- -1 to any gang that bottled out.
:::note Alternative Variant
Custom underhive predators may be included. Creatures may be placed anywhere on the board, or keep their location secret using Pitch Black special rule from In the Dark scenario. The creatures are only revealed when fighters get within line of sight of them. If a creature moves out of line of sight, replace it with a counter. In the End phase, each counter may swap which monster it represents.
:::
:::note Alternative Variant (Hangers-on)
A Rogue Doc could be included.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis'] | 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 | 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 | # 20. Fighter Down _A gang searches for a lost companion before the underhive gets them for good._ _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard. ## Crews - Random (D3+2) + Reinforcements. The attacking crew must include a random Ganger or Juve to be the wounded fighter. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Standard. The attacker places the wounded fighter face down within 8” of the centre of the board. ## Reinforcements - D3 per gang. - Each End phase (starting on the 2nd round). - Within 1" of any battlefield edge and at least 12" from enemies (deployed by the controlling gang). ## Special Rule: The Wounded Fighter For the purpose of this scenario, the wounded fighter is considered to have suffered a Serious Injury, one which they can't recover from - do not roll to see if they recover in the End phase. Instead, they remain Seriously Injured until they either go Out of Action or are carried off the board. They may still make Crawl (Double) actions as normal. The wounded fighter may be taken Out of Action with the Coup de Grace action as normal. Friendly fighters may spend a Double action (Carry) if activating within 1” of the wounded fighter, allowing them to move up to their Move characteristic and take the wounded fighter with them. If the wounded fighter begins their activation within 1” of the board edge closest to the attacker’s deployment area, they may escape off the board. ## Special Rule: Carrion Creatures In the underhive, there are countless predators skulking in the shadows - mutated rats, murder-pedes, rust vultures and others. After the wounded fighter and both gangs have deployed, roll D6+3 to find out how many Carrion Creatures are present. Take turns, starting with the player with Priority, to place these creatures on the board, at least 12” from any fighters (including the wounded fighter). In each End phase, take turns moving the Carrion Creatures, starting with the player with Priority. Any Carrion Creature that ends its movement in base contact with a fighter will make a Melee (Basic) action against it - after this action has been resolved move the creature D3” directly away from the fighter. The fighter may not make Reaction attacks. <FighterCard> ### Carrion Creature | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 11+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | | Beaks, claws and mandibles | - | E | - | - | S | | 1 | - | - | </WeaponStats> </FighterCard> ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - The wounded fighter has escaped or is taken Out of Action. ## Victory The attacker wins if the wounded fighter escapes, otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the wounded fighter 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 attacker if the wounded fighter escaped. - +1 to the defender if the wounded fighter was taken Out of Action. - -1 to any gang that bottled out. :::note Alternative Variant Custom underhive predators may be included. Creatures may be placed anywhere on the board, or keep their location secret using Pitch Black special rule from In the Dark scenario. The creatures are only revealed when fighters get within line of sight of them. If a creature moves out of line of sight, replace it with a counter. In the End phase, each counter may swap which monster it represents. ::: :::note Alternative Variant (Hangers-on) A Rogue Doc could be included. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 642 |
612 | # Location Details
#location
Here's an expanded version of The Rusted Spire:
**The Rusted Spire**
Located on the outskirts of Scrapheap, The Rusted Spire is a crumbling skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's rusted facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks.
As you approach the building, you notice that the once-grand entrance is now a tangled mess of rebar and corrugated steel. The air is thick with the smell of decay and neglect, and the sound of scuttling insects echoes through the empty corridors.
The Rusted Spire has become a hub for scavenging and salvage operations, with various gangs vying for control of the territory. The Van Saar gang, currently holding the territory, have set up makeshift workshops and storage facilities within the building's crumbling walls.
**Bonuses:**
* +2 to all Gang Fights within The Rusted Spire: The structure's maze-like corridors and multiple levels provide ample opportunities for ambushes and flanking maneuvers.
* +15% chance to recover Captives during battles fought within The Rusted Spire: The Van Saar gang has developed a network of hidden passages and escape routes, making it easier to rescue captured gang members.
**Challenges:**
* **Structural Instability:** The building's crumbling state means that any significant damage can cause the structure to collapse, trapping or injuring gang fighters.
* **Rival Gangs:** The Van Saar gang is fiercely protective of their territory and will not hesitate to attack any rival gangs attempting to take control.
**Acquisition Opportunity:**
To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do?
{d1}
## Description
Here is an expanded description for The Rusted Spire:
**The Rusted Spire**
The Rusted Spire stands as a testament to the underhive's ability to reclaim even the most decrepit of structures. This abandoned skyscraper, once a symbol of Hive City's prosperity and progress, now serves as a base of operations for scavenging gangs like the Van Saar.
As you approach The Rusted Spire, you're struck by its sheer scale and the eerie silence that surrounds it. The once-maintained exterior walls are now covered in rust and corrosion, with twisted metal beams jutting out at odd angles. The air is thick with the smell of decay and neglect, a noxious mix of ozone, smoke, and the faint hint of burning oil.
The interior of The Rusted Spire is just as imposing. Crumbling concrete floors creak beneath your feet, while rusted elevator shafts stretch up towards the darkened ceiling like skeletal fingers. The walls are adorned with faded advertisements and peeling paint, a testament to the building's former glory.
Despite its decrepit appearance, The Rusted Spire offers ample opportunities for gang fighters to set up ambushes or launch surprise attacks. Narrow corridors and cramped stairwells provide cover from which to emerge and strike at unsuspecting foes. The structure's many levels also offer a variety of vantage points from which to survey the surrounding area.
The Van Saar, the current occupants of The Rusted Spire, have been using it as a base of operations for their own scavenging and salvage operations. They've set up makeshift workshops, storage rooms, and even a few crude living quarters within the structure's walls. The air is thick with the smell of oil, metal, and sweat as they work tirelessly to strip the building of its valuable components.
To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do?
{d1}
## Special Rules
Let's add some special rules to The Rusted Spire.
*The Rusted Spire:*
The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect.
*Bonuses:*
* +2 to all Gang Fights within The Rusted Spire
* +15% chance to recover Captives during battles fought within The Rusted Spire
*Special Rules:*
**Rusted Spire Ambush:** When a rival gang attempts to take control of The Rusted Spire, the defending gang gains a +1 bonus to their combat performance. Additionally, there is a 10% chance that the attacking gang's leader will be injured or killed during the battle.
**Spire Collapse:** If the defending gang wins the battle and holds The Rusted Spire, there is a 5% chance that the structure will collapse, causing damage to both gangs involved in the battle. This can result in lost Captives, equipment, or even gang members.
To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do?
{d1}
## Boons
Here is the revised generated location:
* *New Territory: The Rusted Spire** *
The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect.
* *Bonuses:** *
* +2 to all Gang Fights within The Rusted Spire
* +15% chance to recover Captives during battles fought within The Rusted Spire
* **Scavenging Advantage**: +10% chance to find valuable scrap metal or salvageable parts when exploring the territory
The territory is currently held by a rival gang, the Van Saar, who have been using it as a base of operations for their own scavenging and salvage operations.
To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do?
{d1}
## Income
Let's add some income bonuses to The Rusted Spire.
*The Rusted Spire*
Income: `dice: (1d4+1) * 10`
With this bonus, the gang controlling The Rusted Spire will have a chance to generate additional credits. The roll of 1d4+1 will give them a base income, and then multiplying it by 10 will give them the total amount of credits they can earn.
For example, if the roll is 3, the gang would earn an additional 30 credits (3 x 10).
## Dice Rolls
Let's get started.
You've decided to take on The Rusted Spire, a territory currently held by the Van Saar gang. To take control of this territory, you'll need to either win a battle with it at stake or exchange Captives for the territory.
As you approach The Rusted Spire, you notice that the Van Saar gang has set up a strong defense, with multiple ambush points and traps throughout the structure. You'll need to be strategic in your approach if you want to take control of this territory.
You've got three options:
1. **Launch a full-scale assault**: Roll `dice: 2d6` for combat performance. If the result equals or exceeds 8, you'll successfully take control of The Rusted Spire.
2. **Try to negotiate with the Van Saar gang**: Roll `dice: 1d6` for negotiation skills. If the result is 4 or higher, you might be able to persuade the Van Saar gang to surrender The Rusted Spire without a fight.
3. **Exchange Captives for the territory**: You can offer to exchange some of your own Captives for control of The Rusted Spire. This option will require careful consideration, as it may weaken your own position in the underhive.
What would you like to do?
## Linked Territories
I apologize for missing that earlier!
Here's the revised territory with the correct linking:
*New Territory: The Rusted Spire*
[Scrapheap]]
The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect.
*Bonuses:*
+2 to all Gang Fights within The Rusted Spire
+15% chance to recover Captives during battles fought within The Rusted Spire
The territory is currently held by a rival gang, the Van Saar, who have been using it as a base of operations for their own scavenging and salvage operations.
To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do?
{d1} | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | # Location Details #location Here's an expanded version of The Rusted Spire: **The Rusted Spire** Located on the outskirts of Scrapheap, The Rusted Spire is a crumbling skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's rusted facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. As you approach the building, you notice that the once-grand entrance is now a tangled mess of rebar and corrugated steel. The air is thick with the smell of decay and neglect, and the sound of scuttling insects echoes through the empty corridors. The Rusted Spire has become a hub for scavenging and salvage operations, with various gangs vying for control of the territory. The Van Saar gang, currently holding the territory, have set up makeshift workshops and storage facilities within the building's crumbling walls. **Bonuses:** * +2 to all Gang Fights within The Rusted Spire: The structure's maze-like corridors and multiple levels provide ample opportunities for ambushes and flanking maneuvers. * +15% chance to recover Captives during battles fought within The Rusted Spire: The Van Saar gang has developed a network of hidden passages and escape routes, making it easier to rescue captured gang members. **Challenges:** * **Structural Instability:** The building's crumbling state means that any significant damage can cause the structure to collapse, trapping or injuring gang fighters. * **Rival Gangs:** The Van Saar gang is fiercely protective of their territory and will not hesitate to attack any rival gangs attempting to take control. **Acquisition Opportunity:** To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do? {d1} ## Description Here is an expanded description for The Rusted Spire: **The Rusted Spire** The Rusted Spire stands as a testament to the underhive's ability to reclaim even the most decrepit of structures. This abandoned skyscraper, once a symbol of Hive City's prosperity and progress, now serves as a base of operations for scavenging gangs like the Van Saar. As you approach The Rusted Spire, you're struck by its sheer scale and the eerie silence that surrounds it. The once-maintained exterior walls are now covered in rust and corrosion, with twisted metal beams jutting out at odd angles. The air is thick with the smell of decay and neglect, a noxious mix of ozone, smoke, and the faint hint of burning oil. The interior of The Rusted Spire is just as imposing. Crumbling concrete floors creak beneath your feet, while rusted elevator shafts stretch up towards the darkened ceiling like skeletal fingers. The walls are adorned with faded advertisements and peeling paint, a testament to the building's former glory. Despite its decrepit appearance, The Rusted Spire offers ample opportunities for gang fighters to set up ambushes or launch surprise attacks. Narrow corridors and cramped stairwells provide cover from which to emerge and strike at unsuspecting foes. The structure's many levels also offer a variety of vantage points from which to survey the surrounding area. The Van Saar, the current occupants of The Rusted Spire, have been using it as a base of operations for their own scavenging and salvage operations. They've set up makeshift workshops, storage rooms, and even a few crude living quarters within the structure's walls. The air is thick with the smell of oil, metal, and sweat as they work tirelessly to strip the building of its valuable components. To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do? {d1} ## Special Rules Let's add some special rules to The Rusted Spire. *The Rusted Spire:* The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect. *Bonuses:* * +2 to all Gang Fights within The Rusted Spire * +15% chance to recover Captives during battles fought within The Rusted Spire *Special Rules:* **Rusted Spire Ambush:** When a rival gang attempts to take control of The Rusted Spire, the defending gang gains a +1 bonus to their combat performance. Additionally, there is a 10% chance that the attacking gang's leader will be injured or killed during the battle. **Spire Collapse:** If the defending gang wins the battle and holds The Rusted Spire, there is a 5% chance that the structure will collapse, causing damage to both gangs involved in the battle. This can result in lost Captives, equipment, or even gang members. To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do? {d1} ## Boons Here is the revised generated location: * *New Territory: The Rusted Spire** * The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect. * *Bonuses:** * * +2 to all Gang Fights within The Rusted Spire * +15% chance to recover Captives during battles fought within The Rusted Spire * **Scavenging Advantage**: +10% chance to find valuable scrap metal or salvageable parts when exploring the territory The territory is currently held by a rival gang, the Van Saar, who have been using it as a base of operations for their own scavenging and salvage operations. To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do? {d1} ## Income Let's add some income bonuses to The Rusted Spire. *The Rusted Spire* Income: `dice: (1d4+1) * 10` With this bonus, the gang controlling The Rusted Spire will have a chance to generate additional credits. The roll of 1d4+1 will give them a base income, and then multiplying it by 10 will give them the total amount of credits they can earn. For example, if the roll is 3, the gang would earn an additional 30 credits (3 x 10). ## Dice Rolls Let's get started. You've decided to take on The Rusted Spire, a territory currently held by the Van Saar gang. To take control of this territory, you'll need to either win a battle with it at stake or exchange Captives for the territory. As you approach The Rusted Spire, you notice that the Van Saar gang has set up a strong defense, with multiple ambush points and traps throughout the structure. You'll need to be strategic in your approach if you want to take control of this territory. You've got three options: 1. **Launch a full-scale assault**: Roll `dice: 2d6` for combat performance. If the result equals or exceeds 8, you'll successfully take control of The Rusted Spire. 2. **Try to negotiate with the Van Saar gang**: Roll `dice: 1d6` for negotiation skills. If the result is 4 or higher, you might be able to persuade the Van Saar gang to surrender The Rusted Spire without a fight. 3. **Exchange Captives for the territory**: You can offer to exchange some of your own Captives for control of The Rusted Spire. This option will require careful consideration, as it may weaken your own position in the underhive. What would you like to do? ## Linked Territories I apologize for missing that earlier! Here's the revised territory with the correct linking: *New Territory: The Rusted Spire* [Scrapheap]] The Rusted Spire is an abandoned, rusted skyscraper that has been reclaimed by the underhive's scavenging gangs. The structure's crumbling facade and twisted metal beams provide ample cover for gang fighters to set up ambushes or launch surprise attacks. The air is thick with the smell of decay and neglect. *Bonuses:* +2 to all Gang Fights within The Rusted Spire +15% chance to recover Captives during battles fought within The Rusted Spire The territory is currently held by a rival gang, the Van Saar, who have been using it as a base of operations for their own scavenging and salvage operations. To take control of The Rusted Spire, you'll need to either win a battle with it at stake or exchange Captives for the territory. What would you like to do? {d1} | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 612 |
960 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 17. Ghast Harvest
_“I can see the fabric of reality! By Terra’s light – it’s staring back at me…”_
\- Last words of Braka Gore-eater, Heretek, House Goliath
In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast.
<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 (D3+4) 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
Each player randomly generates two gang tactics.
When playing these gang tactics, the player rolls a
D6. On a 4+, the gang tactic takes effect as normal;
otherwise it has no effect, is discarded, and the player
randomly generates another gang tactic to replace it.
## Ending The Battle
If either gang has no fighters left on the battlefield at
the end of any round, the battle ends immediately.
## Victory
The gang with the most Loot markers at the end of the
battle is the winner – otherwise the game is a draw.
## Rewards
#### Credits
Each gang adds D6x10 credits to their Stash for each
Loot marker they sell (see Little Bit Off The Top).
#### Experience
A fighter that harvested at least one bag of
unrefined ghast and didn’t go Out of Action earns an
additional 1 XP.
Any fighter that successfully manifests at least one
Wyrd Power earns an additional 1 XP.
#### Reputation
Each gang that took part in the battle gains 1 Reputation.
If a gang successfully harvested five or more bags of
unrefined ghast, they gain an additional 3 Reputation.
## Harvesting Ghast
Something is not quite right about this place. Fighting
in a dome full of unrefined ghast can do weird things
to a fighter, not to mention the dangers of harvesting
it. After setting up the battlefield, players take turns
(starting with the player who has priority) to place four
ghast deposits. A ghast deposit can be represented
using suitable obstacle-sized terrain features. The
entire terrain feature counts as a marker for the
purposes of harvesting.
A Standing and Active fighter that is in base contact
with a ghast deposit may make a Harvest Ghast
(Double) action. Make an Intelligence test for the
fighter – if they pass, place a Loot marker on their
card to represent a bag of unrefined ghast. After
successfully harvesting, roll a D6. On a 6+, the ghast
deposit is exhausted and removed from the battlefield.
If a fighter goes Out of Action, any Loot markers they
have are discarded. No fighter may carry more than
two bags of unrefined ghast.
When a fighter attempts to harvest ghast (whether they
were successful or not), make a Toughness check for
them, adding 2 if they are wearing a respirator. If they
fail, or simply choose to eat some of the unrefined
ghast they are harvesting, roll a D6 on the table below:
| D6 | Result |
| :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Oh god, oh god, oh god!:** The fighter is activated again immediately, but is controlled by your opponent. |
| 4-5 | **It’s like the universe is in my mind!:** The fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker Special rule for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. |
| 6 | **Today, I am the Emperor!:** The fighter adds 2 to all dice rolls for the remainder of the battle. Additionally, the fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker skill for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. |
## Little Bit Off The Top
At the end of the battle, gangs may choose to sell
any of the ghast they harvested. Alternatively, gangs
may hang onto any or all of their ghast for use in
future battles. For each Loot marker not converted
into credits, add one bag of unrefined ghast to the
gang’s Stash. A bag of unrefined ghast may be given to
any fighter during the Distribute Equipment step of the
post-battle sequence of any battle.
During any activation, a fighter with a bag of unrefined
ghast may consume it as a simple action, rolling on the
Harvesting Ghast table to see what happens.
## Fleeing The Battlefield
If one gang voluntarily bottles out and flees the
battlefield, their opponent automatically wins the
scenario. The winner may place 1 extra Loot counter on
the Fighter card of each fighter in their crew that is not
Prone and Seriously Injured or Out of Action at the end
of the game, without any risk of them being affected
by the unrefined ghast (note that no fighter may carry
more than two Loot markers).
:::info
## Arbitrating the Scenario
The Arbitrator can add defences, sentries and
locked doors to the scenario, so that the area
represents one of Lord Helmawr’s ghast farms.
The Arbitrator should place the ghast deposits
and may place more than four, making sure to put
them behind locked doors. Appropriate models can
then be set up to represent point defence turrets
– count these as either heavy stubbers or heavy
bolters with BS 5+, T5 and 2 Wounds. Defence
turrets have the Overwatch skill and always count
as being Standing and Active and subject to the
Ready condition.
Sentries can be added, either pitting the
Arbitrator’s watchmen against a single gang, or
as an additional challenge for the fighting gangs.
This allows the Arbitrator to set up using the Sneak
Attack rules.
:::
</TabItem>
<TabItem value="2018" label="2018 Rulebook version">
_Source: Necromunda 2018 Rulebook_
_Gangs scour the Underhive for raw ghast._
<h2>Battlefield</h2>
Standard.
<h2>Crews</h2>
- Custom (D3+4).
<h2>Tactics Cards</h2>
- Random (2).
Cards can only be played on a 4+. If failed, it has no effect and is discarded. Draw another random card to replace it.
<h2>Deployment</h2>
Standard.
<h2>Objectives</h2>
Gather as much unrefined ghast as possible, and take out any enemy fighters that get in their way.
<h2>Special Rule: Harvesting Ghast</h2>
After setting up the battlefield, starting with the player with priority, take turns placing 4 ghast deposits.
An Active fighter in B2B with a ghast may spend a Double action (Harvest Ghast):
:::info Harvest Ghast (Double)
Pass an Intelligence test to gain a Ghast token. If passed, roll a D6. On a 6+, the ghast deposit is exhausted and removed.
Regardless of the outcome, make a Toughness test (+2 if wearing a respirator). This test can be failed voluntarily. If failed, roll on the table below.
:::
| D6 | Result |
| -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3 | **Oh God! Oh God! Oh God!** Become Ready and activate immediately, but controlled by the opponent. |
| 4-5 | **It’s like the Universe is in my Mind!** Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. |
| 6 | **Today, I am the Emperor!** +2 modifier to any dice rolls for the rest of the battle. <br />Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. |
Any carried ghast token is lost if going Out of Action.
Random psychic power (from this list or any universal discipline):
1. Assail (Basic)
2. Flame Blast (Basic), Continuous Effect
3. Freeze Time (Double)
4. Weapon Jinx (Simple)
5. Terrify (Double)
6. Quickening (Basic), Continuous Effect
<h2>Fleeing the Battlefield</h2>
If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra ghast tokens on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle (there is no risk of being affected by the unrefined ghast).
<h2>Ending the Battle</h2>
The battle ends when only one gang has fighters remaining.
<h2>Victory</h2>
The gang with the most ghast tokens at the end of the battle is the winner - otherwise it is a draw.
<h2>Rewards</h2>
#### Credits
- D6x10 per ghast token carried by a fighter that didn’t go Out of Action.
Alternatively, a gang may hold onto any or all of the ghast for use in the future battles. A fighter may consume a bag of unrefined ghast as a Simple action:
:::info CONSUME GHAST (SIMPLE)
Roll on the Harvesting Ghast table to see what happens.
:::
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each fighter that harvested at least one ghast token and didn’t go Out of Action.
- +1 for the first use of a Wyrd Power.
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.
- +3 for successfully harvesting 5 or more ghast tokens.
:::note Alternative Variant
Add defences, sentries and locked doors to represent a ghast farm. Turrets can be used, counting as heavy stubbers or heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and always count as Active and subject to the Ready condition. Sentries can be set up using the Sneak Attack rules.
:::
</TabItem>
</Tabs> | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Arbitrator Scenario', 'Core Rulebook Scenario 2023'] | 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 | In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. | 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 | import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem'; # 17. Ghast Harvest _“I can see the fabric of reality! By Terra’s light – it’s staring back at me…”_ \- Last words of Braka Gore-eater, Heretek, House Goliath In this scenario, two gangs try to desperately fend each other off so they can harvest a rich vein of ghast. <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 (D3+4) 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 Each player randomly generates two gang tactics. When playing these gang tactics, the player rolls a D6. On a 4+, the gang tactic takes effect as normal; otherwise it has no effect, is discarded, and the player randomly generates another gang tactic to replace it. ## Ending The Battle If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately. ## Victory The gang with the most Loot markers at the end of the battle is the winner – otherwise the game is a draw. ## Rewards #### Credits Each gang adds D6x10 credits to their Stash for each Loot marker they sell (see Little Bit Off The Top). #### Experience A fighter that harvested at least one bag of unrefined ghast and didn’t go Out of Action earns an additional 1 XP. Any fighter that successfully manifests at least one Wyrd Power earns an additional 1 XP. #### Reputation Each gang that took part in the battle gains 1 Reputation. If a gang successfully harvested five or more bags of unrefined ghast, they gain an additional 3 Reputation. ## Harvesting Ghast Something is not quite right about this place. Fighting in a dome full of unrefined ghast can do weird things to a fighter, not to mention the dangers of harvesting it. After setting up the battlefield, players take turns (starting with the player who has priority) to place four ghast deposits. A ghast deposit can be represented using suitable obstacle-sized terrain features. The entire terrain feature counts as a marker for the purposes of harvesting. A Standing and Active fighter that is in base contact with a ghast deposit may make a Harvest Ghast (Double) action. Make an Intelligence test for the fighter – if they pass, place a Loot marker on their card to represent a bag of unrefined ghast. After successfully harvesting, roll a D6. On a 6+, the ghast deposit is exhausted and removed from the battlefield. If a fighter goes Out of Action, any Loot markers they have are discarded. No fighter may carry more than two bags of unrefined ghast. When a fighter attempts to harvest ghast (whether they were successful or not), make a Toughness check for them, adding 2 if they are wearing a respirator. If they fail, or simply choose to eat some of the unrefined ghast they are harvesting, roll a D6 on the table below: | D6 | Result | | :------------------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Oh god, oh god, oh god!:** The fighter is activated again immediately, but is controlled by your opponent. | | 4-5 | **It’s like the universe is in my mind!:** The fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker Special rule for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. | | 6 | **Today, I am the Emperor!:** The fighter adds 2 to all dice rolls for the remainder of the battle. Additionally, the fighter becomes a [psyker](/docs/the-rules/psykers) and gains the Non-sanctioned Psyker skill for the rest of the battle. They gain a random [Wyrd Power](/docs/the-rules/psykers#wyrd-powers). If they already are a psyker and have a Wyrd Power, this result has no effect. | ## Little Bit Off The Top At the end of the battle, gangs may choose to sell any of the ghast they harvested. Alternatively, gangs may hang onto any or all of their ghast for use in future battles. For each Loot marker not converted into credits, add one bag of unrefined ghast to the gang’s Stash. A bag of unrefined ghast may be given to any fighter during the Distribute Equipment step of the post-battle sequence of any battle. During any activation, a fighter with a bag of unrefined ghast may consume it as a simple action, rolling on the Harvesting Ghast table to see what happens. ## Fleeing The Battlefield If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. The winner may place 1 extra Loot counter on the Fighter card of each fighter in their crew that is not Prone and Seriously Injured or Out of Action at the end of the game, without any risk of them being affected by the unrefined ghast (note that no fighter may carry more than two Loot markers). :::info ## Arbitrating the Scenario The Arbitrator can add defences, sentries and locked doors to the scenario, so that the area represents one of Lord Helmawr’s ghast farms. The Arbitrator should place the ghast deposits and may place more than four, making sure to put them behind locked doors. Appropriate models can then be set up to represent point defence turrets – count these as either heavy stubbers or heavy bolters with BS 5+, T5 and 2 Wounds. Defence turrets have the Overwatch skill and always count as being Standing and Active and subject to the Ready condition. Sentries can be added, either pitting the Arbitrator’s watchmen against a single gang, or as an additional challenge for the fighting gangs. This allows the Arbitrator to set up using the Sneak Attack rules. ::: </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ _Gangs scour the Underhive for raw ghast._ <h2>Battlefield</h2> Standard. <h2>Crews</h2> - Custom (D3+4). <h2>Tactics Cards</h2> - Random (2). Cards can only be played on a 4+. If failed, it has no effect and is discarded. Draw another random card to replace it. <h2>Deployment</h2> Standard. <h2>Objectives</h2> Gather as much unrefined ghast as possible, and take out any enemy fighters that get in their way. <h2>Special Rule: Harvesting Ghast</h2> After setting up the battlefield, starting with the player with priority, take turns placing 4 ghast deposits. An Active fighter in B2B with a ghast may spend a Double action (Harvest Ghast): :::info Harvest Ghast (Double) Pass an Intelligence test to gain a Ghast token. If passed, roll a D6. On a 6+, the ghast deposit is exhausted and removed. Regardless of the outcome, make a Toughness test (+2 if wearing a respirator). This test can be failed voluntarily. If failed, roll on the table below. ::: | D6 | Result | | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Oh God! Oh God! Oh God!** Become Ready and activate immediately, but controlled by the opponent. | | 4-5 | **It’s like the Universe is in my Mind!** Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. | | 6 | **Today, I am the Emperor!** +2 modifier to any dice rolls for the rest of the battle. <br />Become a Psyker (Unsanctioned?) and gain a random psychic power. If already a Psyker and has a Wyrd Power, this has no effect. | Any carried ghast token is lost if going Out of Action. Random psychic power (from this list or any universal discipline): 1. Assail (Basic) 2. Flame Blast (Basic), Continuous Effect 3. Freeze Time (Double) 4. Weapon Jinx (Simple) 5. Terrify (Double) 6. Quickening (Basic), Continuous Effect <h2>Fleeing the Battlefield</h2> If a gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario. If the attacker wins this way, place D3 extra ghast tokens on each fighter in the crew not Prone and Seriously Injured or Out of Action at the end of the battle (there is no risk of being affected by the unrefined ghast). <h2>Ending the Battle</h2> The battle ends when only one gang has fighters remaining. <h2>Victory</h2> The gang with the most ghast tokens at the end of the battle is the winner - otherwise it is a draw. <h2>Rewards</h2> #### Credits - D6x10 per ghast token carried by a fighter that didn’t go Out of Action. Alternatively, a gang may hold onto any or all of the ghast for use in the future battles. A fighter may consume a bag of unrefined ghast as a Simple action: :::info CONSUME GHAST (SIMPLE) Roll on the Harvesting Ghast table to see what happens. ::: #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter that harvested at least one ghast token and didn’t go Out of Action. - +1 for the first use of a Wyrd Power. 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. - +3 for successfully harvesting 5 or more ghast tokens. :::note Alternative Variant Add defences, sentries and locked doors to represent a ghast farm. Turrets can be used, counting as heavy stubbers or heavy bolters with BS 5+, T5, 2 Wounds, Overwatch skill and always count as Active and subject to the Ready condition. Sentries can be set up using the Sneak Attack rules. ::: </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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725 | # 138. Midnight Sea
_“Hard to starboard! And don’t shoot until you see the glint of its diamond eyes!”_
\- Ismur Blackwater, Captain of the Sump Queen, Spider Hunter’s Lodge
In this scenario, two gangs fight it out for survival on the midnight seas of the great subterranean sump, in the
deepest depths of the underhive.
**Source: Apocrypha: Spiders of the Sump**
## Battlefield Type
This scenario is an Ash Wastes battle – though
a special one that takes place in the depths of
the underhive. Vehicles and Wargear that grant
the Mounted condition may be included in any
gang’s crew.
## Battlefield
This scenario is designed to be played on a 4'x4'
battlefield. Starting with the winner of a roll-off,
players take turns placing 3+D3 large pieces of terrain
(between 6" and 12" in diameter) on the battlefield,
so they are at least 8" from the edge of the battlefield
or another piece of terrain (unless it would not be
possible to do so).
## Crews
- Custom (10).
## Tactics Cards
- Custom (2).
## Deployment
Starting with the winner of a roll-off, players take turns placing their fighters and vehicles within 12"
of a battlefield edge and at least 6" from any enemy models. Only vehicles or fighters subject to the
Mounted condition may be placed on the battlefield
surface, all other fighters must be placed on a friendly
vehicle or piece of terrain.
## Dark Tides
The battle takes place on the sump sea and uses the rules for [Sump Sea Environments](/docs/arbitrator-tools/apocrypha-optional-rules#sump-sea-environments).
## Pitch Black
This battle uses the rules for [Pitch Black](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). Note that vehicles that move during their activation (drifting does not count), are revealed just as if they had fired a weapon.
## Ending the Battle
- If, at the end of any round, only one gang has models remaining on the battlefield, the battle ends.
## Victory
- Last gang with models on the table.
## Rewards
### Credits
- Winner: 2D6x10.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for Leader who survives.
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
## Voyage of the Sump Queen
If players wish, they may use this scenario to represent the battle between the Carrion Queens and the Followers of the God of Many Mouths on the pitch-black sump sea beneath Hive Primus.
In order to do this, make the following changes:
- One gang should be represented by an Escher gang with at least one Sludge Barge to represent the Sump Queen.
- The other gang is represented by a Chaos Helot Cult gang, and must include a Chaos Spawn and at least three Scrap Skiffs.
- Both gangs can include Mounted fighters and vehicles as per the rules for creating Wasteland gangs.
::: | 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 | ['Apocrypha Necromunda', 'Narrative Scenario', 'Ash Wastes'] | 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 | 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 | # 138. Midnight Sea _“Hard to starboard! And don’t shoot until you see the glint of its diamond eyes!”_ \- Ismur Blackwater, Captain of the Sump Queen, Spider Hunter’s Lodge In this scenario, two gangs fight it out for survival on the midnight seas of the great subterranean sump, in the deepest depths of the underhive. **Source: Apocrypha: Spiders of the Sump** ## Battlefield Type This scenario is an Ash Wastes battle – though a special one that takes place in the depths of the underhive. Vehicles and Wargear that grant the Mounted condition may be included in any gang’s crew. ## Battlefield This scenario is designed to be played on a 4'x4' battlefield. Starting with the winner of a roll-off, players take turns placing 3+D3 large pieces of terrain (between 6" and 12" in diameter) on the battlefield, so they are at least 8" from the edge of the battlefield or another piece of terrain (unless it would not be possible to do so). ## Crews - Custom (10). ## Tactics Cards - Custom (2). ## Deployment Starting with the winner of a roll-off, players take turns placing their fighters and vehicles within 12" of a battlefield edge and at least 6" from any enemy models. Only vehicles or fighters subject to the Mounted condition may be placed on the battlefield surface, all other fighters must be placed on a friendly vehicle or piece of terrain. ## Dark Tides The battle takes place on the sump sea and uses the rules for [Sump Sea Environments](/docs/arbitrator-tools/apocrypha-optional-rules#sump-sea-environments). ## Pitch Black This battle uses the rules for [Pitch Black](/docs/battlefield-setup/scenario-rules#pitch-black--visibility). Note that vehicles that move during their activation (drifting does not count), are revealed just as if they had fired a weapon. ## Ending the Battle - If, at the end of any round, only one gang has models remaining on the battlefield, the battle ends. ## Victory - Last gang with models on the table. ## Rewards ### Credits - Winner: 2D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for Leader who survives. 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 ## Voyage of the Sump Queen If players wish, they may use this scenario to represent the battle between the Carrion Queens and the Followers of the God of Many Mouths on the pitch-black sump sea beneath Hive Primus. In order to do this, make the following changes: - One gang should be represented by an Escher gang with at least one Sludge Barge to represent the Sump Queen. - The other gang is represented by a Chaos Helot Cult gang, and must include a Chaos Spawn and at least three Scrap Skiffs. - Both gangs can include Mounted fighters and vehicles as per the rules for creating Wasteland gangs. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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683 | # 52. Meat for the Grinder
_The weak become meat._
**Source: Book of Ruin**
## Battlefield
Standard.
## Crews
- The 3 lowest rated fighters in each gang.
## Tactics Cards
- Random (2).
- Underdog (lowest Gang Rating): Random (1).
## Deployment
1. Standard.
2. Take turns placing 2 loot caskets each (starting with the gang with Priority):
- At least 10” from any fighter.
- At least 4” from another loot casket.
## Desperation
_The weak become meat._
All fighters are considered to have:
- [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit)
- [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw)
- [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable)
## Scavenged Weaponry
_Fighters must scavenge weapons from the battlefield._
- No weapon restrictions apply during the battle.
- Fighters begin without any weapons or wargear (considered to be safely back in the gang’s Stash).
- If a fighter is taken Out of Action after acquiring any weapons, leave the weapons on the fighter’s last position on the battlefield (can be scavenged by remaining fighters).
Fighters can spend a Basic action (Loot) if B2B with a loot casket or a dropped weapon. For loot caskets, roll 2D6, then remove the loot casket:
| D6 | Result |
| :-: | ------------------------: |
| 2 | Heavy Stubber |
| 3 | Flamer |
| 4 | Autogun |
| 5 | Shotgun (Solid & Scatter) |
| 6 | Auto Pistol |
| 7 | Stub gun |
| 7 | Axe |
| 9 | Stiletto knife |
| 10 | Sword |
| 11 | Power axe |
| 12 | Heavy rock cutter |
:::note
Automatically fails any Ammo tests (scavenged weapons are of the poorest quality).
:::
All scavenged weapons are discarded after the battle.
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
The last remaining gang is the winner. If there are multiple gangs remaining:
- **Uprising:** The gang with Ascendancy is the winner.
- **Otherwise:** Draw.
## Rewards
#### Credits
- 2D6x10 to the winner.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 if on the battlefield at the end.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 for winning.
- -1 to any gang that bottled out.
:::danger House Rule (Necrodamus)
For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile.
::: | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario'] | 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 | 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 | # 52. Meat for the Grinder _The weak become meat._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - The 3 lowest rated fighters in each gang. ## Tactics Cards - Random (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment 1. Standard. 2. Take turns placing 2 loot caskets each (starting with the gang with Priority): - At least 10” from any fighter. - At least 4” from another loot casket. ## Desperation _The weak become meat._ All fighters are considered to have: - [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit) - [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw) - [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable) ## Scavenged Weaponry _Fighters must scavenge weapons from the battlefield._ - No weapon restrictions apply during the battle. - Fighters begin without any weapons or wargear (considered to be safely back in the gang’s Stash). - If a fighter is taken Out of Action after acquiring any weapons, leave the weapons on the fighter’s last position on the battlefield (can be scavenged by remaining fighters). Fighters can spend a Basic action (Loot) if B2B with a loot casket or a dropped weapon. For loot caskets, roll 2D6, then remove the loot casket: | D6 | Result | | :-: | ------------------------: | | 2 | Heavy Stubber | | 3 | Flamer | | 4 | Autogun | | 5 | Shotgun (Solid & Scatter) | | 6 | Auto Pistol | | 7 | Stub gun | | 7 | Axe | | 9 | Stiletto knife | | 10 | Sword | | 11 | Power axe | | 12 | Heavy rock cutter | :::note Automatically fails any Ammo tests (scavenged weapons are of the poorest quality). ::: All scavenged weapons are discarded after the battle. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The last remaining gang is the winner. If there are multiple gangs remaining: - **Uprising:** The gang with Ascendancy is the winner. - **Otherwise:** Draw. ## Rewards #### Credits - 2D6x10 to the winner. #### Experience Scenario specific rewards: - +1 for taking part. - +1 if on the battlefield at the end. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 for winning. - -1 to any gang that bottled out. :::danger House Rule (Necrodamus) For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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98 | ### Sawn-off Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Sawn-off shotgun | | | | | | | | | | C | 15 |
| - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 |
| - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | | ranged-weapon | Sawn-Off Shotgun - Scatter | Unknown | shotgun | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 4 | 8 | 2 | 0 | 3 | 1 | 15 | C | ['[[plentiful]]', '[[scattershot]]'] | 0 | - | 6+ | 6 | ['Sawn-Off Shotgun - Scatter'] | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Sawn-off shotgun | | | | | | | | | | C | 15 | | - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | +5 | | - gas shells | 4" | 8" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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804 | # First Principles
_Source: Necromunda Core Rulebook (2023)_
In any game, there are certain conventions for all players to be aware of. In Necromunda, these include
such things as when players can or cannot measure distances, when it is acceptable to change one’s mind, and so forth.
## Fighters, Vehicles & Models
In games of Necromunda, players use finely-detailed
models to represent the fighters and vehicles of their
gangs on the battlefield. In game terms, it is sensible
to be quite precise in how such things are defined in
order that players can easily interpret the rules:
- Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion.
- Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/general-principles/conditions#mounted).
- Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules.
- Battlefield details such as a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) are never referred to as models but rather as markers.
- Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles.
### Controlling & Opposing Player
Frequently, rules will refer to the controlling player – this is the player whose model is being affected; the opposing player is their opponent.
## Take-Backs & Changing One’s Mind
It is not uncommon for players of any game to secondguess themselves occasionally, saying they are about to
do something before immediately changing their mind. As a general rule, players should be tolerant of this in their opponents, as they will likely do it themselves!
However, once dice have been rolled for any reason, or
the range of a declared action measured, players must
abide by their decision; they can no longer go back and
change anything that came before the dice roll or the
act of measuring! | rules | Unknown | Unknown | general-rules | 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 | 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 | # First Principles _Source: Necromunda Core Rulebook (2023)_ In any game, there are certain conventions for all players to be aware of. In Necromunda, these include such things as when players can or cannot measure distances, when it is acceptable to change one’s mind, and so forth. ## Fighters, Vehicles & Models In games of Necromunda, players use finely-detailed models to represent the fighters and vehicles of their gangs on the battlefield. In game terms, it is sensible to be quite precise in how such things are defined in order that players can easily interpret the rules: - Any model that represents a single humanoid or a single animal is referred to as a ‘fighter’ by the rules. This could be a lowly gang member, a renowned hired gun, or even an exotic beast owned by a mighty gang champion. - Any model that is mounted on a single-person animal or bike is a fighter subject to the [Mounted condition](/docs/general-principles/conditions#mounted). - Any model that represents a vehicle of any type, be it a small vehicle operated by a single driver or large vehicle crewed by many, is referred to as a ‘vehicle’ by the rules. - Battlefield details such as a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) are never referred to as models but rather as markers. - Where the rules use the terms ‘fighter’ or ‘vehicle’, they are referring specifically to models of that type. However, where the rules use the term ‘model’ or ‘models’, they are referring to both fighters and vehicles. ### Controlling & Opposing Player Frequently, rules will refer to the controlling player – this is the player whose model is being affected; the opposing player is their opponent. ## Take-Backs & Changing One’s Mind It is not uncommon for players of any game to secondguess themselves occasionally, saying they are about to do something before immediately changing their mind. As a general rule, players should be tolerant of this in their opponents, as they will likely do it themselves! However, once dice have been rolled for any reason, or the range of a declared action measured, players must abide by their decision; they can no longer go back and change anything that came before the dice roll or the act of measuring! | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 804 |
406 | ### Autogun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 |
| - Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 |
| - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 |
^ Not in the 2023 Core Rules | ranged-weapon | Autogun - Rad | Unknown | projectile | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 9 | 8 | 24 | 1 | 0 | 3 | 1 | 20 | R9 | ['[[rapid_fire]]', '[[scarce]]', '[[rad_phage]]'] | 0 | - | 4+ | 4 | ['Autogun - Rad'] | 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 | ### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | - Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | ^ Not in the 2023 Core Rules | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 406 |
502 | # Escher Terrain
_Source: House of Blades_
Gangs often make cunning use of terrain in their battles against their rivals.
Sometimes this is whatever is lying around the underhive battlefield, such as barrels
for cover or boltholes from which to launch ambushes. Other times they bring the
terrain with them, setting up fixed weapon platforms, defensive barricades or piles of
ammo crates within easy reach of their fighters.
Escher gangs can call upon a number of specialist terrain features to include in their
gang. These pieces of terrain are bought from the Trading Post during the post-battle
sequence. Once bought, they are added to the gang’s stash, and can be fielded in
any battle the gang plays unless noted otherwise.
## Placing Gang Terrain
Gang terrain is placed on the battlefield before any fighters are deployed. A gang
can place its terrain in its own deployment area, or, if noted, in no-man’s-land (i.e.,
anywhere outside their opponent’s deployment zone and their own deployment
zone). Some pieces of terrain (as noted in their descriptions) can only be used if the
gang is the defender in a scenario with an attacker and a defender.
### Escher Terrain
| Terrain | Cost (Credits) | Availability |
| :----------------: | :------------: | :----------: |
| Blade Cages | 50 | Rare (9) |
| Decapitators | 75 | Rare (11) |
| Gas Canisters | 15 | Common |
| Gas Censers | 50 | Rare (10) |
| Chymist Cult Relic | 100 | Rare (10) |
:::info
### Hidden Traps
Some traps are cunningly hidden among the gloom and debris of the underhive,
fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise.
If a trap uses the Hidden Traps rule then it is represented on the battlefield by
not one but six markers. These markers can be tokens, or appropriate terrain
elements on 25mm bases. When preparing these markers, one out of the six
is the real trap (mark its underside, or secretly make a note to determine which
one is real), the others are false traps. When a fighter triggers a trap, as detailed
in the trap’s description, it is revealed. False traps are discarded while the real
trap remains on the board. Note that even when the real trap is revealed, other
false traps remain on the board until they have been interacted with – this is
important if more than one trap is in play, as it will keep the enemy guessing as
to just how many traps remain to be discovered.
:::
## Gas Canisters
Escher gas canisters are homemade containers for the gang’s toxic compounds or
airborne chems. In battle, a ganger can tap one of these makeshift containers to
reload their gas weapons or give them an extra boost. The danger of having so much
poisonous gas in one place, of course, is if a stray round ruptures them, they can
saturate an area in toxins, killing friend and foe alike.
Gas Canisters can be represented by a marker, or an appropriate model placed on a
25mm base. Gas Canisters can be moved in the same manner as Loot caskets (see
the Necromunda Rulebook). A friendly fighter within 1" of a Gas Canister can use it as
if it were chem-synth, increasing the lethality of their Gas weapons. Note that unlike
a normal chem-synth, a Gas Canister can only be used to enhance weapons with the
Gas trait.
Gas Canisters can be targeted by ranged attacks just as if they were fighters, and
may be affected by Blast and Template weapons if they are touched by a Blast
marker or Template marker. Gas Canisters have a Toughness of 3, and if they take
any damage are destroyed and removed from the battlefield. When a Gas Canister
is destroyed, place a 3" Blast marker over its position before removing it from the
battlefield. All fighters touched by this marker take a hit from a weapon with the
Gas trait.
## Blade Cages (Trap)
Blade Cages are cruel but effective mantraps. With pressure plates or tripwires to
set them off, they are bladed claws that rise up from the ground or descend from
the ceiling to envelop their victims. Those caught in a Blade Cage are left with the
unenviable task of trying to struggle free, hoping they don’t cut themselves to pieces
in the process.
Blade Cages are Traps, and use the Hidden Traps rules. Blade Cages can be set up
anywhere on the battlefield outside of your opponent’s deployment area.
When an enemy fighter moves within 2" of a Blade Cage marker, they must
immediately stop and make an Initiative check. If this check is passed, they can
continue their movement as normal. If it is failed, flip over the marker to see if it is
the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If
it is the real trap, the fighter is moved into base contact with the marker and gains
the Webbed condition. As long as a Blade Cage has trapped a fighter, it cannot trap
additional fighters, and fighters moving past it do not need to make Initiative checks
to see if they are caught.
Blade Cages can be removed by performing the Disarm (Basic) Action and passing
an Intelligence check, while within 1" of the marker. If this check is failed, the fighter
becomes trapped as detailed above.
## Decapitators (Trap)
Decapitators are far less subtle versions of Blade Cages. Using spring-loaded or
pneumatic driven blades, they make for savage and messy booby traps.
Decapitators are Traps and use the Hidden Traps rules. Decapitators can be set up
anywhere on the battlefield outside of your opponent’s deployment area.
When an enemy fighter moves within 2" of a Decapitator marker, they must
immediately stop and make an Initiative check. If this check is passed, they can
continue their movement as normal. If it is failed, flip over the marker to see if it is
the real trap. If it is a false trap, discard the marker. If it is the real trap, the fighter
must immediately roll an Injury dice and apply the results.
Decapitators can be removed by performing the Disarm (Basic) Action and passing
an Intelligence check, while within 1" of the marker. If this check is failed, the fighter
must roll an Injury dice as detailed above.
## Gas Censers
Gas Censers hung from domes or doorways slowly release toxins into the air. They
can be represented by either a marker or a piece of terrain on a 25mm base. Gas
Censers can be set up anywhere on the battlefield outside of your opponent’s
deployment area.
In the End phase, a fighter within 3" of a Gas Censer must make a Toughness
check, adding any bonuses to the roll for Wargear and armour that protects against
weapons with the Gas trait. If this check is failed, or the roll was a 6, the fighter
suffers an immediate Flesh Wound.
Gas Censers can be thrown by a friendly fighter in base contact with them, just as if
they were a grenade. Work out this attack as normal, counting the Gas Censer as a
Choke Gas grenade. Once the attack has been worked out, remove the marker from
the battlefield.
## Chymist Cult Relic (Gang Relic)
House Escher gang relics are altars to the Chymist Cults. Whether they are massive
bladed icons of the House, or spiked pillars hung with the trophies of the gang’s kills,
they incorporate chem-stills and toxin filters. A Chymist Cult Relic counts as a Gang
Relic (see the Necromunda Rulebook). In addition, a friendly fighter within 3" of a
Chymist Cult Relic can use it as if it were chem-synth, increasing the lethality of their
Gas and Toxin weapons. Seriously Injured friendly fighters within 3" of a Chymist Cult
Relic count as being assisted by a friendly fighter making Recovery rolls.
Enemy fighters who end their activation within 3" of a Chymist Cult Relic must make
a Toughness check, adding any bonuses to the roll for Wargear and armour that
protects against weapons with the Gas trait, or immediately suffer a Flesh Wound.
Escher gangs can only include a Chymist Cult Relic if they are the defender in a
scenario with an attacker and defender. A Chymist Cult Relic can be represented by
an appropriate marker or a suitably impressive piece of industrial terrain, painted in
the colours of the gang and hung with Escher icons.
Note that if the relic is defiled (see the Necromunda Rulebook), it loses the bonuses
it provides to Cool and Leadership checks, but retains its other benefits. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | House of Blades | 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 | # Escher Terrain _Source: House of Blades_ Gangs often make cunning use of terrain in their battles against their rivals. Sometimes this is whatever is lying around the underhive battlefield, such as barrels for cover or boltholes from which to launch ambushes. Other times they bring the terrain with them, setting up fixed weapon platforms, defensive barricades or piles of ammo crates within easy reach of their fighters. Escher gangs can call upon a number of specialist terrain features to include in their gang. These pieces of terrain are bought from the Trading Post during the post-battle sequence. Once bought, they are added to the gang’s stash, and can be fielded in any battle the gang plays unless noted otherwise. ## Placing Gang Terrain Gang terrain is placed on the battlefield before any fighters are deployed. A gang can place its terrain in its own deployment area, or, if noted, in no-man’s-land (i.e., anywhere outside their opponent’s deployment zone and their own deployment zone). Some pieces of terrain (as noted in their descriptions) can only be used if the gang is the defender in a scenario with an attacker and a defender. ### Escher Terrain | Terrain | Cost (Credits) | Availability | | :----------------: | :------------: | :----------: | | Blade Cages | 50 | Rare (9) | | Decapitators | 75 | Rare (11) | | Gas Canisters | 15 | Common | | Gas Censers | 50 | Rare (10) | | Chymist Cult Relic | 100 | Rare (10) | :::info ### Hidden Traps Some traps are cunningly hidden among the gloom and debris of the underhive, fighters not knowing if a pile of rubble is just more rubbish or a deadly surprise. If a trap uses the Hidden Traps rule then it is represented on the battlefield by not one but six markers. These markers can be tokens, or appropriate terrain elements on 25mm bases. When preparing these markers, one out of the six is the real trap (mark its underside, or secretly make a note to determine which one is real), the others are false traps. When a fighter triggers a trap, as detailed in the trap’s description, it is revealed. False traps are discarded while the real trap remains on the board. Note that even when the real trap is revealed, other false traps remain on the board until they have been interacted with – this is important if more than one trap is in play, as it will keep the enemy guessing as to just how many traps remain to be discovered. ::: ## Gas Canisters Escher gas canisters are homemade containers for the gang’s toxic compounds or airborne chems. In battle, a ganger can tap one of these makeshift containers to reload their gas weapons or give them an extra boost. The danger of having so much poisonous gas in one place, of course, is if a stray round ruptures them, they can saturate an area in toxins, killing friend and foe alike. Gas Canisters can be represented by a marker, or an appropriate model placed on a 25mm base. Gas Canisters can be moved in the same manner as Loot caskets (see the Necromunda Rulebook). A friendly fighter within 1" of a Gas Canister can use it as if it were chem-synth, increasing the lethality of their Gas weapons. Note that unlike a normal chem-synth, a Gas Canister can only be used to enhance weapons with the Gas trait. Gas Canisters can be targeted by ranged attacks just as if they were fighters, and may be affected by Blast and Template weapons if they are touched by a Blast marker or Template marker. Gas Canisters have a Toughness of 3, and if they take any damage are destroyed and removed from the battlefield. When a Gas Canister is destroyed, place a 3" Blast marker over its position before removing it from the battlefield. All fighters touched by this marker take a hit from a weapon with the Gas trait. ## Blade Cages (Trap) Blade Cages are cruel but effective mantraps. With pressure plates or tripwires to set them off, they are bladed claws that rise up from the ground or descend from the ceiling to envelop their victims. Those caught in a Blade Cage are left with the unenviable task of trying to struggle free, hoping they don’t cut themselves to pieces in the process. Blade Cages are Traps, and use the Hidden Traps rules. Blade Cages can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Blade Cage marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If it is the real trap, the fighter is moved into base contact with the marker and gains the Webbed condition. As long as a Blade Cage has trapped a fighter, it cannot trap additional fighters, and fighters moving past it do not need to make Initiative checks to see if they are caught. Blade Cages can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter becomes trapped as detailed above. ## Decapitators (Trap) Decapitators are far less subtle versions of Blade Cages. Using spring-loaded or pneumatic driven blades, they make for savage and messy booby traps. Decapitators are Traps and use the Hidden Traps rules. Decapitators can be set up anywhere on the battlefield outside of your opponent’s deployment area. When an enemy fighter moves within 2" of a Decapitator marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap. If it is a false trap, discard the marker. If it is the real trap, the fighter must immediately roll an Injury dice and apply the results. Decapitators can be removed by performing the Disarm (Basic) Action and passing an Intelligence check, while within 1" of the marker. If this check is failed, the fighter must roll an Injury dice as detailed above. ## Gas Censers Gas Censers hung from domes or doorways slowly release toxins into the air. They can be represented by either a marker or a piece of terrain on a 25mm base. Gas Censers can be set up anywhere on the battlefield outside of your opponent’s deployment area. In the End phase, a fighter within 3" of a Gas Censer must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait. If this check is failed, or the roll was a 6, the fighter suffers an immediate Flesh Wound. Gas Censers can be thrown by a friendly fighter in base contact with them, just as if they were a grenade. Work out this attack as normal, counting the Gas Censer as a Choke Gas grenade. Once the attack has been worked out, remove the marker from the battlefield. ## Chymist Cult Relic (Gang Relic) House Escher gang relics are altars to the Chymist Cults. Whether they are massive bladed icons of the House, or spiked pillars hung with the trophies of the gang’s kills, they incorporate chem-stills and toxin filters. A Chymist Cult Relic counts as a Gang Relic (see the Necromunda Rulebook). In addition, a friendly fighter within 3" of a Chymist Cult Relic can use it as if it were chem-synth, increasing the lethality of their Gas and Toxin weapons. Seriously Injured friendly fighters within 3" of a Chymist Cult Relic count as being assisted by a friendly fighter making Recovery rolls. Enemy fighters who end their activation within 3" of a Chymist Cult Relic must make a Toughness check, adding any bonuses to the roll for Wargear and armour that protects against weapons with the Gas trait, or immediately suffer a Flesh Wound. Escher gangs can only include a Chymist Cult Relic if they are the defender in a scenario with an attacker and defender. A Chymist Cult Relic can be represented by an appropriate marker or a suitably impressive piece of industrial terrain, painted in the colours of the gang and hung with Escher icons. Note that if the relic is defiled (see the Necromunda Rulebook), it loses the bonuses it provides to Cool and Leadership checks, but retains its other benefits. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,071 | # 114. Assassin in the Spire
_“Target in sight, entering kill mode.”_
\- Agent 716
In this scenario, an assassin tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival.
**Source: Cinderak Burning**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Zone Mortalis: A maze of corridors and doors. Place a neutral fighter (the assassination target) in the centre of a large room.
The defender decides which doors start locked/unlocked.
## Crews
- **Attacker:** Custom (1). This is the assassin.
- **Defender:** Custom (D3+2 Sentries) + Reinforcements.
No vehicles or mounts.
## Tactics Cards
- Defender: Custom (1).
## Deployment
1. **Defender:** Half the crew (round up) in the room with the assassination target.
2. **Attacker** (the assassin): B2B with any edge and at least 6" from any other fighter.
## The Target
Cannot be activated, become Ready, suffer Lasting Injury or be captured.
## The Assassin
A tooled up assassin filled with stimms tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival.
At the start of each round, the assassin gets a number of Ready markers equal to the number of enemy fighters remaining on the battlefield (can activate multiple times, losing one Ready marker after each activation).
Ignore the following:
- Flash, Gas, Toxin,
- Pinned.
- Coup the Grace.
Can be affected by Blaze, but only suffer damage after the first activation with Blaze each round.
When damaged:
- Treat any Out of Action result on the Injury dice as Seriously Injured instead.
- If Seriously Injured, do not make a normal recovery test. Instead, roll equal to or below the Toughness to automatically recover (suffering a Flesh Wound as normal).
When Toughness is reduced to 0:
- Cannot recover.
- Can still make Crawl (Double) action.
- Can be removed with Coup de Grace.
#### Assassinate
If B2B with the target (even if Engaged with other fighters), spend a Double action to kill the target and complete the mission.
## Home Turf Advantage
Defender:
- **Bottle tests:** Roll 2D6 and discard the highest.
- **Rally tests:** +1.
- **Hangers-on:** Included in the crew on a 4+ (roll individually).
## Reinforcements
- Defender: 2.
- Each End phase (starting on the round the alarm is raised).
## Fleeing The Battlefield
If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario.
## Ending the Battle
The battle ends when the assassin is OoA or the target is assassinated.
## Victory
The attacker wins if the target is assassinated.
Otherwise the defender wins.
## Rewards
#### Credits
- Attacker (win): 3D6x10.
- Loser: D6x10.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 for taking the assassin 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
- Defender (win): +D3+1.
:::info Narrative Variant
## Strike At Lord Helmawr
If players wish, they may use this scenario to represent a Murder-cyborg infiltrating the spire in order to take out Lord Helmawr.
In order to do this, make the following changes:
- The defender should use a Palanite Enforcers gang using Patrolmen as the sentries and creating a Reinforcements deck with the rest of their gang.
- The attacker should use the profile of a gang leader with 100 credits of Wargear
and close combat weapons to represent the Murder-Cyborg.
:::
:::danger House Rule (Necrodamus)
This scenario breaks easily, so be careful with special rules. For example Falsehood, Devout Masses, Infiltrate etc.
The assassin should probably never test to bottle out.
::: | 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 | ['Succession Campaign Scenario', 'Zone Mortalis', 'Narrative Scenario'] | 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 | 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 | # 114. Assassin in the Spire _“Target in sight, entering kill mode.”_ \- Agent 716 In this scenario, an assassin tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival. **Source: Cinderak Burning** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Zone Mortalis: A maze of corridors and doors. Place a neutral fighter (the assassination target) in the centre of a large room. The defender decides which doors start locked/unlocked. ## Crews - **Attacker:** Custom (1). This is the assassin. - **Defender:** Custom (D3+2 Sentries) + Reinforcements. No vehicles or mounts. ## Tactics Cards - Defender: Custom (1). ## Deployment 1. **Defender:** Half the crew (round up) in the room with the assassination target. 2. **Attacker** (the assassin): B2B with any edge and at least 6" from any other fighter. ## The Target Cannot be activated, become Ready, suffer Lasting Injury or be captured. ## The Assassin A tooled up assassin filled with stimms tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival. At the start of each round, the assassin gets a number of Ready markers equal to the number of enemy fighters remaining on the battlefield (can activate multiple times, losing one Ready marker after each activation). Ignore the following: - Flash, Gas, Toxin, - Pinned. - Coup the Grace. Can be affected by Blaze, but only suffer damage after the first activation with Blaze each round. When damaged: - Treat any Out of Action result on the Injury dice as Seriously Injured instead. - If Seriously Injured, do not make a normal recovery test. Instead, roll equal to or below the Toughness to automatically recover (suffering a Flesh Wound as normal). When Toughness is reduced to 0: - Cannot recover. - Can still make Crawl (Double) action. - Can be removed with Coup de Grace. #### Assassinate If B2B with the target (even if Engaged with other fighters), spend a Double action to kill the target and complete the mission. ## Home Turf Advantage Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). ## Reinforcements - Defender: 2. - Each End phase (starting on the round the alarm is raised). ## Fleeing The Battlefield If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario. ## Ending the Battle The battle ends when the assassin is OoA or the target is assassinated. ## Victory The attacker wins if the target is assassinated. Otherwise the defender wins. ## Rewards #### Credits - Attacker (win): 3D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for taking the assassin 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 - Defender (win): +D3+1. :::info Narrative Variant ## Strike At Lord Helmawr If players wish, they may use this scenario to represent a Murder-cyborg infiltrating the spire in order to take out Lord Helmawr. In order to do this, make the following changes: - The defender should use a Palanite Enforcers gang using Patrolmen as the sentries and creating a Reinforcements deck with the rest of their gang. - The attacker should use the profile of a gang leader with 100 credits of Wargear and close combat weapons to represent the Murder-Cyborg. ::: :::danger House Rule (Necrodamus) This scenario breaks easily, so be careful with special rules. For example Falsehood, Devout Masses, Infiltrate etc. The assassin should probably never test to bottle out. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,056 | # 98. Wasteland Encounter
_"Whether it is the badzones of a hive or the deep wastes, you never quite know who, or what's, out there for you."_
\- Frenk Horlast, Spider Points Watermonger
In this scenario, two gangs chance upon each other in the badzones or the wastes, and a vicious battle erupts.
_Source: Necromunda 2018 Rulebook_
## Attacker & Defender
The gang that issued the challenge is the attacker. Roll-off if neither gang issued the challenge.
## Battlefield
Standard (Sector Mechanicus or Ash Wastes).
## Crews
Random (D3+1) + Reinforcements (Ash Wastes: Reinforcements can include vehicles).
## Tactics Cards
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
Randomize a gang to place the first fighter:
- Within 12" of the centre.
Then, gangs alternate to place all remaining fighters, starting with the gang(s) that didn't place the first fighter:
- Anywhere at least 12" from enemies.
## Reinforcements
- D3 per gang.
- Start of each End phase.
- Within 2" of a random battlefield edge and at least 2" from other models.
## Fleeing The Battlefield
If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins.
## Ending the Battle
The battle ends (at the end of any round) if max 1 gang remains.
## Victory
The only remaining gang is the winner. Otherwise it is a draw.
## Rewards
#### Credits
- D3x10 (win).
- D3x5 (draw).
#### Experience
Scenario specific rewards:
- +1 for taking part.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 (win).
- +1 to both gangs if this was the first battle against each other. | 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 | ['Sector Mechanicus', 'Zone Mortalis', 'Ash Wastes Scenario', 'Vehicles'] | 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 | 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 | # 98. Wasteland Encounter _"Whether it is the badzones of a hive or the deep wastes, you never quite know who, or what's, out there for you."_ \- Frenk Horlast, Spider Points Watermonger In this scenario, two gangs chance upon each other in the badzones or the wastes, and a vicious battle erupts. _Source: Necromunda 2018 Rulebook_ ## Attacker & Defender The gang that issued the challenge is the attacker. Roll-off if neither gang issued the challenge. ## Battlefield Standard (Sector Mechanicus or Ash Wastes). ## Crews Random (D3+1) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). ## Tactics Cards - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Randomize a gang to place the first fighter: - Within 12" of the centre. Then, gangs alternate to place all remaining fighters, starting with the gang(s) that didn't place the first fighter: - Anywhere at least 12" from enemies. ## Reinforcements - D3 per gang. - Start of each End phase. - Within 2" of a random battlefield edge and at least 2" from other models. ## Fleeing The Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends (at the end of any round) if max 1 gang remains. ## Victory The only remaining gang is the winner. Otherwise it is a draw. ## Rewards #### Credits - D3x10 (win). - D3x5 (draw). #### Experience Scenario specific rewards: - +1 for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - +1 to both gangs if this was the first battle against each other. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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929 | BATTLEFIELD SET-UP
Source: Necromunda Core Rulebook (2023)
Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows:
UNDERHIVE
The battlefields of the Underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of the wastes.
When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted condition in either their crew or Reinforcements.
For Underhive battles, between a 3'x3' and a 4'x4' battlefield is ideal, although larger and smaller battlefields are also possible! Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles players alternate placing the tiles on the battlefield.
Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more terrain feature.
Finally, each player places a Loot Casket anywhere on the battlefield.
INFO
TUNNEL WARFARE
When creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders can not be used.
ASH WASTES
Out in the Ash Wastes, the ground itself can be dangerous to walk on; the only safe places are the settlements that have sprung up throughout the wastes and along the sprawling, dust-strewn road surfaces that connect the hives. Battlefields out in the wastes tend to be less claustrophobic and densely packed than those found in the underhive and players are encouraged to reflect this when setting up the battlefield.
When fighting battles in the Ash Wastes, the rules for Battlefield Conditions are in use. Also, vehicles and Wargear that grants the Mounted condition can be included in both gangs’ starting crew and Reinforcements.
For battlefields set in the Ash Wastes, 4'x4' is ideal though larger battlefields are also appropriate, especially if playing a Rolling Roads scenario. Mark up a section of the battlefield as a road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate placing terrain features, starting with the defender (or the winner of a roll-off if the scenario does not have a defender). Once one player passes, the other player may place one last piece of terrain.
Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more terrain feature.
Finally, each player places a Loot Casket anywhere on the battlefield. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | BATTLEFIELD SET-UP Source: Necromunda Core Rulebook (2023) Some scenarios will have special instructions on how to set up the battlefield; the default methods are as follows: UNDERHIVE The battlefields of the Underhive vary vastly, from complexes of cramped tunnels, raucous marketplaces, rogue factoria and foundries to gang strongholds and even bustling settlements. The thing they all have in common though is they are fully enclosed, protected from the unpredictable and harsh weather of the wastes. When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted condition in either their crew or Reinforcements. For Underhive battles, between a 3'x3' and a 4'x4' battlefield is ideal, although larger and smaller battlefields are also possible! Starting with the defender (or the winner of a roll-off if the scenario does not specify a defender), players alternate placing terrain features upon the battlefield. Once one player passes, then the other player may place one more piece of terrain. Alternatively, if using Zone Mortalis Tiles players alternate placing the tiles on the battlefield. Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. INFO TUNNEL WARFARE When creating an Underhive battlefield, the default is that the ceiling is high up above the ground and so walls can be climbed up onto and stairs and ladders used. However if both players agree, the claustrophobic confines of tunnel battles can be recreated by stating that the ceiling is at the height of one wall section, meaning walls cannot be climbed over, and stairs and ladders can not be used. ASH WASTES Out in the Ash Wastes, the ground itself can be dangerous to walk on; the only safe places are the settlements that have sprung up throughout the wastes and along the sprawling, dust-strewn road surfaces that connect the hives. Battlefields out in the wastes tend to be less claustrophobic and densely packed than those found in the underhive and players are encouraged to reflect this when setting up the battlefield. When fighting battles in the Ash Wastes, the rules for Battlefield Conditions are in use. Also, vehicles and Wargear that grants the Mounted condition can be included in both gangs’ starting crew and Reinforcements. For battlefields set in the Ash Wastes, 4'x4' is ideal though larger battlefields are also appropriate, especially if playing a Rolling Roads scenario. Mark up a section of the battlefield as a road – this should be between 6"-8" wide and run fromone battlefield edge to another. Then players alternate placing terrain features, starting with the defender (or the winner of a roll-off if the scenario does not have a defender). Once one player passes, the other player may place one last piece of terrain. Then, starting with the defender again, players alternate placing obstacles and other small terrain features. Once one player passes, the other player may place one more terrain feature. Finally, each player places a Loot Casket anywhere on the battlefield. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 929 |
779 | import Tooltip from "@site/src/components/Tooltip/Tooltip";
# Pistols
## Trading Post
### Autopistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10 |
| - static round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9 | +10 |
| - warp round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 |
| Compact autopistol (Gun Skull) | 4" | 12" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | E | - |
| Reclaimed autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 |
### Bolt Pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R8 | 45 |
| - gas shells | 6" | 12" | +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 | 6" | 12" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
### Autopistol combi-pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: |
| _Primary Component_ |
| Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1), Sidearm | - | - |
| _Secondary Component_ |
| Hand flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 65 |
| Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R10 | 50 |
### Bolt pistol combi-pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: |
| _Primary Component_ |
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Sidearm | - | - |
| _Secondary Component_ |
| Hand Flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R11 | 110 |
| Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R11 | 80 |
### Stub gun combi-pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------- | :-: | :--: |
| _Primary Component_ |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Combi, Plentiful, Sidearm | - | - |
| _Secondary Component_ |
| Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R8 | 40 |
### Grav Pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Grav pistol | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | R11 | 70 |
### Hand Flamer
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: |
| Hand flamer | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | R8 | 75\* |
\* Chaos Helot Cult: 70
Genestealer Cult: 50
### Inferno pistol
_An extremely rare variant of the melta gun, the inferno pistol packs a devastating punch for so small a device. Few Imperial artificers possess the knowledge to create these weapons, and they are usually reserved for heroes of the Imperium – making it all the more tragic when they find their way into the hands of an underhive criminal._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Inferno pistol | 6" | 9" | - | - | 8 | -3 | 2 | 6+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R12 | 145 |
### Laspistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :-----: |
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10\* |
| - hotshot las pack | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | +20 |
| - focusing crystal | 8" | 12" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R10 | +30\*\* |
\* House Van Saar: 5
\*\* House Van Saar: +20
### Needle pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 30 |
| - chem darts | 4" | 9" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 |
### Plasma pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Plasma Pistol | | | | | | | | | | R9 | 50 |
| - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
| - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> |
### Stub Gun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 |
| - dumdum rounds | 5" | 10" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R7 | +5 |
| - static round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <b>not a Sidearm!</b> | I9 | +10 |
| - warp round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 |
### Web Pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Web pistol | T | - | - | - | 4 | - | - | 6+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 90\* |
\* House Delaque: 80
<!-- | + Projector (Cyberachnid)|T|-|-|-|2|-|-|6+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip>
| + Shooter (Xenos Abomination)|T|-|-|-|2|-|-|2+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> -->
### Withertouch Pistol
_Withertouch weapons are corrupted needle pistols, reconfigured to fire necrotic darts. Even a single such dart can cause a complete cellular collapse – the victim’s body is ravaged by viral compounds and gene crafted diseases. Often all that is left after a fighter is slain by a withertouch weapon is a bubbling pile of goo, unrecognisable as ever being human._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: |
| Withertouch Pistol | 6" | 9" | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | I13 | 55 |
<!-- ### Wrist-mounted needler
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------ | :-: | :--: |
|~ Spray (Cyniss)|3"|6"|+1|-|-|-|-|4+|<Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>
|~ Burst (Cyniss)|6"|12"|+1|-|-|-|-|5+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> -->
## Exclusive
### Archeo duelling pistol
A relic of a lost age, archeo duelling pistols look more like ancient black powder weapons than anything that could pose a serious threat to one’s enemies – though they have the power to put down an Ambot with a single shot.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: |
| Archeo duelling pistol | 6" | 16" | +2 | - | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R13¹ | 120 |
¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only
### Autopistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| - Fragmentation | 4" | 12" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 |
| - Manstopper | 4" | 12" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 |
| - Phosphor | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 |
| - Plantbuster | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 |
| - Rad | 4" | 12" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 |
<!-- | + Digi (D060-K13) | 6" | 9" | +1 | - | 2 | - | 1 | 4+ |
| + Custom (Ashwood) | 4" | 16" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | -->
### Blast Pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: |
| Blast pistol | 8" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | 15 |
\* Ash Wastes Nomads only
### Bolt Pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------- | :-: | :--: |
| - gunk | 6" | 12" | - | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip> | C^ | 15 |
### Digi-multi lasers
_A variant of the more ‘mundane’ digi-laser, the digi-multi laser combines the potency of plasma, melta and las energy into a single devastating beam. It might only have one shot, but one shot is usually all the wearer needs._
| Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: |
| Digi-multi lasers | E | 4" | +2 | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="digi">Digi</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | R11¹ | 100 |
¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only
### Flechette pistol
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: |
| - Solid | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \*30 |
| - Fleshbane | 4" | 12" | - | - | - | - | - | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 30 |
\F\* House Delaque only
### Hand Crossbow
| Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: |
| Hand crossbow | 8" | 12" | +1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | \* | 10 |
\* House Cawdor only
<!-- ### Hand Flamer
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| + Exterminator | T | - | - | - | 3 | -1 | 1 | \* | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> |
| + Eviscerator (ranged) | T | - | - | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | -->
<!-- | + Digi (D060-K13) | T | - | - | - | 2 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | -->
<!-- ### Harpoon fist (Margo Merdena)
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Harpoon fist | 3" | 9" | +2 | - | 5 | -2 | 1 | 6+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip> | -->
<!-- | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| + Custom (Kal Jericho) | 8" | 12" | +1 | - | 4 | -1 | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>? | -->
### Las Sub-carbine
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: |
| Las sub-carbine | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 15 |
\* House Van Saar only
<!-- ### Needle pistol -->
<!-- |+ Artisan (with auto loader)|4"|9"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>
|+ Auto-needler (Calthyxis)|6"|12"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <b>not a Sidearm</b> -->
<!-- ### Plasma pistol -->
<!-- |+ Custom ~ low (Slate)|12"|24"|+2|-|5|-1|2|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>
|~ Custom - maximal (Slate)|12"|24"|+1|-|7|-2|3|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> -->
<!-- ### Stub Gun -->
<!-- |- Excrutiator (Servalen)|6"|12"|+1|-|4|-|1|6+|<Tooltip type="traits" content="shock">Shock</Tooltip>
| + Scrutinator (Servalen)|6"|12"|+2|+1|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip>
| + Custom (Ashwood)|6"|16"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip>
| + Custom (Vespa)|12"|24"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> -->
### Stone Burner
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Stone Burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 70 |
\* Ironhead Squat Prospectors only
### Tunnelling claw - ranged (Ambot)
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Tunnelling claw | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | import Tooltip from "@site/src/components/Tooltip/Tooltip"; # Pistols ## Trading Post ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10 | | - static round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9 | +10 | | - warp round | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Compact autopistol (Gun Skull) | 4" | 12" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | E | - | | Reclaimed autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R8 | 45 | | - gas shells | 6" | 12" | +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 | 6" | 12" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | ### Autopistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1), Sidearm | - | - | | _Secondary Component_ | | Hand flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 65 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R10 | 50 | ### Bolt pistol combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------- | :-: | :--: | | _Primary Component_ | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Sidearm | - | - | | _Secondary Component_ | | Hand Flamer | - | T | - | - | 3 | - | 1 | 5+ | Blaze, Combi, Template, Unstable | R11 | 110 | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R11 | 80 | ### Stub gun combi-pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------- | :-: | :--: | | _Primary Component_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Combi, Plentiful, Sidearm | - | - | | _Secondary Component_ | | Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm | R8 | 40 | ### Grav Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Grav pistol | 6" | 12" | +1 | - | \* | -1 | 2 | 5+ | <Tooltip type="traits" content="blast">Blast 3"</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="graviton-pulse">Graviton Pulse</Tooltip> | R11 | 70 | ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Hand flamer | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | R8 | 75\* | \* Chaos Helot Cult: 70 Genestealer Cult: 50 ### Inferno pistol _An extremely rare variant of the melta gun, the inferno pistol packs a devastating punch for so small a device. Few Imperial artificers possess the knowledge to create these weapons, and they are usually reserved for heroes of the Imperium – making it all the more tragic when they find their way into the hands of an underhive criminal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Inferno pistol | 6" | 9" | - | - | 8 | -3 | 2 | 6+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R12 | 145 | ### Laspistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :-----: | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 10\* | | - hotshot las pack | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | +20 | | - focusing crystal | 8" | 12" | +1 | - | 3 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R10 | +30\*\* | \* House Van Saar: 5 \*\* House Van Saar: +20 ### Needle pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 30 | | - chem darts | 4" | 9" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 | ### Plasma pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Plasma Pistol | | | | | | | | | | R9 | 50 | | - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | ### Stub Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stub Gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | C | 5 | | - dumdum rounds | 5" | 10" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R7 | +5 | | - static round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <b>not a Sidearm!</b> | I9 | +10 | | - warp round | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | ### Web Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Web pistol | T | - | - | - | 4 | - | - | 6+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 90\* | \* House Delaque: 80 <!-- | + Projector (Cyberachnid)|T|-|-|-|2|-|-|6+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | + Shooter (Xenos Abomination)|T|-|-|-|2|-|-|2+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> --> ### Withertouch Pistol _Withertouch weapons are corrupted needle pistols, reconfigured to fire necrotic darts. Even a single such dart can cause a complete cellular collapse – the victim’s body is ravaged by viral compounds and gene crafted diseases. Often all that is left after a fighter is slain by a withertouch weapon is a bubbling pile of goo, unrecognisable as ever being human._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Withertouch Pistol | 6" | 9" | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | I13 | 55 | <!-- ### Wrist-mounted needler | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------ | :-: | :--: | |~ Spray (Cyniss)|3"|6"|+1|-|-|-|-|4+|<Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |~ Burst (Cyniss)|6"|12"|+1|-|-|-|-|5+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> --> ## Exclusive ### Archeo duelling pistol A relic of a lost age, archeo duelling pistols look more like ancient black powder weapons than anything that could pose a serious threat to one’s enemies – though they have the power to put down an Ambot with a single shot. | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Archeo duelling pistol | 6" | 16" | +2 | - | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | R13¹ | 120 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Autopistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Fragmentation | 4" | 12" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Manstopper | 4" | 12" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8^ | 10 | | - Phosphor | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 4" | 12" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | <!-- | + Digi (D060-K13) | 6" | 9" | +1 | - | 2 | - | 1 | 4+ | | + Custom (Ashwood) | 4" | 16" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | --> ### Blast Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------ | :-: | :--: | | Blast pistol | 8" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | 15 | \* Ash Wastes Nomads only ### Bolt Pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------- | :-: | :--: | | - gunk | 6" | 12" | - | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip> | C^ | 15 | ### Digi-multi lasers _A variant of the more ‘mundane’ digi-laser, the digi-multi laser combines the potency of plasma, melta and las energy into a single devastating beam. It might only have one shot, but one shot is usually all the wearer needs._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | Digi-multi lasers | E | 4" | +2 | - | 8 | -4 | 3 | - | <Tooltip type="traits" content="digi">Digi</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | R11¹ | 100 | ¹ [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#blood-in-the-spire) only ### Flechette pistol | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :--: | :--: | | - Solid | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \*30 | | - Fleshbane | 4" | 12" | - | - | - | - | - | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 30 | \F\* House Delaque only ### Hand Crossbow | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Hand crossbow | 8" | 12" | +1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | \* | 10 | \* House Cawdor only <!-- ### Hand Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Exterminator | T | - | - | - | 3 | -1 | 1 | \* | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | | + Eviscerator (ranged) | T | - | - | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- | + Digi (D060-K13) | T | - | - | - | 2 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | --> <!-- ### Harpoon fist (Margo Merdena) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Harpoon fist | 3" | 9" | +2 | - | 5 | -2 | 1 | 6+ | <Tooltip type="traits" content="drag">Drag</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip> | --> <!-- | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | + Custom (Kal Jericho) | 8" | 12" | +1 | - | 4 | -1 | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="master-crafted">Master-crafted</Tooltip>? | --> ### Las Sub-carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------ | :-: | :--: | | Las sub-carbine | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 15 | \* House Van Saar only <!-- ### Needle pistol --> <!-- |+ Artisan (with auto loader)|4"|9"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |+ Auto-needler (Calthyxis)|6"|12"|+2|-|-|-1|-|4+|<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <b>not a Sidearm</b> --> <!-- ### Plasma pistol --> <!-- |+ Custom ~ low (Slate)|12"|24"|+2|-|5|-1|2|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip> |~ Custom - maximal (Slate)|12"|24"|+1|-|7|-2|3|5+|<Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> --> <!-- ### Stub Gun --> <!-- |- Excrutiator (Servalen)|6"|12"|+1|-|4|-|1|6+|<Tooltip type="traits" content="shock">Shock</Tooltip> | + Scrutinator (Servalen)|6"|12"|+2|+1|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Ashwood)|6"|16"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | + Custom (Vespa)|12"|24"|+2|-|3|-|1|4+|<Tooltip type="traits" content="plentiful">Plentiful</Tooltip> --> ### Stone Burner | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stone Burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 70 | \* Ironhead Squat Prospectors only ### Tunnelling claw - ranged (Ambot) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Tunnelling claw | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 779 |
200 | # Hangers-on
_Source: Necromunda Core Rulebook (2023)_
Each of the different types of Hanger-on brings a
specific benefit or a special rule to the gang that
employs them. Hangers-on do not normally take part
in battles; their role is a non-combat one. However,
should a battle take place on the gang’s own turf
(i.e., when the gang has the Home Turf Advantage
in a scenario), roll a D6 for each Hanger-on before
choosing a crew. On a roll of 1, 2 or 3, the Hanger-on
is unfortunate enough to be around when the fighting
starts, and must be included as part of the crew.
Hangers-on cannot gain Experience or Advancements;
if they suffer a Lasting Injury that would make a change
to their Fighter card, they decide that the hideout is no
longer safe and move on – they are removed from the
gang roster. They cannot be given any equipment other
than what is listed.
## Hangers-on costs and restrictions
Some hangers-on are only available to particular gangs, and some have gang discounts.
<h3>Law-Abiding Hangers-on</h3>
| Quantity | Hanger-on | Restriction | Cost |
| :------: | :----------------------------------------------------------------------------- | :------------------------- | :---------------: |
| 0-3 | [Ammo Jack](#0-3-ammo-jack) | Any | 50 |
| 0-1 | - [Ragnir Gunnstein](#0-1-ragnir-gunnstein) | Any | 100 |
| 0-1 | [Apprentice Clan Chymist](#0-1-apprentice-clan-chymist) | Escher | 75 |
| 0-1 | [Brute Handler](#0-1-brute-handler) | Any | 110 (Golaith: 55) |
| 0-1 | [Bullet Merchant](#0-1-bullet-merchant) | Any | 75 (Orlock: 25) |
| 0-1 | [Chem Dealer](#0-1-chem-dealer) | Any | 50 (Goliath: 25) |
| 0-1 | [Claim Jumper](#0-1-claim-jumper) | Ironhead Squat Prospectors | 60 |
| 0-1 | [Cogitator Core Servitor](#0-1-cogitator-core-servitor) | Van Saar | 100 |
| 0-1 | [Data-Scrivener](#0-1-data-scrivener) | Any | 20 |
| 0-1 | [Dome Runner](#0-1-dome-runner) | Any | 20 |
| 0-1 | [Fixer](#0-1-fixer) | Any | 50 |
| 0-1 | [Gang Lookout](#0-1-gang-lookout) | Any | 20 |
| 0-1 | [Grease Monkey](#0-1-grease-monkey) | Orlock | 40 |
| 0-2 | ['Narker](#0-2-narker) | Any | 30 |
| 0-1 | [Pit Trainer](#0-1-pit-trainer) | Goliath | 75 |
| 0-1 | [Prize Fighter](#0-1-prize-fighter) | Orlock | 40 |
| 0-1 | [Propagandist](#0-1-propagandist) | Any | 30 |
| 0-1 | [Psychoteric Thrall](#0-1-psychoteric-thrall) | Delaque | 90 |
| 0-2 | [Rogue Docs](#0-2-rogue-docs) | Any | 50 |
| 0-1 | [- Doctor Arachnos](#0-1-doctor-arachnos) | Any | 100 |
| 0-1 | [Shivver](#0-1-shivver) | Escher | 100 |
| 0-1 | [Slopper](#0-1-slopper) | Any | 20 |
| 0-1 | - [Bigby Crumb, Ratling Slopper](#0-1-bigby-crumb-ratling-slopper) | Any | 50 |
| 0-2 | [Spyker](#0-2-spyker) | Delaque | 90 |
| 0-1 | [Tech Merchant](#0-1-tech-merchant) | Any | 80 (Van Saar: 40) |
| 0-3 | [Underhive Traders](#0-3-underhive-traders) | Any | 50 |
| 0-1 | [Whisper Merchant](#0-1-whisper-merchant) | Any | 60 (Delaque: 30) |
| 0-1 | [- Silberlant Sevos, Whisper Merchant](#0-1-silberlant-sevos-whisper-merchant) | Delaque | 80 |
<h3>Outlaw Hangers-on</h3>
| Quantity | Hanger-on | Restriction | Cost |
| :------: | :------------------------------------------ | :---------------- | :--: |
| 0-1 | [Agitator](#0-1-agitator) | Any | 30 |
| 0-2 | [Arthromite Herder](#0-2-arthromite-herder) | Ash Wastes Nomads | 20 |
| 0-1 | [Cadaver Merchant](#0-1-cadaver-merchant) | Any | 20 |
| 0-1 | [Flagellator](#0-1-flagellator) | Cawdor | 30 |
| 0-1 | [Heretek](#0-1-heretek) | Any | 40 |
| 0-1 | [Hive Preacher](#0-1-hive-preacher) | Cawdor | 70 |
| 0-1 | [Proxy](#0-1-proxy) | Any | 25 |
| 0-1 | [Scabber](#0-1-scabber) | Any | 40 |
## Law-abiding Hanger-ons
<FighterCard cost="50">
### 0-3 Ammo Jack
![](ammo-jack.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 6+ | 7+ |
**Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Weapons:** [Boltgun](/docs/armoury/basic-weapons#boltgun) or [combat shotgun](/docs/armoury/basic-weapons#combat-shotgun) (salvo & shredder), [power hammer](/docs/armoury/close-combat#power-hammer) or [power sword](/docs/armoury/close-combat#power-sword).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
**Special Rules:** Gun-smith.
<details className="">
<summary>Special Rules</summary>
**Gun-smith:** If a gang has an Ammo-jack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for
the battle, for example, if they are In Recovery or have been Captured, the bonus
does not apply.
If a gang has more than one Ammo-jack, the bonus increases. A gang with two Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3.
</details>
<details className="">
<summary>Equipment</summary>
An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and
shredder ammo, and with either a power hammer or power sword. All Ammo-jacks
are equipped with mesh armour.
</details>
<details className="lore">
<summary>Lore</summary>
_As gangs become more experienced, they discover the importance of regular weapon checks. Running out of ammunition or suffering a gun jam in the middle of a firefight is just not acceptable for a gang that wishes to be taken seriously._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="75">
### 0-1 Apprentice Clan Chymist
**_Escher Only_**
![](apprentice-clan-chymist.jpg)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> |
</WeaponStats>
**Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer).
**Special Rules:** Experimental Elixers, Last Rites.
<details className="">
<summary>Special Rules</summary>
**Experimental Elixirs:** A gang with an Apprentice Clan Chymist reduces the cost of
Chem-Alchemy Elixirs (see page 93) by D6x10 to a minimum of 10 credits. Roll each
time a Chem-Alchemy Elixir is purchased.
**Last Rites:** If one of the gang’s Escher Gang Matriarchs or Escher Gang Queens is
killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved
by the doc) then the player may roll a D6. If the result is equal to or lower than the
number of advances the fighter has, the player may add a Death-maiden to their
gang. The newly added Death-maiden retains none of the dead fighter’s
</details>
<details className="lore">
<summary>Lore</summary>
_Escher Clan Chymists often spend their apprenticeships in the underhive alongsideHouse gangs. On the front lines, they learn the best ways to concoct and apply toxins, as well as having fighters to experiment on with their elixirs and potions. Shouldthe chance present itself, an Apprentice Clan Chymist might also participate inthecreation of an Escher Death-maiden, bringing one of the gang’s fallen fighters backfrom the dead._
</details>
_Source: House of Blades_
</FighterCard>
<FighterCard cost="50">
### 0-1 Bigby Crumb, Ratling Slopper
![](bigby-crumb.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 5+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 5+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :-------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- |
| Slop pot ladle (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Special Rules:** Slop Pot, Grub's Up, Part of the Crew.
<details className="">
<summary>Special Rules</summary>
**Slop Pot:** When Bigby Crumb is hired, he brings along
his Slop Pot. The Slop Pot is represented by its own
model and is placed within 2" of Bigby when he is
deployed on the battlefield. The Slop Pot may be moved
in the same way as a Loot casket (see the Necromunda
Rulebook) and counts as cover.
While within 2" of the Slop Pot, Bigby may perform the
Add Ingredients (Basic) action. When he performs this
action, choose one of the following effects:
- **Stinger Spore Stew:** Until the end of this round, friendly fighters within 2" of the Slop Pot count as having an assist when making Recovery tests (see the Necromunda Rulebook).
- **Frenzon Fondue:** Until the end of this round, friendly fighters within 2" of the Slop Pot gain the Nerves of Steel and True Grit skills.
- **Tentacle Surprise:** Until the start of Bigby’s next activation, the Slop Pot counts as a Beast’s Lair (see the Necromunda Rulebook). Note that Bigby does not trigger the Beast.
**Slopper:** Bigby Crumb is a Slopper Hanger-on and follows the Grub’s Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include.
> **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle.
**Part of the Crew:** Unlike other Hangers-on, this fighter
is always ready for a fight. As long as this fighter is part
of the gang roster, they are treated just like a regular
Ganger for the purposes of selecting a crew. Therefore,
this fighter may be chosen or randomly selected as part
of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter
cannot gain any Experience or Advancements and,
should they suffer a Lasting Injury that would make a
change to their Fighter card, this fighter is removed from
the gang roster just like any other Hanger-on.
</details>
<details className="lore">
<summary>Lore</summary>
_Bigby Crumb was once the head chef to the Archduke of House Greim, brought in from the agri-world of Pravium Secundus especially for the job. As Bigby will freely admit, he has since fallen on hard times. As the Ratling slopper tells it, he was expelled from the spire after an unfortunate incident involving a Threadneedle Worm Surprise pie. Rumours persist that the dismissal had less to do with exploding pies and more to do with the Duchess of Greim’s dislike of Ratlings – who she claimed were far too small to be trustworthy. Whatever the reason for Bigby being turfed out of the spire, the nobility’s loss was the underhive’s gain. Down in the stinking depths of Hive Primus, Ratlings don’t usually warrant a second glance, especially in places like Sump City or Heretic’s Hole, where Ogryns and mutants regularly rub shoulders with Beastmen and wyrds. It was here, in the very depths of the hive, that Bigby found a new life turning aggressive sump flora and fauna into quite passable soups and stews._
_Unlike most sloppers, who pass themselves off as culinary experts just because they know how to siphon a water still, Bigby can actually cook. This has put him in high demand among the gangs of hive bottom. The price for hiring Bigby, though, is often joining him on one of his legendary (and equally dangerous) ingredient hunts, the Ratling delving deep into the badzones of the underhive in his search for exotic plants and animals to fill his slop pot. Some say he is merely looking to add new recipes to his repertoire, though others claim Bigby’s hunts have more to do with creating the perfect dish, one good enough to win his way back into the spire._
</details>
_Source: The Book of the Outcast_
</FighterCard>
<FighterCard cost="110">
### 0-1 Brute Handler
**_Goliath: 55 credits_**
![](brute-handler.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
</WeaponStats>
**Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw).
**Special Rules:** Training, Part of the Crew.
<details className="">
<summary>Special Rules</summary>
**Training:** A gang with a Brute Handler can train their Brutes between games.
Provided the Brute is not In Recovery, the controlling player can make a Willpower
check for any of their Brutes, using the Brute’s unmodified Willpower. If the check
is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too
wilful and the training doesn’t work. A Brute Handler can only train one Brute at
a time.
In addition, if a Standing and Active Brute Handler is on the battlefield, and within
3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any
Leadership, Cool, Willpower or Intelligence checks it is required to make.
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a
fight. As long as this fighter is part of the gang roster, they are treated just like a
regular Ganger for the purposes of selecting a crew. Therefore, this fighter may
be chosen or randomly selected as part of their gang’s starting crew just like any
other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or
Advancements and, should they suffer a Lasting Injury that would make a change
to their Fighter card, this fighter is removed from the gang roster just like any other
Hanger-on.
</details>
<details className="lore">
<summary>Lore</summary>
_Brutes are typically savage and dull-witted, herded into battle by gangs to increase their firepower and intimidate their enemies. Even those Brutes with the sense to listen to their leader’s commands in combat still need guidance and training, and Goliath Brute Handlers are ex-pit fighters or factorum overseers and know how to get the most out of muscle._
</details>
_Source: House of Chains_
</FighterCard>
<FighterCard cost="75">
### 0-1 Bullet Merchant
**_Orlock: 25 credits_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------- |
| Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
| _or_ |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot).
**Weapons:** Autopistol or Stub Gun, and a single additional ammo for that weapon.
**Special Rules:** High Calibre Hook-up.
<details className="">
<summary>Special Rules</summary>
**High Calibre Hook-up:** While a gang includes a Bullet Merchant, they treat all types of
ammo available through the Trading Post or the Black Market as Common. In addition,
any of these types of ammo that have the Limited trait replace that Trait with the
Scarce trait.
</details>
<details className="lore">
<summary>Lore</summary>
_Every gang needs a good bullet merchant. While an ammo-jack can see to the gang’s weapons, they are not true connoisseurs of calibre. A bullet merchant deals in all kinds of ammunition, whether it is stub rounds, plasma flasks or bolt shells, providing underhivers with the best stock available, often dug out fresh from the corpse of some unfortunate ganger._
</details>
_Source: House of Iron_
</FighterCard>
<FighterCard cost="50">
### 0-1 Chem Dealer
_**Goliath: 25 credits**_
![](chem-dealer.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ |
<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:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer).
**Equipment:** A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a
single dose of any Chem, chosen from the Black Market.
**Special Rules:** Steady Supply.
<details className="">
<summary>Special Rules</summary>
**Steady Supply:** A gang with a Chem Dealer counts all Chems as Common
availability when buying them from the Trading Post or Black Market. Chem
Dealers can also, in a pinch, acquire Chems ‘on consignment’ during the pre-battle
sequence of a game. This allows the gang to buy a single dose or any Chem, or
items containing Chems, such as a single stimm-slug stash or medicae kit, without
expending any credits. However, during the post-battle actions step of the postbattle
sequence, the gang must pay for these items. If the gang cannot or will not
pay for any item, the Chem Dealer is removed from the gang’s roster. Should this
happen, news of the bad deal gets around, and the gang cannot hire another Chem
Dealer Hanger-on for the remainder of the current campaign.
</details>
<details className="lore">
<summary>Lore</summary>
_Chems are a vital resource in the underhive, and many gangs don’t like to leave acquiring them to chance. A Chem Dealer is a dedicated supplier for a gang and, for a bit of protection and some creds, provides a gang with chems when they need them. Of course, while Chem Dealers are not as vulnerable to criminal reprisals as freelancers, when a deal goes sour they can just as easily end up with a stub round in their brain._
</details>
_Source: House of Chains_
</FighterCard>
<FighterCard cost="60">
### 0-1 Claim Jumper
_**Ironhead Squat Prospectors only**_
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 6+ | 5+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> |
| Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
| Power fist | - | E | - | - | S+2 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> |
| Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> |
| Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> |
| Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> |
</WeaponStats>
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [Techmite Autoveyor](#techmite-autoveyor).
**Special Rules:** Seize the Prize, Part of the Crew.
<details className="">
<summary>Special Rules</summary>
**Seize the Prize:** During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action.
- **Claim Jump:** Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons).
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part
of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore,
this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should
they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the
gang roster just like any other Hanger-on.
</details>
<details className="lore">
<summary>Lore</summary>
_Necromunda is an exhausted world, its mineral wealth all but spent, and even its rich pools of waste chems or seams of scrap are jealously guarded by those who mine them. In such an environment, it is individuals such as the Claim Jumper who help the Ironhead Squat Prospectors find the best places to set up their great mining rigs. Grizzled loners used to operating far from their clan, Claim Jumpers have a nose for fermented toxic waste or crystallised promethium run-off, among a hundred other valuable resources unique to the outlands. Where a less experienced Squat might see only the shifting ashen face of Necromunda, the Claim Jumper detects tiny tells, like discolouration in dust dunes or the faint scent of rotting ferrosteel, pointing the way to a worthy find. Like all Squat technical or mining specialists, the Claim Jumper is aided by a Techmite drone of their own creation – in this case a Techmite Autoveyor. Autoveyors are as much a pet as tools, with their own unique machine intelligence. This allows them to hunt down minerals and treasure the Claim Jumper might have missed, using their drill appendage to bore into the ground (or sealed containers) and return to their master with their find – much like a Cyber-mastiff loyally returning to its owner, kill clutched in its jaws._
_True to their name, a Squat Claim Jumper does not limit their explorations to unclaimed minerals and wealth. More often than the Clan Houses would like to admit, Squat Prospectors, led by a Claim Jumper, have moved in on one of their newly staked mining sites, stripping it bare before they can properly set up shop. House Orlock in particular has clashed with the Squats over such breaches of claim – the Squats themselves operating outside of the rigid Clan and Noble House structure and so less concerned with contracts made between humans. As such, a Claim Jumper comes more heavily armed than one might expect, carrying power weapons, grenades and firearms, both for seeing off local wildlife or Ash Waste Nomads, but also in case they run into any rival prospectors._
</details>
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="-">
### Techmite Autoveyor
**Ironhead Squat Claim Jumper only**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- |
| Drill | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [There's Always Another Secret](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-theres-always-another-secret).
**Wargear:** [Flak armour](/docs/armoury/armour#flak-armour).
**Special Rules:** Tech Bypass.
<details className="">
<summary>Special Rules</summary>
**Tech Bypass:** A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled.
**Skill Access:** Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets: Cunning (Primary), Agility (Seconary).
</details>
<details className="lore">
<summary>Lore</summary>
_Ironhead Squats are naturally skilled with technology of all kinds. Most will create their own automated companions, the little robotic creatures designed to aid them in a myriad of tasks, from hunting to mineral detection. Collectively these robots are known as Techmites, though the Squats themselves tend to give them designations depending on their specialisation or place of manufacture such as the Jortlan K-12 Oculium Bot or the Svardish MkIII Auto-shifter. The Autoveyor is one of these specialisations, its complex sensor array keyed to helping Claim Jumpers hunting down ore and chem seams while out in the wastes, or crawling into tiny spaces looking for hidden wealth._
</details>
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="100">
### 0-1 Cogitator Core Servitor
**Van Saar Only**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3" | 6+ | - | 3 | 4 | 1 | 6+ | 1 | 12+ | 3+ | 5+ | 3+ |
**Special Rules:** Mind in the Machine, Hostile Environment, Security Measures.
<details className="">
<summary>Special Rules</summary>
**Mind in the Machine:** In any scenario in which a gang that has a Cogitator Core
Servitor is the defender, the gang is able to exert tremendous control over the
battlefield. At the end of any End phase, the gang may turn the lights on or off at will.
If the gang chooses to turn the lights off, the Pitch Black rules immediately come into
effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately
cease to apply.
**Hostile Environment:** In any scenario in which a gang that has a Cogitator Core
Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 [booby traps](/docs/armoury/booby-traps) (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter.
**Security Measures:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action.
</details>
<details className="">
<summary>Skill Access</summary>
A Cogitator Core Servitor has no skills.
</details>
<details className="equipment">
<summary>Equipment</summary>
A Cogitator Core Servitor has no equipment.
</details>
<details className="lore">
<summary>Lore</summary>
_Despite the sanctions against the misuse of technology on Necromunda – and imposed by the Imperium – underhive gangs regularly adapt and adopt all manner of archaeo-devices for their own ends. Van Saar gangs are especially proficient at removing cogitator cores from the hive’s many monitoring and regulating systems – splicing them into the lobotomised minds of maintenance servitors, greatly enhancing their ability to oversee and control their gang turf._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="20">
### 0-1 Data-Scrivener
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ |
**Skills:** [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer).
**Weapons:** A Data-scrivener may be armed with either a [laspistol](/docs/armoury/pistols#laspistol) or a [las sub-carbine](/docs/armoury/pistols#las-sub-carbine).
**Special Rules:** Data-hacked.
<details className="">
<summary>Special Rules</summary>
**Data-hacked:** Should any fighter belonging to a gang that has a Data-scrivener be
required to make an Intelligence check whilst the Data-scrivener is present upon the
battlefield, they may roll an additional D6 and discard the lowest roll.
</details>
<details className="lore">
<summary>Lore</summary>
_Necromunda’s hives are filled with barely-understood technologies, ancient cogitator systems and forgotten machines. Data-scriveners excel at both stealing data from these devices and systems as well as manipulating them for a gang. A good Data-scrivener can tap into a dome’s dormant workings and bring them to life, or turn them against the gang’s rivals._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="100">
### 0-1 Doctor Arachnos
**Rogue Doc (Dramatic Personae)**
![](doctor-arachnos.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 7+ | 6+ |
<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> |
| Medical mechadendrites | E | 3" | +1 | - | - | -1 | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
</WeaponStats>
**Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator).
**Special Rules:** Medical Mechadendrites, Part of the Crew, Rogue Doc.
<details className="">
<summary>Special Rules</summary>
**Medical Mechadendrites:** Doctor Arachnos’ medical
mechadendrites allow him to turn any location into
an impromptu operating theatre. During the Recovery
phase, if Doctor Arachnos is within 3" of a Seriously
Injured friendly fighter, instead of making a Recovery
check for the fighter, you can make an Intelligence check
for Doctor Arachnos. If the check is successful, the
fighter immediately recovers from their Serious Injury
just as if they had rolled a Flesh Wound on the Injury
dice. If the check is failed, the fighter goes Out of Action
instead. Doctor Arachnos can only aid one fighter in this
way each round.
**Part of the Crew:** Unlike other Hangers-on, this fighter
is always ready for a fight. As long as this fighter is part
of the gang roster, they are treated just like a regular
Ganger for the purposes of selecting a crew. Therefore,
this fighter may be chosen or randomly selected as part
of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter
cannot gain any Experience or Advancements and,
should they suffer a Lasting Injury that would make a
change to their Fighter card, this fighter is removed from
the gang roster just like any other Hanger-on.
**Rogue Doc:** Doctor Arachnos is a Rogue Doc Hangeron,
as described on page 41. If hired, he counts as one
of the two Rogue Docs a gang may include.
</details>
<details className="lore">
<summary>Lore</summary>
_Doctor Arachnos works out of the Six Clans ‘Cutting Room’ in Dust Falls. Both Proctor Clause Bauhein and Mistress of Coin Melerva pay the Doc well for his services, and even Narco Lord Balthazar Van Zep has been known to go to him to save the life of an especially valued associate. A slightly sinister figure, no one quite knows where Arachnos comes from; he just turned up one day in Dust Falls with his chirurgical assistant, Craven Bonesaw, in tow – the small misshapen creature thought to be the product of one of Doctor Arachnos’ experiments. However, good medical aid is hard to come by in the underhive, especially of the kind Arachnos offers, and so he does a fine trade in digging out bullets and patching up ruptured organs._
_The Doc also has a healthy sideline in gen-hancements and organ grafting. For a modest fee, Doc Arachnos will cut an underhiver open and make ‘improvements’ to their physiology. Most often, these are purely practical – like implanting a Goliath pulmonary system to allow the patient to brea the toxic air, or a set of Phyrr Cat eyes so they can see in the dark. More rarely, gang leaders come to Arachnos looking for cosmetic enhancements such as ripper jack teeth or ash devil claws (which look scary but make opening a bottle of Wild Snake a small feat!). Of course, all these exotic components need to come from somewhere, and the Doc regularly signs on with gangs going down into the depths of the underhive. While Arachnos can, and does, pay for unusual organs procured by gangers, he prefers to extract them himself – rather than receive them in the battered remains of a corpse-starch ration tin wrapped in whatever dirty rag the ganger could find._
</details>
_Source: The Book of the Outcast_
</FighterCard>
<FighterCard cost="20">
### 0-1 Dome Runner
![](dome-runner.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ |
**Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe).
**Special Rules:** Scout Ahead.
<details className="">
<summary>Special Rules</summary>
**Scout Ahead:** Whenever a fighter from a gang with a Dome Runner opens a Loot
casket, they may choose to re-roll the D6 to determine what the contents are.
However, they must accept the result of the re-roll, even if it is worse.
</details>
<details className="">
<summary>Equipment</summary>
A Dome Runner may be armed with either a laspistol or stub gun, and with either a
fighting knife or axe.
</details>
<details className="lore">
<summary>Lore</summary>
_A gang’s Turf is its primary source of income, but as it expands outwards, the gangers might find themselves in areas they’ve never even visited. Local guides, referred to as ‘Dome Runners’, are a regular sight among gangs wishing to root out this new turf’s hidden treasures._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="50">
### 0-1 Fixer
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 8+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- |
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
<details>
<summary>Special Rules</summary>
A gang allied to an organisation, such as the Merchants Guild or the Recidivists,
can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in
their gang. In addition, if the gang is ever outlawed as a result of their actions, they
can remove the Fixer from the gang roster to avoid becoming an Outlaw gang.
</details>
<details className="lore">
<summary>Lore</summary>
_Sometimes even the most successful gangs need someone who can just get things done, no questions asked. Fixers are troubleshooters with connections throughout the underhive, able to call in favours or settle debts on others’ behalf when someone is being obstinate. They are often found in the employ of settlement lords or Guilder families, but will also work for gangs._
</details>
_Source: The Book of Judgement_
</FighterCard>
<FighterCard cost="20">
### 0-1 Gang Lookout
![](gang-lookout.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 5+ | 7+ |
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade).
**Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe).
**Special Rules:** Heads Up.
<details className="">
<summary>Special Rules</summary>
**Heads Up:** During Skirmish play, a gang with a look-out may add 1 to the dice roll to
determine which gang is the Attacker or Defender. Additionally, if a gang with a lookout
is the Defender in a scenario that uses the Sneak Attack rules, add 1 to all rolls
to determine if a Sentry spots an Attacker.
</details>
<details className="">
<summary>Equipment</summary>
A Gang Lookout may be armed with either a laspistol or stub gun, and with either a
fighting knife or axe.
</details>
<details className="lore">
<summary>Lore</summary>
_There are many hivers and settlement scum willing to keep watch on a gang’s borders and pass warnings of unwanted visitors along. These lookouts can warn of attacking rivals or interest from the Enforcers, and allow a gang a chance to escape._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="40">
### 0-1 Grease Monkey
**_Orlock Only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- |
| Wrench (maul) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
| Blowtorch (hand flamer) | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> |
</WeaponStats>
**Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Special Rules:** Overcharge.
<details className="">
<summary>Special Rules</summary>
**Overcharge:** A gang with a Grease Monkey can overcharge one of their Brutes, or
the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged
Brute increases both its Movement and Attacks characteristics by D3 when it
activates (roll once and apply the results to both characteristics). However, if a natural
1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An
overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time
the fighter is activated). If a natural 1 is rolled, then no extra Movement is
gained and the Wrecker may only perform a single action during its
activation, as they struggle to control their malfunctioning pack.
</details>
<details className="lore">
<summary>Lore</summary>
_Orlock gang hideouts are as much workshops as settlements, with all kinds of machinery being built, pulled apart or worked on. Orlock Grease Monkeys are the grimy workers who keep the Orlock’s servitors, vehicles and heavy gear functioning or, when the gang boss commands, overcharge it far past its safety limits._
</details>
_Source: House of Iron_
</FighterCard>
<FighterCard cost="30">
### 0-2 Narker
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 9+ | 9+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- |
| Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
<details>
<summary>Special Rules</summary>
During the Determine Scenario step of the pre-battle sequence, a gang with
a ‘Narker can modify the final dice roll by 1; either increase or decrease the
result. If the gang has two ‘Narkers, the gang can instead modify this dice roll
by 2. If both gangs have ‘Narkers, they cancel each other out (i.e., a gang with
two ‘Narkers facing a gang with one would only count as having one ‘Narker
while their opponent would count as having none).
</details>
<details className="lore">
<summary>Lore</summary>
_Information is power in the underhive and a gang can benefit greatly from having some well-placed spies. ‘Narkers are professional information gatherers who frequent the local drinking holes, trading posts and rumour halls of the underhive before passing on the secrets they discover to employers._
</details>
_Source: The Book of Judgement_
</FighterCard>
<FighterCard cost="75">
### 0-1 Pit Trainer
**_Goliath Only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 5+ | 8+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Chainsword | - | E | +1 | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor).
**Special Rules:** Combat Ready.
<details className="">
<summary>Special Rules</summary>
**Combat Ready:** A gang containing a Pit Trainer can train fighters between battles.
Up to three fighters, who are not In Recovery, can be trained at once. A fighter who
undergoes training gains a random skill, generated from their Primary or Secondary
skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is
removed from the fighter’s card at the end of the battle. If the generated skill is one
they already have, they may instead choose the temporary skill from their Primary
or Secondary skill lists.
However, when a fighter trains for the pit, there is a chance they will be injured. Roll
a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a
roll on the Lasting Injury table and immediately apply the results. If a fighter suffers
an injury that puts them Into Recovery, they must miss the next battle.
</details>
<details className="lore">
<summary>Lore</summary>
_Pit fighters are rightly feared for their close combat abilities, and the best ones train constantly under Pit Trainers to improve their skills. Goliath gangs favour Pit Trainers over more conventional trainers, as they have a focus on melee combat and vicious takedowns, usually in the bloodiest way possible for the enjoyment of the crowds._
</details>
_Source: House of Chains_
</FighterCard>
<FighterCard cost="40">
### 0-1 Prize Fighter
**_Orlock Only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ |
**Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw).
**Equipment:** A Prize Fighter has no equipment.
**Special Rules:** Bare Knuckle Fighter.
<details className="">
<summary>Special Rules</summary>
**Bare Knuckle Fighter:** In the Collect Income step of the post-battle sequence, a
gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose
the highest, then multiply the result by 10 to see how many credits the fighter earns
for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if
a double 1 is rolled, the Prize Fighter has been killed and must be removed from the
gang’s roster.
</details>
<details className="lore">
<summary>Lore</summary>
_Orlock gangs are fans of bare knuckle fights, there being something fundamentally Orlock about two fighters beating the hell out of each other with just their fists. Gangs often employ specially-trained pugilists for this task, pitting them against other gang’s fighters, or even putting them in the fighting pits to face off against slaves and beasts, armed only with their bare hands._
</details>
_Source: House of Iron_
</FighterCard>
<FighterCard cost="30">
### 0-1 Propagandist
![](propagandist.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 8+ |
<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> |
| _or_ |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational).
<details>
<summary>Special Rules</summary>
A gang with a Propagandist can make bold claims about their prowess
and righteousness over their enemies, though such boasts are not without
their dangers. In the pre-battle sequence a gang can declare they are using
their Propagandist to spread word of their impending victory. If they win the
game then they gain an extra D3 Reputation. If they lose the game, they must
reduce their Reputation by an additional 1.
A Propagandist also improves recruitment for the gang. When the gang adds
a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains
an additional Juve or similarly ranked fighter for free.
</details>
<details>
<summary>Optional Rules: War of Words</summary>
:::note Designer's Commentary
Presented below are special rules that will allow you to recreate the events described in Twins of Two
Tunnels. If the Arbitrator wishes, these rules can be used during a campaign.
:::
**Rally Allies (Basic):** The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round.
_Source: Apocrypha Necromunda: Twins of the Two Tunnels_
</details>
<details className="lore">
<summary>Lore</summary>
_The Imperial House, the Clan Houses and even criminals all use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread favourable rumours among the citizenry. These propagandists might be dedicated members of the faction they represent or simply professional rabble-rousers._
</details>
_Source: The Book of Judgement_
</FighterCard>
<FighterCard cost="90">
### 0-1 Psychoteric Thrall
**_Delaque Only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- |
| Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
| _and_ |
| Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> |
| _or_ |
| Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> |
| _or_ |
| Shotgun |
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> |
</WeaponStats>
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade).
**Equipment:** A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with
solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife.
**Special Rules:** Psychoteric Echo, Disturbingly Familiar, Part of the Crew.
<details>
<summary>Special Rules</summary>
**Psychoteric Echo:** A gang with a Psychoteric Thrall can use it as the focal point
when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is
not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this
fighter may choose to channel a Wyrd Power through this fighter.
That fighter makes a Willpower check as normal and, if a
double 1 is rolled, it is that fighter that will suffer the
effects of Perils of the Warp. However, the effect
of the Wyrd Power is worked out from the model
representing the Psychoteric Thrall, rather than
from the model representing the fighter. In
other words, line of sight, distance, range
and so forth are all measured from the
Psychoteric Thrall, not from the fighter
using the Wyrd Power.
**Disturbingly Familiar:** When a Psychoteric Thrall is added to the gang, make a note
of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or
Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter
that belongs to that House suffers a -2 modifier to Leadership and Willpower checks
made whilst within 6" of this fighter. Any enemy fighter that does not belong to that
House suffers only a -1 modifier to Leadership and Willpower checks made whilst
within 6" of this fighter.
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As
long as this fighter is part of the gang roster, they are treated just like a regular Ganger
for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly
selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or
Advancements and, should they suffer a Lasting Injury that would make a change
to their Fighter card, this fighter is removed from the gang roster just like any other
Hanger-on.
</details>
<details className="lore">
<summary>Lore</summary>
_Some individuals are connected to the Psychoterica even if they are not of House Delaque. These are often the lost souls of a hive, outcasts and dreamers who have no place in the brutality of Necromunda. Sometimes, a Delaque clan gang will take these wayward strays under their wing, tapping into their latent psychic energies and using them as conduits for the Psychoterica._
</details>
_Source: House of Shadow_
</FighterCard>
<FighterCard cost="100">
### 0-1 Ragnir Gunnstein
![](ragnir-gunnstein.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3" | 4+ | 3+ | 3 | 4 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------- |
| Shotgun |
| - solid | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> |
| - scatter | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> |
| Wrench (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Wargear:** [Frag](/docs/armoury/grenades#frag-grenade) & [krak](/docs/armoury/grenades#krak-grenade) grenades, [respirator](/docs/armoury/personal-equipment#respirator), [light carapace (4+)](/docs/armoury/armour#carapace).
**Special Rules:** Ammo-jack, Gang Fighter, Surplus Ammo.
<details className="">
<summary>Special Rules</summary>
**Ammo-jack:** Ragnir is an Ammo-jack Hanger-on, as described on page 39. If hired, he counts as one of the three Ammo-jacks a gang may include.
**Gang Fighter:** Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster,
Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or
randomly selected as part of his gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer
a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other
Hanger-on.
**Surplus Ammo:** Ragnir will always provide a surplus of ammunition before heading into action. Should he be
deployed as part of a starting crew, Ragnir’s controlling player may deploy D3 ammo caches.
</details>
<details className="lore">
<summary>Lore</summary>
_Ragnir Gunnstein was born a noble of the Mjolnir Stronghold on its home world of Valskalf and was destined to have his name written in the sagas of his people. On the eve of his one hundredth year, however, Ragnir fell into a fratricidal blood feud with a brother Hearthguard, and was exiled from Mjolnir for all time._
_As an itinerant wanderer, Gunnstein served as a mercenary under all manner of masters, but after many decades he found himself at the Ring of Selene void docks that orbit Necromunda. There he chose the wrong side in a feud between a House Goliath longshore gang and one of the many fanatical Cargo Cults for the rights to handle cargo passing through the vast zero-G freight halls. Fleeing the ensuing chaos, he was very nearly eaten alive by an Ur-Ghul infestation, before being chased off-station by an angry heretek cult whose nascent techno-heresy he inadvertently exposed._
_At that point, Gunnstein decided it was time to retire, and so he smuggled himself into Hive Primus and struck out for the underhive with the intention of setting himself up as a weaponsmith to fund what he hoped would be a very long and quiet old age. Of course, life rarely turns out as intended, and his retirement has proven every bit as eventful as his previous career. Nonetheless, he makes a comfortable living working with a variety of underhive gangs, his skill at maintaining weapons and his keen sense of honour ensuring his services are ever in high demand. Despite his status as a hanger-on, Gunnstein rarely remains at the hideout while his current employers head out to fight, and he is well known for insisting on accompanying his latest friends into battle. Few ever demand he remain at home, for even in his retirement Gunnstein is more than capable of teaching the youngsters a thing or two about fighting._
</details>
_Source: The Book of the Outcast_
</FighterCard>
<FighterCard cost="50">
### 0-2 Rogue Docs
![](rogue-doc.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ |
**Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae).
**Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun).
**Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit).
**Special Rules:** Patch Up.
<details className="">
<summary>Special Rules</summary>
**Patch Up:** If a gang has a Rogue Doc, it can make an additional Medical Escort
action in the post-battle sequence in addition to any other post-battle actions
performed by fighters with the Gang Hierarchy (X) special rule. This visit does not
cost any credits – however, a result of 6 on the table is treated as Stabilised rather
than a Full Recovery, due to the Rogue Doc’s comparatively limited supplies and the
lack of proper medicae technology.
If a gang has more than one Rogue Doc, it can make this additional action once for
each of them.
</details>
<details className="">
<summary>Equipment</summary>
A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are
equipped with a medicae kit.
</details>
<details className="lore">
<summary>Lore</summary>
_Medical expertise is much sought-after in the underhive, and most of those who have such training sell their services at a not insignificant price._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="100">
### 0-1 Shivver
**_Escher Only_**
![](shivver.jpg)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 9+ | 5+ | 6+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Equipment:** A Shivver has no equipment.
**Special Rules:** Psyniscience.
<details>
<summary>Special Rules</summary>
**Psyniscience:** During the post-battle sequence, a single fighter with the Gang
Hierarchy (X) special rule that is able to perform a post-battle action may perform the
following post-battle action:
**Visit Shivver:** The Shivver looks into the fighter’s future, divining what lies ahead for
them and their sisters. Roll 2D6 and consult the table below:
| 2D6 | Result |
| :-------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **2** | **Doom!:** The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery. |
| **3-4** | **The Fates are Unclear:** Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic. |
| **5-7** | **Favourable Portents:** For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters. |
| **8-9** | **A Great Victory:** If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP. |
| **10-11** | **A Mysterious Stranger:** The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs. |
| **12** | **Fortune and Glory:** During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns. |
</details>
<details className="lore">
<summary>Lore</summary>
_Shivvers and Hive Oracles are an important part of Escher society, and often gangs will call upon their services. A Hive Oracle may, if she sees fit, set up residence in a gang’s hideout, often operating out of strange many-hued wagons or tents, filled with the objects and artefacts of their craft. Between battles, a gang leader can visit the Shivver, hoping for a glimpse into their future. Sometimes these glimpses can save the gang from calamities or lead them to great riches, though other times they may be misleading, or even dangerous, resulting in disaster._
</details>
_Source: House of Blades_
</FighterCard>
<FighterCard cost="80">
### 0-1 Silberlant Sevos, Whisper Merchant
**_Delaque Only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 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:** Cold And Calculating (see below), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Wargear:** none.
**Special Rules:** Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew.
<details>
<summary>Special Rules</summary>
**Vox Hack:** Silberlant Sevos can perform the Gather Intelligence (Double) action:
- **Gather Intelligence (Double):** Make an Intelligence test for Silberlant Sevos. If the test is passed your opponent must reveal all gang tactics they have generated, if the test is failed your opponent must reveal a random gang tactic they have generated.
**Whisper Merchant:** Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a
gang may include.
**Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count
the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews
(when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal
equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the
gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang
must pay the hiring fee again or remove the Whisper Merchant from their gang roster.
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part
of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore,
this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should
they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the
gang roster just like any other Hanger-on.
</details>
<details>
<summary>Skills</summary>
**Cold And Calculating:** Once per round, when making a Cool or Willpower test, this fighter may make the test
against their Intelligence characteristic instead.
</details>
<details className="lore">
<summary>Lore</summary>
_As much as they would like their enemies to believe otherwise, the Delaque do not have a monopoly on the Necromundan secrets trade. Within Hive Primus, mysterious agents such as Nemo the Faceless move in the shadows dealing in rumours, while Hive Temenos boasts the Conclave of Truth, fallen priests whose sacrament is the lies they spread. Sevos the Infotek has made himself one of this esteemed company. An exile from House Van Saar, Sevos sought to merge his mind with the sacred STC, creating a synaptic-inload interface to extract his consciousness. Unfortunately for Sevos the STC rejected his attempts, leaving him shattered in both body and mind. His former brothers and sisters within the House of Artifice dumped his remains in the depths of the underhive, striking his true name from their records for his breaking of the Three Laws._
_While Sevos’ experiment might have failed to merge his mind with the STC, it did have unexpected results. While he lay in refuse, his body dying and his thoughts unravelling, he discovered he could see the electronic soul of the hive all around him. Not only could he see it, but he could also interact with its systems. Reaching out and taking control of a clade of maintenance servitors, he had the base creatures carry him to safety and bring nourishment for his failing body. Over cycles, he took control of more hive systems, using plundered tech to build himself a suspensor chair to carry his body and protect it from harm._
_It was not long before Sevos discovered that, in addition to manipulating nearby hive systems, he could also steal data secrets as they were transmitted along the electro highways of the towering city. Washing away any trace of his past, Sevos set himself up as a Whisper Merchant, growing rich from his trade in information. When the Great Darkness tore apart the social fabric of Necromunda, Sevos was one of the first to see it coming and took refuge in his underhive hideout, remotely manipulating events from the shadows. Later, when he heard the first whispers of the Prophet and the great pilgrimage that would follow, he saw an opportunity to fulfil his ambition to merge with the Van Saar STC… and take his revenge on the Clan that had left him to die._
</details>
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="20">
### 0-1 Slopper
![](slopper.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 5+ | 7+ |
**Weapons:** [Fighting knife](/docs/armoury/close-combat#fighting-knife).
**Special Rules:** Grub's Up.
<details className="">
<summary>Special Rules</summary>
**Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll
a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant
supply of good food has helped them recover more quickly – the fighter’s In Recovery
box on the gang roster is cleared, and they are now available for this battle.
</details>
<details className="">
<summary>Equipment</summary>
A Slopper is armed with a fighting knife.
</details>
<details className="lore">
<summary>Lore</summary>
_Food in the underhive rarely holds any joy. Most meals consist of corpse-starch or nutri-slime, supplemented with synth-fats and vitamin shots. As such, anyone who can produce ‘real’ food from the local flora and fauna can expect a steady stream of credits._
</details>
_Source: Published in all House of X books_
</FighterCard>
<FighterCard cost="90">
### 0-2 Spyker
_**Delaque Only**_
![](spyker.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6" | 6+ | 6+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ |
**Skills:** A Spyker has no skills.
**Equipment:** A Spyker carries no equipment.
**Special Rules:** Flight, Part of the Crew, Non-sanctioned Psyker.
<details className="">
<summary>Special Rules</summary>
**Flight:** A Spyker ignores all terrain, may move freely between levels without
restriction, and can never fall. It may not, however, ignore impassable terrain
and may not end its movement with its base overlapping an obstacle or another
fighter’s base.
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight.
As long as this fighter is part of the gang roster, they are treated just like a regular
Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or
randomly selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or
Advancements and, should they suffer a Lasting Injury that would make a change
to their Fighter card, this fighter is removed from the gang roster just like any other
Hanger-on.
**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.
</details>
<details className="">
<summary>Wyrd Powers</summary>
A Spyker is a Psyker and knows the following
Wyrd Powers:
- **Psychic Scream (Basic):** Any enemy fighters within
3" of this Psyker must immediately pass a Nerve
test, subtracting 1 from the result. Any enemy fighter
that fails this test is immediately Broken and runs
for cover.
- **Psychic Assault (Basic):** Nominate an enemy fighter
anywhere within 18" of this Psyker. The nominated
fighter must immediately take a Willpower check. If
the check is passed, the fighter is Pinned. If the test
is failed, the fighter loses 1 Wound and is Pinned. If
this reduces the fighter to 0 Wounds, roll one Injury
dice and apply the result.
- **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 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.
</details>
<details>
<summary>Optional Rules: The Confluence of Shadows</summary>
:::note 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.
:::
During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in _Necromunda: House of Shadow_ (above).
**Crush (Basic):** 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.
**Witchfire (Double):** All enemy models within 3" of this fighter suffer a S5, D2, AP-1 hit as if from a weapon with the Blaze trait.
**Mind Maze (Basic, Continuous):** Target a single Standing and Active enemy fighter that is both within 6" and line of sight of this fighter. The target must make an initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to kit.
One additonal enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active.
_Source: Apocrypha Necromunda: Sump City Sinking_
</details>
<details className="lore">
<summary>Lore</summary>
_Dosed up with concentrated Ghast solutions, an individual with a glimmer of psychic potential may be subjected to a forced ‘evolution’ by the Delaque. It is a process that can take months or years, the prospective Spyker strapped into a medicae harness as their body atrophies and their cranium expands. Those who don’t suffer catastrophic biological collapse or spontaneous (and fatal) cerebellum expansion, are conditioned by House Delaque to serve gang leaders._
</details>
_Source: House of Shadow_
</FighterCard>
<FighterCard cost="80">
### 0-1 Tech Merchant
**_Van Saar: 40 credits_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ |
**Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Equipment:** A Tech-merchant may be armed with either a master-crafted laspistol or a mastercrafted
las sub-carbine.
**Special Rules:** Techno-Baubles, Friends in the Trade.
<details className="">
<summary>Special Rules</summary>
**Techno-baubles:** If a gang has a Tech-merchant, it may reduce the Rare and/or
Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum
of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item
instead becomes Common.
**Friends in the Trade:** During every post-battle sequence, the cost of one item found
in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum
of 20 credits.
</details>
<details className="lore">
<summary>Lore</summary>
_Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="50">
### 0-3 Underhive Traders
![](underhive-traders.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 7+ |
**Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Special Rules:** The Finest Merchandise, Specialist Product.
<details>
<summary>Special Rules</summary>
**The Finest Merchandise:** Having an Underhive
Trader around means the gang has access to all
manner of goods. More importantly, they can use
the Trader’s connections to find rare goods. An
Underhive Trader can make the Trade action
during the post-battle sequence just as if they
were a Leader.
**Specialist Product:** Most Underhive Traders have their own specialities and when
hired on to the gang players must choose one of the following Trader types, gaining the
additional benefits listed here:
- **Relicmonger:** A purveyor of religious trinkets, a Relicmonger can adorn a gang’s
fighters with blessed tokens – some of which might, very occasionally, actually do
something. Once per battle, when a fighter with blessed tokens is Seriously Injured
or taken Out of Action, roll a D6. On a result of 6, the fighter can ignore the result.
- **Beastwrangler:** A procurer and tamer of Exotic Beasts, a Beastwrangler can train
a gang’s exotic pets while they rest in the gang’s hideout. At the start of each
campaign week, add 1 XP to each Exotic Beast in the gang.
- **Gun-smyth:** Able to procure the best guns in the underhive, Gun-smyths are highly
valued by gangs looking to gain an edge over their opponents. A gang that has a
Gun-smyth can upgrade one ranged weapon purchased from the Trading Post or
Black Market to have the Mater-crafted trait at no extra cost. Each Gun-smyth can
do this once per post-battle sequence.
- **Connected Trader:** A Connected Trader has spent a lifetime building up a web of
contacts they can use to move items. If a gang has a Connected Trader then once
per post-battle sequence for each Connected Trader they control, they may double
the credits they gain for selling items in their Stash. In addition, they may freely
trade credits and items in their Stash with other gangs participating in the same
campaign; note that both gangs must agree in order for a trade to happen.
</details>
<details>
<summary>Equipment</summary>
- A Relicmonger is armed with a maul (club).
- A Beastwrangler is armed with a laspistol.
- A Gun-smyth is armed with a bolt pistol, stub pistol and shotgun.
- A Connected Trader is armed with a master-crafted lasgun.
</details>
<details>
<summary>Skills</summary>
- A Relicmonger has the Fearsome skill.
- A Beastwrangler has the Overseer skill.
- A Gun-smyth has the Marksman skill.
- A Connected Trader has the Savvy Trader skill.
</details>
<details className="lore">
<summary>Lore</summary>
_Necromunda is a world built upon commerce. From the lowliest clanner to the lords of the spire, goods are bought, sold or traded constantly. A canny trader can make their fortune if they know where to sell their wares, and the underhive is often a rich source of customers – whether it is for cheap ammo, exotic pets or even religious artefacts._
</details>
_Source: Book of the Outcast_
</FighterCard>
<FighterCard cost="60">
### 0-1 Whisper Merchant
**_Delaque: 30 credits_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ |
**Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Weapons:** Stub Gun.
**Special Rules:** Useful Lies.
<details>
<summary>Special Rules</summary>
**Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a
Whisper Merchant may count the result of a single D6 roll as a 6 when taking the
following actions: Determine Scenario, Choose Crews (when random crew size
applies), Receive Rewards (including rewards from Territories), and Seek Rare or
Illegal equipment. This ability can be used only once in each sequence and, each
time it is used, make a note on the gang roster. Once this ability has been used six
times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee
again or remove the Whisper Merchant from their gang roster.
</details>
<details className="lore">
<summary>Lore</summary>
_Rumours aplenty can be found in the Hall of Lies in Hive Primus though, for the richest source of information, a gang should enlist its own Whisper Merchant. Professional rumour-mongers, these shadowy individuals deal in all kinds of truths, gathering juicy information on rivals but also more esoteric pieces of intel that might benefit the gang._
</details>
_Source: House of Shadow_
</FighterCard>
## Outlaw Hangers-on
<FighterCard cost="30">
### 0-1 Agitator
![](agitator.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ |
**Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational).
**Weapons:** Laspistol or Stub Gun.
**Special Rules:** Agitator, Outlaw.
<details>
<summary>Special Rules</summary>
A gang with an Agitator can make bold claims about their prowess and
righteousness over their enemies, though such boasts are not without their
dangers. In the pre-battle sequence a gang can declare they are using their
Agitator to spread word of their impending victory. If they win the game then
they gain an extra D3 Reputation. If they lose the game, they must reduce their
Reputation by an additional 1.
An Agitator also improves recruitment for the gang. When the gang rolls to see if
they get a free fighter from a Territory, such as those provided by a Settlement, they
may roll twice and choose the result they want.
**Outlaw:** An Agitator can only be hired by Outlaw gangs.
</details>
<details>
<summary>Optional Rules: War of Words</summary>
:::note Designer's Commentary
Presented below are special rules that will allow you to recreate the events described in Twins of Two
Tunnels. If the Arbitrator wishes, these rules can be used during a campaign.
:::
**Rile ‘em Up (Basic):** The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters
within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round.
_Source: Apocrypha Necromunda: Twins of the Two Tunnels_
</details>
<details className="lore">
<summary>Lore</summary>
_Cults and criminals often use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread subversive rumours among the citizenry. These propagandists might be devout followers of the cult, but can equally be skilled orators and liars working for their own selfish ends._
</details>
_Source: Book of Ruin_
</FighterCard>
<FighterCard cost="20">
### 0-2 Arthromite Herder
**_Ash Wastes Nomads only_**
![](ash-wastes-herder.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- |
| Hunters polearm | - | E | - | - | S+1 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** Born to the Wastes.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Ash Cloak.
**Special Rules:** Arthromite Whisperer, Training Program.
<details>
<summary>Special Rules</summary>
**Arthromite Whisperer:** During the Post-battle Sequence a Nomad Arthromite
Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite
Duneskuttler is Critically Injured, it goes into Recovery; otherwise roll a D6, on a 3+
the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery.
This cannot be performed in the same Post-battle Sequence as the Training
Program ability.
**Training Program:** During the Post-battle Sequence, a Nomad Arthromite Herder
may attempt to train an Arthromite Duneskuttler; make an Intelligence test for the
Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3
XP. This cannot be performed in the same Post-battle Sequence as the Arthromite
Whisperer ability.
</details>
<details className="lore">
<summary>Lore</summary>
_The Ash Waste Nomads have a strange affinity for the creatures of the wasteland, especially the Dustback Helamites that they ride into battle. More insidious than these surface-running creatures are the massive insects that live beneath the ground. Known commonly as Arthromites, these huge creatures often lie in wait for unwitting prey, burrowing under the surface of ash dunes and leaping to terrible life when a traveller or even a vehicle moves over it. The creature then overpowers their catch, tearing and biting before ultimately dragging it beneath the sand or ash._
_Even on their own an Arthromite can be more than a match for a human, and Nomad Arthromite herders will train these creatures to do their bidding. Clad in the discarded exoskeletons of their charges, an Arthromite herder is often accompanied by an Arthromite Duneskuttler – sending them charging toward their foes with little more than a gesture of their hunters polearm, the Duneskuttlers falling upon the hapless target seconds before the herder themself joins the fray. Though Duneskuttlers are by far from the most common insects to be found in the command of a herder, there are rumours of even larger more terrible beasts that they can control – with herders often travelling deep into the wastes and returning with horrors seldom seen in civilised lands._
</details>
_Source: Book of the Outlands_
</FighterCard>
<FighterCard cost="20">
### 0-1 Cadaver Merchant
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Weapons:** Chainaxe.
**Special Rules:** Cadaver Merchant, Outlaw.
<details>
<summary>Special Rules</summary>
A gang with a Cadaver Merchant can sell their dead for profit. If a member of the
gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either
by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury
that is not healed by the doc, then they can be sold to the Cadaver Merchant for
D3x10 credits.
A Cadaver Merchant can also acquire bodies for the gang. In an Uprising
Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in
the post-battle sequence.
**Outlaw:** A Cadaver Merchant can only be hired by Outlaw gangs
</details>
<details className="lore">
<summary>Lore</summary>
By Imperial writ the Corpse Guild lays claim to the dead of the hives. This ancient law does not, however, stop enterprising individuals from dealing in corpses, selling them on to rogue docs or other more nefarious individuals in need of human remains. And sometimes the bodies aren't quite dead yet…
</details>
_Source: Book of Ruin_
</FighterCard>
<FighterCard cost="30">
### 0-1 Flagellator
**_Cawdor only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 6+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 6+ | 7+ | 9+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- |
| Flail | - | E | - | +1 | S+1 | - | 1 | - | <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Special Rules:** Purification through Pain, Outlaw.
<details>
<summary>Special Rules</summary>
**Purification through Pain:** During the pre-battle sequence, after setting up the
battlefield but before choosing crews, a gang with a Flagellator may attempt to
bring one of its fighters out of Recovery. The chosen fighter immediately makes a
Toughness check. If this check is passed, the fighter leaves Recovery and may be
included in the crew for this battle. However, this fighter begins the battle with
one Flesh Wound.
**Outlaw:** A Flagellator can only be hired by Outlaw gangs.
</details>
<details className="lore">
<summary>Lore</summary>
_Purification through pain is a common belief of the Redemption, and gangs sometimes employ specialist flagellators to motivate and ‘heal’ their members. A wounded ganger, or one suffering from some underhive malady, may well forget their injuries and get back in the fight if staying in the gang’s hideout means regular whippings._
</details>
_Source: House of Faith_
</FighterCard>
<FighterCard cost="40">
### 0-1 Heretek
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ |
**Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Weapons:** Grav gun or plasma gun.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
**Special Rules:** Heretek, Outlaw.
<details>
<summary>Special Rules</summary>
If a gang includes a Heretek then it can have them enhance one of the gang’s
weapons before a game. At the end of Step 5 of the pre-battle sequence, select one
fighter from your crew. One of the weapons carried by the fighter gains either the
Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling
player. The weapon also gains the Unstable trait, or the Reckless trait if it has the
Melee trait as well. These traits last until the end of the battle.
**Outlaw:** A Heretek can only be hired by Outlaw gangs.
</details>
<details className="lore">
<summary>Lore</summary>
_Hereteks are reckless inventors who subvert the sacred teachings of the Adeptus Mechanicus. They tinker with weapons and wargear, often building their own devices using combinations of Imperial, xenos and archaeo-technologies. The results are often as dangerous to the wielder as they are to their enemies._
</details>
_Source: Book of Ruin_
</FighterCard>
<FighterCard cost="70">
### 0-1 Hive Preacher
**_Cawdor only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 5+ | 6+ | 5+ | 8+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Two-handed hammer | - | E | - | -1 | S+1 | - | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> |
</WeaponStats>
**Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational).
**Special Rules:** Sermon, Part of the Crew, Outlaw.
<details>
<summary>Special Rules</summary>
**Sermon:** A gang with a Hive Preacher may roll a D6 at the end of any pre-battle
sequence and add this many Faith dice (see page 97) to their Faith dice pool. In
addition, if a Hive Preacher is on the battlefield and not Seriously Injured, then they
count as three fighters when determining the number of Cawdor fighters generating
Faith dice in the End phase.
**Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight.
As long as this fighter is part of the gang roster, they are treated just like a regular
Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or
randomly selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or
Advancements and, should they suffer a Lasting Injury that would make a change
to their Fighter card, this fighter is removed from the gang roster just like any other
Hanger-on.
**Outlaw:** A Hive Preacher can only be hired by Outlaw gangs.
</details>
<details className="lore">
<summary>Lore</summary>
_Underhive settlements are filled with hivers claiming to be preachers and priests of the Imperial Creed, and the Redemption is no different. A Cawdor gang might attract one of these maniacal dome preachers, blessing them before battle, or simply wandering around their hideout spouting religious dogma and getting everyone riled up._
</details>
</FighterCard>
<FighterCard cost="25">
### 0-1 Proxy
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ |
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade).
**Weapons:** Laspistol or Stub Gun.
**Special Rules:** Proxy, Outlaw.
<details>
<summary>Special Rules</summary>
An Outlaw gang with a Proxy can sell captives to the Guilders and may use
the Trading Post. However, each time they do so they must roll a D6, and on
a result of 5+ the action fails. The gang can also attempt to make an Alliance
with the Merchants Guild or the Imperial House. If it does, before the Alliance
is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the
gang’s roster, otherwise the Alliance is formed as normal. If an Outlaw gang
is ever required to Test the Alliance with the Merchants Guild or the Imperial
House then the Alliance is automatically ended without the need to roll.
**Outlaw:** A Proxy can only be hired by Outlaw gangs.
</details>
<details className="lore">
<summary>Lore</summary>
_Outlaws and cults are hunted gangs within the underhive, and cannot deal openly with the Guilders or the Imperial House for fear of retribution. Proxies are otherwise respectable underhivers with connections to nefarious organisations, and will willingly sell captives, buy goods or beguile allies in the name of an outlaw or cult gang._
</details>
_Source: The Book of Judgement_
</FighterCard>
<FighterCard cost="40">
### 0-1 Scabber
![](scabber.webp)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 8+ | 6+ |
**Skills:** [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader).
**Weapons:** Shotgun (solid & scatter).
**Special Rules:** Scabber, Outlaw.
<details>
<summary>Special Rules</summary>
When a gang with a Scabber sells a piece of Illegal equipment in the postbattle
sequence, it gains the item’s value less D3x10 credits (to a minimum of
5). A Scabber, provided they are not in Recovery, can make a Trade action in
the post-battle sequence provided the gang is visiting the Black Market.
**Outlaw:** A Scabber can only be hired by Outlaw gangs.
</details>
<details className="lore">
<summary>Lore</summary>
_Even the roughest backwater settlement is wary of dealing in illegal goods lest the wrath of the Guilders fall upon it. This is where Scabbers come in; men and women willing to deal in anything that might turn a profit. Scabbers are also useful when it comes to procuring illegal equipment, as they often have connections with the Cold Trade._
</details>
_Source: The Book of Judgement_
</FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 1 | 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 | # Hangers-on _Source: Necromunda Core Rulebook (2023)_ Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as part of the crew. Hangers-on cannot gain Experience or Advancements; if they suffer a Lasting Injury that would make a change to their Fighter card, they decide that the hideout is no longer safe and move on – they are removed from the gang roster. They cannot be given any equipment other than what is listed. ## Hangers-on costs and restrictions Some hangers-on are only available to particular gangs, and some have gang discounts. <h3>Law-Abiding Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :----------------------------------------------------------------------------- | :------------------------- | :---------------: | | 0-3 | [Ammo Jack](#0-3-ammo-jack) | Any | 50 | | 0-1 | - [Ragnir Gunnstein](#0-1-ragnir-gunnstein) | Any | 100 | | 0-1 | [Apprentice Clan Chymist](#0-1-apprentice-clan-chymist) | Escher | 75 | | 0-1 | [Brute Handler](#0-1-brute-handler) | Any | 110 (Golaith: 55) | | 0-1 | [Bullet Merchant](#0-1-bullet-merchant) | Any | 75 (Orlock: 25) | | 0-1 | [Chem Dealer](#0-1-chem-dealer) | Any | 50 (Goliath: 25) | | 0-1 | [Claim Jumper](#0-1-claim-jumper) | Ironhead Squat Prospectors | 60 | | 0-1 | [Cogitator Core Servitor](#0-1-cogitator-core-servitor) | Van Saar | 100 | | 0-1 | [Data-Scrivener](#0-1-data-scrivener) | Any | 20 | | 0-1 | [Dome Runner](#0-1-dome-runner) | Any | 20 | | 0-1 | [Fixer](#0-1-fixer) | Any | 50 | | 0-1 | [Gang Lookout](#0-1-gang-lookout) | Any | 20 | | 0-1 | [Grease Monkey](#0-1-grease-monkey) | Orlock | 40 | | 0-2 | ['Narker](#0-2-narker) | Any | 30 | | 0-1 | [Pit Trainer](#0-1-pit-trainer) | Goliath | 75 | | 0-1 | [Prize Fighter](#0-1-prize-fighter) | Orlock | 40 | | 0-1 | [Propagandist](#0-1-propagandist) | Any | 30 | | 0-1 | [Psychoteric Thrall](#0-1-psychoteric-thrall) | Delaque | 90 | | 0-2 | [Rogue Docs](#0-2-rogue-docs) | Any | 50 | | 0-1 | [- Doctor Arachnos](#0-1-doctor-arachnos) | Any | 100 | | 0-1 | [Shivver](#0-1-shivver) | Escher | 100 | | 0-1 | [Slopper](#0-1-slopper) | Any | 20 | | 0-1 | - [Bigby Crumb, Ratling Slopper](#0-1-bigby-crumb-ratling-slopper) | Any | 50 | | 0-2 | [Spyker](#0-2-spyker) | Delaque | 90 | | 0-1 | [Tech Merchant](#0-1-tech-merchant) | Any | 80 (Van Saar: 40) | | 0-3 | [Underhive Traders](#0-3-underhive-traders) | Any | 50 | | 0-1 | [Whisper Merchant](#0-1-whisper-merchant) | Any | 60 (Delaque: 30) | | 0-1 | [- Silberlant Sevos, Whisper Merchant](#0-1-silberlant-sevos-whisper-merchant) | Delaque | 80 | <h3>Outlaw Hangers-on</h3> | Quantity | Hanger-on | Restriction | Cost | | :------: | :------------------------------------------ | :---------------- | :--: | | 0-1 | [Agitator](#0-1-agitator) | Any | 30 | | 0-2 | [Arthromite Herder](#0-2-arthromite-herder) | Ash Wastes Nomads | 20 | | 0-1 | [Cadaver Merchant](#0-1-cadaver-merchant) | Any | 20 | | 0-1 | [Flagellator](#0-1-flagellator) | Cawdor | 30 | | 0-1 | [Heretek](#0-1-heretek) | Any | 40 | | 0-1 | [Hive Preacher](#0-1-hive-preacher) | Cawdor | 70 | | 0-1 | [Proxy](#0-1-proxy) | Any | 25 | | 0-1 | [Scabber](#0-1-scabber) | Any | 40 | ## Law-abiding Hanger-ons <FighterCard cost="50"> ### 0-3 Ammo Jack ![](ammo-jack.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 6+ | 7+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** [Boltgun](/docs/armoury/basic-weapons#boltgun) or [combat shotgun](/docs/armoury/basic-weapons#combat-shotgun) (salvo & shredder), [power hammer](/docs/armoury/close-combat#power-hammer) or [power sword](/docs/armoury/close-combat#power-sword). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Gun-smith. <details className=""> <summary>Special Rules</summary> **Gun-smith:** If a gang has an Ammo-jack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle, for example, if they are In Recovery or have been Captured, the bonus does not apply. If a gang has more than one Ammo-jack, the bonus increases. A gang with two Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3. </details> <details className=""> <summary>Equipment</summary> An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and shredder ammo, and with either a power hammer or power sword. All Ammo-jacks are equipped with mesh armour. </details> <details className="lore"> <summary>Lore</summary> _As gangs become more experienced, they discover the importance of regular weapon checks. Running out of ammunition or suffering a gun jam in the middle of a firefight is just not acceptable for a gang that wishes to be taken seriously._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="75"> ### 0-1 Apprentice Clan Chymist **_Escher Only_** ![](apprentice-clan-chymist.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Special Rules:** Experimental Elixers, Last Rites. <details className=""> <summary>Special Rules</summary> **Experimental Elixirs:** A gang with an Apprentice Clan Chymist reduces the cost of Chem-Alchemy Elixirs (see page 93) by D6x10 to a minimum of 10 credits. Roll each time a Chem-Alchemy Elixir is purchased. **Last Rites:** If one of the gang’s Escher Gang Matriarchs or Escher Gang Queens is killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved by the doc) then the player may roll a D6. If the result is equal to or lower than the number of advances the fighter has, the player may add a Death-maiden to their gang. The newly added Death-maiden retains none of the dead fighter’s </details> <details className="lore"> <summary>Lore</summary> _Escher Clan Chymists often spend their apprenticeships in the underhive alongsideHouse gangs. On the front lines, they learn the best ways to concoct and apply toxins, as well as having fighters to experiment on with their elixirs and potions. Shouldthe chance present itself, an Apprentice Clan Chymist might also participate inthecreation of an Escher Death-maiden, bringing one of the gang’s fallen fighters backfrom the dead._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="50"> ### 0-1 Bigby Crumb, Ratling Slopper ![](bigby-crumb.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Slop pot ladle (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** Slop Pot, Grub's Up, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Slop Pot:** When Bigby Crumb is hired, he brings along his Slop Pot. The Slop Pot is represented by its own model and is placed within 2" of Bigby when he is deployed on the battlefield. The Slop Pot may be moved in the same way as a Loot casket (see the Necromunda Rulebook) and counts as cover. While within 2" of the Slop Pot, Bigby may perform the Add Ingredients (Basic) action. When he performs this action, choose one of the following effects: - **Stinger Spore Stew:** Until the end of this round, friendly fighters within 2" of the Slop Pot count as having an assist when making Recovery tests (see the Necromunda Rulebook). - **Frenzon Fondue:** Until the end of this round, friendly fighters within 2" of the Slop Pot gain the Nerves of Steel and True Grit skills. - **Tentacle Surprise:** Until the start of Bigby’s next activation, the Slop Pot counts as a Beast’s Lair (see the Necromunda Rulebook). Note that Bigby does not trigger the Beast. **Slopper:** Bigby Crumb is a Slopper Hanger-on and follows the Grub’s Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include. > **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Bigby Crumb was once the head chef to the Archduke of House Greim, brought in from the agri-world of Pravium Secundus especially for the job. As Bigby will freely admit, he has since fallen on hard times. As the Ratling slopper tells it, he was expelled from the spire after an unfortunate incident involving a Threadneedle Worm Surprise pie. Rumours persist that the dismissal had less to do with exploding pies and more to do with the Duchess of Greim’s dislike of Ratlings – who she claimed were far too small to be trustworthy. Whatever the reason for Bigby being turfed out of the spire, the nobility’s loss was the underhive’s gain. Down in the stinking depths of Hive Primus, Ratlings don’t usually warrant a second glance, especially in places like Sump City or Heretic’s Hole, where Ogryns and mutants regularly rub shoulders with Beastmen and wyrds. It was here, in the very depths of the hive, that Bigby found a new life turning aggressive sump flora and fauna into quite passable soups and stews._ _Unlike most sloppers, who pass themselves off as culinary experts just because they know how to siphon a water still, Bigby can actually cook. This has put him in high demand among the gangs of hive bottom. The price for hiring Bigby, though, is often joining him on one of his legendary (and equally dangerous) ingredient hunts, the Ratling delving deep into the badzones of the underhive in his search for exotic plants and animals to fill his slop pot. Some say he is merely looking to add new recipes to his repertoire, though others claim Bigby’s hunts have more to do with creating the perfect dish, one good enough to win his way back into the spire._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="110"> ### 0-1 Brute Handler **_Goliath: 55 credits_** ![](brute-handler.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Special Rules:** Training, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Training:** A gang with a Brute Handler can train their Brutes between games. Provided the Brute is not In Recovery, the controlling player can make a Willpower check for any of their Brutes, using the Brute’s unmodified Willpower. If the check is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too wilful and the training doesn’t work. A Brute Handler can only train one Brute at a time. In addition, if a Standing and Active Brute Handler is on the battlefield, and within 3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any Leadership, Cool, Willpower or Intelligence checks it is required to make. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Brutes are typically savage and dull-witted, herded into battle by gangs to increase their firepower and intimidate their enemies. Even those Brutes with the sense to listen to their leader’s commands in combat still need guidance and training, and Goliath Brute Handlers are ex-pit fighters or factorum overseers and know how to get the most out of muscle._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="75"> ### 0-1 Bullet Merchant **_Orlock: 25 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :--------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------- | | Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot). **Weapons:** Autopistol or Stub Gun, and a single additional ammo for that weapon. **Special Rules:** High Calibre Hook-up. <details className=""> <summary>Special Rules</summary> **High Calibre Hook-up:** While a gang includes a Bullet Merchant, they treat all types of ammo available through the Trading Post or the Black Market as Common. In addition, any of these types of ammo that have the Limited trait replace that Trait with the Scarce trait. </details> <details className="lore"> <summary>Lore</summary> _Every gang needs a good bullet merchant. While an ammo-jack can see to the gang’s weapons, they are not true connoisseurs of calibre. A bullet merchant deals in all kinds of ammunition, whether it is stub rounds, plasma flasks or bolt shells, providing underhivers with the best stock available, often dug out fresh from the corpse of some unfortunate ganger._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="50"> ### 0-1 Chem Dealer _**Goliath: 25 credits**_ ![](chem-dealer.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ | <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:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Equipment:** A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a single dose of any Chem, chosen from the Black Market. **Special Rules:** Steady Supply. <details className=""> <summary>Special Rules</summary> **Steady Supply:** A gang with a Chem Dealer counts all Chems as Common availability when buying them from the Trading Post or Black Market. Chem Dealers can also, in a pinch, acquire Chems ‘on consignment’ during the pre-battle sequence of a game. This allows the gang to buy a single dose or any Chem, or items containing Chems, such as a single stimm-slug stash or medicae kit, without expending any credits. However, during the post-battle actions step of the postbattle sequence, the gang must pay for these items. If the gang cannot or will not pay for any item, the Chem Dealer is removed from the gang’s roster. Should this happen, news of the bad deal gets around, and the gang cannot hire another Chem Dealer Hanger-on for the remainder of the current campaign. </details> <details className="lore"> <summary>Lore</summary> _Chems are a vital resource in the underhive, and many gangs don’t like to leave acquiring them to chance. A Chem Dealer is a dedicated supplier for a gang and, for a bit of protection and some creds, provides a gang with chems when they need them. Of course, while Chem Dealers are not as vulnerable to criminal reprisals as freelancers, when a deal goes sour they can just as easily end up with a stub round in their brain._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="60"> ### 0-1 Claim Jumper _**Ironhead Squat Prospectors only**_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 6+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power-pack">Power Pack</Tooltip> | | Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | | Power fist | - | E | - | - | S+2 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | | Power maul | - | E | - | - | S+2 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="power">Power</Tooltip> | | Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [Techmite Autoveyor](#techmite-autoveyor). **Special Rules:** Seize the Prize, Part of the Crew. <details className=""> <summary>Special Rules</summary> **Seize the Prize:** During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action. - **Claim Jump:** Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons). **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is an exhausted world, its mineral wealth all but spent, and even its rich pools of waste chems or seams of scrap are jealously guarded by those who mine them. In such an environment, it is individuals such as the Claim Jumper who help the Ironhead Squat Prospectors find the best places to set up their great mining rigs. Grizzled loners used to operating far from their clan, Claim Jumpers have a nose for fermented toxic waste or crystallised promethium run-off, among a hundred other valuable resources unique to the outlands. Where a less experienced Squat might see only the shifting ashen face of Necromunda, the Claim Jumper detects tiny tells, like discolouration in dust dunes or the faint scent of rotting ferrosteel, pointing the way to a worthy find. Like all Squat technical or mining specialists, the Claim Jumper is aided by a Techmite drone of their own creation – in this case a Techmite Autoveyor. Autoveyors are as much a pet as tools, with their own unique machine intelligence. This allows them to hunt down minerals and treasure the Claim Jumper might have missed, using their drill appendage to bore into the ground (or sealed containers) and return to their master with their find – much like a Cyber-mastiff loyally returning to its owner, kill clutched in its jaws._ _True to their name, a Squat Claim Jumper does not limit their explorations to unclaimed minerals and wealth. More often than the Clan Houses would like to admit, Squat Prospectors, led by a Claim Jumper, have moved in on one of their newly staked mining sites, stripping it bare before they can properly set up shop. House Orlock in particular has clashed with the Squats over such breaches of claim – the Squats themselves operating outside of the rigid Clan and Noble House structure and so less concerned with contracts made between humans. As such, a Claim Jumper comes more heavily armed than one might expect, carrying power weapons, grenades and firearms, both for seeing off local wildlife or Ash Waste Nomads, but also in case they run into any rival prospectors._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="-"> ### Techmite Autoveyor **Ironhead Squat Claim Jumper only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Drill | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [There's Always Another Secret](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-theres-always-another-secret). **Wargear:** [Flak armour](/docs/armoury/armour#flak-armour). **Special Rules:** Tech Bypass. <details className=""> <summary>Special Rules</summary> **Tech Bypass:** A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. **Skill Access:** Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets: Cunning (Primary), Agility (Seconary). </details> <details className="lore"> <summary>Lore</summary> _Ironhead Squats are naturally skilled with technology of all kinds. Most will create their own automated companions, the little robotic creatures designed to aid them in a myriad of tasks, from hunting to mineral detection. Collectively these robots are known as Techmites, though the Squats themselves tend to give them designations depending on their specialisation or place of manufacture such as the Jortlan K-12 Oculium Bot or the Svardish MkIII Auto-shifter. The Autoveyor is one of these specialisations, its complex sensor array keyed to helping Claim Jumpers hunting down ore and chem seams while out in the wastes, or crawling into tiny spaces looking for hidden wealth._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="100"> ### 0-1 Cogitator Core Servitor **Van Saar Only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 6+ | - | 3 | 4 | 1 | 6+ | 1 | 12+ | 3+ | 5+ | 3+ | **Special Rules:** Mind in the Machine, Hostile Environment, Security Measures. <details className=""> <summary>Special Rules</summary> **Mind in the Machine:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, the gang is able to exert tremendous control over the battlefield. At the end of any End phase, the gang may turn the lights on or off at will. If the gang chooses to turn the lights off, the Pitch Black rules immediately come into effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately cease to apply. **Hostile Environment:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 [booby traps](/docs/armoury/booby-traps) (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter. **Security Measures:** In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action. </details> <details className=""> <summary>Skill Access</summary> A Cogitator Core Servitor has no skills. </details> <details className="equipment"> <summary>Equipment</summary> A Cogitator Core Servitor has no equipment. </details> <details className="lore"> <summary>Lore</summary> _Despite the sanctions against the misuse of technology on Necromunda – and imposed by the Imperium – underhive gangs regularly adapt and adopt all manner of archaeo-devices for their own ends. Van Saar gangs are especially proficient at removing cogitator cores from the hive’s many monitoring and regulating systems – splicing them into the lobotomised minds of maintenance servitors, greatly enhancing their ability to oversee and control their gang turf._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="20"> ### 0-1 Data-Scrivener | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | **Skills:** [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer). **Weapons:** A Data-scrivener may be armed with either a [laspistol](/docs/armoury/pistols#laspistol) or a [las sub-carbine](/docs/armoury/pistols#las-sub-carbine). **Special Rules:** Data-hacked. <details className=""> <summary>Special Rules</summary> **Data-hacked:** Should any fighter belonging to a gang that has a Data-scrivener be required to make an Intelligence check whilst the Data-scrivener is present upon the battlefield, they may roll an additional D6 and discard the lowest roll. </details> <details className="lore"> <summary>Lore</summary> _Necromunda’s hives are filled with barely-understood technologies, ancient cogitator systems and forgotten machines. Data-scriveners excel at both stealing data from these devices and systems as well as manipulating them for a gang. A good Data-scrivener can tap into a dome’s dormant workings and bring them to life, or turn them against the gang’s rivals._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="100"> ### 0-1 Doctor Arachnos **Rogue Doc (Dramatic Personae)** ![](doctor-arachnos.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 7+ | 6+ | <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> | | Medical mechadendrites | E | 3" | +1 | - | - | -1 | - | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [bio-scanner](/docs/armoury/personal-equipment#bio-scanner), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Medical Mechadendrites, Part of the Crew, Rogue Doc. <details className=""> <summary>Special Rules</summary> **Medical Mechadendrites:** Doctor Arachnos’ medical mechadendrites allow him to turn any location into an impromptu operating theatre. During the Recovery phase, if Doctor Arachnos is within 3" of a Seriously Injured friendly fighter, instead of making a Recovery check for the fighter, you can make an Intelligence check for Doctor Arachnos. If the check is successful, the fighter immediately recovers from their Serious Injury just as if they had rolled a Flesh Wound on the Injury dice. If the check is failed, the fighter goes Out of Action instead. Doctor Arachnos can only aid one fighter in this way each round. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Rogue Doc:** Doctor Arachnos is a Rogue Doc Hangeron, as described on page 41. If hired, he counts as one of the two Rogue Docs a gang may include. </details> <details className="lore"> <summary>Lore</summary> _Doctor Arachnos works out of the Six Clans ‘Cutting Room’ in Dust Falls. Both Proctor Clause Bauhein and Mistress of Coin Melerva pay the Doc well for his services, and even Narco Lord Balthazar Van Zep has been known to go to him to save the life of an especially valued associate. A slightly sinister figure, no one quite knows where Arachnos comes from; he just turned up one day in Dust Falls with his chirurgical assistant, Craven Bonesaw, in tow – the small misshapen creature thought to be the product of one of Doctor Arachnos’ experiments. However, good medical aid is hard to come by in the underhive, especially of the kind Arachnos offers, and so he does a fine trade in digging out bullets and patching up ruptured organs._ _The Doc also has a healthy sideline in gen-hancements and organ grafting. For a modest fee, Doc Arachnos will cut an underhiver open and make ‘improvements’ to their physiology. Most often, these are purely practical – like implanting a Goliath pulmonary system to allow the patient to brea the toxic air, or a set of Phyrr Cat eyes so they can see in the dark. More rarely, gang leaders come to Arachnos looking for cosmetic enhancements such as ripper jack teeth or ash devil claws (which look scary but make opening a bottle of Wild Snake a small feat!). Of course, all these exotic components need to come from somewhere, and the Doc regularly signs on with gangs going down into the depths of the underhive. While Arachnos can, and does, pay for unusual organs procured by gangers, he prefers to extract them himself – rather than receive them in the battered remains of a corpse-starch ration tin wrapped in whatever dirty rag the ganger could find._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="20"> ### 0-1 Dome Runner ![](dome-runner.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Scout Ahead. <details className=""> <summary>Special Rules</summary> **Scout Ahead:** Whenever a fighter from a gang with a Dome Runner opens a Loot casket, they may choose to re-roll the D6 to determine what the contents are. However, they must accept the result of the re-roll, even if it is worse. </details> <details className=""> <summary>Equipment</summary> A Dome Runner may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _A gang’s Turf is its primary source of income, but as it expands outwards, the gangers might find themselves in areas they’ve never even visited. Local guides, referred to as ‘Dome Runners’, are a regular sight among gangs wishing to root out this new turf’s hidden treasures._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="50"> ### 0-1 Fixer | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------- | | Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Fixer](/docs/gang-fighters-and-their-weaponry/skills/#3-fixer). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). <details> <summary>Special Rules</summary> A gang allied to an organisation, such as the Merchants Guild or the Recidivists, can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in their gang. In addition, if the gang is ever outlawed as a result of their actions, they can remove the Fixer from the gang roster to avoid becoming an Outlaw gang. </details> <details className="lore"> <summary>Lore</summary> _Sometimes even the most successful gangs need someone who can just get things done, no questions asked. Fixers are troubleshooters with connections throughout the underhive, able to call in favours or settle debts on others’ behalf when someone is being obstinate. They are often found in the employ of settlement lords or Guilder families, but will also work for gangs._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="20"> ### 0-1 Gang Lookout ![](gang-lookout.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 5+ | 7+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun), [fighting knife](/docs/armoury/close-combat#fighting-knife) or [axe](/docs/armoury/close-combat#axe). **Special Rules:** Heads Up. <details className=""> <summary>Special Rules</summary> **Heads Up:** During Skirmish play, a gang with a look-out may add 1 to the dice roll to determine which gang is the Attacker or Defender. Additionally, if a gang with a lookout is the Defender in a scenario that uses the Sneak Attack rules, add 1 to all rolls to determine if a Sentry spots an Attacker. </details> <details className=""> <summary>Equipment</summary> A Gang Lookout may be armed with either a laspistol or stub gun, and with either a fighting knife or axe. </details> <details className="lore"> <summary>Lore</summary> _There are many hivers and settlement scum willing to keep watch on a gang’s borders and pass warnings of unwanted visitors along. These lookouts can warn of attacking rivals or interest from the Enforcers, and allow a gang a chance to escape._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="40"> ### 0-1 Grease Monkey **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Wrench (maul) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | | Blowtorch (hand flamer) | T | - | - | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Special Rules:** Overcharge. <details className=""> <summary>Special Rules</summary> **Overcharge:** A gang with a Grease Monkey can overcharge one of their Brutes, or the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged Brute increases both its Movement and Attacks characteristics by D3 when it activates (roll once and apply the results to both characteristics). However, if a natural 1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time the fighter is activated). If a natural 1 is rolled, then no extra Movement is gained and the Wrecker may only perform a single action during its activation, as they struggle to control their malfunctioning pack. </details> <details className="lore"> <summary>Lore</summary> _Orlock gang hideouts are as much workshops as settlements, with all kinds of machinery being built, pulled apart or worked on. Orlock Grease Monkeys are the grimy workers who keep the Orlock’s servitors, vehicles and heavy gear functioning or, when the gang boss commands, overcharge it far past its safety limits._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-2 Narker | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 9+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). <details> <summary>Special Rules</summary> During the Determine Scenario step of the pre-battle sequence, a gang with a ‘Narker can modify the final dice roll by 1; either increase or decrease the result. If the gang has two ‘Narkers, the gang can instead modify this dice roll by 2. If both gangs have ‘Narkers, they cancel each other out (i.e., a gang with two ‘Narkers facing a gang with one would only count as having one ‘Narker while their opponent would count as having none). </details> <details className="lore"> <summary>Lore</summary> _Information is power in the underhive and a gang can benefit greatly from having some well-placed spies. ‘Narkers are professional information gatherers who frequent the local drinking holes, trading posts and rumour halls of the underhive before passing on the secrets they discover to employers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="75"> ### 0-1 Pit Trainer **_Goliath Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 5+ | 8+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Chainsword | - | E | +1 | - | S | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="parry">Parry</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor). **Special Rules:** Combat Ready. <details className=""> <summary>Special Rules</summary> **Combat Ready:** A gang containing a Pit Trainer can train fighters between battles. Up to three fighters, who are not In Recovery, can be trained at once. A fighter who undergoes training gains a random skill, generated from their Primary or Secondary skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is removed from the fighter’s card at the end of the battle. If the generated skill is one they already have, they may instead choose the temporary skill from their Primary or Secondary skill lists. However, when a fighter trains for the pit, there is a chance they will be injured. Roll a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a roll on the Lasting Injury table and immediately apply the results. If a fighter suffers an injury that puts them Into Recovery, they must miss the next battle. </details> <details className="lore"> <summary>Lore</summary> _Pit fighters are rightly feared for their close combat abilities, and the best ones train constantly under Pit Trainers to improve their skills. Goliath gangs favour Pit Trainers over more conventional trainers, as they have a focus on melee combat and vicious takedowns, usually in the bloodiest way possible for the enjoyment of the crowds._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="40"> ### 0-1 Prize Fighter **_Orlock Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw). **Equipment:** A Prize Fighter has no equipment. **Special Rules:** Bare Knuckle Fighter. <details className=""> <summary>Special Rules</summary> **Bare Knuckle Fighter:** In the Collect Income step of the post-battle sequence, a gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose the highest, then multiply the result by 10 to see how many credits the fighter earns for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if a double 1 is rolled, the Prize Fighter has been killed and must be removed from the gang’s roster. </details> <details className="lore"> <summary>Lore</summary> _Orlock gangs are fans of bare knuckle fights, there being something fundamentally Orlock about two fighters beating the hell out of each other with just their fists. Gangs often employ specially-trained pugilists for this task, pitting them against other gang’s fighters, or even putting them in the fighting pits to face off against slaves and beasts, armed only with their bare hands._ </details> _Source: House of Iron_ </FighterCard> <FighterCard cost="30"> ### 0-1 Propagandist ![](propagandist.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 8+ | <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> | | _or_ | | Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). <details> <summary>Special Rules</summary> A gang with a Propagandist can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Propagandist to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. A Propagandist also improves recruitment for the gang. When the gang adds a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains an additional Juve or similarly ranked fighter for free. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rally Allies (Basic):** The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _The Imperial House, the Clan Houses and even criminals all use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread favourable rumours among the citizenry. These propagandists might be dedicated members of the faction they represent or simply professional rabble-rousers._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="90"> ### 0-1 Psychoteric Thrall **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Fighting Knife | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | | _and_ | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | _or_ | | Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | _or_ | | Shotgun | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | </WeaponStats> **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Equipment:** A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife. **Special Rules:** Psychoteric Echo, Disturbingly Familiar, Part of the Crew. <details> <summary>Special Rules</summary> **Psychoteric Echo:** A gang with a Psychoteric Thrall can use it as the focal point when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this fighter may choose to channel a Wyrd Power through this fighter. That fighter makes a Willpower check as normal and, if a double 1 is rolled, it is that fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Thrall, rather than from the model representing the fighter. In other words, line of sight, distance, range and so forth are all measured from the Psychoteric Thrall, not from the fighter using the Wyrd Power. **Disturbingly Familiar:** When a Psychoteric Thrall is added to the gang, make a note of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter that belongs to that House suffers a -2 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Any enemy fighter that does not belong to that House suffers only a -1 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details className="lore"> <summary>Lore</summary> _Some individuals are connected to the Psychoterica even if they are not of House Delaque. These are often the lost souls of a hive, outcasts and dreamers who have no place in the brutality of Necromunda. Sometimes, a Delaque clan gang will take these wayward strays under their wing, tapping into their latent psychic energies and using them as conduits for the Psychoterica._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="100"> ### 0-1 Ragnir Gunnstein ![](ragnir-gunnstein.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3" | 4+ | 3+ | 3 | 4 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------- | | Shotgun | | - solid | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | | - scatter | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | Wrench (club) | - | E | - | - | S | +1 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Wargear:** [Frag](/docs/armoury/grenades#frag-grenade) & [krak](/docs/armoury/grenades#krak-grenade) grenades, [respirator](/docs/armoury/personal-equipment#respirator), [light carapace (4+)](/docs/armoury/armour#carapace). **Special Rules:** Ammo-jack, Gang Fighter, Surplus Ammo. <details className=""> <summary>Special Rules</summary> **Ammo-jack:** Ragnir is an Ammo-jack Hanger-on, as described on page 39. If hired, he counts as one of the three Ammo-jacks a gang may include. **Gang Fighter:** Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster, Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or randomly selected as part of his gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other Hanger-on. **Surplus Ammo:** Ragnir will always provide a surplus of ammunition before heading into action. Should he be deployed as part of a starting crew, Ragnir’s controlling player may deploy D3 ammo caches. </details> <details className="lore"> <summary>Lore</summary> _Ragnir Gunnstein was born a noble of the Mjolnir Stronghold on its home world of Valskalf and was destined to have his name written in the sagas of his people. On the eve of his one hundredth year, however, Ragnir fell into a fratricidal blood feud with a brother Hearthguard, and was exiled from Mjolnir for all time._ _As an itinerant wanderer, Gunnstein served as a mercenary under all manner of masters, but after many decades he found himself at the Ring of Selene void docks that orbit Necromunda. There he chose the wrong side in a feud between a House Goliath longshore gang and one of the many fanatical Cargo Cults for the rights to handle cargo passing through the vast zero-G freight halls. Fleeing the ensuing chaos, he was very nearly eaten alive by an Ur-Ghul infestation, before being chased off-station by an angry heretek cult whose nascent techno-heresy he inadvertently exposed._ _At that point, Gunnstein decided it was time to retire, and so he smuggled himself into Hive Primus and struck out for the underhive with the intention of setting himself up as a weaponsmith to fund what he hoped would be a very long and quiet old age. Of course, life rarely turns out as intended, and his retirement has proven every bit as eventful as his previous career. Nonetheless, he makes a comfortable living working with a variety of underhive gangs, his skill at maintaining weapons and his keen sense of honour ensuring his services are ever in high demand. Despite his status as a hanger-on, Gunnstein rarely remains at the hideout while his current employers head out to fight, and he is well known for insisting on accompanying his latest friends into battle. Few ever demand he remain at home, for even in his retirement Gunnstein is more than capable of teaching the youngsters a thing or two about fighting._ </details> _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="50"> ### 0-2 Rogue Docs ![](rogue-doc.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae). **Weapons:** [Laspistol](/docs/armoury/pistols#laspistol) or [stub gun](/docs/armoury/pistols#stub-gun). **Wargear:** [Medicae kit](/docs/armoury/personal-equipment#medicae-kit). **Special Rules:** Patch Up. <details className=""> <summary>Special Rules</summary> **Patch Up:** If a gang has a Rogue Doc, it can make an additional Medical Escort action in the post-battle sequence in addition to any other post-battle actions performed by fighters with the Gang Hierarchy (X) special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as Stabilised rather than a Full Recovery, due to the Rogue Doc’s comparatively limited supplies and the lack of proper medicae technology. If a gang has more than one Rogue Doc, it can make this additional action once for each of them. </details> <details className=""> <summary>Equipment</summary> A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are equipped with a medicae kit. </details> <details className="lore"> <summary>Lore</summary> _Medical expertise is much sought-after in the underhive, and most of those who have such training sell their services at a not insignificant price._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="100"> ### 0-1 Shivver **_Escher Only_** ![](shivver.jpg) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 9+ | 5+ | 6+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Equipment:** A Shivver has no equipment. **Special Rules:** Psyniscience. <details> <summary>Special Rules</summary> **Psyniscience:** During the post-battle sequence, a single fighter with the Gang Hierarchy (X) special rule that is able to perform a post-battle action may perform the following post-battle action: **Visit Shivver:** The Shivver looks into the fighter’s future, divining what lies ahead for them and their sisters. Roll 2D6 and consult the table below: | 2D6 | Result | | :-------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **2** | **Doom!:** The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery. | | **3-4** | **The Fates are Unclear:** Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic. | | **5-7** | **Favourable Portents:** For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters. | | **8-9** | **A Great Victory:** If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP. | | **10-11** | **A Mysterious Stranger:** The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs. | | **12** | **Fortune and Glory:** During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns. | </details> <details className="lore"> <summary>Lore</summary> _Shivvers and Hive Oracles are an important part of Escher society, and often gangs will call upon their services. A Hive Oracle may, if she sees fit, set up residence in a gang’s hideout, often operating out of strange many-hued wagons or tents, filled with the objects and artefacts of their craft. Between battles, a gang leader can visit the Shivver, hoping for a glimpse into their future. Sometimes these glimpses can save the gang from calamities or lead them to great riches, though other times they may be misleading, or even dangerous, resulting in disaster._ </details> _Source: House of Blades_ </FighterCard> <FighterCard cost="80"> ### 0-1 Silberlant Sevos, Whisper Merchant **_Delaque Only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 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:** Cold And Calculating (see below), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Wargear:** none. **Special Rules:** Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew. <details> <summary>Special Rules</summary> **Vox Hack:** Silberlant Sevos can perform the Gather Intelligence (Double) action: - **Gather Intelligence (Double):** Make an Intelligence test for Silberlant Sevos. If the test is passed your opponent must reveal all gang tactics they have generated, if the test is failed your opponent must reveal a random gang tactic they have generated. **Whisper Merchant:** Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a gang may include. **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. </details> <details> <summary>Skills</summary> **Cold And Calculating:** Once per round, when making a Cool or Willpower test, this fighter may make the test against their Intelligence characteristic instead. </details> <details className="lore"> <summary>Lore</summary> _As much as they would like their enemies to believe otherwise, the Delaque do not have a monopoly on the Necromundan secrets trade. Within Hive Primus, mysterious agents such as Nemo the Faceless move in the shadows dealing in rumours, while Hive Temenos boasts the Conclave of Truth, fallen priests whose sacrament is the lies they spread. Sevos the Infotek has made himself one of this esteemed company. An exile from House Van Saar, Sevos sought to merge his mind with the sacred STC, creating a synaptic-inload interface to extract his consciousness. Unfortunately for Sevos the STC rejected his attempts, leaving him shattered in both body and mind. His former brothers and sisters within the House of Artifice dumped his remains in the depths of the underhive, striking his true name from their records for his breaking of the Three Laws._ _While Sevos’ experiment might have failed to merge his mind with the STC, it did have unexpected results. While he lay in refuse, his body dying and his thoughts unravelling, he discovered he could see the electronic soul of the hive all around him. Not only could he see it, but he could also interact with its systems. Reaching out and taking control of a clade of maintenance servitors, he had the base creatures carry him to safety and bring nourishment for his failing body. Over cycles, he took control of more hive systems, using plundered tech to build himself a suspensor chair to carry his body and protect it from harm._ _It was not long before Sevos discovered that, in addition to manipulating nearby hive systems, he could also steal data secrets as they were transmitted along the electro highways of the towering city. Washing away any trace of his past, Sevos set himself up as a Whisper Merchant, growing rich from his trade in information. When the Great Darkness tore apart the social fabric of Necromunda, Sevos was one of the first to see it coming and took refuge in his underhive hideout, remotely manipulating events from the shadows. Later, when he heard the first whispers of the Prophet and the great pilgrimage that would follow, he saw an opportunity to fulfil his ambition to merge with the Van Saar STC… and take his revenge on the Clan that had left him to die._ </details> _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="20"> ### 0-1 Slopper ![](slopper.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 5+ | 7+ | **Weapons:** [Fighting knife](/docs/armoury/close-combat#fighting-knife). **Special Rules:** Grub's Up. <details className=""> <summary>Special Rules</summary> **Grub’s Up:** At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle. </details> <details className=""> <summary>Equipment</summary> A Slopper is armed with a fighting knife. </details> <details className="lore"> <summary>Lore</summary> _Food in the underhive rarely holds any joy. Most meals consist of corpse-starch or nutri-slime, supplemented with synth-fats and vitamin shots. As such, anyone who can produce ‘real’ food from the local flora and fauna can expect a steady stream of credits._ </details> _Source: Published in all House of X books_ </FighterCard> <FighterCard cost="90"> ### 0-2 Spyker _**Delaque Only**_ ![](spyker.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6" | 6+ | 6+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ | **Skills:** A Spyker has no skills. **Equipment:** A Spyker carries no equipment. **Special Rules:** Flight, Part of the Crew, Non-sanctioned Psyker. <details className=""> <summary>Special Rules</summary> **Flight:** A Spyker ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **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. </details> <details className=""> <summary>Wyrd Powers</summary> A Spyker is a Psyker and knows the following Wyrd Powers: - **Psychic Scream (Basic):** Any enemy fighters within 3" of this Psyker must immediately pass a Nerve test, subtracting 1 from the result. Any enemy fighter that fails this test is immediately Broken and runs for cover. - **Psychic Assault (Basic):** Nominate an enemy fighter anywhere within 18" of this Psyker. The nominated fighter must immediately take a Willpower check. If the check is passed, the fighter is Pinned. If the test is failed, the fighter loses 1 Wound and is Pinned. If this reduces the fighter to 0 Wounds, roll one Injury dice and apply the result. - **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 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. </details> <details> <summary>Optional Rules: The Confluence of Shadows</summary> :::note 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. ::: During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in _Necromunda: House of Shadow_ (above). **Crush (Basic):** 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. **Witchfire (Double):** All enemy models within 3" of this fighter suffer a S5, D2, AP-1 hit as if from a weapon with the Blaze trait. **Mind Maze (Basic, Continuous):** Target a single Standing and Active enemy fighter that is both within 6" and line of sight of this fighter. The target must make an initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to kit. One additonal enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active. _Source: Apocrypha Necromunda: Sump City Sinking_ </details> <details className="lore"> <summary>Lore</summary> _Dosed up with concentrated Ghast solutions, an individual with a glimmer of psychic potential may be subjected to a forced ‘evolution’ by the Delaque. It is a process that can take months or years, the prospective Spyker strapped into a medicae harness as their body atrophies and their cranium expands. Those who don’t suffer catastrophic biological collapse or spontaneous (and fatal) cerebellum expansion, are conditioned by House Delaque to serve gang leaders._ </details> _Source: House of Shadow_ </FighterCard> <FighterCard cost="80"> ### 0-1 Tech Merchant **_Van Saar: 40 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Equipment:** A Tech-merchant may be armed with either a master-crafted laspistol or a mastercrafted las sub-carbine. **Special Rules:** Techno-Baubles, Friends in the Trade. <details className=""> <summary>Special Rules</summary> **Techno-baubles:** If a gang has a Tech-merchant, it may reduce the Rare and/or Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item instead becomes Common. **Friends in the Trade:** During every post-battle sequence, the cost of one item found in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum of 20 credits. </details> <details className="lore"> <summary>Lore</summary> _Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="50"> ### 0-3 Underhive Traders ![](underhive-traders.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 7+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Special Rules:** The Finest Merchandise, Specialist Product. <details> <summary>Special Rules</summary> **The Finest Merchandise:** Having an Underhive Trader around means the gang has access to all manner of goods. More importantly, they can use the Trader’s connections to find rare goods. An Underhive Trader can make the Trade action during the post-battle sequence just as if they were a Leader. **Specialist Product:** Most Underhive Traders have their own specialities and when hired on to the gang players must choose one of the following Trader types, gaining the additional benefits listed here: - **Relicmonger:** A purveyor of religious trinkets, a Relicmonger can adorn a gang’s fighters with blessed tokens – some of which might, very occasionally, actually do something. Once per battle, when a fighter with blessed tokens is Seriously Injured or taken Out of Action, roll a D6. On a result of 6, the fighter can ignore the result. - **Beastwrangler:** A procurer and tamer of Exotic Beasts, a Beastwrangler can train a gang’s exotic pets while they rest in the gang’s hideout. At the start of each campaign week, add 1 XP to each Exotic Beast in the gang. - **Gun-smyth:** Able to procure the best guns in the underhive, Gun-smyths are highly valued by gangs looking to gain an edge over their opponents. A gang that has a Gun-smyth can upgrade one ranged weapon purchased from the Trading Post or Black Market to have the Mater-crafted trait at no extra cost. Each Gun-smyth can do this once per post-battle sequence. - **Connected Trader:** A Connected Trader has spent a lifetime building up a web of contacts they can use to move items. If a gang has a Connected Trader then once per post-battle sequence for each Connected Trader they control, they may double the credits they gain for selling items in their Stash. In addition, they may freely trade credits and items in their Stash with other gangs participating in the same campaign; note that both gangs must agree in order for a trade to happen. </details> <details> <summary>Equipment</summary> - A Relicmonger is armed with a maul (club). - A Beastwrangler is armed with a laspistol. - A Gun-smyth is armed with a bolt pistol, stub pistol and shotgun. - A Connected Trader is armed with a master-crafted lasgun. </details> <details> <summary>Skills</summary> - A Relicmonger has the Fearsome skill. - A Beastwrangler has the Overseer skill. - A Gun-smyth has the Marksman skill. - A Connected Trader has the Savvy Trader skill. </details> <details className="lore"> <summary>Lore</summary> _Necromunda is a world built upon commerce. From the lowliest clanner to the lords of the spire, goods are bought, sold or traded constantly. A canny trader can make their fortune if they know where to sell their wares, and the underhive is often a rich source of customers – whether it is for cheap ammo, exotic pets or even religious artefacts._ </details> _Source: Book of the Outcast_ </FighterCard> <FighterCard cost="60"> ### 0-1 Whisper Merchant **_Delaque: 30 credits_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ | **Skills:** [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** Stub Gun. **Special Rules:** Useful Lies. <details> <summary>Special Rules</summary> **Useful Lies:** During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. </details> <details className="lore"> <summary>Lore</summary> _Rumours aplenty can be found in the Hall of Lies in Hive Primus though, for the richest source of information, a gang should enlist its own Whisper Merchant. Professional rumour-mongers, these shadowy individuals deal in all kinds of truths, gathering juicy information on rivals but also more esoteric pieces of intel that might benefit the gang._ </details> _Source: House of Shadow_ </FighterCard> ## Outlaw Hangers-on <FighterCard cost="30"> ### 0-1 Agitator ![](agitator.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ | **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Agitator, Outlaw. <details> <summary>Special Rules</summary> A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want. **Outlaw:** An Agitator can only be hired by Outlaw gangs. </details> <details> <summary>Optional Rules: War of Words</summary> :::note Designer's Commentary Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign. ::: **Rile ‘em Up (Basic):** The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round. _Source: Apocrypha Necromunda: Twins of the Two Tunnels_ </details> <details className="lore"> <summary>Lore</summary> _Cults and criminals often use propaganda to spread their message throughout the hive. Specially trained individuals give speeches, paint slogans on walls and spread subversive rumours among the citizenry. These propagandists might be devout followers of the cult, but can equally be skilled orators and liars working for their own selfish ends._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="20"> ### 0-2 Arthromite Herder **_Ash Wastes Nomads only_** ![](ash-wastes-herder.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | | Hunters polearm | - | E | - | - | S+1 | -1 | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** Born to the Wastes. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Ash Cloak. **Special Rules:** Arthromite Whisperer, Training Program. <details> <summary>Special Rules</summary> **Arthromite Whisperer:** During the Post-battle Sequence a Nomad Arthromite Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite Duneskuttler is Critically Injured, it goes into Recovery; otherwise roll a D6, on a 3+ the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery. This cannot be performed in the same Post-battle Sequence as the Training Program ability. **Training Program:** During the Post-battle Sequence, a Nomad Arthromite Herder may attempt to train an Arthromite Duneskuttler; make an Intelligence test for the Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3 XP. This cannot be performed in the same Post-battle Sequence as the Arthromite Whisperer ability. </details> <details className="lore"> <summary>Lore</summary> _The Ash Waste Nomads have a strange affinity for the creatures of the wasteland, especially the Dustback Helamites that they ride into battle. More insidious than these surface-running creatures are the massive insects that live beneath the ground. Known commonly as Arthromites, these huge creatures often lie in wait for unwitting prey, burrowing under the surface of ash dunes and leaping to terrible life when a traveller or even a vehicle moves over it. The creature then overpowers their catch, tearing and biting before ultimately dragging it beneath the sand or ash._ _Even on their own an Arthromite can be more than a match for a human, and Nomad Arthromite herders will train these creatures to do their bidding. Clad in the discarded exoskeletons of their charges, an Arthromite herder is often accompanied by an Arthromite Duneskuttler – sending them charging toward their foes with little more than a gesture of their hunters polearm, the Duneskuttlers falling upon the hapless target seconds before the herder themself joins the fray. Though Duneskuttlers are by far from the most common insects to be found in the command of a herder, there are rumours of even larger more terrible beasts that they can control – with herders often travelling deep into the wastes and returning with horrors seldom seen in civilised lands._ </details> _Source: Book of the Outlands_ </FighterCard> <FighterCard cost="20"> ### 0-1 Cadaver Merchant | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Chainaxe. **Special Rules:** Cadaver Merchant, Outlaw. <details> <summary>Special Rules</summary> A gang with a Cadaver Merchant can sell their dead for profit. If a member of the gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury that is not healed by the doc, then they can be sold to the Cadaver Merchant for D3x10 credits. A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence. **Outlaw:** A Cadaver Merchant can only be hired by Outlaw gangs </details> <details className="lore"> <summary>Lore</summary> By Imperial writ the Corpse Guild lays claim to the dead of the hives. This ancient law does not, however, stop enterprising individuals from dealing in corpses, selling them on to rogue docs or other more nefarious individuals in need of human remains. And sometimes the bodies aren't quite dead yet… </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="30"> ### 0-1 Flagellator **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 6+ | 7+ | 9+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :----- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------- | | Flail | - | E | - | +1 | S+1 | - | 1 | - | <Tooltip type="traits" content="entangle">Entangle</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Special Rules:** Purification through Pain, Outlaw. <details> <summary>Special Rules</summary> **Purification through Pain:** During the pre-battle sequence, after setting up the battlefield but before choosing crews, a gang with a Flagellator may attempt to bring one of its fighters out of Recovery. The chosen fighter immediately makes a Toughness check. If this check is passed, the fighter leaves Recovery and may be included in the crew for this battle. However, this fighter begins the battle with one Flesh Wound. **Outlaw:** A Flagellator can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Purification through pain is a common belief of the Redemption, and gangs sometimes employ specialist flagellators to motivate and ‘heal’ their members. A wounded ganger, or one suffering from some underhive malady, may well forget their injuries and get back in the fight if staying in the gang’s hideout means regular whippings._ </details> _Source: House of Faith_ </FighterCard> <FighterCard cost="40"> ### 0-1 Heretek | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ | **Skills:** [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Grav gun or plasma gun. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). **Special Rules:** Heretek, Outlaw. <details> <summary>Special Rules</summary> If a gang includes a Heretek then it can have them enhance one of the gang’s weapons before a game. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player. The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle. **Outlaw:** A Heretek can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Hereteks are reckless inventors who subvert the sacred teachings of the Adeptus Mechanicus. They tinker with weapons and wargear, often building their own devices using combinations of Imperial, xenos and archaeo-technologies. The results are often as dangerous to the wielder as they are to their enemies._ </details> _Source: Book of Ruin_ </FighterCard> <FighterCard cost="70"> ### 0-1 Hive Preacher **_Cawdor only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 5+ | 6+ | 5+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Two-handed hammer | - | E | - | -1 | S+1 | - | 3 | - | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | </WeaponStats> **Skills:** [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational). **Special Rules:** Sermon, Part of the Crew, Outlaw. <details> <summary>Special Rules</summary> **Sermon:** A gang with a Hive Preacher may roll a D6 at the end of any pre-battle sequence and add this many Faith dice (see page 97) to their Faith dice pool. In addition, if a Hive Preacher is on the battlefield and not Seriously Injured, then they count as three fighters when determining the number of Cawdor fighters generating Faith dice in the End phase. **Part of the Crew:** Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. **Outlaw:** A Hive Preacher can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Underhive settlements are filled with hivers claiming to be preachers and priests of the Imperial Creed, and the Redemption is no different. A Cawdor gang might attract one of these maniacal dome preachers, blessing them before battle, or simply wandering around their hideout spouting religious dogma and getting everyone riled up._ </details> </FighterCard> <FighterCard cost="25"> ### 0-1 Proxy | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Weapons:** Laspistol or Stub Gun. **Special Rules:** Proxy, Outlaw. <details> <summary>Special Rules</summary> An Outlaw gang with a Proxy can sell captives to the Guilders and may use the Trading Post. However, each time they do so they must roll a D6, and on a result of 5+ the action fails. The gang can also attempt to make an Alliance with the Merchants Guild or the Imperial House. If it does, before the Alliance is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the gang’s roster, otherwise the Alliance is formed as normal. If an Outlaw gang is ever required to Test the Alliance with the Merchants Guild or the Imperial House then the Alliance is automatically ended without the need to roll. **Outlaw:** A Proxy can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Outlaws and cults are hunted gangs within the underhive, and cannot deal openly with the Guilders or the Imperial House for fear of retribution. Proxies are otherwise respectable underhivers with connections to nefarious organisations, and will willingly sell captives, buy goods or beguile allies in the name of an outlaw or cult gang._ </details> _Source: The Book of Judgement_ </FighterCard> <FighterCard cost="40"> ### 0-1 Scabber ![](scabber.webp) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 8+ | 6+ | **Skills:** [Savvy Trader](/docs/gang-fighters-and-their-weaponry/skills/#6-savvy-trader). **Weapons:** Shotgun (solid & scatter). **Special Rules:** Scabber, Outlaw. <details> <summary>Special Rules</summary> When a gang with a Scabber sells a piece of Illegal equipment in the postbattle sequence, it gains the item’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Trade action in the post-battle sequence provided the gang is visiting the Black Market. **Outlaw:** A Scabber can only be hired by Outlaw gangs. </details> <details className="lore"> <summary>Lore</summary> _Even the roughest backwater settlement is wary of dealing in illegal goods lest the wrath of the Guilders fall upon it. This is where Scabbers come in; men and women willing to deal in anything that might turn a profit. Scabbers are also useful when it comes to procuring illegal equipment, as they often have connections with the Cold Trade._ </details> _Source: The Book of Judgement_ </FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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134 | # 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
<FighterCard cost="110">
### 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.
</FighterCard>
<FighterCard cost="85">
### 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.
</FighterCard>
<FighterCard cost="50">
### 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.
</FighterCard>
## 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
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
**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.
:::danger House Rule (A&A)
Campaign: On a Settlement role of 6, gain a random Ganger
::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 8 | 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 | # 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 <FighterCard cost="110"> ### 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. </FighterCard> <FighterCard cost="85"> ### 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. </FighterCard> <FighterCard cost="50"> ### 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. </FighterCard> ## 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 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 **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. :::danger House Rule (A&A) Campaign: On a Settlement role of 6, gain a random Ganger ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 134 |
1,051 | # 127. Cut of the Head
_“Threat assessment: Negligible. Response: Exterminate”_
\- Czarn, Brethren of the Black Dawn, Helot Cult Heretek
In this scenario, one gang ambushes a rival in the heart of their territory in an attempt to take down its leader.
**Source: Apocrypha: Daemons of Meridian**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
Standard (Sector Mechanicus).
## Crews
- **Attacker:** Custom (6).
- **Defender:** Random (D3+5)
No vehicles or mounts.
## Tactics Cards
- Custom (2).
- **Underdog** (Gang Rating): +1 random per 100 credits.
## Deployment
1. Defender deploys all with 9" of the centre of the battlefield.
2. Attacker deploys all within 3" of any battlefield edge.
## 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).
## The Target
After starting crews have been determined,
the defender designates one of their fighters as
the Target. If possible the defender must choose
their Leader, if their Leader is not part of their
starting crew they must instead select a Champion.
If they cannot select a Champion then any fighter
may be selected. The Target may perform the Power
Tap (Double) action if they are within 3" of the
centre of the battlefield:
**Power Tap (Double):** The fighter removes all Flesh
Wounds and the fighter may perform an additional
action during their next activation.
## Fleeing The Battlefield
If either gang voluntarily bottles out and subsequently
flees the battlefield, their opponent automatically
wins the scenario.
## Ending the Battle
The battle ends if any of the following is true:
- Only one gang remains.
- Target is no longer on the battlefield (end of that round).
## Victory
If the Target is not on the battlefield at the end of
the battle, the attacker is victorious, otherwise the
defender wins.
## Rewards
### Credits
- Winner: 2D6x10.
- Loser: D6x10.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 XP for taking the Target OoA.
- +D3 XP for the Target if they survive.
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
## Daemons Of Meridian
If players wish, they may use this scenario to
represent the battle between Gorshiv and Czarn
in the caves beneath Cinderak City.
In order to do this, make the following changes:
- The attacker’s gang should be a Goliath gang and include [Gorshiv Hammerfist](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#gorshiv-hammerfist).
- The defender’s gang should be an Outcasts gang led by [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader).
- Czarn must be the Target and he treats the Power Tap (Double) action as a Basic action.
::: | 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 | ['Sector Mechanicus', 'Apocrypha Necromunda', 'Narrative Scenario'] | 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 | 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 | # 127. Cut of the Head _“Threat assessment: Negligible. Response: Exterminate”_ \- Czarn, Brethren of the Black Dawn, Helot Cult Heretek In this scenario, one gang ambushes a rival in the heart of their territory in an attempt to take down its leader. **Source: Apocrypha: Daemons of Meridian** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield Standard (Sector Mechanicus). ## Crews - **Attacker:** Custom (6). - **Defender:** Random (D3+5) No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (Gang Rating): +1 random per 100 credits. ## Deployment 1. Defender deploys all with 9" of the centre of the battlefield. 2. Attacker deploys all within 3" of any battlefield edge. ## 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). ## The Target After starting crews have been determined, the defender designates one of their fighters as the Target. If possible the defender must choose their Leader, if their Leader is not part of their starting crew they must instead select a Champion. If they cannot select a Champion then any fighter may be selected. The Target may perform the Power Tap (Double) action if they are within 3" of the centre of the battlefield: **Power Tap (Double):** The fighter removes all Flesh Wounds and the fighter may perform an additional action during their next activation. ## Fleeing The Battlefield If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario. ## Ending the Battle The battle ends if any of the following is true: - Only one gang remains. - Target is no longer on the battlefield (end of that round). ## Victory If the Target is not on the battlefield at the end of the battle, the attacker is victorious, otherwise the defender wins. ## Rewards ### Credits - Winner: 2D6x10. - Loser: D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +D3 XP for taking the Target OoA. - +D3 XP for the Target if they survive. 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 ## Daemons Of Meridian If players wish, they may use this scenario to represent the battle between Gorshiv and Czarn in the caves beneath Cinderak City. In order to do this, make the following changes: - The attacker’s gang should be a Goliath gang and include [Gorshiv Hammerfist](/docs/gangs/gang-additions/hired-guns/bounty-hunters/#gorshiv-hammerfist). - The defender’s gang should be an Outcasts gang led by [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader). - Czarn must be the Target and he treats the Power Tap (Double) action as a Basic action. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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40 | ### Flare
A model hit by a weapon with the Flare trait, or who is
touched by a Blast marker fired from a weapon with the
Flare trait, is Revealed if the battlefield is in darkness
(see [[Pitch Black]]). If a weapon has both
the Flare trait and the Blast (X") trait, after determining
where the Blast marker ends up, leave it in place.
In the End phase, roll a D6. On a 4+, the flare goes
out and the marker is removed, otherwise it remains
in play. While the Blast marker is on the battlefield, all
models touched by it are Revealed. | 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 | A model hit by a weapon with the Flare trait, or who istouched by a Blast marker fired from a weapon with theFlare trait, is Revealed if the battlefield is in darkness(see Pitch Black). If a weapon has boththe Flare trait and the Blast (X") trait, after determiningwhere the Blast marker ends up, leave it in place.In the End phase, roll a D6. On a 4+, the flare goesout and the marker is removed, otherwise it remainsin play. While the Blast marker is on the battlefield, allmodels touched by it are Revealed. | 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 | ### Flare A model hit by a weapon with the Flare trait, or who is touched by a Blast marker fired from a weapon with the Flare trait, is Revealed if the battlefield is in darkness (see [[Pitch Black]]). If a weapon has both the Flare trait and the Blast (X") trait, after determining where the Blast marker ends up, leave it in place. In the End phase, roll a D6. On a 4+, the flare goes out and the marker is removed, otherwise it remains in play. While the Blast marker is on the battlefield, all models touched by it are Revealed. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 40 |
1,017 | # 78. Break In
_Seizing their chance to secure some loot, the attacking gang heads straight for the stronghold's armoury._
**Source: Hive War Rulebook 2021**
## Attacker & Defender
The winner of a roll-off chooses whether to be the attacker or defender.
## Battlefield
20"x16" as shown (each square is approximately 2"x2").
4 Loot are placed at the centre.
![](break-in.jpg)
`LOOT` = Loot Casket
## Crews
- Random (5).
## Tactics Cards
- Draw 2, keep 1.
## Deployment
- **Defender:** Green.
- **Attacker:** Red.
## Steal The Loot
Count how many Loot are opened.
## Ending the Battle
The battle ends when only one gang has fighters remaining on the battlefield.
## Victory
The gang that opened most Loot is the winner. Otherwise it's a draw.
## Rewards
#### Experience
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
:::info Linked Rewards
Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward:
- 50 credits per opened loot with the contents of an Ammo cache (4+).
::: | 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 | ['Zone Mortalis'] | 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 | 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 | # 78. Break In _Seizing their chance to secure some loot, the attacking gang heads straight for the stronghold's armoury._ **Source: Hive War Rulebook 2021** ## Attacker & Defender The winner of a roll-off chooses whether to be the attacker or defender. ## Battlefield 20"x16" as shown (each square is approximately 2"x2"). 4 Loot are placed at the centre. ![](break-in.jpg) `LOOT` = Loot Casket ## Crews - Random (5). ## Tactics Cards - Draw 2, keep 1. ## Deployment - **Defender:** Green. - **Attacker:** Red. ## Steal The Loot Count how many Loot are opened. ## Ending the Battle The battle ends when only one gang has fighters remaining on the battlefield. ## Victory The gang that opened most Loot is the winner. Otherwise it's a draw. ## Rewards #### Experience Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. :::info Linked Rewards Hive War Rulebook (N21) has a simplified 'linked' campaign. This campaign only has the following reward: - 50 credits per opened loot with the contents of an Ammo cache (4+). ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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230 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 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 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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378 | ### Rapid Fire (X)
When firing with a Rapid Fire weapon, a successful
hit roll scores a number of hits equal to the number
of bullet holes on the Firepower dice. In addition, the
controlling player can roll more than one Firepower
dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest
of the battle.
If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The
first must be allocated to the original target, but the remainder can be allocated to other models within 3"
of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls. | Unknown | Rapid Fire | 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 | When firing with a Rapid Fire weapon, a successfulhit roll scores a number of hits equal to the numberof bullet holes on the Firepower dice. In addition, thecontrolling player can roll more than one Firepowerdice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the restof the battle.If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. Thefirst must be allocated to the original target, but the remainder can be allocated to other models within 3"of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls. | necrovox | 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 | ### Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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418 | ### Combat Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Combat shotgun | | | | | | | | | | R7 | 70\* |
| - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 |
| - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 |
| - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
\* House Goliath, Palanite Enforcers, Badzone Enforcers: 60
House Orlock: 55 | ranged-weapon | Combat Shotgun - Salvo | Unknown | shotgun | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['weapons', 'ranged-weapons'] | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 7 | 4 | 12 | 1 | 0 | 3 | 1 | 70 | R13 | ['[[knockback]]', '[[rapid_fire]]'] | 0 | - | 4+ | 4 | ['Combat Shotgun'] | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 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 | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Combat shotgun | | | | | | | | | | R7 | 70\* | | - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | - | +0 | | - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - firestorm ammo | - | T | - | - | 5 | -1 | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8 | +30 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Goliath, Palanite Enforcers, Badzone Enforcers: 60 House Orlock: 55 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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391 | ### Template
Template weapons use the Flame template to
determine how many targets they hit. | Unknown | Template | 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 | Template weapons use the Flame template todetermine how many targets they hit. | 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 | ### Template Template weapons use the Flame template to determine how many targets they hit. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 391 |