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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
396 | ### Versatile
The wielder of a Versatile weapon does not need to
be in base contact with an enemy model in order to
engage them in melee during their activation. They
may engage and make close combat attacks against
an enemy model during their activation, so long as the
distance between their base and that of the enemy
model is equal to or less than the distance shown for
the Versatile weapon’s Long range characteristic. For
example, a fighter armed with a Versatile weapon with
a Long range of 2" may engage an enemy model that is
up to 2" away.
The enemy model is considered to be engaged, but
may not in turn be Engaging the fighter armed with
the Versatile weapon unless they too are armed with
a Versatile weapon, and so may not be able to make
Reaction attacks.
At all other times other than during this
fighter’s activation, Versatile has no effect. | Unknown | Versatile | 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 | The wielder of a Versatile weapon does not need tobe in base contact with an enemy model in order toengage them in melee during their activation. Theymay engage and make close combat attacks againstan enemy model during their activation, so long as thedistance between their base and that of the enemymodel is equal to or less than the distance shown forthe Versatile weapon’s Long range characteristic. Forexample, a fighter armed with a Versatile weapon witha Long range of 2" may engage an enemy model that isup to 2" away.The enemy model is considered to be engaged, butmay not in turn be Engaging the fighter armed withthe Versatile weapon unless they too are armed witha Versatile weapon, and so may not be able to makeReaction attacks.At all other times other than during thisfighter’s activation, Versatile has no effect. | 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 | ### Versatile The wielder of a Versatile weapon does not need to be in base contact with an enemy model in order to engage them in melee during their activation. They may engage and make close combat attacks against an enemy model during their activation, so long as the distance between their base and that of the enemy model is equal to or less than the distance shown for the Versatile weapon’s Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may engage an enemy model that is up to 2" away. The enemy model is considered to be engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to make Reaction attacks. At all other times other than during this fighter’s activation, Versatile has no effect. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 396 |
802 | # Conditions
_Source: Necromunda Core Rulebook (2023)_
A fighter’s Status is always either Standing and Active, Standing and Engaged, Prone
and Pinned or Prone and Seriously Injured, but they may also be subject to one or
more of the following Conditions. Conditions are denoted by placing a Condition
marker either next to the fighter on the battlefield or on their Fighter card as a
reminder that the Condition is in effect. Some Conditions can also affect vehicles,
in these cases the Condition marker is placed either next to the vehicle or on their
Vehicle card.
The following list of Conditions is not exhaustive. Some Conditions are common and
will apply to a model many times during a battle. Others are less common and may
be the result of an attack from a weapon with a certain Trait; the full rules for such
Conditions can be found in the corresponding Weapon Trait rules. Other Conditions,
in particular Out of Ammo, may apply specifically to a weapon the model carries
rather than the model themselves. A model may be subject to several Conditions at
the same time.
Any in-game effect that results in a marker being placed on a model should be
considered a Condition.
## Common Conditions
The following Conditions are those most commonly used. A model can become subject to them for
numerous reasons:
### Ready
The most simple but arguably the most important
Condition. At the start of each round, during the Priority
phase, all models will have a Ready marker placed on
them. Once that model has activated during the Action
phase, this marker is removed, indicating that the
model may not be activated again.
### Broken
A fighter may become Broken as the result of either
seeing a friendly fighter Seriously Injured or taken
Out of Action within 3" of them, or seeing a friendly
vehicle Wrecked within 6" of them. Broken fighters
may not perform any actions other than Running for
Cover (Double), which they perform every time they are
activated. If Standing and Engaged, a Broken fighter
may only make Reaction attacks, and must apply a -2
modifier to their Hit rolls. Broken fighters may be rallied
in the End phase.
A vehicle may become Broken as the result of seeing
a friendly vehicle Wrecked within 6" of them. Broken
vehicles may not perform any actions other than
Break For Air (Double) if Mobile or Burn Out (Double) if
Stationary and Stalled, which they perform every time
they are activated. Broken vehicles may be rallied in
the End phase.
### Out Of Ammo
Should a model roll the Ammo symbol on [the Firepower dice](/docs/the-rules/shooting#the-firepower-dice), they are required
to make an immediate Ammo test for that weapon.
If this is failed, that weapon is now Out of Ammo. To
represent this, a marker is placed on the appropriate
weapon profile on the model’s Fighter card or Vehicle
card as a reminder that the weapon cannot be used
until it has been reloaded.
Note that, unlike other Conditions, Out of Ammo is
applied to a weapon carried by a model rather than the
model themselves. It is therefore possible for a model
to have multiple Out of Ammo markers on them at one
time, indicating more than one weapon is subject to
the Condition.
### Fleshwound(s)
These are suffered as a result of Injury dice rolls made
against a fighter, or the Driver Wounded result on the
[Crew Damage table](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). A fighter can
suffer multiple Flesh Wounds, each of which reduces
their Toughness characteristic by 1 for the remainder
of the battle. If a fighter is reduced to Toughness 0 as a
result of multiple Flesh Wounds, they go Out of Action.
## Other Conditions
The following Conditions are less frequently seen, but are
no less significant. Models may become subject to them
as the result of an attack from a weapon with a certain
Trait, or as the result of a scenario or terrain special rule:
### Blaze
How the Blaze condition affects a model depends upon
whether it is a fighter or vehicle. Regardless of model
type, models subject to the Blaze condition can never
become Hidden and cannot make Reaction attacks.
**Fighter:** When activated, a fighter subject to the Blaze
condition suffers an immediate S3, AP -1, D1 hit (see [Resolving Hits](/docs/the-rules/resolve-hits)) and must act as follows, after which their
activation will end:
- If Prone and Pinned, the fighter immediately becomes Standing and Active and acts as described below.
- If Standing and Active, the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within ½" of the edge of a level or platform, they risk falling. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out.
- If Standing and Engaged or Prone and Seriously Injured, the fighter does not move and attempts to put the fire out.
To attempt to put the fire out, roll a D6, adding 1 to the
result for each other Active friendly fighter within 1". On a
roll of 6 or more, the flames go out and the Blaze condition
is removed. Prone and Pinned or Seriously Injured fighters
add 2 to the roll to see if the flames go out.
:::note
## Vehicles And Conditions
There are a huge number of Conditions in
Necromunda, unless stated otherwise they do not
affect vehicles at all.
:::
**Vehicles:** When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Resolving Hits Against Vehicles](/docs/the-rules/resolve-hits-against-vehicles)). They must then make a Cool test:
- If passed, nothing happens, they can continue their activation as normal.
- If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) then their activation ends.
- If failed and the vehicle is Stationary and Stalled, they must perform the Burn Out (Double) action then their activation ends.
At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed.
### Blind
When hit by a weapon with the Flash trait, a fighter or
vehicle risks becoming [Blind](/docs/general-principles/conditions#blind). A Blind
model loses their Ready marker; if they do not have
a Ready marker, they do not gain a Ready marker at
the start of the following round. Until the next time the
model is activated, they cannot make any attacks other
than Reaction attacks, for which any hit rolls will only
succeed on a natural 6 (note: vehicles cannot make
Reaction attacks).
### Concussion
Any fighter hit by a Concussion weapon will have their
Initiative reduced by 2, to a minimum of 6+, until the
end of the round. Any vehicle hit by a Concussion
weapon will suffer a -2 penalty to all Handling tests
until the end of the round.
### Hidden/Revealed
Some scenarios or terrain special rules, such as the [Visibility rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) allow models to gain the Hidden condition. Hidden models can then lose this Condition over the course of a game by gaining the Revealed condition.
### Intoxicated
There are numerous special rules that can cause a
model to become intoxicated. These include certain
skills, special rules associated with terrain or Wargear, and more besides. Whatever the cause, the ways in
which the Intoxicated condition affects a model are
many and varied, and will be detailed by the special
rules that cause the Condition.
### Insane
Certain skills, some types of terrain and some scenario
rules may lead a model to become temporarily insane. Models that have become subject to the Insane
condition for any reason can act quite erratically when
activated. When activating an Insane model, roll a D6
and consult the table below:
| D6 | Result |
| :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield (even if their gang has not failed a Bottle check). |
| 3-4 | The opposing player can control the Insane model for the duration of this activation, treating them as part of their gang in all respects until their activation ends. As soon as their activation ends, the Insane model no longer counts as being a part of the opposing gang. In the case of a multi-player game, the winner of a roll-off between the other players will control the Insane model. |
| 5-6 | The model can act as normal for the duration of this activation. Once their activation is over, make a Willpower test for them. If it is passed, they lose their Insanity marker. |
:::danger House Rule (A&A)
Roll a willpower check at the end of activation to see if they become sane.
:::
### Webbed
While a fighter is Webbed, treat them as if they were
Seriously Injured and roll for Recovery for them
during the End phase (Web contains a powerful
sedative capable of rendering the strongest fighter
unconscious). If a Flesh Wound result is rolled during
Recovery, apply the result to the fighter as usual and
remove the Webbed condition. If a Serious Injury result
is rolled, the fighter remains Webbed, but they do not
gain a Flesh Wound. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is
removed from play. Instead of rolling on the Lasting
Injury table, roll a D6 to determine what happens to
them – on a result of 1-4 suffer the 15-26 (Out Cold)
result, on a 5-6 they suffer the 55-56 (Captured) result
(see the [Lasting Injury Table](/docs/the-rules/resolve-hits#lasting-injury-table)).
A fighter that is Webbed at the end of the battle
does not succumb to their Injuries and will
automatically recover.
### Mounted
Several items of Wargear, ranging from beasts of
burden to Waster’s dirtbikes, give the fighter the
Mounted condition. This comprises of the following
group of rules:
**Hands Full:** A fighter that is Mounted reduces the total
number of weapons they can carry by one and cannot
be equipped with any weapon with the Unwieldy trait
unless it also has the Lance trait. In addition, they can
never use more than one weapon in close combat.
When fighting with a weapon with the Paired trait,
a fighter subject to the Mounted condition does not
gain a bonus attack for being equipped with two
close combat weapons, nor do they double their
Attacks characteristic when they perform a Charge
(Double) action.
**Ride By:** A Mounted fighter may move within 1" of
a single enemy model when performing a Move
(Simple) action. When doing so, or if within Long
range of a weapon with the Versatile trait, the fighter
may interrupt their movement to make a single close
combat attack against that model. However, that
model may attempt to make a single Reaction attack.
If this fighter is hit, use the distance they have moved
during this activation instead of their last activation to
determine the strength of the hit they take (see “I Get
Knocked Down…”).
**Quick Retreat:** A Mounted fighter may add a +2
modifier to their Initiative test when attempting to
perform a Retreat (Basic) action.
**Grounded:** A Mounted fighter cannot climb terrain
or vehicles.
**My Mount is my Life:** A Mounted fighter may have two
different Fighter cards even if they do not have the
Tools of the Trade special rule, in which case the only
difference allowed is the presence of their mount. A
fighter stranded in the wastes without their mount is in
dire trouble, and therefore a fighter can never become
separated from its mount mid-battle.
**“I Get Knocked Down…”:** A Mounted fighter does not
automatically become Prone and Pinned when hit by
a ranged attack. Instead, they immediately make an
Initiative test (applying a -1 modifier if they were hit by
a weapon with either the Blast (3"/5"/\*) or Knockback
traits). If this test is passed, the fighter does not
become Prone and Pinned but remains Standing and
Active. If this test is failed, they are Knocked Down.
When a Mounted fighter is Knocked Down, they
immediately suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far
the fighter moved during their last activation, rounded
up to the nearest inch:
| Distance Moved | Strength | AP | Damage |
| :------------: | :------: | :-: | :----: |
| 0"-5" | 3 | - | 1 |
| 6"-9" | 5 | -1 | 1 |
| 10"+ | 7 | -2 | 2 |
After this hit has been resolved, the fighter changes
their status to Prone and Pinned. In order to perform the Stand Up (Basic) action, a Prone and Pinned
fighter subject to the Mounted condition must pass
an Initiative test. If this test is passed, the fighter
changes their status to Standing and Active. If this test
is failed, the action is wasted and they remain Prone
and Pinned.
## Additional Conditions
### Gunked
When hit by a Gunked weapon:
- -1” M (minimum 1").
- Don’t add D3" when Charging.
- -1 modifier to Initiative.
- Blaze trigger on 2+.
### Starving
Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). | 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 | # Conditions _Source: Necromunda Core Rulebook (2023)_ A fighter’s Status is always either Standing and Active, Standing and Engaged, Prone and Pinned or Prone and Seriously Injured, but they may also be subject to one or more of the following Conditions. Conditions are denoted by placing a Condition marker either next to the fighter on the battlefield or on their Fighter card as a reminder that the Condition is in effect. Some Conditions can also affect vehicles, in these cases the Condition marker is placed either next to the vehicle or on their Vehicle card. The following list of Conditions is not exhaustive. Some Conditions are common and will apply to a model many times during a battle. Others are less common and may be the result of an attack from a weapon with a certain Trait; the full rules for such Conditions can be found in the corresponding Weapon Trait rules. Other Conditions, in particular Out of Ammo, may apply specifically to a weapon the model carries rather than the model themselves. A model may be subject to several Conditions at the same time. Any in-game effect that results in a marker being placed on a model should be considered a Condition. ## Common Conditions The following Conditions are those most commonly used. A model can become subject to them for numerous reasons: ### Ready The most simple but arguably the most important Condition. At the start of each round, during the Priority phase, all models will have a Ready marker placed on them. Once that model has activated during the Action phase, this marker is removed, indicating that the model may not be activated again. ### Broken A fighter may become Broken as the result of either seeing a friendly fighter Seriously Injured or taken Out of Action within 3" of them, or seeing a friendly vehicle Wrecked within 6" of them. Broken fighters may not perform any actions other than Running for Cover (Double), which they perform every time they are activated. If Standing and Engaged, a Broken fighter may only make Reaction attacks, and must apply a -2 modifier to their Hit rolls. Broken fighters may be rallied in the End phase. A vehicle may become Broken as the result of seeing a friendly vehicle Wrecked within 6" of them. Broken vehicles may not perform any actions other than Break For Air (Double) if Mobile or Burn Out (Double) if Stationary and Stalled, which they perform every time they are activated. Broken vehicles may be rallied in the End phase. ### Out Of Ammo Should a model roll the Ammo symbol on [the Firepower dice](/docs/the-rules/shooting#the-firepower-dice), they are required to make an immediate Ammo test for that weapon. If this is failed, that weapon is now Out of Ammo. To represent this, a marker is placed on the appropriate weapon profile on the model’s Fighter card or Vehicle card as a reminder that the weapon cannot be used until it has been reloaded. Note that, unlike other Conditions, Out of Ammo is applied to a weapon carried by a model rather than the model themselves. It is therefore possible for a model to have multiple Out of Ammo markers on them at one time, indicating more than one weapon is subject to the Condition. ### Fleshwound(s) These are suffered as a result of Injury dice rolls made against a fighter, or the Driver Wounded result on the [Crew Damage table](/docs/the-rules/resolve-hits-against-vehicles#crew-damage-table). A fighter can suffer multiple Flesh Wounds, each of which reduces their Toughness characteristic by 1 for the remainder of the battle. If a fighter is reduced to Toughness 0 as a result of multiple Flesh Wounds, they go Out of Action. ## Other Conditions The following Conditions are less frequently seen, but are no less significant. Models may become subject to them as the result of an attack from a weapon with a certain Trait, or as the result of a scenario or terrain special rule: ### Blaze How the Blaze condition affects a model depends upon whether it is a fighter or vehicle. Regardless of model type, models subject to the Blaze condition can never become Hidden and cannot make Reaction attacks. **Fighter:** When activated, a fighter subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit (see [Resolving Hits](/docs/the-rules/resolve-hits)) and must act as follows, after which their activation will end: - If Prone and Pinned, the fighter immediately becomes Standing and Active and acts as described below. - If Standing and Active, the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within ½" of the edge of a level or platform, they risk falling. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out. - If Standing and Engaged or Prone and Seriously Injured, the fighter does not move and attempts to put the fire out. To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a roll of 6 or more, the flames go out and the Blaze condition is removed. Prone and Pinned or Seriously Injured fighters add 2 to the roll to see if the flames go out. :::note ## Vehicles And Conditions There are a huge number of Conditions in Necromunda, unless stated otherwise they do not affect vehicles at all. ::: **Vehicles:** When activated, a vehicle subject to the Blaze condition suffers an immediate S3, AP -1, D1 hit against the Rear Toughness (roll location as normal, see [Resolving Hits Against Vehicles](/docs/the-rules/resolve-hits-against-vehicles)). They must then make a Cool test: - If passed, nothing happens, they can continue their activation as normal. - If failed and the vehicle is Mobile, they act as if they had failed a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) then their activation ends. - If failed and the vehicle is Stationary and Stalled, they must perform the Burn Out (Double) action then their activation ends. At the end of their activation, roll a D6. On a 4+, the flames go out and the Blaze condition is removed. ### Blind When hit by a weapon with the Flash trait, a fighter or vehicle risks becoming [Blind](/docs/general-principles/conditions#blind). A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6 (note: vehicles cannot make Reaction attacks). ### Concussion Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round. ### Hidden/Revealed Some scenarios or terrain special rules, such as the [Visibility rules](/docs/battlefield-setup/scenario-rules#pitch-black--visibility) allow models to gain the Hidden condition. Hidden models can then lose this Condition over the course of a game by gaining the Revealed condition. ### Intoxicated There are numerous special rules that can cause a model to become intoxicated. These include certain skills, special rules associated with terrain or Wargear, and more besides. Whatever the cause, the ways in which the Intoxicated condition affects a model are many and varied, and will be detailed by the special rules that cause the Condition. ### Insane Certain skills, some types of terrain and some scenario rules may lead a model to become temporarily insane. Models that have become subject to the Insane condition for any reason can act quite erratically when activated. When activating an Insane model, roll a D6 and consult the table below: | D6 | Result | | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | The model immediately becomes Broken – or, if they were already Broken, they flee the battlefield (even if their gang has not failed a Bottle check). | | 3-4 | The opposing player can control the Insane model for the duration of this activation, treating them as part of their gang in all respects until their activation ends. As soon as their activation ends, the Insane model no longer counts as being a part of the opposing gang. In the case of a multi-player game, the winner of a roll-off between the other players will control the Insane model. | | 5-6 | The model can act as normal for the duration of this activation. Once their activation is over, make a Willpower test for them. If it is passed, they lose their Insanity marker. | :::danger House Rule (A&A) Roll a willpower check at the end of activation to see if they become sane. ::: ### Webbed While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury result is rolled, the fighter remains Webbed, but they do not gain a Flesh Wound. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play. Instead of rolling on the Lasting Injury table, roll a D6 to determine what happens to them – on a result of 1-4 suffer the 15-26 (Out Cold) result, on a 5-6 they suffer the 55-56 (Captured) result (see the [Lasting Injury Table](/docs/the-rules/resolve-hits#lasting-injury-table)). A fighter that is Webbed at the end of the battle does not succumb to their Injuries and will automatically recover. ### Mounted Several items of Wargear, ranging from beasts of burden to Waster’s dirtbikes, give the fighter the Mounted condition. This comprises of the following group of rules: **Hands Full:** A fighter that is Mounted reduces the total number of weapons they can carry by one and cannot be equipped with any weapon with the Unwieldy trait unless it also has the Lance trait. In addition, they can never use more than one weapon in close combat. When fighting with a weapon with the Paired trait, a fighter subject to the Mounted condition does not gain a bonus attack for being equipped with two close combat weapons, nor do they double their Attacks characteristic when they perform a Charge (Double) action. **Ride By:** A Mounted fighter may move within 1" of a single enemy model when performing a Move (Simple) action. When doing so, or if within Long range of a weapon with the Versatile trait, the fighter may interrupt their movement to make a single close combat attack against that model. However, that model may attempt to make a single Reaction attack. If this fighter is hit, use the distance they have moved during this activation instead of their last activation to determine the strength of the hit they take (see “I Get Knocked Down…”). **Quick Retreat:** A Mounted fighter may add a +2 modifier to their Initiative test when attempting to perform a Retreat (Basic) action. **Grounded:** A Mounted fighter cannot climb terrain or vehicles. **My Mount is my Life:** A Mounted fighter may have two different Fighter cards even if they do not have the Tools of the Trade special rule, in which case the only difference allowed is the presence of their mount. A fighter stranded in the wastes without their mount is in dire trouble, and therefore a fighter can never become separated from its mount mid-battle. **“I Get Knocked Down…”:** A Mounted fighter does not automatically become Prone and Pinned when hit by a ranged attack. Instead, they immediately make an Initiative test (applying a -1 modifier if they were hit by a weapon with either the Blast (3"/5"/\*) or Knockback traits). If this test is passed, the fighter does not become Prone and Pinned but remains Standing and Active. If this test is failed, they are Knocked Down. When a Mounted fighter is Knocked Down, they immediately suffer an automatic hit. The Strength, AP and Damage of this hit is determined by how far the fighter moved during their last activation, rounded up to the nearest inch: | Distance Moved | Strength | AP | Damage | | :------------: | :------: | :-: | :----: | | 0"-5" | 3 | - | 1 | | 6"-9" | 5 | -1 | 1 | | 10"+ | 7 | -2 | 2 | After this hit has been resolved, the fighter changes their status to Prone and Pinned. In order to perform the Stand Up (Basic) action, a Prone and Pinned fighter subject to the Mounted condition must pass an Initiative test. If this test is passed, the fighter changes their status to Standing and Active. If this test is failed, the action is wasted and they remain Prone and Pinned. ## Additional Conditions ### Gunked When hit by a Gunked weapon: - -1” M (minimum 1"). - Don’t add D3" when Charging. - -1 modifier to Initiative. - Blaze trigger on 2+. ### Starving Applies to fighters not given meat portions, normally in Uprising campaign during phase 3 (Damnation). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 802 |
555 | # Leader - [[corvus]]*
## Gangers
- [[khakri]]
- [[sha_hadur]]
- [[zuka_chaos]]
- [[ferrik]]
- [[fenris]]
- [[marduk_chaos]]
- [[devriss]]
## Summary
The Changed is a Chaos Cult gang devoted to the Architect of Fate. Led by Corvus, a Demagogue, the gang operates with a sinister purpose, spreading chaos and discord in the Underhive. With a mix of powerful psykers, devoted disciples, and chaotic entities, The Changed is a force of unpredictability and malevolence.
### Recent Activities:
- The gang is currently involved in the "The Outlands Testing Ground" campaign, seeking to expand their influence and power.
- Despite limited resources, the gang is driven by their allegiance to chaos and the Architect of Fate.
## Additional Information
- **Territory**: The gang does not currently control any territories.
- **Rackets**: No campaign rackets currently held.
- **Stash**: The gang has no items in their stash at this time.
- **Alignment and Allegiance**: As Outlaws with an allegiance to the Architect of Fate, The Changed is dedicated to furthering the goals of their dark patron, spreading chaos and manipulating fate.
With their dedication to chaos and the favor of their dark patron, The Changed is a gang that thrives on unpredictability and the manipulation of fate, always seeking to further the influence of the Architect of Fate.
# Summary
The Changed is a Chaos Cult gang operating in the Outlands Testing Ground. They have a gang rating of 1000 and are considered Outlaws with an allegiance to Architect of Fate.
Their members, Big Zuka, Ferrik, Fenris, Crazy Marduk, and Devriss, are all Helot Cultists with varying levels of combat prowess. The gang's equipment includes Mauls, Shotguns, Flak Armor, Autopistols, Lasguns, Mesh Armor, and Blasting Charges.
The Changed have a reputation score of 1 and a wealth level of 1000. They do not currently control any territories or rackets in the campaign world.
Overall, The Changed appear to be a relatively well-equipped and formidable gang within the Chaos Cult faction. | 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 | 446,646 | The Changed | Chaos Cult | 1,000 | The Outlands Testing Ground | https://yaktribe.games/underhive/gang/the_changed.446646/ | 0 | 1 | 1,000 | Outlaw | Architect of Fate | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | # Leader - [[corvus]]* ## Gangers - [[khakri]] - [[sha_hadur]] - [[zuka_chaos]] - [[ferrik]] - [[fenris]] - [[marduk_chaos]] - [[devriss]] ## Summary The Changed is a Chaos Cult gang devoted to the Architect of Fate. Led by Corvus, a Demagogue, the gang operates with a sinister purpose, spreading chaos and discord in the Underhive. With a mix of powerful psykers, devoted disciples, and chaotic entities, The Changed is a force of unpredictability and malevolence. ### Recent Activities: - The gang is currently involved in the "The Outlands Testing Ground" campaign, seeking to expand their influence and power. - Despite limited resources, the gang is driven by their allegiance to chaos and the Architect of Fate. ## Additional Information - **Territory**: The gang does not currently control any territories. - **Rackets**: No campaign rackets currently held. - **Stash**: The gang has no items in their stash at this time. - **Alignment and Allegiance**: As Outlaws with an allegiance to the Architect of Fate, The Changed is dedicated to furthering the goals of their dark patron, spreading chaos and manipulating fate. With their dedication to chaos and the favor of their dark patron, The Changed is a gang that thrives on unpredictability and the manipulation of fate, always seeking to further the influence of the Architect of Fate. # Summary The Changed is a Chaos Cult gang operating in the Outlands Testing Ground. They have a gang rating of 1000 and are considered Outlaws with an allegiance to Architect of Fate. Their members, Big Zuka, Ferrik, Fenris, Crazy Marduk, and Devriss, are all Helot Cultists with varying levels of combat prowess. The gang's equipment includes Mauls, Shotguns, Flak Armor, Autopistols, Lasguns, Mesh Armor, and Blasting Charges. The Changed have a reputation score of 1 and a wealth level of 1000. They do not currently control any territories or rackets in the campaign world. Overall, The Changed appear to be a relatively well-equipped and formidable gang within the Chaos Cult faction. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 555 |
42 | ### Force
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. | Unknown | Force | 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 | In the hands of a non-psyker a Force Weapon has noadditional effects. However, when wielded by a fighterwith either the Sanctioned Psyker or Non-sanctionedPsyker special rule, the weapon gains both the Powerand Sever traits. | 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 | ### Force 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. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 42 |
167 | # Escher Chem-Alchemy
_Source: House of Blades_
House Escher gangs benefit from the prodigious output
of the clan’s Chymist Cults. All manner of stimms,
chems and toxins are available to Gang Queens and
their fighters, enhancing their natural abilities and
making even the slightest scratch of their stiletto
knives and swords exceptionally deadly. In addition to
the standard selection of chems, toxins and poisonous
gases available on Necromunda, House Escher gangs
can buy speciality concoctions and compounds from
those detailed below.
## Using Chem-Alchemy
When an Escher gang visits the Trading Post during the
post-battle sequence, they can buy a Chem-alchemy
Elixir in the Purchase Equipment step. Chem-alchemy
Elixirs are considered to be part of the gang’s House
Equipment List, and so do not require a Seek Rare
Equipment roll to be purchased.
When a gang buys a Chem-alchemy Elixir, they must
decide what kind of chem (Stimm, Toxic Ammo or
Gaseous Ammo) it will be, and what its effects will be.
This is done when it is purchased, and will affect its
final cost. Creating a Chem-alchemy Elixir is done using
the following steps:
- Choose a chem type either: Stimm, Toxic Ammo or Gaseous Ammo
- Choose up to three effects from the chosen chem’s effect list
- Add up the credit cost of each effect to find the final cost of the chem
Each time a chem is bought, regardless of the number
of effects it includes, it represents a single dose
or application.
A dose or application lasts for the duration of a single
battle (unless otherwise noted) then it is used up and
removed from the gang’s stash.
## Stimms
Stimms are beneficial chems fighters use to heal
themselves, enhance their fighting abilities, or protect
themselves against poisons and other perils. A stimm
counts as Wargear. A fighter can start a battle under
the effects of any stimm they are equipped with if they
choose, or can administer that stimm during a battle
to themselves or a friendly fighter in base contact by
performing an **Administer Dose (Simple)** action during
their activation.
| Stimm Effects | Cost |
| :-----------: | :--: |
| Bad Blood | 10 |
| Blood Rush | 15 |
| Brain Lock | 15 |
| Dreamland | 10 |
| Hyper | 20 |
| Ice Cold | 15 |
| Jolt | 30 |
| Night Night | 25 |
| Puke | 15 |
| Wide-eye | 10 |
### Bad Blood
_This stimm contains genophaic haem-mimics that modify the subject’s haemoglobin. The result is to make the blood highly toxic to all but the carrier, ensuring a single drop is enough to kill if it comes into contact with another fighter._
**Effect:** When a fighter under the effects of
this chem suffers one or more Wounds and/
or Flesh Wounds, all fighters in base contact
with them must make an Initiative check. If
this check is failed, they are considered to have
taken a hit from a weapon with the Toxin trait.
### Blood Rush
_Created from a collection of plasmid-modified cells, Blood Rush rapidly knits together torn flesh and thereby stops bleeding._
**Effect:** When this stimm is administered to a fighter,
that fighter may remove a single Flesh Wound or
immediately recover from being Seriously Injured.
### Brain Lock
Psychoactive stimms fill the fighter’s brain, allowing them to disrupt malign energies in the area around them by strength of will.
**Effect:** A fighter under the effects of this stimm
counts as a Psyker for the purposes of disrupting
enemy psychic powers (as described in the
Necromunda Rulebook).
### Dreamland
_The neural blockers contained in this stimm interfere with receptors associated with harmful thoughts that might otherwise affect the fighter._
**Effect:** A fighter under the effects of this stimm ignores
the effects of the Insane condition.
### Hyper
_Cortical-kinetic impellers energise the motive pathways of the fighter’s body, giving them thought-quick movements and blinding reflexes._
**Effect:** A fighter under the effects of this stimm
increases their Movement characteristic by 2, and,
when they take the Charge (Double) Action, they add
D6" to their movement rather than D3". This increased
level of hyper-activity makes them exceptionally twitchy,
and they must reduce all their hit rolls by 1.
### Ice Cold
_Created from strains of Kalma and Spur, this stimm dulls reality without deadening the senses or making the subject docile._
**Effect:** A fighter under the effects of this stimm adds 2
to any Cool checks they are required to make.
### Jolt
_A blast of powerful stimulants floods the fighter’s body, allowing them to shrug off their injuries and get back into the fight – at least until the chems wear off._
**Effect:** Until the end of the round in which this stimm
was administered, a fighter under the effects of this
stimm counts any Serious Injuries they suffer as
Flesh Wounds.
### Night Night
_Sometimes the only way to keep death at bay is to have a good sleep. Night Night uses bio-anaesthesitics to put the subject into a healing coma._
**Effect:** When a fighter under the effects of this stimm
goes Out of Action, do not roll for a Lasting Injury.
Instead, the fighter counts as having rolled a result of
12-26 Out Cold on the Lasting Injury table. Note that
the fighter may still be captured as normal.
### Puke
_This stimm pumps potent counter-toxins into the fighter’s system, the tiny microbes purging any foreign agents introduced into their bloodstream._
**Effect:** A fighter under the effects of this stimm
doubles their Toughness when testing to see if they are
affected by weapons with the Toxin or Gas traits.
### Wide-Eye
_The chem contains ocular stimulants that expand the subject’s pupils and sharpens their mind so they are capable of noticing even the minutest of details._
**Effect:** A fighter under the effects of this stimm ignores
the effects of the Pitch Black rules. In addition, if the
fighter is a Sentry in a battle using the Sneak Attack
rules (as described in the Necromunda Rulebook)
then they always count enemy fighters as being ‘in
the open’.
## Gaseous Ammo
This includes all manner of collected poisonous
chemicals and vapours carefully sorted and stored
by the Chymist Cults. Their effects can range from
knocking a victim out to driving them insane with
wild hallucinations, blinding them, or even burning
through respirators.
A fighter equipped with Gaseous Ammo can apply its
effects to any weapon they are equipped with that has
the Gas trait during the pre-battle sequence, once
crews have been selected.
Once applied to a weapon with the Gas trait, Gaseous
Ammo will change the profile and Traits of the weapon
as noted in the appropriate entry for the duration of
that battle. Their effects expire during the Wrap-up.
| Gas Effects | Cost |
| :----------: | :--: |
| Acidic | 20 |
| Bane | 15 |
| Blackout | 30 |
| Blinding | 10 |
| Expansive | 20 |
| Hallucinogen | 15 |
| Leaden | 30 |
| Liftin’ | 25 |
| Pathogenic | 15 |
| Pyrophoric | 20 |
### Acidic
_Caustic compounds within the gas eat away at filters and seals, making a mockery of respirators and hazard suits. However, such gases, while able to work their way through such defences, are not as lethal as true biopathic toxins._
**Effect:** A fighter hit by a weapon with the Gas trait with
this Gaseous Ammo applied does not benefit from
armour or Wargear that would normally increase their
Toughness against weapons with the Gas trait (i.e.,
respirators). Out of Action results on the Injury dice
generated by hits from a weapon with the Gas trait with
this Gaseous Ammo applied count as Seriously Injured
results instead.
### Bane
_Some chemical compounds are designed to specifically attack the weakest points on ponderous machines or massive creatures, working their way into eyes, mouths and organs that might otherwise be protected from conventional weapons._
**Effect:** A fighter hit by a weapon with the Gas trait with
this Gaseous Ammo applied counts their Toughness as
3, regardless of their actual Toughness characteristic.
Note that Wargear such as a respirator can still
modify the fighter’s Toughness against Gas weapons
as normal.
### Blackout
_Blackout contains potent flurane chems. These are powerful mixtures of knockout drugs and the slightest whiff can render a fighter instantly unconscious._
**Effect:** If a fighter suffers a Serious Injury from a
weapon with the Gas trait with this Gaseous Ammo
applied, they are taken Out of Action, just as if they
had rolled an Out of Action result. Fighters taken Out of
Action by a weapon with the Gas trait with this Gaseous
Ammo applied do not need to roll on the Lasting Injury
table. Instead, the fighter counts as having rolled a
result of 12-26 Out Cold on the Lasting Injury table.
### Blinding
_Bio-adhesives in Blinding gas infiltrate the victim’s eyes, restricting their blood flow to rob them of their sight. Though these debilitating effects are short lived, they often last long enough for the victim’s enemies to finish them off._
**Effect:** A fighter that suffers a Flesh Wound from a
weapon with the Gas trait with this Gaseous Ammo
applied becomes subject to the Blind condition until
the End phase of the current round.
### Expansive
_Helio-molecular stimulation of toxic gases allows Expansive gas to disperse over an extremely large area._
**Effect:** This Gaseous Ammo can only be applied to a
weapon that has both the Gas and Blast (X") traits.
When placing a Blast marker generated by a weapon
with the Gas trait with this Gaseous Ammo applied, a
fighter may place one more Blast marker than normal.
This marker must be placed so that it is touching at
least one other Blast marker generated by this weapon.
### Hallucinogen
_Hallucinogen gases contain aggressive psychogenic chems that attack the subject’s mind and make them doubt their own senses._
**Effect:** A fighter hit by a weapon with the Gas trait with
this Gaseous Ammo applied must make a Willpower
check in addition to the Toughness check to resist the
effects of being hit by a weapon with the Gas trait. If
this Willpower check is failed, the fighter immediately
becomes subject to the Insane condition.
### Leaden
_Leaden gases are incredibly dense, causing bursts to settle upon the battlefield and increase their dispersal time._
**Effect:** After resolving an attack using a weapon with
the Gas trait with this Gaseous Ammo applied, place
a 3" Blast marker so that its central hole is within the
area of the Flame template or Blast marker placed
when making the attack.
Any fighters that move through this Blast marker count
as being hit by the weapon that made this attack (work
out this hit when the fighter ends their current action).
This Blast marker remains in play until the End phase
of the current round.
### Liftin’
_Liftin’ gases have had their composition altered, decreasing their density without sacrificing their potency, allowing them to be sprayed further from weapons such as chem throwers._
**Effect:** This Gaseous Ammo can only be applied to a
weapon that has both the Gas and Template traits.
When making an attack using a weapon with the Gas
trait with this Gaseous Ammo applied, the template
may be placed up to 6" away from the fighter making
the attack. When placing the template, it must be
positioned so the narrow end points directly towards
the fighter making the attack. The wide end of the
template must be the furthest part of the template
from the fighter.
### Pathogenic
_There are many kinds of microbic chems that induce rapid necrosis in human flesh, and the Chymist Cults are adept at weaponising many of them. Pathogenics can quickly kill their victim if a counter-agent is not deployed in time._
**Effect:** After a fighter is hit by a weapon with the
Gas trait with this Gaseous Ammo applied, place a
marker next to them. At the start of that fighter’s next
activation, roll a D6. On a 3+, immediately remove
this marker. On a roll of 1 or 2, the fighter immediately
suffers the effects of the Gas trait, just as if they had
been hit by the same weapon again.
### Pyrophoric
_Pyrophoric gases are particularly insidious, clinging to their targets for extended periods of time and remaining self-fuelling in their immolation._
**Effect:** A weapon with the Gas trait with this Gaseous
Ammo applied gains the Blaze trait.
## Toxic Ammo
The toxins used by the Chymist Cults are virulent
poisons and the most extreme kinds of weaponised
chemicals. Their effects can range from causing
wounds that won’t stop bleeding to driving their victims
into a killing frenzy, from relentlessly attacking their
system to even causing their organs to explode!
A fighter equipped with a Toxic Ammo can apply its
effects to any weapon they are equipped with that has
the Toxin trait during the pre-battle sequence, once
crews have been selected.
Once applied to a weapon with the Toxin trait, Toxic
Ammo will change the profile and traits of the weapon
as noted in the appropriate entry for the duration of
that battle. Their effects expire during the Wrap-up.
| Toxin Effects | Cost |
| :-----------: | :--: |
| Bleeding | 10 |
| Concentrated | 15 |
| Debilitating | 10 |
| Decaying | 5 |
| Exploding | 20 |
| Maddening | 5 |
| Maiming | 10 |
| Panicking | 10 |
| Paralysing | 5 |
| Silencing | 5 |
### Bleeding
_Anticoagulant compounds are laced into the toxin, causing wounds to bleed freely once inflicted._
**Effect:** If a fighter is Injured by a weapon with the Toxin
trait with this Toxic Ammo applied, and is not taken Out
of Action, place a marker on their Fighter card. At the
beginning of each End phase, each of these markers is
removed and replaced with a Flesh Wound.
### Concentrated
_Concentrated toxins have a short-lived potency, but are highly effective at delivering a strong dose of poison right into the heart of their victims._
**Effect:** The first time a weapon with the Toxin trait with
this Toxic Ammo applied hits an enemy fighter, add
2 to the dice roll to see if it overcomes the fighter’s
Toughness. Note that this Toxic Ammo only affects
this weapon’s first successful hit, and any subsequent
hits, even during the same action, will be worked out
as normal.
### Debilitating
_Debilitating toxins can cause blindness, partial paralysis, or enfeeblement._
**Effect:** If a fighter is Injured by a weapon with the
Toxin trait with this Toxic Ammo applied, and is not
taken Out of Action, place a marker on their Fighter
card. For each marker on their Fighter card, a fighter
must subtract 1 from any Characteristic checks they
are required to make. At the end of the battle, or if the
fighter goes Out of Action, remove these markers from
their Fighter card.
### Decaying
_Necrotic acids are used to create toxins that can not only poison living organisms but also eat away at armour making their victims more vulnerable to further harm._
**Effect:** If a fighter is Injured by a weapon with the
Toxin trait with this Toxic Ammo applied, and is not
taken Out of Action, place a marker on their Fighter
card. For each marker on their Fighter card, a fighter
must subtract 1 from any Save rolls they are required
to make. At the end of the battle, or if the fighter
goes Out of Action, remove these markers from their
Fighter card.
### Exploding
_The hexaphagic venoms in explosive toxins attack their victims at a cellular level, literally expanding their organs until they explode in a shower of blood and gore._
**Effect:** If a fighter is taken Out of Action by a hit from
a weapon with the Toxin trait with this Toxic Ammo
applied, before removing them from the battlefield
place a 3" Blast marker over that fighter, with the
marker’s hole centred on their base. All fighters
touched by this Blast marker suffer an immediate hit
as if from a weapon with the Gas trait.
### Maddening
_Psycho-conductive chems make Maddening poisons not only potentially deadly but are also capable of driving their victims into a frenzied rage._
**Effect:** If a fighter is Injured by a weapon with the Toxin
trait with this Toxic Ammo applied, for the remainder of
the battle all their attacks gain the Reckless trait.
### Maiming
_Maiming toxins are filled with nano-caustic chems that tear the victim’s body apart from the inside, leaving savage, lasting wounds even if they survive the poison’s initial effects._
**Effect:** If a fighter is taken Out of Action by a weapon
with the Toxin trait with this Toxic Ammo applied, the
opposing player may roll twice on the Lasting Injuries
table and choose which of the two results to apply.
### Panicking
_Even a small drop of these kinds of nerve agents can send uncontrollable flesh quakes through a victim’s muscles, sending their heart racing and their mind spiralling into a pit of terror and despair._
**Effect:** If a fighter is Injured by a weapon with the Toxin
trait with this Toxic Ammo applied, they immediately
become Broken, as if they had failed a Nerve test.
### Paralysing
_Cortical inhibitors are common medicae chems used to keep patients still during surgeries. When mixed with deadly poisons, they ensure that should the target live through the effects of the toxins they will be going nowhere._
**Effect:** If a fighter is Injured by a weapon with the
Toxin trait with this Toxic Ammo applied, they must
immediately make a Strength check or become
Paralysed. A Paralysed fighter counts as being subject
to the Webbed condition.
### Silencing
_Silencing toxins contain chemicals that target the victim’s vocal organs and auditory senses, effectively isolating them from the world around them._
**Effect:** If a fighter is Injured by a weapon with the Toxin
trait with this Toxic Ammo applied, for the remainder
of the round they cannot issue or be part of Group
Activations.
:::info
### Naming Your Chems
Part of the fun of creating your own chems and
poisons is coming up with names for them! Players
are encouraged to experiment combining the
effects provided to find the concoction that is
right for their gang. For example, a poisonous Gas
combining Acidic, Blinding and Pyrophoric traits
might be known as Eyebite Gas, while one with the
Expansive and Liftin’ traits could be known on the
streets as Khimerix Breath. With the Arbitrator’s
permission, in a campaign an Escher gang might
even concoct these poisons and sell them to other
gangs, creating their own clandestine trade in
stimms, chem weapons and toxic blades.
:::
## House Of Gilded Grace
:::note
### Designer’s Commentary: New Rules For House Escher Gangs
Presented below are special rules that will allow you to recreate the events described in [Apocrypha Necromunda: Queen of Ash Town](https://www.warhammer-community.com/wp-content/uploads/2022/11/LY6kk10sz3uV0hmQ.pdf), as well as new options for House Escher gangs. If the Arbitrator wishes, these rules can be used during a campaign.
_Source: Apocrypha Necromunda: Queens of Ash Town_
:::
If your gang includes an Apprentice Clan Chymist, then the following may be purchased as Chem-alchemy
Elixirs. Note that unlike other Chem-alchemy Elixirs, these may not be combined with other chems and an
Apprentice Clan Chymist does not reduce their credit cost.
### Blood Boil (Toxic Ammo)
**+30 Credits**
_Blood Boil is a deadly concoction of Esmer Tul’s own devising. It causes a victim’s organs to rupture and destroy themselves whilst driving them mad with agony._
**Effect:** Whenever a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 1
to the dice roll to see if it overcomes the fighter’s Toughness. In addition, the weapon has the Exploding and
Maddening Toxin Effects applied to it.
### Skin Fire (Toxic Ammo)
**+25 Credits**
_Skin Fire is a vicious chem that upon contact with a person’s skin changes the chemistry of their blood so that it becomes extremely flammable, whilst the area around the wound blackens and decays._
**Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken
Out of Action, roll a D6; on a 4+ the fighter becomes subject to the Blaze condition. In addition, the weapon
has the Debilitating and Decaying Toxin Effects applied to it.
### Predator’s Kiss (Stimm)
**+45 Credits**
_A potent mix, Predator’s Kiss combines the Blood Rush and Hyper stimms with Esmer Tul’s own addition distilled from the pheromone glands of Phelynx. The result burns away a fighter’s fatigue, replacing it with a burning strength and a desire to do great violence._
**Effect:** A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close
combat attacks, though all of their weapons gain the Reckless trait. In addition, they have the Blood Rush and
Hyper Stimm Effects applied to them. | 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 Chem-Alchemy _Source: House of Blades_ House Escher gangs benefit from the prodigious output of the clan’s Chymist Cults. All manner of stimms, chems and toxins are available to Gang Queens and their fighters, enhancing their natural abilities and making even the slightest scratch of their stiletto knives and swords exceptionally deadly. In addition to the standard selection of chems, toxins and poisonous gases available on Necromunda, House Escher gangs can buy speciality concoctions and compounds from those detailed below. ## Using Chem-Alchemy When an Escher gang visits the Trading Post during the post-battle sequence, they can buy a Chem-alchemy Elixir in the Purchase Equipment step. Chem-alchemy Elixirs are considered to be part of the gang’s House Equipment List, and so do not require a Seek Rare Equipment roll to be purchased. When a gang buys a Chem-alchemy Elixir, they must decide what kind of chem (Stimm, Toxic Ammo or Gaseous Ammo) it will be, and what its effects will be. This is done when it is purchased, and will affect its final cost. Creating a Chem-alchemy Elixir is done using the following steps: - Choose a chem type either: Stimm, Toxic Ammo or Gaseous Ammo - Choose up to three effects from the chosen chem’s effect list - Add up the credit cost of each effect to find the final cost of the chem Each time a chem is bought, regardless of the number of effects it includes, it represents a single dose or application. A dose or application lasts for the duration of a single battle (unless otherwise noted) then it is used up and removed from the gang’s stash. ## Stimms Stimms are beneficial chems fighters use to heal themselves, enhance their fighting abilities, or protect themselves against poisons and other perils. A stimm counts as Wargear. A fighter can start a battle under the effects of any stimm they are equipped with if they choose, or can administer that stimm during a battle to themselves or a friendly fighter in base contact by performing an **Administer Dose (Simple)** action during their activation. | Stimm Effects | Cost | | :-----------: | :--: | | Bad Blood | 10 | | Blood Rush | 15 | | Brain Lock | 15 | | Dreamland | 10 | | Hyper | 20 | | Ice Cold | 15 | | Jolt | 30 | | Night Night | 25 | | Puke | 15 | | Wide-eye | 10 | ### Bad Blood _This stimm contains genophaic haem-mimics that modify the subject’s haemoglobin. The result is to make the blood highly toxic to all but the carrier, ensuring a single drop is enough to kill if it comes into contact with another fighter._ **Effect:** When a fighter under the effects of this chem suffers one or more Wounds and/ or Flesh Wounds, all fighters in base contact with them must make an Initiative check. If this check is failed, they are considered to have taken a hit from a weapon with the Toxin trait. ### Blood Rush _Created from a collection of plasmid-modified cells, Blood Rush rapidly knits together torn flesh and thereby stops bleeding._ **Effect:** When this stimm is administered to a fighter, that fighter may remove a single Flesh Wound or immediately recover from being Seriously Injured. ### Brain Lock Psychoactive stimms fill the fighter’s brain, allowing them to disrupt malign energies in the area around them by strength of will. **Effect:** A fighter under the effects of this stimm counts as a Psyker for the purposes of disrupting enemy psychic powers (as described in the Necromunda Rulebook). ### Dreamland _The neural blockers contained in this stimm interfere with receptors associated with harmful thoughts that might otherwise affect the fighter._ **Effect:** A fighter under the effects of this stimm ignores the effects of the Insane condition. ### Hyper _Cortical-kinetic impellers energise the motive pathways of the fighter’s body, giving them thought-quick movements and blinding reflexes._ **Effect:** A fighter under the effects of this stimm increases their Movement characteristic by 2, and, when they take the Charge (Double) Action, they add D6" to their movement rather than D3". This increased level of hyper-activity makes them exceptionally twitchy, and they must reduce all their hit rolls by 1. ### Ice Cold _Created from strains of Kalma and Spur, this stimm dulls reality without deadening the senses or making the subject docile._ **Effect:** A fighter under the effects of this stimm adds 2 to any Cool checks they are required to make. ### Jolt _A blast of powerful stimulants floods the fighter’s body, allowing them to shrug off their injuries and get back into the fight – at least until the chems wear off._ **Effect:** Until the end of the round in which this stimm was administered, a fighter under the effects of this stimm counts any Serious Injuries they suffer as Flesh Wounds. ### Night Night _Sometimes the only way to keep death at bay is to have a good sleep. Night Night uses bio-anaesthesitics to put the subject into a healing coma._ **Effect:** When a fighter under the effects of this stimm goes Out of Action, do not roll for a Lasting Injury. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. Note that the fighter may still be captured as normal. ### Puke _This stimm pumps potent counter-toxins into the fighter’s system, the tiny microbes purging any foreign agents introduced into their bloodstream._ **Effect:** A fighter under the effects of this stimm doubles their Toughness when testing to see if they are affected by weapons with the Toxin or Gas traits. ### Wide-Eye _The chem contains ocular stimulants that expand the subject’s pupils and sharpens their mind so they are capable of noticing even the minutest of details._ **Effect:** A fighter under the effects of this stimm ignores the effects of the Pitch Black rules. In addition, if the fighter is a Sentry in a battle using the Sneak Attack rules (as described in the Necromunda Rulebook) then they always count enemy fighters as being ‘in the open’. ## Gaseous Ammo This includes all manner of collected poisonous chemicals and vapours carefully sorted and stored by the Chymist Cults. Their effects can range from knocking a victim out to driving them insane with wild hallucinations, blinding them, or even burning through respirators. A fighter equipped with Gaseous Ammo can apply its effects to any weapon they are equipped with that has the Gas trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Gas trait, Gaseous Ammo will change the profile and Traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Gas Effects | Cost | | :----------: | :--: | | Acidic | 20 | | Bane | 15 | | Blackout | 30 | | Blinding | 10 | | Expansive | 20 | | Hallucinogen | 15 | | Leaden | 30 | | Liftin’ | 25 | | Pathogenic | 15 | | Pyrophoric | 20 | ### Acidic _Caustic compounds within the gas eat away at filters and seals, making a mockery of respirators and hazard suits. However, such gases, while able to work their way through such defences, are not as lethal as true biopathic toxins._ **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied does not benefit from armour or Wargear that would normally increase their Toughness against weapons with the Gas trait (i.e., respirators). Out of Action results on the Injury dice generated by hits from a weapon with the Gas trait with this Gaseous Ammo applied count as Seriously Injured results instead. ### Bane _Some chemical compounds are designed to specifically attack the weakest points on ponderous machines or massive creatures, working their way into eyes, mouths and organs that might otherwise be protected from conventional weapons._ **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied counts their Toughness as 3, regardless of their actual Toughness characteristic. Note that Wargear such as a respirator can still modify the fighter’s Toughness against Gas weapons as normal. ### Blackout _Blackout contains potent flurane chems. These are powerful mixtures of knockout drugs and the slightest whiff can render a fighter instantly unconscious._ **Effect:** If a fighter suffers a Serious Injury from a weapon with the Gas trait with this Gaseous Ammo applied, they are taken Out of Action, just as if they had rolled an Out of Action result. Fighters taken Out of Action by a weapon with the Gas trait with this Gaseous Ammo applied do not need to roll on the Lasting Injury table. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. ### Blinding _Bio-adhesives in Blinding gas infiltrate the victim’s eyes, restricting their blood flow to rob them of their sight. Though these debilitating effects are short lived, they often last long enough for the victim’s enemies to finish them off._ **Effect:** A fighter that suffers a Flesh Wound from a weapon with the Gas trait with this Gaseous Ammo applied becomes subject to the Blind condition until the End phase of the current round. ### Expansive _Helio-molecular stimulation of toxic gases allows Expansive gas to disperse over an extremely large area._ **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Blast (X") traits. When placing a Blast marker generated by a weapon with the Gas trait with this Gaseous Ammo applied, a fighter may place one more Blast marker than normal. This marker must be placed so that it is touching at least one other Blast marker generated by this weapon. ### Hallucinogen _Hallucinogen gases contain aggressive psychogenic chems that attack the subject’s mind and make them doubt their own senses._ **Effect:** A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied must make a Willpower check in addition to the Toughness check to resist the effects of being hit by a weapon with the Gas trait. If this Willpower check is failed, the fighter immediately becomes subject to the Insane condition. ### Leaden _Leaden gases are incredibly dense, causing bursts to settle upon the battlefield and increase their dispersal time._ **Effect:** After resolving an attack using a weapon with the Gas trait with this Gaseous Ammo applied, place a 3" Blast marker so that its central hole is within the area of the Flame template or Blast marker placed when making the attack. Any fighters that move through this Blast marker count as being hit by the weapon that made this attack (work out this hit when the fighter ends their current action). This Blast marker remains in play until the End phase of the current round. ### Liftin’ _Liftin’ gases have had their composition altered, decreasing their density without sacrificing their potency, allowing them to be sprayed further from weapons such as chem throwers._ **Effect:** This Gaseous Ammo can only be applied to a weapon that has both the Gas and Template traits. When making an attack using a weapon with the Gas trait with this Gaseous Ammo applied, the template may be placed up to 6" away from the fighter making the attack. When placing the template, it must be positioned so the narrow end points directly towards the fighter making the attack. The wide end of the template must be the furthest part of the template from the fighter. ### Pathogenic _There are many kinds of microbic chems that induce rapid necrosis in human flesh, and the Chymist Cults are adept at weaponising many of them. Pathogenics can quickly kill their victim if a counter-agent is not deployed in time._ **Effect:** After a fighter is hit by a weapon with the Gas trait with this Gaseous Ammo applied, place a marker next to them. At the start of that fighter’s next activation, roll a D6. On a 3+, immediately remove this marker. On a roll of 1 or 2, the fighter immediately suffers the effects of the Gas trait, just as if they had been hit by the same weapon again. ### Pyrophoric _Pyrophoric gases are particularly insidious, clinging to their targets for extended periods of time and remaining self-fuelling in their immolation._ **Effect:** A weapon with the Gas trait with this Gaseous Ammo applied gains the Blaze trait. ## Toxic Ammo The toxins used by the Chymist Cults are virulent poisons and the most extreme kinds of weaponised chemicals. Their effects can range from causing wounds that won’t stop bleeding to driving their victims into a killing frenzy, from relentlessly attacking their system to even causing their organs to explode! A fighter equipped with a Toxic Ammo can apply its effects to any weapon they are equipped with that has the Toxin trait during the pre-battle sequence, once crews have been selected. Once applied to a weapon with the Toxin trait, Toxic Ammo will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up. | Toxin Effects | Cost | | :-----------: | :--: | | Bleeding | 10 | | Concentrated | 15 | | Debilitating | 10 | | Decaying | 5 | | Exploding | 20 | | Maddening | 5 | | Maiming | 10 | | Panicking | 10 | | Paralysing | 5 | | Silencing | 5 | ### Bleeding _Anticoagulant compounds are laced into the toxin, causing wounds to bleed freely once inflicted._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. At the beginning of each End phase, each of these markers is removed and replaced with a Flesh Wound. ### Concentrated _Concentrated toxins have a short-lived potency, but are highly effective at delivering a strong dose of poison right into the heart of their victims._ **Effect:** The first time a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 2 to the dice roll to see if it overcomes the fighter’s Toughness. Note that this Toxic Ammo only affects this weapon’s first successful hit, and any subsequent hits, even during the same action, will be worked out as normal. ### Debilitating _Debilitating toxins can cause blindness, partial paralysis, or enfeeblement._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Characteristic checks they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### Decaying _Necrotic acids are used to create toxins that can not only poison living organisms but also eat away at armour making their victims more vulnerable to further harm._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Save rolls they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card. ### Exploding _The hexaphagic venoms in explosive toxins attack their victims at a cellular level, literally expanding their organs until they explode in a shower of blood and gore._ **Effect:** If a fighter is taken Out of Action by a hit from a weapon with the Toxin trait with this Toxic Ammo applied, before removing them from the battlefield place a 3" Blast marker over that fighter, with the marker’s hole centred on their base. All fighters touched by this Blast marker suffer an immediate hit as if from a weapon with the Gas trait. ### Maddening _Psycho-conductive chems make Maddening poisons not only potentially deadly but are also capable of driving their victims into a frenzied rage._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the battle all their attacks gain the Reckless trait. ### Maiming _Maiming toxins are filled with nano-caustic chems that tear the victim’s body apart from the inside, leaving savage, lasting wounds even if they survive the poison’s initial effects._ **Effect:** If a fighter is taken Out of Action by a weapon with the Toxin trait with this Toxic Ammo applied, the opposing player may roll twice on the Lasting Injuries table and choose which of the two results to apply. ### Panicking _Even a small drop of these kinds of nerve agents can send uncontrollable flesh quakes through a victim’s muscles, sending their heart racing and their mind spiralling into a pit of terror and despair._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they immediately become Broken, as if they had failed a Nerve test. ### Paralysing _Cortical inhibitors are common medicae chems used to keep patients still during surgeries. When mixed with deadly poisons, they ensure that should the target live through the effects of the toxins they will be going nowhere._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they must immediately make a Strength check or become Paralysed. A Paralysed fighter counts as being subject to the Webbed condition. ### Silencing _Silencing toxins contain chemicals that target the victim’s vocal organs and auditory senses, effectively isolating them from the world around them._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the round they cannot issue or be part of Group Activations. :::info ### Naming Your Chems Part of the fun of creating your own chems and poisons is coming up with names for them! Players are encouraged to experiment combining the effects provided to find the concoction that is right for their gang. For example, a poisonous Gas combining Acidic, Blinding and Pyrophoric traits might be known as Eyebite Gas, while one with the Expansive and Liftin’ traits could be known on the streets as Khimerix Breath. With the Arbitrator’s permission, in a campaign an Escher gang might even concoct these poisons and sell them to other gangs, creating their own clandestine trade in stimms, chem weapons and toxic blades. ::: ## House Of Gilded Grace :::note ### Designer’s Commentary: New Rules For House Escher Gangs Presented below are special rules that will allow you to recreate the events described in [Apocrypha Necromunda: Queen of Ash Town](https://www.warhammer-community.com/wp-content/uploads/2022/11/LY6kk10sz3uV0hmQ.pdf), as well as new options for House Escher gangs. If the Arbitrator wishes, these rules can be used during a campaign. _Source: Apocrypha Necromunda: Queens of Ash Town_ ::: If your gang includes an Apprentice Clan Chymist, then the following may be purchased as Chem-alchemy Elixirs. Note that unlike other Chem-alchemy Elixirs, these may not be combined with other chems and an Apprentice Clan Chymist does not reduce their credit cost. ### Blood Boil (Toxic Ammo) **+30 Credits** _Blood Boil is a deadly concoction of Esmer Tul’s own devising. It causes a victim’s organs to rupture and destroy themselves whilst driving them mad with agony._ **Effect:** Whenever a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 1 to the dice roll to see if it overcomes the fighter’s Toughness. In addition, the weapon has the Exploding and Maddening Toxin Effects applied to it. ### Skin Fire (Toxic Ammo) **+25 Credits** _Skin Fire is a vicious chem that upon contact with a person’s skin changes the chemistry of their blood so that it becomes extremely flammable, whilst the area around the wound blackens and decays._ **Effect:** If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, roll a D6; on a 4+ the fighter becomes subject to the Blaze condition. In addition, the weapon has the Debilitating and Decaying Toxin Effects applied to it. ### Predator’s Kiss (Stimm) **+45 Credits** _A potent mix, Predator’s Kiss combines the Blood Rush and Hyper stimms with Esmer Tul’s own addition distilled from the pheromone glands of Phelynx. The result burns away a fighter’s fatigue, replacing it with a burning strength and a desire to do great violence._ **Effect:** A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close combat attacks, though all of their weapons gain the Reckless trait. In addition, they have the Blood Rush and Hyper Stimm Effects applied to them. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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416 | ### 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 - Firestorm | Unknown | shotgun | 0 | 0 | 0 | 5 | 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 | 8 | 0 | 0 | 0 | 0 | 2 | 1 | 100 | R8 | ['[[blaze]]', '[[limited]]'] | -1 | - | 6+ | 6 | ['Combat Shotgun - Firestorm'] | 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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} | 416 |
576 | # Leader - [[dutch]]
## Gangers
- [[blain]]
- [[mac]]
- [[poncho]]
- [[ol_painless]]
- [[dillon]]
- [[billy]]
- [[lambert]]
- [[anna]]
- [[cantrell]]
- [[naru]]
- [[lisbeth_the_iron_angel]]
- [[poncho_dead]]
- [[hawkins_dead]]
## Summary
The 4th State is a disciplined Van Saar (HoA) gang known for their advanced technology and strategic prowess. Led by Dutch, a Prime with impressive combat skills, the gang is renowned for their precise and effective operations in the Underhive.
### Recent Activities:
- Currently no specific recent activities noted.
## Additional Information
- **Territory**: The gang operates primarily out of a Gang Enclave.
- **Rackets**: No campaign rackets currently held.
- **Stash**: Currently holding multiple Las Carbines, a Laspistol, and Mesh Armor.
- **Alignment and Allegiance**: As Law Abiding with an allegiance to Order, the 4th State maintains a structured and disciplined approach, often acting as a counterforce to the Outlaw gangs in the Underhive.
With their technological superiority and strategic mindset, the 4th State is well-positioned to dominate their rivals and uphold their allegiance to Order. | 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 | 140 | ['00. Gang Enclave'] | 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 | 487,279 | 4th State | Van Saar (HoA) | 3,230 | Power Play | https://yaktribe.games/underhive/gang/4th_state.487279/ | 0 | 8 | 3,450 | Law Abiding | Order | [] | [] | [] | ['Las Carbine', 'Las Carbine', 'Las Carbine', 'Laspistol', 'Mesh Armor'] | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | 0 | 0 | # Leader - [[dutch]] ## Gangers - [[blain]] - [[mac]] - [[poncho]] - [[ol_painless]] - [[dillon]] - [[billy]] - [[lambert]] - [[anna]] - [[cantrell]] - [[naru]] - [[lisbeth_the_iron_angel]] - [[poncho_dead]] - [[hawkins_dead]] ## Summary The 4th State is a disciplined Van Saar (HoA) gang known for their advanced technology and strategic prowess. Led by Dutch, a Prime with impressive combat skills, the gang is renowned for their precise and effective operations in the Underhive. ### Recent Activities: - Currently no specific recent activities noted. ## Additional Information - **Territory**: The gang operates primarily out of a Gang Enclave. - **Rackets**: No campaign rackets currently held. - **Stash**: Currently holding multiple Las Carbines, a Laspistol, and Mesh Armor. - **Alignment and Allegiance**: As Law Abiding with an allegiance to Order, the 4th State maintains a structured and disciplined approach, often acting as a counterforce to the Outlaw gangs in the Underhive. With their technological superiority and strategic mindset, the 4th State is well-positioned to dominate their rivals and uphold their allegiance to Order. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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267 | content:
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862 | # Generating Ash Wastes Battlefield Conditions
_Source: Necromunda Core Rulebook (2023)_
Battles in the ash wastes are a far more dangerous
affair than those within the underhive. Away from the
protection of the hives, gangers are exposed to the full
fury of Necromunda’s apocalyptic environment where
the ground itself is not safe. However, the rewards for
surviving out in the wastes make it so that many still
risk it.
Fighting in the ash wastes is a very different
experience to battling it out in the confines of a hive
city. To represent this unique environment, players are
encouraged to use the special battlefield conditions
presented here, as they reflect the true perils of the
wastes, and will offer gangs and fighters a new set
of challenges. Two factors determine what kind of
battlefield rules will be in effect during an Ash Wastes
battle: Region and Season. Region is the type of
Battlefield Surface on which the fight is taking place
and includes the Near Wastes, Deep Wastes and Wild
Wastes. Season represents the atmospheric conditions
in effect and includes the Season of Flame, Season of
Ash and Changing Seasons.
After choosing a scenario, during the
pre-battle sequence, players that decide their battle
is taking place in the ash wastes should determine
Region and Season. There are three ways this can be
done depending on the kind of battle being played:
- If this is a skirmish battle, or no special guidelines
apply, players may either roll a D6 to determine
Region and a D6 to determine Season, and then
roll on the respective tables to see what battlefield
conditions are in effect.
- Alternatively, if players want a more reliable outcome
then they can either choose the Region and Season
and their effects from the tables that follow, or roll
a D6 to determine Region and a D6 to determine
Season then count the result on the tables as a 6-8.
- Finally, if the players are part of a campaign or are
playing a specific scenario then the Arbitrator or
the scenario may specify which Region and Season
conditions are in effect.
## The Battlefield Surface
The ash wastes are made up of countless
environments, each with its own perils. These perils
tend to affect the entirety of a battlefield, unlike normal
terrain or areas of difficult terrain that might affect only
a small portion. This is reflected by the concept of the
Battlefield Surface. The Battlefield Surface is the entire
surface area in which the battle is being played, and
includes all areas where the battlefield is not covered
by a piece of terrain. Terrain itself might be considered
part of the Battlefield Surface if it is especially low, though this will be noted in any rules that affect the
Battlefield Surface.
The rules for Regions typically apply to the Battlefield
Surface, meaning they will affect any fighter or vehicle
on the battlefield unless it is somehow protected or
elevated by terrain.
### Roads
Roads are a special kind of battlefield terrain that
can be represented either by placing actual terrain on
the battlefield or marking out part of the Battlefield
Surface as counting as a road. These pieces of terrain
are important to the commerce and livelihood of the
ash wastes and players are encouraged to include at
least one road on their battlefield, unless it is taking
place in the heart of a settlement or out in the Deep
Wastes. Typically, a road will be 6"-8" wide and run
from one battlefield edge to another. Unless otherwise
noted, any rules that apply to the Battlefield Surface
do not apply to roads, as they have been specifically
constructed to allow safe passage across otherwise
dangerous terrain.
## Regions
The ash wastes cover vast areas of Necromunda and
fill the empty wilds between the towering hive cities. Only the ignorant believe the wastes are uniform
across all of Necromunda. In reality there is a huge
variety of wasteland environs ranging from rolling
ashen dunes, burning salt flats and bubbling tox
rivers to diamond-hard ironflats, glittering scrap-seas
and refuse-laden mountain ranges. While there are
hundreds of classifications and names for these
different areas, most Necromundans group them into
three broad categories: the Near Wastes, the Deep
Wastes and the Wild Wastes.
### Near Wastes (D6 Result – 1-2)
The Near Wastes are those areas close to the hives, usually within a hundred kilometres or less; the hive
or hives looming upon the horizon. Areas in the Near
Wastes benefit from being tamer than most as they
have higher numbers of settlements and people eager
to scavenge through the hive’s cast-off waste. The Near
Wastes also tend to be more developed, as transport
hubs and roads criss-cross their surface, while the
thermal bleed from the hive makes the environment
more pleasant (or less unpleasant) to live in.
| 2D6 | Result |
| :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | **Sand Traps:** The Battlefield Surface is covered in shifting sand, and counts as difficult terrain for vehicles. In addition, horrors lurk beneath the dunes, place an additional Beast's Lair on the battlefield after both crews have [deployed](/docs/battlefield-setup/scenario-rules#deployment). |
| 3-5 | **Broken Ground:** The Battlefield Surface is covered in cracks and small fissures, and counts as difficult terrain for vehicles. |
| 6-8 | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. |
| 9-11 | **Rocky Fields:** The Battlefield Surface is littered with small rocks and stones, and counts as difficult terrain for vehicles. In addition, fighters on the battlefield surface count as being in partial cover if they did not move in their last activation. |
| 12 | **Sunken Ruins:** The Battlefield Surface lies over ancient ruins and all models count the battlefield surface as dangerous terrain. |
### Deep Wastes (D6 Result – 3-4)
Far from the hives are the Deep Wastes. These are
the abandoned and forgotten areas of Necromunda
where only ghosts and scavengers haunt the ruins of
fallen hives, shattered mountains and the dry seabed. Here and there remote settlements might eke out an
existence, but these are places where travellers do
not like to linger. Without the shelter of nearby hives, the Deep Wastes are also more prone to storms and
Necromunda’s ever present howling winds – their
sound is constant as they scour the landscape.
| 2D6 | Result |
| :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 2 | **Ancient Roads:** The Battlefield Surface is part of an ancient road network and counts as open terrain. In addition, wheeled or tracked vehicles add 2" to their movement when travelling on the road. |
| 3-5 | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! |
| 6-8 | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. |
| 9-11 | **High Dunes:** The Battlefield Surface is atop a volatile and potentially explosive series of gas pockets. After a model activates, if it moved more than 6" or fired any weapons with a Strength of 5 or more, roll a D6. On a 4+, centre the 5" Blast marker on the model and deal a S4, AP -, D1 hit to any models touched. |
| 12 | **Burning Wastes:** The Battlefield Surface is covered in flammable chems. When a model fires a weapon, roll a D6. On a 6, the model becomes subject to the Blaze condition. |
### Wild Wastes (D6 Result – 5-6)
As dangerous as the wastes of Necromunda can be, there are some areas that are either utterly deadly or
downright bizarre – or even both! These are the Wild
Wastes, areas of unusual and perilous environmental
hazards which travellers would do well to avoid. Such
areas can equally exist in the furthest reaches of
the planet or under the shadow of a hive city – their
presence a constant reminder of the protection the
hive cities offer, and the terrible toxic nature of the
world on which they exist.
| 2D6 | Result |
| :-------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | **Acid Plains:** The Battlefield Surface is highly acidic and any fighter not subject to the Mounted condition that ends their activation on it suffers an immediate S3, AP -, D1 hit. |
| 3-5 | **Toxic River:** The Battlefield Surface is the crust over a toxic river and it counts as both difficult terrain and dangerous terrain. In addition, fighters and vehicles with a Toughness characteristic of 5 or more apply a -1 modifier to their Initiative or Handling tests to see if they trigger dangerous terrain. |
| 6-8 | **Dead Seabed:** The Battlefield Surface is an ancient dry seabed littered with salt flats and the bones of dead sea beasts. It counts as dangerous terrain. In addition, place a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) marker on the battlefield. |
| 9-11 | **Crystal Maze:** The Battlefield Surface is part of a crystalline maze that dazes the senses and can drive the unwary to madness. Models that move more than 6" during their activation must pass an Intelligence test or gain the Insane condition. |
| 12 | **Sea of Glass:** The Battlefield Surface is a reflective expanse of cracked glass. Weapons with the Blast trait increase their Strength and Damage by 1. In addition, vehicles that moved more than 6" in their previous activation must move at least 3" straight ahead when they activate. |
## Seasons
On Necromunda, the atmosphere is forever in turmoil. It is a world held on the
brink of complete and utter environmental collapse, its biosphere long having been
destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging
from warm and kind summers, to brisk, snow-laden winters. Now there are only two
major seasons on Necromunda: the Season of Flame and the Season of Ash – both
of which are brutal and extremely hazardous to life. Caught between these two great
seasons are numerous lesser seasons that occur sporadically, each bringing with it a
new myriad of dangers for travellers and little respite from the hell of the ash wastes.
### Season Of Flame (D6 Result – 1-2)
As Necromunda tilts toward its star, and the solar rays bombard the planet in greater
frequency, the Season of Flame begins. During this great cycle, the temperature of
the planet soars and chemical changes occur across its wastelands. Some areas
catch fire, while others harden into gleaming diamond oceans that can cut a vehicle
to scrap in seconds. The greatest danger from the Season of Flame comes from
the heat, and travellers without adequate protection can burn alive if outside for
too long.
| 2D6 | Result |
| :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | **Thermal Thunder:** Roiling storm clouds mean the Visibility (18") rule is in effect. In addition, whenever a model activates roll a D6 – on a 1 that model suffers a S5, AP -, D1 hit. |
| 3-5 | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. |
| 6-8 | **Yellow Skies:** Clear(ish) yellow clouds hang over the battlefield. No effect. |
| 9-11 | **Boiling Wind:** Burning hot winds blow, kicking up ash and dust and burning exposed skin. The Visibility (24") rule is in effect. In addition, fighters with a 6+ armour save or no armour save take a S2, AP -, D1 hit at the end of their activation. |
| 12 | **Firestorm:** Gouts of flame erupt from the battlefield as chemicals are ignited by the heat, meaning the Visibility (18") rule is in effect. At the start of each round, each player places two 3" Blast markers anywhere on the Battlefield Surface and then scatters them 3D6" to see where they end up – these markers are removed at the start of the end phase. Models that begin, end or move across the markers during their activation must test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. |
### Season Of Ash (D6 Result – 3-4)
When the planet tilts away from its star, the
temperatures drop as swiftly as they rise and, as they
fall, massive storms boil up in their wake. During the
Season of Ash, the deadly winds of Necromunda blow
ceaselessly across the world, some storms growing
large enough to engulf entire continents. Travel
becomes more perilous as visibility drops to almost nil
in most places and both landmarks and roads vanish
under mountains of ash. It is, however, also a time for
scavenging, as what past storms have hidden, new
storms may uncover.
| 2D6 | Result |
| :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 2 | **Ash Cyclone:** A giant ash cyclone races across the battlefield. The Visibility (9") rule is in effect. In addition, at the start of the battle, after both sides have deployed but before the first round, place a marker in the centre of the battlefield. At the start of each End phase, before making Bottle checks, scatter the marker 3D6" (stopping if it comes into contact with a battlefield edge). Fighters who start or end their activation within 12" of the marker become Prone and Pinned. |
| 3-5 | **Choking Gloom:** The atmosphere thickens, meaning the Visibility (12") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. |
| 6-8 | **Ash Clouds:** Thick ash clouds press down upon the battlefield meaning the Visibility (18") rule is in effect. |
| 9-11 | **Caustic Winds:** Acid rain lashes the battlefield, meaning the Visibility (12") rule is in effect, and melting armour and clothing. Increase the AP of all hits models take by 1, so AP -1 becomes AP -2, etc. |
| 12 | **Great Storm:** A great ash storm descends upon the battlefield. The Visibility (3") rule is in effect. In addition, at the beginning of each round randomly determine a battlefield edge. Fighters and vehicles moving toward this edge count each 1" moved as 2", while those moving away from this edge count each 2" moved as 1". In the End phase all models are moved D6" directly away from this edge – roll separately for each model. |
### Changing Seasons (D6 Result – 5-6)
Time between the great seasons can be fleeting, and
those who live in the ash wastes quickly learn not
to trust the so-called lesser seasons that fill these
spaces. During the changing of the seasons, a variety
of strange and equally deadly weather might descend
on a region, settlement or hive. These can range fromrust storms filling the air with the broken-down remains
of hive cities, billowing clouds of radioactive dust
released from the high atmosphere or even perpetual
night as the skies thicken with ash.
| 2D6 | Result |
| :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | **Rust Storm:** Shards of rusted metal pelt the battlefield – the Visibility (18") rule is in effect. In addition, fighters who end their activation outside of a vehicle or terrain piece that offers protection from the sky must make an Initiative test or become Prone and Pinned. |
| 3-5 | **Perpetual Dark:** Inky darkness descends upon the battlefield as the sky presses low. For the duration of the battle, the Visibility (3") rule is in effect. |
| 6-8 | **Blinding Rays:** The clouds are thin enough to let sunlight reach the wastes. Due to rays of blinding sunlight moving across the battlefield, fighters who end their activation outside of a vehicle or enclosed structure must test as if they had been hit by a weapon with the Flash trait. |
| 9-11 | **A Year in a Day:** At the start of each round, before rolling for Priority, the player who had Priority last round rolls a D6. On a 1-3, generate an effect from the Season of Flame to apply for this round. On a 4-6, generate an effect from the Season of Ash to apply for this round. |
| 12 | **Rad Storm:** Radiation levels rise, turning the battlefield into a death trap. In the End phase, before making Bottle checks, all fighters who are not in a vehicle or in an enclosed structure suffer a Flesh Wound. | | 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 | # Generating Ash Wastes Battlefield Conditions _Source: Necromunda Core Rulebook (2023)_ Battles in the ash wastes are a far more dangerous affair than those within the underhive. Away from the protection of the hives, gangers are exposed to the full fury of Necromunda’s apocalyptic environment where the ground itself is not safe. However, the rewards for surviving out in the wastes make it so that many still risk it. Fighting in the ash wastes is a very different experience to battling it out in the confines of a hive city. To represent this unique environment, players are encouraged to use the special battlefield conditions presented here, as they reflect the true perils of the wastes, and will offer gangs and fighters a new set of challenges. Two factors determine what kind of battlefield rules will be in effect during an Ash Wastes battle: Region and Season. Region is the type of Battlefield Surface on which the fight is taking place and includes the Near Wastes, Deep Wastes and Wild Wastes. Season represents the atmospheric conditions in effect and includes the Season of Flame, Season of Ash and Changing Seasons. After choosing a scenario, during the pre-battle sequence, players that decide their battle is taking place in the ash wastes should determine Region and Season. There are three ways this can be done depending on the kind of battle being played: - If this is a skirmish battle, or no special guidelines apply, players may either roll a D6 to determine Region and a D6 to determine Season, and then roll on the respective tables to see what battlefield conditions are in effect. - Alternatively, if players want a more reliable outcome then they can either choose the Region and Season and their effects from the tables that follow, or roll a D6 to determine Region and a D6 to determine Season then count the result on the tables as a 6-8. - Finally, if the players are part of a campaign or are playing a specific scenario then the Arbitrator or the scenario may specify which Region and Season conditions are in effect. ## The Battlefield Surface The ash wastes are made up of countless environments, each with its own perils. These perils tend to affect the entirety of a battlefield, unlike normal terrain or areas of difficult terrain that might affect only a small portion. This is reflected by the concept of the Battlefield Surface. The Battlefield Surface is the entire surface area in which the battle is being played, and includes all areas where the battlefield is not covered by a piece of terrain. Terrain itself might be considered part of the Battlefield Surface if it is especially low, though this will be noted in any rules that affect the Battlefield Surface. The rules for Regions typically apply to the Battlefield Surface, meaning they will affect any fighter or vehicle on the battlefield unless it is somehow protected or elevated by terrain. ### Roads Roads are a special kind of battlefield terrain that can be represented either by placing actual terrain on the battlefield or marking out part of the Battlefield Surface as counting as a road. These pieces of terrain are important to the commerce and livelihood of the ash wastes and players are encouraged to include at least one road on their battlefield, unless it is taking place in the heart of a settlement or out in the Deep Wastes. Typically, a road will be 6"-8" wide and run from one battlefield edge to another. Unless otherwise noted, any rules that apply to the Battlefield Surface do not apply to roads, as they have been specifically constructed to allow safe passage across otherwise dangerous terrain. ## Regions The ash wastes cover vast areas of Necromunda and fill the empty wilds between the towering hive cities. Only the ignorant believe the wastes are uniform across all of Necromunda. In reality there is a huge variety of wasteland environs ranging from rolling ashen dunes, burning salt flats and bubbling tox rivers to diamond-hard ironflats, glittering scrap-seas and refuse-laden mountain ranges. While there are hundreds of classifications and names for these different areas, most Necromundans group them into three broad categories: the Near Wastes, the Deep Wastes and the Wild Wastes. ### Near Wastes (D6 Result – 1-2) The Near Wastes are those areas close to the hives, usually within a hundred kilometres or less; the hive or hives looming upon the horizon. Areas in the Near Wastes benefit from being tamer than most as they have higher numbers of settlements and people eager to scavenge through the hive’s cast-off waste. The Near Wastes also tend to be more developed, as transport hubs and roads criss-cross their surface, while the thermal bleed from the hive makes the environment more pleasant (or less unpleasant) to live in. | 2D6 | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Sand Traps:** The Battlefield Surface is covered in shifting sand, and counts as difficult terrain for vehicles. In addition, horrors lurk beneath the dunes, place an additional Beast's Lair on the battlefield after both crews have [deployed](/docs/battlefield-setup/scenario-rules#deployment). | | 3-5 | **Broken Ground:** The Battlefield Surface is covered in cracks and small fissures, and counts as difficult terrain for vehicles. | | 6-8 | **Open Ground:** The Battlefield Surface is mostly hardpan and counts as open terrain. | | 9-11 | **Rocky Fields:** The Battlefield Surface is littered with small rocks and stones, and counts as difficult terrain for vehicles. In addition, fighters on the battlefield surface count as being in partial cover if they did not move in their last activation. | | 12 | **Sunken Ruins:** The Battlefield Surface lies over ancient ruins and all models count the battlefield surface as dangerous terrain. | ### Deep Wastes (D6 Result – 3-4) Far from the hives are the Deep Wastes. These are the abandoned and forgotten areas of Necromunda where only ghosts and scavengers haunt the ruins of fallen hives, shattered mountains and the dry seabed. Here and there remote settlements might eke out an existence, but these are places where travellers do not like to linger. Without the shelter of nearby hives, the Deep Wastes are also more prone to storms and Necromunda’s ever present howling winds – their sound is constant as they scour the landscape. | 2D6 | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ancient Roads:** The Battlefield Surface is part of an ancient road network and counts as open terrain. In addition, wheeled or tracked vehicles add 2" to their movement when travelling on the road. | | 3-5 | **Shifting Dunes:** The Battlefield Surface is deep dunes of toxic dust and ash, and counts as difficult terrain. In addition, models that do not move during their activation suffer a Wound or lose a Hull Point as they begin to sink! | | 6-8 | **Rolling Ash:** The Battlefield Surface is baked ash flats and counts as open terrain. In addition, models that move more than 6" during their activation count as having partial cover until their next activation as they kick up great clouds of dust and ash. If using the Sentries rules, this will also Raise the Alarm. | | 9-11 | **High Dunes:** The Battlefield Surface is atop a volatile and potentially explosive series of gas pockets. After a model activates, if it moved more than 6" or fired any weapons with a Strength of 5 or more, roll a D6. On a 4+, centre the 5" Blast marker on the model and deal a S4, AP -, D1 hit to any models touched. | | 12 | **Burning Wastes:** The Battlefield Surface is covered in flammable chems. When a model fires a weapon, roll a D6. On a 6, the model becomes subject to the Blaze condition. | ### Wild Wastes (D6 Result – 5-6) As dangerous as the wastes of Necromunda can be, there are some areas that are either utterly deadly or downright bizarre – or even both! These are the Wild Wastes, areas of unusual and perilous environmental hazards which travellers would do well to avoid. Such areas can equally exist in the furthest reaches of the planet or under the shadow of a hive city – their presence a constant reminder of the protection the hive cities offer, and the terrible toxic nature of the world on which they exist. | 2D6 | Result | | :-------------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Acid Plains:** The Battlefield Surface is highly acidic and any fighter not subject to the Mounted condition that ends their activation on it suffers an immediate S3, AP -, D1 hit. | | 3-5 | **Toxic River:** The Battlefield Surface is the crust over a toxic river and it counts as both difficult terrain and dangerous terrain. In addition, fighters and vehicles with a Toughness characteristic of 5 or more apply a -1 modifier to their Initiative or Handling tests to see if they trigger dangerous terrain. | | 6-8 | **Dead Seabed:** The Battlefield Surface is an ancient dry seabed littered with salt flats and the bones of dead sea beasts. It counts as dangerous terrain. In addition, place a [Beast’s Lair](/docs/battlefield-setup/scenario-rules#the-beasts-lair) marker on the battlefield. | | 9-11 | **Crystal Maze:** The Battlefield Surface is part of a crystalline maze that dazes the senses and can drive the unwary to madness. Models that move more than 6" during their activation must pass an Intelligence test or gain the Insane condition. | | 12 | **Sea of Glass:** The Battlefield Surface is a reflective expanse of cracked glass. Weapons with the Blast trait increase their Strength and Damage by 1. In addition, vehicles that moved more than 6" in their previous activation must move at least 3" straight ahead when they activate. | ## Seasons On Necromunda, the atmosphere is forever in turmoil. It is a world held on the brink of complete and utter environmental collapse, its biosphere long having been destroyed. Once, millennia ago, the world had Ancient Terra-like seasons, ranging from warm and kind summers, to brisk, snow-laden winters. Now there are only two major seasons on Necromunda: the Season of Flame and the Season of Ash – both of which are brutal and extremely hazardous to life. Caught between these two great seasons are numerous lesser seasons that occur sporadically, each bringing with it a new myriad of dangers for travellers and little respite from the hell of the ash wastes. ### Season Of Flame (D6 Result – 1-2) As Necromunda tilts toward its star, and the solar rays bombard the planet in greater frequency, the Season of Flame begins. During this great cycle, the temperature of the planet soars and chemical changes occur across its wastelands. Some areas catch fire, while others harden into gleaming diamond oceans that can cut a vehicle to scrap in seconds. The greatest danger from the Season of Flame comes from the heat, and travellers without adequate protection can burn alive if outside for too long. | 2D6 | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Thermal Thunder:** Roiling storm clouds mean the Visibility (18") rule is in effect. In addition, whenever a model activates roll a D6 – on a 1 that model suffers a S5, AP -, D1 hit. | | 3-5 | **Soaring Temperatures:** Shimmering curtains of heat mean the Visibility (24") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Yellow Skies:** Clear(ish) yellow clouds hang over the battlefield. No effect. | | 9-11 | **Boiling Wind:** Burning hot winds blow, kicking up ash and dust and burning exposed skin. The Visibility (24") rule is in effect. In addition, fighters with a 6+ armour save or no armour save take a S2, AP -, D1 hit at the end of their activation. | | 12 | **Firestorm:** Gouts of flame erupt from the battlefield as chemicals are ignited by the heat, meaning the Visibility (18") rule is in effect. At the start of each round, each player places two 3" Blast markers anywhere on the Battlefield Surface and then scatters them 3D6" to see where they end up – these markers are removed at the start of the end phase. Models that begin, end or move across the markers during their activation must test to see if they are set on fire just as if they had been hit by a weapon with the Blaze trait. | ### Season Of Ash (D6 Result – 3-4) When the planet tilts away from its star, the temperatures drop as swiftly as they rise and, as they fall, massive storms boil up in their wake. During the Season of Ash, the deadly winds of Necromunda blow ceaselessly across the world, some storms growing large enough to engulf entire continents. Travel becomes more perilous as visibility drops to almost nil in most places and both landmarks and roads vanish under mountains of ash. It is, however, also a time for scavenging, as what past storms have hidden, new storms may uncover. | 2D6 | Result | | :-------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Ash Cyclone:** A giant ash cyclone races across the battlefield. The Visibility (9") rule is in effect. In addition, at the start of the battle, after both sides have deployed but before the first round, place a marker in the centre of the battlefield. At the start of each End phase, before making Bottle checks, scatter the marker 3D6" (stopping if it comes into contact with a battlefield edge). Fighters who start or end their activation within 12" of the marker become Prone and Pinned. | | 3-5 | **Choking Gloom:** The atmosphere thickens, meaning the Visibility (12") rule is in effect. In addition, fighters without respirators treat the Move (Simple) action as a Basic action. | | 6-8 | **Ash Clouds:** Thick ash clouds press down upon the battlefield meaning the Visibility (18") rule is in effect. | | 9-11 | **Caustic Winds:** Acid rain lashes the battlefield, meaning the Visibility (12") rule is in effect, and melting armour and clothing. Increase the AP of all hits models take by 1, so AP -1 becomes AP -2, etc. | | 12 | **Great Storm:** A great ash storm descends upon the battlefield. The Visibility (3") rule is in effect. In addition, at the beginning of each round randomly determine a battlefield edge. Fighters and vehicles moving toward this edge count each 1" moved as 2", while those moving away from this edge count each 2" moved as 1". In the End phase all models are moved D6" directly away from this edge – roll separately for each model. | ### Changing Seasons (D6 Result – 5-6) Time between the great seasons can be fleeting, and those who live in the ash wastes quickly learn not to trust the so-called lesser seasons that fill these spaces. During the changing of the seasons, a variety of strange and equally deadly weather might descend on a region, settlement or hive. These can range fromrust storms filling the air with the broken-down remains of hive cities, billowing clouds of radioactive dust released from the high atmosphere or even perpetual night as the skies thicken with ash. | 2D6 | Result | | :-------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Rust Storm:** Shards of rusted metal pelt the battlefield – the Visibility (18") rule is in effect. In addition, fighters who end their activation outside of a vehicle or terrain piece that offers protection from the sky must make an Initiative test or become Prone and Pinned. | | 3-5 | **Perpetual Dark:** Inky darkness descends upon the battlefield as the sky presses low. For the duration of the battle, the Visibility (3") rule is in effect. | | 6-8 | **Blinding Rays:** The clouds are thin enough to let sunlight reach the wastes. Due to rays of blinding sunlight moving across the battlefield, fighters who end their activation outside of a vehicle or enclosed structure must test as if they had been hit by a weapon with the Flash trait. | | 9-11 | **A Year in a Day:** At the start of each round, before rolling for Priority, the player who had Priority last round rolls a D6. On a 1-3, generate an effect from the Season of Flame to apply for this round. On a 4-6, generate an effect from the Season of Ash to apply for this round. | | 12 | **Rad Storm:** Radiation levels rise, turning the battlefield into a death trap. In the End phase, before making Bottle checks, all fighters who are not in a vehicle or in an enclosed structure suffer a Flesh Wound. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 862 |
426 | ### Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Shotgun | | | | | | | | | | C | 30\* |
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
\* House Orlock: 25 | ranged-weapon | Shotgun - Scatter | 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 | 0 | 4 | 8 | 2 | 0 | 2 | 1 | 30 | C | ['[[scattershot]]'] | 0 | - | 4+ | 4 | ['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 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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690 | # 65. Back From the Dead
_A Death-maiden is born._
**Source: House of Blades**
:::info Designer's Note: Scrag 'Em All!
While the scenarios presented here have been designed specifically for House
Escher gangs, there is no reason that, with the permission of the Arbitrator, they
might not be used for any gang.
The Khimerix Hunt can make for an interesting
Arbitrated battle, with the Arbitrator taking control of the Khimerix, or perhaps
multiple Khimerix, and having the hunters become the hunted. Back from the
Dead is intended to represent the creation of a Death-maiden, but could equally
represent any ganger abandoned by their comrades fighting to make it back to
their gang hideout.
:::
## Attacker & Defender
Tie-breaker for determining the defender:
1. Escher.
2. Roll-off (the winner can choose attacker/defender).
## Battlefield
Standard.
## Crews
- Attacker: Random (1).
- Defender: Random (10) split into 2 groups:
- Custom (5 sentries).
- Custom (5 reinforcement).
The defending crew is made up of 10 random fighters, then divided into 2 groups of 5 fighters. One group is deployed as Sentries, the other arrives later as Reinforcements.
## Tactics Cards
- **Attacker:** Custom (2) + Random (1).
- Additional Random (1) if the attacking fighter is a Ganger or Juve (including Specialists).
- **Defender:** Custom (2).
## Deployment
1. Defender: Within 2” of any battlefield edge.
2. Attacker: Within 6” of the centre of the battlefield.
3. Take turns placing 6 corpse markers (starting with the attacker):
- Anywhere within 12” of the centre.
- At least 4” from each other.
## Reinforcements
- Defender: Up to 2.
- Each End phase (starting on the round the alarm is raised).
## Field Of Corpses
_The enemy gang are combing the area looking for survivors. This takes place in the aftermath of a battle and the battlefield is strewn with corpses of dead gangers._
During the battle, a fighter can spend a Basic action (Scavenge) to scavenge weapons from the corpse markers. Roll a D6:
| D6 | Result |
| --- | ------------------------------ |
| 1 | Fighting Knife. |
| 2 | Laspistol. |
| 3 | Stub gun (with dumdum rounds). |
| 4 | Shotgun (solid & scatter). |
| 5 | Lasgun. |
| 6 | Bolt pistol. |
Once a corpse marker has been scavenged, it is removed.
#### Scavenged Weapons
- A fighter can only carry one at a time.
- If scavenging a new weapon, the old is discarded.
- Lost at the end of the battle.
## Dead On Arrival
_The newly-risen Death-maiden is only just now coming to her senses, and as time goes on she will become surer of herself, and more deadly._
In each round, the attacking fighter can take a number of activations equal to the current round number (can activate twice in the second round, 3 times in round 3 and so forth). The enemy will be able to activate a fighter in between as normal (before the attacking fighter can activate again). The activations still only has 2 actions as normal.
If the attacking fighter is Seriously Injured, the result is automatically a Flesh Wound in the Recovery phase (no need to roll).
## Ending the Battle
The battle ends when only one gang has fighters remaining.
## Victory
The last remaining gang is the winner. If no gangs remain, the defender wins.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 to a defender for taking the attacking fighter Out of Action.
- +D3+1 to the attacking fighter if winning.
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.
:::danger House Rule (Necrodamus)
- A fighter must be within 1” of a corpse marker to scavenge weapons from it.
::: | 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 Escher 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 | # 65. Back From the Dead _A Death-maiden is born._ **Source: House of Blades** :::info Designer's Note: Scrag 'Em All! While the scenarios presented here have been designed specifically for House Escher gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. The Khimerix Hunt can make for an interesting Arbitrated battle, with the Arbitrator taking control of the Khimerix, or perhaps multiple Khimerix, and having the hunters become the hunted. Back from the Dead is intended to represent the creation of a Death-maiden, but could equally represent any ganger abandoned by their comrades fighting to make it back to their gang hideout. ::: ## Attacker & Defender Tie-breaker for determining the defender: 1. Escher. 2. Roll-off (the winner can choose attacker/defender). ## Battlefield Standard. ## Crews - Attacker: Random (1). - Defender: Random (10) split into 2 groups: - Custom (5 sentries). - Custom (5 reinforcement). The defending crew is made up of 10 random fighters, then divided into 2 groups of 5 fighters. One group is deployed as Sentries, the other arrives later as Reinforcements. ## Tactics Cards - **Attacker:** Custom (2) + Random (1). - Additional Random (1) if the attacking fighter is a Ganger or Juve (including Specialists). - **Defender:** Custom (2). ## Deployment 1. Defender: Within 2” of any battlefield edge. 2. Attacker: Within 6” of the centre of the battlefield. 3. Take turns placing 6 corpse markers (starting with the attacker): - Anywhere within 12” of the centre. - At least 4” from each other. ## Reinforcements - Defender: Up to 2. - Each End phase (starting on the round the alarm is raised). ## Field Of Corpses _The enemy gang are combing the area looking for survivors. This takes place in the aftermath of a battle and the battlefield is strewn with corpses of dead gangers._ During the battle, a fighter can spend a Basic action (Scavenge) to scavenge weapons from the corpse markers. Roll a D6: | D6 | Result | | --- | ------------------------------ | | 1 | Fighting Knife. | | 2 | Laspistol. | | 3 | Stub gun (with dumdum rounds). | | 4 | Shotgun (solid & scatter). | | 5 | Lasgun. | | 6 | Bolt pistol. | Once a corpse marker has been scavenged, it is removed. #### Scavenged Weapons - A fighter can only carry one at a time. - If scavenging a new weapon, the old is discarded. - Lost at the end of the battle. ## Dead On Arrival _The newly-risen Death-maiden is only just now coming to her senses, and as time goes on she will become surer of herself, and more deadly._ In each round, the attacking fighter can take a number of activations equal to the current round number (can activate twice in the second round, 3 times in round 3 and so forth). The enemy will be able to activate a fighter in between as normal (before the attacking fighter can activate again). The activations still only has 2 actions as normal. If the attacking fighter is Seriously Injured, the result is automatically a Flesh Wound in the Recovery phase (no need to roll). ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory The last remaining gang is the winner. If no gangs remain, the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 to a defender for taking the attacking fighter Out of Action. - +D3+1 to the attacking fighter if winning. 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. :::danger House Rule (Necrodamus) - A fighter must be within 1” of a corpse marker to scavenge weapons from it. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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544 | Here's an additional set of corrections and the revised House Escher gang based on accurate Necromunda rules:
### Gang Details
| **Attribute** | **Value** |
| ------------- | --------------- |
| Type | Gang Leader |
| Subtype | Escher Leader |
| Faction | House of Escher |
| M | 5" |
| WS | 3+ |
| BS | 3+ |
| S | 3 |
| T | 3 |
| W | 2 |
| I | 4+ |
| A | 2 |
| Ld | 8+ |
| Cl | 8+ |
| Wil | 8+ |
| Int | 8+ |
Here is the formatted table:
**Equipment**
| **Item** | **Cost (Credits)** |
| ------------------------- | ------------------ |
| Lasgun | 5 |
| Needle rifle | 30 |
| 'Nightshade' chem-thrower | 120 |
| Hotshot las pack | 15 |
| **Skill** |
| ------------ |
| Stealth |
| Infiltration |
| Leadership |
| Tactics |
**Armor**
| **Item** | **Cost (Credits)** |
| --- | --- |
| Flak armor | 10 |
Here is the formatted table:
#### Champion
| **Attribute** | **Value** |
| --- | --- |
| Type | Champion |
| Subtype | Gang Fighter |
| Faction | House of Escher |
| M (Movement) | 5" |
| WS (Weapon Skill) | 3+ |
| BS (Ballistic Skill) | 3+ |
| S (Strength) | 3 |
| T (Toughness) | 3 |
| W (Wounds) | 2 |
| I (Initiative) | 4+ |
| A (Attack) | 2 (melee), 1 (ranged) |
| Ld (Leadership) | 7+ |
| Cl (Combat Leadership) | 7+ |
| Wil (Will Power) | 7+ |
| Int (Intelligence) | 6+ |
| **Equipment** | **Description** | **Cost** |
| --- | --- | --- |
| Lasgun with Hotshot las pack | A standard-issue lasgun paired with a high-powered hotshot las pack. | 25 credits |
| 'Nightshade' chem-thrower | A specialized chem-thrower designed for close-quarters combat and chemical warfare. | 120 credits |
| Basic Medkit | A standard-issue medkit for basic wound treatment. | 15 credits |
| **Skill** | **Value** |
| --------- | --------- |
| Stealth | ??? |
| Deception | ??? |
| Cunning | ??? |
#### Gangers
Here is the formatted table:
| **Characteristic** | **Value** |
| --- | --- |
| Type | Ganger |
| Subtype | Enforcer |
| Faction | House of Escher |
| M (Movement) | 5" |
| WS (Weapon Skill) | 4+ |
| BS (Ballistic Skill) | 4+ |
| S (Strength) | 3 |
| T (Toughness) | 3 |
| W (Wounds) | 1 |
| I (Initiative) | 5+ |
| A (Attack) | Melee: 2, Ranged: 1 |
| Ld (Leadership) | 7+ |
| Cl (Combat Logic) | 7+ |
| Wil (Willpower) | 7+ |
| Int (Intelligence) | 7+ |
| **Equipment** | **Description** | **Cost** |
| --- | --- | --- |
| Lasgun with Hotshot las pack | | 25 credits |
| Combat knife | | 5 credits |
| Camouflage gear | | 15 credits |
Let me know if you'd like to add or modify any information!
**Skills:**
- Stealth
- Deception
#### Juves
| **Character** | Vesper |
| ------------- | --------------- |
| **Type** | Juve |
| **Subtype** | Gang Fighter |
| **Faction** | House of Escher |
| **M** | 5" |
| **WS** | 5+ |
| **BS** | 5+ |
| **S** | 2 |
| **T** | 2 |
| **W** | 1 |
| **I** | 5+ |
| **A** | 1 |
| **Ld** | 6+ |
| **Cl** | 6+ |
| **Wil** | 6+ |
| **Int** | 6+ |
**Equipment:**
- Lasgun (5 credits)
- Basic laspack (10 credits)
**Skills:**
- Stealth
**Armor:**
- Light armor (5 credits)
### Gang Goals
1. **Eliminate the High-Ranking Target**: Take out a high-ranking member of a rival gang.
2. **Gather Intel on Rival Operations**: Collect valuable information on rival gangs to exploit their weaknesses.
3. **Secure a Stronghold**: Establish a defensible base in a strategic location within the underhive.
### Mission Options
- **A)** Sneak into the hab-block undetected.
- **B)** Gather more intel before making a move.
- **C)** Prepare for combat, expecting resistance.
- **D)** Abort the mission and report back.
### Gang Stronghold
**The Shattered Eye**
- A converted hab-block serving as a defensible lair with traps, hidden passages, and an unsettling decor of broken glass and twisted metal to reflect the gang's stealth and deception mastery.
This setup is now consistent with Necromunda rules, providing a more realistic portrayal of a House Escher gang with appropriate stats, skills, and equipment costs. This gang is ready for tactical gameplay within the Necromunda underworld. | 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 | Here's an additional set of corrections and the revised House Escher gang based on accurate Necromunda rules: ### Gang Details | **Attribute** | **Value** | | ------------- | --------------- | | Type | Gang Leader | | Subtype | Escher Leader | | Faction | House of Escher | | M | 5" | | WS | 3+ | | BS | 3+ | | S | 3 | | T | 3 | | W | 2 | | I | 4+ | | A | 2 | | Ld | 8+ | | Cl | 8+ | | Wil | 8+ | | Int | 8+ | Here is the formatted table: **Equipment** | **Item** | **Cost (Credits)** | | ------------------------- | ------------------ | | Lasgun | 5 | | Needle rifle | 30 | | 'Nightshade' chem-thrower | 120 | | Hotshot las pack | 15 | | **Skill** | | ------------ | | Stealth | | Infiltration | | Leadership | | Tactics | **Armor** | **Item** | **Cost (Credits)** | | --- | --- | | Flak armor | 10 | Here is the formatted table: #### Champion | **Attribute** | **Value** | | --- | --- | | Type | Champion | | Subtype | Gang Fighter | | Faction | House of Escher | | M (Movement) | 5" | | WS (Weapon Skill) | 3+ | | BS (Ballistic Skill) | 3+ | | S (Strength) | 3 | | T (Toughness) | 3 | | W (Wounds) | 2 | | I (Initiative) | 4+ | | A (Attack) | 2 (melee), 1 (ranged) | | Ld (Leadership) | 7+ | | Cl (Combat Leadership) | 7+ | | Wil (Will Power) | 7+ | | Int (Intelligence) | 6+ | | **Equipment** | **Description** | **Cost** | | --- | --- | --- | | Lasgun with Hotshot las pack | A standard-issue lasgun paired with a high-powered hotshot las pack. | 25 credits | | 'Nightshade' chem-thrower | A specialized chem-thrower designed for close-quarters combat and chemical warfare. | 120 credits | | Basic Medkit | A standard-issue medkit for basic wound treatment. | 15 credits | | **Skill** | **Value** | | --------- | --------- | | Stealth | ??? | | Deception | ??? | | Cunning | ??? | #### Gangers Here is the formatted table: | **Characteristic** | **Value** | | --- | --- | | Type | Ganger | | Subtype | Enforcer | | Faction | House of Escher | | M (Movement) | 5" | | WS (Weapon Skill) | 4+ | | BS (Ballistic Skill) | 4+ | | S (Strength) | 3 | | T (Toughness) | 3 | | W (Wounds) | 1 | | I (Initiative) | 5+ | | A (Attack) | Melee: 2, Ranged: 1 | | Ld (Leadership) | 7+ | | Cl (Combat Logic) | 7+ | | Wil (Willpower) | 7+ | | Int (Intelligence) | 7+ | | **Equipment** | **Description** | **Cost** | | --- | --- | --- | | Lasgun with Hotshot las pack | | 25 credits | | Combat knife | | 5 credits | | Camouflage gear | | 15 credits | Let me know if you'd like to add or modify any information! **Skills:** - Stealth - Deception #### Juves | **Character** | Vesper | | ------------- | --------------- | | **Type** | Juve | | **Subtype** | Gang Fighter | | **Faction** | House of Escher | | **M** | 5" | | **WS** | 5+ | | **BS** | 5+ | | **S** | 2 | | **T** | 2 | | **W** | 1 | | **I** | 5+ | | **A** | 1 | | **Ld** | 6+ | | **Cl** | 6+ | | **Wil** | 6+ | | **Int** | 6+ | **Equipment:** - Lasgun (5 credits) - Basic laspack (10 credits) **Skills:** - Stealth **Armor:** - Light armor (5 credits) ### Gang Goals 1. **Eliminate the High-Ranking Target**: Take out a high-ranking member of a rival gang. 2. **Gather Intel on Rival Operations**: Collect valuable information on rival gangs to exploit their weaknesses. 3. **Secure a Stronghold**: Establish a defensible base in a strategic location within the underhive. ### Mission Options - **A)** Sneak into the hab-block undetected. - **B)** Gather more intel before making a move. - **C)** Prepare for combat, expecting resistance. - **D)** Abort the mission and report back. ### Gang Stronghold **The Shattered Eye** - A converted hab-block serving as a defensible lair with traps, hidden passages, and an unsettling decor of broken glass and twisted metal to reflect the gang's stealth and deception mastery. This setup is now consistent with Necromunda rules, providing a more realistic portrayal of a House Escher gang with appropriate stats, skills, and equipment costs. This gang is ready for tactical gameplay within the Necromunda underworld. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,156 | # Orlock Sub-plots
House Orlock gangs enforce the will of their House and ensure its mining operations
continue as they have always done. Sometimes, this means straight up killing rivals
in as efficient a way as possible, other times it means making an example of them. Orlock gangs are also known for their hardiness, and many times a gang will do
something difficult or dangerous just to prove they can.
If players are using sub-plots in their battles (see the Necromunda Rulebook), then an
Orlock player may choose to use the Orlock Sub-plots table rather than any of the ones
in the rulebook. Unlike the sub-plots in the rulebook, Orlock sub-plots do not use suits
(i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit).
| Card | Sub-plot |
| :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Ace | **Hardman**<br /> Reveal this card when one of your fighters suffers two or more Flesh Wounds as part of a single damaging hit. If the fighter is still on the battlefield after working out the effects of the hit, your gang gains 1 Reputation. If the fighter is still Standing and Active, they gain D3 Reputation instead. |
| 2 | **Sumptown Shakedown**<br /> Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash. |
| 3 | **Prospecting Mission**<br /> Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed. |
| 4 | **Comeback King**<br /> Reveal this card at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains D3 Reputation. |
| 5 | **Call them Out**<br /> Reveal this card at the start of the battle, after both crews are set up but before rolling for Priority. Choose one of your fighters and one of your opponent’s fighters. If, during the course of the battle, your chosen fighter takes the chosen enemy fighter Out of Action from a distance of no more than 6", your gang gains D3 Reputation. |
| 6 | **Take a Beating**<br /> Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead. |
| 7 | **Race the Clock**<br /> If the battle ends before the start of round 7, and you are the winner of the scenario, reveal this card to gain 1 Reputation for your gang. If the battle ended before the start of round 3, and your gang was the winner of the scenario, gain D3 Reputation instead. |
| 8 | **Outland Showdown**<br /> Reveal this card at the start of any activation if a friendly fighter and one of your opponent’s fighters are within 12" of each other, but also both more than 12" from any other fighters. If this is the case, and your fighter can Seriously Injure the enemy fighter, or take them Out of Action, your gang gains 1 Reputation. |
| 9 | **Hostile Negotiations**<br /> When your opponent plays a gang tactic, if you have fewer fighters on the battlefield than your opponent does, reveal this card to immediately gain a single gang tactic. If they have three times as many, or more, fighters than you, gain two gang tactics instead. |
| 10 | **Badzone Brotherhood**<br /> Reveal this card if one of your Champions or your Leader use the Leading by Example special rule to allow three or more friendly fighters to automatically pass their Cool checks. The Champion or Leader immediately gains D3 XP. If the Champion or Leader used the Leading by Example special rule to allow all remaining members of the crew to automatically pass their Cool checks, they will gain D6 XP instead. |
| Jack | **Mano-a-Mano**<br /> Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead. |
| Queen | **Ash Bath**<br /> Reveal this card if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single gang tactic. |
| King | **The Last Round**<br /> Reveal this card if one of your fighters successfully reloads one of their weapons and then takes an enemy fighter Out of Action with the same weapon as part of a single activation. That fighter gains D3 XP. If more than one enemy fighter was taken Out of Action during this single activation, the fighter gains D6 XP instead. |
A Necromunda enthusiast! I'm here to help you navigate the Orlock Sub-plots table.
This table provides unique sub-plot cards for House Orlock gangs in Necromunda. Unlike the standard sub-plot tables in the rulebook, these cards don't use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit). | 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 | # Orlock Sub-plots House Orlock gangs enforce the will of their House and ensure its mining operations continue as they have always done. Sometimes, this means straight up killing rivals in as efficient a way as possible, other times it means making an example of them. Orlock gangs are also known for their hardiness, and many times a gang will do something difficult or dangerous just to prove they can. If players are using sub-plots in their battles (see the Necromunda Rulebook), then an Orlock player may choose to use the Orlock Sub-plots table rather than any of the ones in the rulebook. Unlike the sub-plots in the rulebook, Orlock sub-plots do not use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Hardman**<br /> Reveal this card when one of your fighters suffers two or more Flesh Wounds as part of a single damaging hit. If the fighter is still on the battlefield after working out the effects of the hit, your gang gains 1 Reputation. If the fighter is still Standing and Active, they gain D3 Reputation instead. | | 2 | **Sumptown Shakedown**<br /> Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash. | | 3 | **Prospecting Mission**<br /> Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed. | | 4 | **Comeback King**<br /> Reveal this card at the start of any round if your gang has failed a Bottle test and your opponent has at least three times as many fighters on the battlefield as you do. If you subsequently go on to win the battle, your gang gains D3 Reputation. | | 5 | **Call them Out**<br /> Reveal this card at the start of the battle, after both crews are set up but before rolling for Priority. Choose one of your fighters and one of your opponent’s fighters. If, during the course of the battle, your chosen fighter takes the chosen enemy fighter Out of Action from a distance of no more than 6", your gang gains D3 Reputation. | | 6 | **Take a Beating**<br /> Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead. | | 7 | **Race the Clock**<br /> If the battle ends before the start of round 7, and you are the winner of the scenario, reveal this card to gain 1 Reputation for your gang. If the battle ended before the start of round 3, and your gang was the winner of the scenario, gain D3 Reputation instead. | | 8 | **Outland Showdown**<br /> Reveal this card at the start of any activation if a friendly fighter and one of your opponent’s fighters are within 12" of each other, but also both more than 12" from any other fighters. If this is the case, and your fighter can Seriously Injure the enemy fighter, or take them Out of Action, your gang gains 1 Reputation. | | 9 | **Hostile Negotiations**<br /> When your opponent plays a gang tactic, if you have fewer fighters on the battlefield than your opponent does, reveal this card to immediately gain a single gang tactic. If they have three times as many, or more, fighters than you, gain two gang tactics instead. | | 10 | **Badzone Brotherhood**<br /> Reveal this card if one of your Champions or your Leader use the Leading by Example special rule to allow three or more friendly fighters to automatically pass their Cool checks. The Champion or Leader immediately gains D3 XP. If the Champion or Leader used the Leading by Example special rule to allow all remaining members of the crew to automatically pass their Cool checks, they will gain D6 XP instead. | | Jack | **Mano-a-Mano**<br /> Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead. | | Queen | **Ash Bath**<br /> Reveal this card if three or more enemy fighters are subject to the Blaze condition at the same time to immediately gain a single gang tactic. | | King | **The Last Round**<br /> Reveal this card if one of your fighters successfully reloads one of their weapons and then takes an enemy fighter Out of Action with the same weapon as part of a single activation. That fighter gains D3 XP. If more than one enemy fighter was taken Out of Action during this single activation, the fighter gains D6 XP instead. | A Necromunda enthusiast! I'm here to help you navigate the Orlock Sub-plots table. This table provides unique sub-plot cards for House Orlock gangs in Necromunda. Unlike the standard sub-plot tables in the rulebook, these cards don't use suits (i.e., any Ace drawn will represent the Hardman sub-plot regardless of its suit). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,156 |
674 | # 50. Meeeeeeeeeat!
_A group of survivors is surrounded by crazed cannibals!_
**Source: Book of Ruin**
## Battlefield
Standard.
## Crews
- Random (D3)
## Tactics Cards
- Custom (2).
- Underdog (lowest Gang Rating): Random (1).
## Deployment
The gang with Priority starts each step:
- Crew within 12” of the centre of the battlefield.
- 3 Cannibals per fighter within 6” of any battlefield edges.
## Crazed Cannibals
_A group of survivors from several gangs find themselves surrounded by crazed cannibals in the midst of a cannibal feeding frenzy!_
<FighterCard>
### Cannibal
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- |
| Claws & teeth | - | E | - | - | S | | 1 | - | - |
</WeaponStats>
**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](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
#### Special Rules
- Treated as fighters in all aspects.
- 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.
</FighterCard>
## Drawn To The Scent Of Death
_As the battle progresses, more and more Cannibals are drawn to the fight by the smell of blood._
At the start of each End phase, before moving Cannibals, take turns placing D3+2 Cannibals (starting with the player with Priority):
- Within 6” of any battlefield edges (not within 1” of another fighter).
The newly deployed Cannibals can active this round as 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 last remaining gang is the winner. Otherwise, the gang who took most Cannibals Out of Action is the winner.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 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 to any gang still on the battlefield at the end. | 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 | # 50. Meeeeeeeeeat! _A group of survivors is surrounded by crazed cannibals!_ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (D3) ## Tactics Cards - Custom (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment The gang with Priority starts each step: - Crew within 12” of the centre of the battlefield. - 3 Cannibals per fighter within 6” of any battlefield edges. ## Crazed Cannibals _A group of survivors from several gangs find themselves surrounded by crazed cannibals in the midst of a cannibal feeding frenzy!_ <FighterCard> ### Cannibal | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 4+ | 6+ | 10+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | | Claws & teeth | - | E | - | - | S | | 1 | - | - | </WeaponStats> **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](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). #### Special Rules - Treated as fighters in all aspects. - 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. </FighterCard> ## Drawn To The Scent Of Death _As the battle progresses, more and more Cannibals are drawn to the fight by the smell of blood._ At the start of each End phase, before moving Cannibals, take turns placing D3+2 Cannibals (starting with the player with Priority): - Within 6” of any battlefield edges (not within 1” of another fighter). The newly deployed Cannibals can active this round as 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 last remaining gang is the winner. Otherwise, the gang who took most Cannibals Out of Action is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 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 to any gang still on the battlefield at the end. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 674 |
689 | # 51. Daemonic Possession
_A Daemon is loose within the hive._
**Source: Book of Ruin**
## Battlefield
Standard.
## Crews
- Random (6)
## Tactics Cards
- Custom (2).
- Underdog (lowest Gang Rating): Random (1).
## Deployment
Standard.
## The Daemon
_A fighter is secretly harbouring a daemonic entity that will manifest fully and take possession of that fighter, before leaping from fighter to fighter to spread havoc and evade destruction._
Before deployment, decide who has a Daemon within the crew:
1. Randomize a gang.
2. Randomize a fighter in that gang.
Roll a D6 in each End phase. The Daemon manifests and takes possession of the fighter on a 5+. If the Daemon has already manifested, it will leap to another fighter. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity.
## Possessed Fighters
- +3 Strength, Move, Attacks and Willpower.
- Can't use ranged weapons.
- Becomes an Unsanctioned Psyker.
- Have Scouring (Basic) Pyromancy Wyrd Power
- (same as: Psychic Vomit):
- Str 2, AP -2, D 1, Blaze, Template
- Automatically passes any Cool tests.
- Can't be Pinned.
- If Seriously Injured or taken Out of Action, leap to another fighter.
#### Creature Of The Warp
When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again.
#### Underhive Exorcism
The Daemon is exorcised on a 5+ if:
- Seriously Injured or taken Out of Action by a Melee weapon.
- Coup de Grace.
Otherwise, it leaps to the next target.
## Blood For The Warp
- 1 point per enemy taken Out of Action by the possessed fighter (to the gang controlling it).
- 6 points to the gang exorcing the Daemon.
## Ending the Battle
The battle ends when at least one of the following is true:
- Only one gang has fighters remaining (at the end of a round).
- Underhive Exorcism is performed.
## Victory
The gang that scored most points is the winner. If the score is equal, the gang with the most remaining fighters is the winner.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 if possessed at the end of the battle.
- +D6 for destroying the Daemon.
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 | # 51. Daemonic Possession _A Daemon is loose within the hive._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (6) ## Tactics Cards - Custom (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment Standard. ## The Daemon _A fighter is secretly harbouring a daemonic entity that will manifest fully and take possession of that fighter, before leaping from fighter to fighter to spread havoc and evade destruction._ Before deployment, decide who has a Daemon within the crew: 1. Randomize a gang. 2. Randomize a fighter in that gang. Roll a D6 in each End phase. The Daemon manifests and takes possession of the fighter on a 5+. If the Daemon has already manifested, it will leap to another fighter. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity. ## Possessed Fighters - +3 Strength, Move, Attacks and Willpower. - Can't use ranged weapons. - Becomes an Unsanctioned Psyker. - Have Scouring (Basic) Pyromancy Wyrd Power - (same as: Psychic Vomit): - Str 2, AP -2, D 1, Blaze, Template - Automatically passes any Cool tests. - Can't be Pinned. - If Seriously Injured or taken Out of Action, leap to another fighter. #### Creature Of The Warp When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again. #### Underhive Exorcism The Daemon is exorcised on a 5+ if: - Seriously Injured or taken Out of Action by a Melee weapon. - Coup de Grace. Otherwise, it leaps to the next target. ## Blood For The Warp - 1 point per enemy taken Out of Action by the possessed fighter (to the gang controlling it). - 6 points to the gang exorcing the Daemon. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - Underhive Exorcism is performed. ## Victory The gang that scored most points is the winner. If the score is equal, the gang with the most remaining fighters is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 if possessed at the end of the battle. - +D6 for destroying the Daemon. 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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1,088 | # Field Armour
Any fighter may wear one or more types of field armour. These provide an alternative to conventional armour and may be worn as well as conventional armour. The save they offer cannot be modified by a weapon’s Armour Piercing value. However, a fighter can only make one save attempt per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using a field.
### Conversion Field
**60 Credits – Rare (11)**
_Source: Necromunda Core Rulebook (2023)_
_A conversion field works by transforming the kinetic energy of an attack into light energy, absorbing the impact in a blinding flash._
When a fighter wearing a conversion field is hit by an attack, roll a D6. On a
5+, the conversion field works and the attack has
no further effect. However, any fighters, friend or
foe, within 3" of the wearer count as being hit by a
weapon with the Flash trait as the field flares up in
a tremendous burst of light. Note that the wearer is
unaffected by this flash of light as they are inside
the field.
### Displacer Field
**70 Credits – Rare (12)**
_Source: Necromunda Core Rulebook (2023)_
_A displacer field reacts to the energy of an impact by teleporting the wearer a safe distance away. The harder the impact, the further the wearer will be moved._
For each hit a fighter wearing a displacer field
suffers, roll a D6. On a 4+, the fighter is protected from
harm by the field and the hit is ignored (even if any part
of the fighter is still under the template – if the attack
used one – after being displaced as described below).
- If a fighter is saved from one or more hits by a
displacer field, they will be moved once as the field
displaces them. The fighter is moved a number
of inches equal to the Strength of the attack
in a random direction, determined by rolling a
Scatter dice.
- A displacer field will not deposit its wearer inside a
terrain feature – the fighter will move by the shortest
route possible so that it can be placed clear of any
impassable terrain features.
- Similarly, the fighter’s base cannot overlap another
fighter’s base and the wearer must be moved by the
shortest route possible until its base can be placed
without overlapping.
- Note that the wearer may not end up within 1" of
an enemy fighter as a result of being displaced and
must be moved by the shortest possible route so
that they can be placed 1" away.
However, displacer fields are notoriously oblivious
to safe footings. A fighter wearing a displacer field
may simply be flung into the open air. If, after being
displaced, any part of the fighter’s base is overhanging
a hazard or overhanging a platform edge, the fighter
must pass an Initiative test or will fall, following all
of the rules for falling as required by the terrain type
being fought over. If the entirety of the fighter’s base is
over a hazard or in the open air, they will simply fall.
If a fighter wearing a displacer field is transported
off the battlefield, they immediately go Out of Action. Do not roll on the Lasting Injury chart, they are
automatically Out Cold.
If an attack does not have a Strength value, then a
displacer field cannot work against it.
### Refractor Field
**50 Credits – Rare (10)**
_Source: Necromunda Core Rulebook (2023)_
_A refractor field bends the energy of an attack around the wearer, harmlessly distributing it over a large area and robbing the attack of its lethal force._
When a
fighter wearing a refractor field is hit by an attack, roll a
D6. On a 5+, the hit is ignored.
However, should the field work and the hit be ignored, roll another D6. If the result is a 1, then the field has
been overburdened by the attack and its generator
is burned out. Remove the refractor field from the
fighter’s card – it no longer works. | 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 | # Field Armour Any fighter may wear one or more types of field armour. These provide an alternative to conventional armour and may be worn as well as conventional armour. The save they offer cannot be modified by a weapon’s Armour Piercing value. However, a fighter can only make one save attempt per attack, therefore the controlling player must choose to either make a save attempt using the fighter’s armour save, or using a field. ### Conversion Field **60 Credits – Rare (11)** _Source: Necromunda Core Rulebook (2023)_ _A conversion field works by transforming the kinetic energy of an attack into light energy, absorbing the impact in a blinding flash._ When a fighter wearing a conversion field is hit by an attack, roll a D6. On a 5+, the conversion field works and the attack has no further effect. However, any fighters, friend or foe, within 3" of the wearer count as being hit by a weapon with the Flash trait as the field flares up in a tremendous burst of light. Note that the wearer is unaffected by this flash of light as they are inside the field. ### Displacer Field **70 Credits – Rare (12)** _Source: Necromunda Core Rulebook (2023)_ _A displacer field reacts to the energy of an impact by teleporting the wearer a safe distance away. The harder the impact, the further the wearer will be moved._ For each hit a fighter wearing a displacer field suffers, roll a D6. On a 4+, the fighter is protected from harm by the field and the hit is ignored (even if any part of the fighter is still under the template – if the attack used one – after being displaced as described below). - If a fighter is saved from one or more hits by a displacer field, they will be moved once as the field displaces them. The fighter is moved a number of inches equal to the Strength of the attack in a random direction, determined by rolling a Scatter dice. - A displacer field will not deposit its wearer inside a terrain feature – the fighter will move by the shortest route possible so that it can be placed clear of any impassable terrain features. - Similarly, the fighter’s base cannot overlap another fighter’s base and the wearer must be moved by the shortest route possible until its base can be placed without overlapping. - Note that the wearer may not end up within 1" of an enemy fighter as a result of being displaced and must be moved by the shortest possible route so that they can be placed 1" away. However, displacer fields are notoriously oblivious to safe footings. A fighter wearing a displacer field may simply be flung into the open air. If, after being displaced, any part of the fighter’s base is overhanging a hazard or overhanging a platform edge, the fighter must pass an Initiative test or will fall, following all of the rules for falling as required by the terrain type being fought over. If the entirety of the fighter’s base is over a hazard or in the open air, they will simply fall. If a fighter wearing a displacer field is transported off the battlefield, they immediately go Out of Action. Do not roll on the Lasting Injury chart, they are automatically Out Cold. If an attack does not have a Strength value, then a displacer field cannot work against it. ### Refractor Field **50 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ _A refractor field bends the energy of an attack around the wearer, harmlessly distributing it over a large area and robbing the attack of its lethal force._ When a fighter wearing a refractor field is hit by an attack, roll a D6. On a 5+, the hit is ignored. However, should the field work and the hit be ignored, roll another D6. If the result is a 1, then the field has been overburdened by the attack and its generator is burned out. Remove the refractor field from the fighter’s card – it no longer works. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,088 |
1,210 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# Vehicles in the End Phase
The following additional actions are taken during the End phase of each round.
## Bottle Tests
When checking to see if a gang Bottles add the number of Wrecked Vehicles to the
number of Seriously Injured or Out of Action fighters.
Should a vehicle flee the battlefield, the crew will abandon the vehicle and flee the
battlefield, returning later to collect their vehicle. Change the vehicle’s Status to
Stationary and Wrecked but do not roll on the Lasting Damage table.
## Restart Tests
During the Recovery step, vehicles also test to see if they can restart their engines
and wounded drivers try to recover.
**Restart Tests:** For each vehicle belonging to their gang that is currently Stalled, the
controlling player makes a Restart test. To make a Restart test, make a Handling
check for the vehicle, applying a +1 modifier unless the vehicle has only
1 HP remaining:
- If the Handling check is passed, the vehicle immediately Restarts, changing its
Status from Stationary and Stalled to Mobile.
- If the Handling check is failed, the vehicle refuses to Restart and it
remains Stalled.
**Wounded Drivers:** If any vehicles in a player’s gang have suffered a Driver Wounded
damage effect, a D6 is rolled for that driver.
| D6 | Result |
| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | The driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round. |
| 2-3 | The driver grits their teeth and carries on driving through the pain. |
| 4-6 | The driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | 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 | 6 | 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'; # Vehicles in the End Phase The following additional actions are taken during the End phase of each round. ## Bottle Tests When checking to see if a gang Bottles add the number of Wrecked Vehicles to the number of Seriously Injured or Out of Action fighters. Should a vehicle flee the battlefield, the crew will abandon the vehicle and flee the battlefield, returning later to collect their vehicle. Change the vehicle’s Status to Stationary and Wrecked but do not roll on the Lasting Damage table. ## Restart Tests During the Recovery step, vehicles also test to see if they can restart their engines and wounded drivers try to recover. **Restart Tests:** For each vehicle belonging to their gang that is currently Stalled, the controlling player makes a Restart test. To make a Restart test, make a Handling check for the vehicle, applying a +1 modifier unless the vehicle has only 1 HP remaining: - If the Handling check is passed, the vehicle immediately Restarts, changing its Status from Stationary and Stalled to Mobile. - If the Handling check is failed, the vehicle refuses to Restart and it remains Stalled. **Wounded Drivers:** If any vehicles in a player’s gang have suffered a Driver Wounded damage effect, a D6 is rolled for that driver. | D6 | Result | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | The driver succumbs to their wounds and passes out. Immediately apply a Driver Black Out result against this vehicle (see below). Do not roll to see if they recover from it this round. | | 2-3 | The driver grits their teeth and carries on driving through the pain. | | 4-6 | The driver is able to patch up their wounds. Remove one Flesh Wound (and its effects) from the driver. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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159 | # Slave Ogryns
## Fighters
<FighterCard cost="145">
### Overboss (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ |
**Skills:** 1 Primary (custom).
**Restrictions:** None.
</FighterCard>
<FighterCard cost="110">
### Underboss (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ |
**Skills:** 1 Primary (custom).
**Restrictions:** None.
</FighterCard>
<FighterCard cost="90">
### Ganger
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 5 | 5 | 2 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ |
**Restrictions:** None.
#### Loyal
Add 2 when assisting (instead of 1).
</FighterCard>
<FighterCard cost="70">
### Lobo-slave (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ |
**Restrictions:** None.
#### Lobotomised
Do not become Pinned when hit by a ranged attack.
#### Slow-witted
May never be activated as part of a Group Activation.
</FighterCard>
## Skill Access
| | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Muscle |
| :------- | ------- | ------- | --------- | --------- | ---------- | -------- | ------- |
| Leader | - | Primary | Secondary | Secondary | Primary | - | Primary |
| Champion | - | Primary | Secondary | Secondary | Secondary | - | Primary |
## Special Rules
- Can only be given Augmetic weapons when recruited.
- Can't buy weapons from the Trading Post or Black Market (can only buy Wargear).
- Can't discard weapons or have multiple Equipment Sets (can swap Wargear like normal).
#### Leader
Limited to Group Activation (1).
#### Champion
Can't Group Activate.
#### Ganger
Limited Learning Capacity: Can't be Promoted. If rolling 2 or 12 on the Ganger Advancement table, choose any other result instead.
#### Outlaw
Always Outlaw (can't change Alignment).
#### Runaway
Any fighters from this gang that are Captured and Sold to the Guilders are worth +D6x10.
:::danger House Rules (Necrodamus, A&A)
- Should be able to swap and discard weapons like everyone else, except for Augmetic weapons that are physically attached to the fighter.
- Should be able to buy weapons from the Trading Post and Black Market like everyone else.
::: | 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 | 14 | 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 | # Slave Ogryns ## Fighters <FighterCard cost="145"> ### Overboss (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="110"> ### Underboss (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Skills:** 1 Primary (custom). **Restrictions:** None. </FighterCard> <FighterCard cost="90"> ### Ganger | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 5 | 5 | 2 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ | **Restrictions:** None. #### Loyal Add 2 when assisting (instead of 1). </FighterCard> <FighterCard cost="70"> ### Lobo-slave (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ | **Restrictions:** None. #### Lobotomised Do not become Pinned when hit by a ranged attack. #### Slow-witted May never be activated as part of a Group Activation. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | Muscle | | :------- | ------- | ------- | --------- | --------- | ---------- | -------- | ------- | | Leader | - | Primary | Secondary | Secondary | Primary | - | Primary | | Champion | - | Primary | Secondary | Secondary | Secondary | - | Primary | ## Special Rules - Can only be given Augmetic weapons when recruited. - Can't buy weapons from the Trading Post or Black Market (can only buy Wargear). - Can't discard weapons or have multiple Equipment Sets (can swap Wargear like normal). #### Leader Limited to Group Activation (1). #### Champion Can't Group Activate. #### Ganger Limited Learning Capacity: Can't be Promoted. If rolling 2 or 12 on the Ganger Advancement table, choose any other result instead. #### Outlaw Always Outlaw (can't change Alignment). #### Runaway Any fighters from this gang that are Captured and Sold to the Guilders are worth +D6x10. :::danger House Rules (Necrodamus, A&A) - Should be able to swap and discard weapons like everyone else, except for Augmetic weapons that are physically attached to the fighter. - Should be able to buy weapons from the Trading Post and Black Market like everyone else. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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945 | # Horrors of the Underhive
_Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._
2 types, roll a D6:
- **1-3:** Possessed Hiver
- **4+:** Xenos Abomination
3 levels (depending of the lowest Gang Rating):
- Level 1 (Peril Minoris): 1000-1300
- Level 2 (Peril Secundus): 1301-1600
- Level 3 (Peril Extremis): 1601+
Deployment rules:
- Deployed by the player with Priority.
- Not within 6” of any fighter.
Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+:
- 4: In the deployment zone of the gang with Priority.
- 5: Within 6” of the centre.
- 6: Anywhere.
#### Activation
- Activates at the start of the End phase (before Bottle tests).
- Roll-off to determine which gang controls the Horror.
- Treats all fighters from all gangs as enemies.
#### Rewards For Defeating a Horror
- Inflict wound: +1 XP.
- Out of Action: +2 XP and +1 Reputation.
## Horrors
### Possessed Hiver (Unsanctioned)
| Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ |
| 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ |
| 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ |
#### Skills
Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit).
#### Weapon & Wargear
- Daemonic Talons:
- Str S, AP -2, D 2, Cursed, <Tooltip type="traits" content="melee">Melee</Tooltip>, Rending
- [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and respirator.
#### Daemonic Invulnerability
- Level 1: 6+ save (unmodifiable by AP).
- Level 2: 5+ save (unmodifiable by AP).
- Level 3: 4+ save (unmodifiable by AP).
#### Daemonic Speed
Can make D3 Actions instead of the normal 2 (controlling gang chooses)
#### Terrifying
Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation.
:::danger House Rule
- Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double.
- Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test.
:::
#### Wyrd Powers
**Telekinesis:** Levitation (Basic), Continuous Effect
**Pyromancy:** Scouring (Basic)
Add additional Wyrd Powers depending of level:
- **Level 1:** +1 Wyrd Power.
- **Level 2:** +2 Wyrd Powers.
- **Level 3:** +3 Wyrd Powers.
Roll a D6 for each additional Wyrd Power:
1. **Biomancy:** Quickening (Basic), Continuous
1. **Chronomancy:** Freeze Time (Double), Continuous
1. **Pyromancy:** Flame Blast (Double), Continuous
1. **Technomancy:** Weapon Jinx (Simple)
1. **Telekinesis:** Assail (Basic)
1. **Telepathy:** Terrify (Double)
### Xenos Abomination
| Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ |
| 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ |
| 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ |
| 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ |
| 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ |
| 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ |
| 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ |
| 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ |
| 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ |
Agree on which profile to use, skills and weapons (depending of level).
| Level | Wargear | Skills |
| ----- | ------- | ------ |
| 1 | 1 | 2 |
| 2 | 2 | 3 |
| 3 | 3 | 4 |
#### Skills
Choose from:
- Agility
- Brawn
- Combat
- Ferocity
#### Wargear
- [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), Respirator.
| WEAPON | S | L | Str | AP | D | Am | Traits |
| :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- |
| Custom venomous bite | E | - | - | -2 | - | - | Toxin |
| Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending |
| Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle |
| Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - |
| Web shooter | T | - | 2 | - | - | 2+ | Silent, Web | | 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 | # Horrors of the Underhive _Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments._ 2 types, roll a D6: - **1-3:** Possessed Hiver - **4+:** Xenos Abomination 3 levels (depending of the lowest Gang Rating): - Level 1 (Peril Minoris): 1000-1300 - Level 2 (Peril Secundus): 1301-1600 - Level 3 (Peril Extremis): 1601+ Deployment rules: - Deployed by the player with Priority. - Not within 6” of any fighter. Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+: - 4: In the deployment zone of the gang with Priority. - 5: Within 6” of the centre. - 6: Anywhere. #### Activation - Activates at the start of the End phase (before Bottle tests). - Roll-off to determine which gang controls the Horror. - Treats all fighters from all gangs as enemies. #### Rewards For Defeating a Horror - Inflict wound: +1 XP. - Out of Action: +2 XP and +1 Reputation. ## Horrors ### Possessed Hiver (Unsanctioned) | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 5” | 4+ | 4+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 6+ | 9+ | | 2 | 5” | 3+ | 4+ | 4 | 4 | 4 | 3+ | 3 | 5+ | 4+ | 5+ | 9+ | | 3 | 6” | 2+ | 3+ | 5 | 5 | 5 | 3+ | 4 | 5+ | 3+ | 4+ | 9+ | #### Skills Bull Charge, [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Dodge](/docs/gang-fighters-and-their-weaponry/skills/#3-dodge), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). #### Weapon & Wargear - Daemonic Talons: - Str S, AP -2, D 2, Cursed, <Tooltip type="traits" content="melee">Melee</Tooltip>, Rending - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles) and respirator. #### Daemonic Invulnerability - Level 1: 6+ save (unmodifiable by AP). - Level 2: 5+ save (unmodifiable by AP). - Level 3: 4+ save (unmodifiable by AP). #### Daemonic Speed Can make D3 Actions instead of the normal 2 (controlling gang chooses) #### Terrifying Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation. :::danger House Rule - Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double. - Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test. ::: #### Wyrd Powers **Telekinesis:** Levitation (Basic), Continuous Effect **Pyromancy:** Scouring (Basic) Add additional Wyrd Powers depending of level: - **Level 1:** +1 Wyrd Power. - **Level 2:** +2 Wyrd Powers. - **Level 3:** +3 Wyrd Powers. Roll a D6 for each additional Wyrd Power: 1. **Biomancy:** Quickening (Basic), Continuous 1. **Chronomancy:** Freeze Time (Double), Continuous 1. **Pyromancy:** Flame Blast (Double), Continuous 1. **Technomancy:** Weapon Jinx (Simple) 1. **Telekinesis:** Assail (Basic) 1. **Telepathy:** Terrify (Double) ### Xenos Abomination | Level | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | 6” | 3+ | 6+ | 2 | 3 | 3 | 4+ | 2 | 5+ | 6+ | 7+ | 10+ | | 1 | 5” | 5+ | 6+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 7+ | 7+ | 10+ | | 1 | 3” | 4+ | 6+ | 3 | 3 | 2 | 5+ | 2 | 5+ | 5+ | 5+ | 4+ | | 2 | 6” | 3+ | 6+ | 3 | 3 | 4 | 4+ | 3 | 6+ | 4+ | 7+ | 10+ | | 2 | 5” | 4+ | 6+ | 3 | 4 | 3 | 3+ | 3 | 7+ | 5+ | 7+ | 10+ | | 2 | 4” | 4+ | 6+ | 4 | 3 | 3 | 4+ | 3 | 5+ | 4+ | 5+ | 4+ | | 3 | 7” | 3+ | 6+ | 4 | 4 | 5 | 3+ | 3 | 6+ | 3+ | 6+ | 10+ | | 3 | 6” | 4+ | 6+ | 4 | 5 | 4 | 4+ | 4 | 7+ | 4+ | 6+ | 10+ | | 3 | 5” | 4+ | 6+ | 5 | 5 | 4 | 3+ | 3 | 5+ | 3+ | 5+ | 10+ | Agree on which profile to use, skills and weapons (depending of level). | Level | Wargear | Skills | | ----- | ------- | ------ | | 1 | 1 | 2 | | 2 | 2 | 3 | | 3 | 3 | 4 | #### Skills Choose from: - Agility - Brawn - Combat - Ferocity #### Wargear - [Bio-booster](/docs/armoury/personal-equipment#bio-booster), [mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), Respirator. | WEAPON | S | L | Str | AP | D | Am | Traits | | :------------------------------- | --- | --- | --- | --- | --- | --- | ----------- | | Custom venomous bite | E | - | - | -2 | - | - | Toxin | | Custom razor-sharp talons | E | - | +1 | -1 | 1 | - | Rending | | Writhing tentacles | E | 3" | S | -1 | 1 | - | Entangle | | Spearing spines and bony growths | E | 1" | +1 | - | 2 | - | - | | Web shooter | T | - | 2 | - | - | 2+ | Silent, Web | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 945 |
257 | # Location Details
#location
## Description
**Blackout's Bounty**
Deep within the labyrinthine underhive, hidden behind a network of tunnels and abandoned ventilation shafts, lies the coveted **Blackout's Bounty**: a treacherous yet lucrative promethium cache. This forgotten repository of precious resources is guarded by crude traps, toxic gas leaks, and hidden hazards, making it a true test of survival for any gang willing to take on the challenge.
**Layout:**
The Blackout's Bounty is situated at the intersection of several narrow tunnels, with the promethium cache itself located in a large, dimly lit chamber. The area is littered with abandoned equipment and machinery, including rusting pipes, broken conveyor belts, and discarded tools. Cramped spaces and narrow passages make ambushes and surprise attacks possible, while hidden dangers lurk around every corner.
**Features:**
* **Promethium Cache:** A large stash of promethium, stored in sealed containers and protected by crude traps.
* **Abandoned Equipment:** Scattered throughout the area are abandoned machines and tools, potentially useful for scavenging or upgrading gang gear.
* **Tunnels and Passages:** Narrow tunnels and cramped spaces, making ambushes and surprise attacks possible. Gangs can also use these passages to move undetected.
* **Hidden Hazards:** Toxic gas leaks, falling debris, and hidden pitfalls wait to trap unwary gang members.
**Challenges:**
* **Rival Gangs:** Competing gangs will stop at nothing to claim the promethium cache for themselves. Expect fierce battles and cunning tactics as rival gangs vie for control.
* **Toxic Environment:** The area is heavily polluted, with toxic chemicals and hazardous waste posing a risk to gang members. Exposure to these dangers can result in wounds, Shaken status, or even death.
* **Treacherous Terrain:** The tunnels are treacherous, with narrow passages, collapsing walls, and hidden pitfalls waiting to trap unwary gang members.
**Benefits:**
* **Promethium Fuel:** The cache can be used to fuel gang activities, such as manufacturing equipment or upgrading existing gear.
* **Scavenging Opportunities:** Abandoned equipment and machinery can be scavenged for useful components or upgraded using salvaged parts.
* **Gang Stronghold:** Gangs can establish a strong presence in the area, using it as a base of operations or a hub for trade and commerce.
**Special Rules:**
* **Toxic Trap**: When attempting to scavenge equipment or promethium, roll a 1d6. On a 1-2, the gang member triggers a toxic gas leak, causing them to lose 1 wound and becoming Shaken.
* **Scavenging Bonanza**: If your gang rolls a 5 or 6 on an Income dice roll, they stumble upon a hidden cache of valuable components or equipment. This can be used to upgrade gear or earn additional credits.
* **Rival Gangs**: The presence of rival gangs in Blackout's Bounty means that any gang operating in the area must spend 1 credit per turn to maintain their position and avoid being driven out by competition.
How would you like to proceed with your gang's operations in Blackout's Bounty?
## Special Rules
Let's add some special rules to Blackout's Bounty:
**Blackout's Bounty**
* *Name:** "Blackout's Bounty"
* *Location:** Deep within the underhive, hidden behind a network of tunnels and abandoned ventilation shafts.
* *Features:*
+ A large cache of promethium, stored in sealed containers and protected by crude traps.
+ Abandoned equipment and machinery, potentially useful for scavenging or upgrading gang gear.
+ Narrow tunnels and cramped spaces, making ambushes and surprise attacks possible.
+ Hidden dangers, such as toxic gas leaks, falling debris, and hidden hazards.
* *Challenges:*
+ Competing gangs will stop at nothing to claim the promethium cache for themselves.
+ The area is heavily polluted, with toxic chemicals and hazardous waste posing a risk to gang members.
+ The tunnels are treacherous, with narrow passages, collapsing walls, and hidden pitfalls waiting to trap unwary gang members.
* *Benefits:*
+ The promethium cache can be used to fuel gang activities, such as manufacturing equipment or upgrading existing gear.
+ Abandoned equipment and machinery can be scavenged for useful components or upgraded using salvaged parts.
+ Gangs can establish a strong presence in the area, using it as a base of operations or a hub for trade and commerce.
**Special Rules:**
* **Toxic Tunnels**: When a gang attempts to take control of Blackout's Bounty from another gang, roll a 1d6. On a 1-2, the terrain becomes treacherous, causing all gang members in the affected area to become Shaken.
* **Crude Traps**: Any gang attempting to breach the promethium cache must pass a Stealth test (using the Gangs' Stealth skill). Failure results in the traps triggering, causing the gang to lose 1-2 models and becoming Shaken.
* **Hidden Hazards**: When a gang is fighting for control of Blackout's Bounty, roll a 1d6. On a 3 or higher, a hidden hazard (such as falling debris or toxic gas) affects both gangs, causing them to lose 1 model each.
These special rules will make combat scenarios in Blackout's Bounty more challenging and unpredictable, reflecting the harsh environment of the underhive.
What do you think? Do these special rules add an interesting layer of complexity to the territory?
## Income
According to the Necromunda rules, a gang controlling a location can earn income based on the location's rating. Blackout's Bounty has a rating of 4 (as determined by the dice roll earlier). To calculate the income, you'll need to consult the Income Table in the Necromunda rulebook.
For a location with a rating of 4, the gang would earn:
* 8-12 credits per turn if they have a strong presence (i.e., they're not being attacked or harassed by rival gangs)
* 4-6 credits per turn if they have a moderate presence
* 0-2 credits per turn if they have a weak presence
To determine the gang's income, you'll need to roll a dice and consult the table. I'll help with that!
`dice: 1d6`
Please roll the dice, and we'll use the result to determine your gang's income from controlling Blackout's Bounty. | 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 **Blackout's Bounty** Deep within the labyrinthine underhive, hidden behind a network of tunnels and abandoned ventilation shafts, lies the coveted **Blackout's Bounty**: a treacherous yet lucrative promethium cache. This forgotten repository of precious resources is guarded by crude traps, toxic gas leaks, and hidden hazards, making it a true test of survival for any gang willing to take on the challenge. **Layout:** The Blackout's Bounty is situated at the intersection of several narrow tunnels, with the promethium cache itself located in a large, dimly lit chamber. The area is littered with abandoned equipment and machinery, including rusting pipes, broken conveyor belts, and discarded tools. Cramped spaces and narrow passages make ambushes and surprise attacks possible, while hidden dangers lurk around every corner. **Features:** * **Promethium Cache:** A large stash of promethium, stored in sealed containers and protected by crude traps. * **Abandoned Equipment:** Scattered throughout the area are abandoned machines and tools, potentially useful for scavenging or upgrading gang gear. * **Tunnels and Passages:** Narrow tunnels and cramped spaces, making ambushes and surprise attacks possible. Gangs can also use these passages to move undetected. * **Hidden Hazards:** Toxic gas leaks, falling debris, and hidden pitfalls wait to trap unwary gang members. **Challenges:** * **Rival Gangs:** Competing gangs will stop at nothing to claim the promethium cache for themselves. Expect fierce battles and cunning tactics as rival gangs vie for control. * **Toxic Environment:** The area is heavily polluted, with toxic chemicals and hazardous waste posing a risk to gang members. Exposure to these dangers can result in wounds, Shaken status, or even death. * **Treacherous Terrain:** The tunnels are treacherous, with narrow passages, collapsing walls, and hidden pitfalls waiting to trap unwary gang members. **Benefits:** * **Promethium Fuel:** The cache can be used to fuel gang activities, such as manufacturing equipment or upgrading existing gear. * **Scavenging Opportunities:** Abandoned equipment and machinery can be scavenged for useful components or upgraded using salvaged parts. * **Gang Stronghold:** Gangs can establish a strong presence in the area, using it as a base of operations or a hub for trade and commerce. **Special Rules:** * **Toxic Trap**: When attempting to scavenge equipment or promethium, roll a 1d6. On a 1-2, the gang member triggers a toxic gas leak, causing them to lose 1 wound and becoming Shaken. * **Scavenging Bonanza**: If your gang rolls a 5 or 6 on an Income dice roll, they stumble upon a hidden cache of valuable components or equipment. This can be used to upgrade gear or earn additional credits. * **Rival Gangs**: The presence of rival gangs in Blackout's Bounty means that any gang operating in the area must spend 1 credit per turn to maintain their position and avoid being driven out by competition. How would you like to proceed with your gang's operations in Blackout's Bounty? ## Special Rules Let's add some special rules to Blackout's Bounty: **Blackout's Bounty** * *Name:** "Blackout's Bounty" * *Location:** Deep within the underhive, hidden behind a network of tunnels and abandoned ventilation shafts. * *Features:* + A large cache of promethium, stored in sealed containers and protected by crude traps. + Abandoned equipment and machinery, potentially useful for scavenging or upgrading gang gear. + Narrow tunnels and cramped spaces, making ambushes and surprise attacks possible. + Hidden dangers, such as toxic gas leaks, falling debris, and hidden hazards. * *Challenges:* + Competing gangs will stop at nothing to claim the promethium cache for themselves. + The area is heavily polluted, with toxic chemicals and hazardous waste posing a risk to gang members. + The tunnels are treacherous, with narrow passages, collapsing walls, and hidden pitfalls waiting to trap unwary gang members. * *Benefits:* + The promethium cache can be used to fuel gang activities, such as manufacturing equipment or upgrading existing gear. + Abandoned equipment and machinery can be scavenged for useful components or upgraded using salvaged parts. + Gangs can establish a strong presence in the area, using it as a base of operations or a hub for trade and commerce. **Special Rules:** * **Toxic Tunnels**: When a gang attempts to take control of Blackout's Bounty from another gang, roll a 1d6. On a 1-2, the terrain becomes treacherous, causing all gang members in the affected area to become Shaken. * **Crude Traps**: Any gang attempting to breach the promethium cache must pass a Stealth test (using the Gangs' Stealth skill). Failure results in the traps triggering, causing the gang to lose 1-2 models and becoming Shaken. * **Hidden Hazards**: When a gang is fighting for control of Blackout's Bounty, roll a 1d6. On a 3 or higher, a hidden hazard (such as falling debris or toxic gas) affects both gangs, causing them to lose 1 model each. These special rules will make combat scenarios in Blackout's Bounty more challenging and unpredictable, reflecting the harsh environment of the underhive. What do you think? Do these special rules add an interesting layer of complexity to the territory? ## Income According to the Necromunda rules, a gang controlling a location can earn income based on the location's rating. Blackout's Bounty has a rating of 4 (as determined by the dice roll earlier). To calculate the income, you'll need to consult the Income Table in the Necromunda rulebook. For a location with a rating of 4, the gang would earn: * 8-12 credits per turn if they have a strong presence (i.e., they're not being attacked or harassed by rival gangs) * 4-6 credits per turn if they have a moderate presence * 0-2 credits per turn if they have a weak presence To determine the gang's income, you'll need to roll a dice and consult the table. I'll help with that! `dice: 1d6` Please roll the dice, and we'll use the result to determine your gang's income from controlling Blackout's Bounty. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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905 | # Vehicle Impacts
There are several ways in which vehicles can impact other models, and even terrain. What happens when they do depends upon the nature of the impact.
## Running Over Fighters
If a moving vehicle comes into contact with a fighter’s base, the fighter is moved
by the smallest amount possible to allow the vehicle to pass, ensuring the fighter
does not end up within 1" of the vehicle. Once the vehicle’s movement has been
completed, make an Initiative check for each Standing or Prone and Pinned fighter
moved in this way, applying a +1 modifier if the fighter was Standing. If the fighter is
Seriously Injured, they will only pass this check on a natural roll of a 6.
If this check is passed, the fighter was able to dodge safely aside. If, however, this
check is failed, the fighter immediately becomes Prone and Pinned and suffers an
automatic hit. See the Vehicle Collision Damage table to determine the power of
the hit.
## Vehicle Collision Damage Table
There are many circumstances when a vehicle might collide with another part of
the battlefield, be it another vehicle, a fighter or terrain. When this happens use the
Movement characteristic of the moving vehicle on the table below to determine the
Strength, AP and Damage of the impact.
A vehicle that is Stationary and Stalled but has moved as part of a Jump Start, Turnover, Free Wheel action or as a result of suffering a vehicle collision is assumed to have a Movement characteristic of 3.
| Movement Characteristic | Strength | AP | Damage |
| :---------------------: | :------: | :-: | :----: |
| 3-5 | 3 | - | 1 |
| 6-7 | 5 | -1 | 1 |
| 8-9 | 7 | -2 | 2 |
| 10+ | 9 | -3 | 3 |
## Vehicle Collisions
There are two types of vehicle collisions: head-on and
side-on:
### Head-On Collisions
If, during the course of its movement, a vehicle’s Front arc makes contact with any part of another vehicle, a head-on collision has occurred. When this happens, compare the Toughness value of the impact arcs of the two vehicles:
- If the Toughness of both vehicles is the same, or if the Toughness of the moving vehicle is greater, the impacted vehicle is pushed by the moving vehicle until it reaches the end of its movement.
- If the Toughness of the active vehicle is lower, the active vehicle stops moving immediately.
### Side-On Collisions
If, during the course of its movement, a vehicle’s Side
arc makes contact with any part of another vehicle, a
side-on collision has occurred (generally this will be
either as the result of a failed Loss of Control test or a
vehicle turning). When this happens, make a Handling
check for the active vehicle, applying a +1 modifier if
its Toughness in the impact arc is greater than that of
the other vehicle:
- If the check is passed, the other vehicle is moved by the smallest amount possible to allow the active vehicle to pass.
- If this check is failed, the active vehicle is turned by the smallest amount possible to allow it to continue moving.
### Colliding With Terrain
If a vehicle collides with a wall, an impassable or solid
terrain feature or a sturdy structure, it will likely come
off worse. In such cases, the vehicle is automatically
treated as if it had collided with a vehicle that has a
greater Toughness than it, whilst the terrain will suffer
no damage.
If a vehicle collides with an obstacle or a flimsy
structure, that terrain feature will be destroyed and is
removed from the battlefield. Any fighters on top of it
immediately fall. The vehicle itself is treated as having
collided with a vehicle that has a lower Toughness
than it.
## Vehicle Collision Damage
In either case, once the active vehicle has finished its
movement, both vehicles will suffer an automatic hit.
The Strength, AP and Damage of this hit is determined
by the [Vehicle Collision Damage table](/docs/rules/vehicles/vehicle-impacts#vehicle-collision-damage-table). All
hits are resolved against the Toughness value of the
facing that suffers the hit.
If the Toughness of one of the vehicles is lower,
increase the Strength, AP and Damage of the hit
against it by 1. Applying damage to vehicles is
discussed later (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)).
## Chain Collisions
It is possible (some might even say likely!) that a chain reaction of collisions may occur as vehicles push each
other into rocky outcrops and other battlefield features.
When this happens, fully resolve the damage from each collision in the order they occur. If a subsequent
collision occurs due to a vehicle being pushed, use the initial vehicle’s Movement characteristic when
determining the power of the impact.
Finally, if a vehicle stops due to impacting impassable terrain or a vehicle with a higher Toughness value then
all the vehicles involved in the collision stop. | 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 | # Vehicle Impacts There are several ways in which vehicles can impact other models, and even terrain. What happens when they do depends upon the nature of the impact. ## Running Over Fighters If a moving vehicle comes into contact with a fighter’s base, the fighter is moved by the smallest amount possible to allow the vehicle to pass, ensuring the fighter does not end up within 1" of the vehicle. Once the vehicle’s movement has been completed, make an Initiative check for each Standing or Prone and Pinned fighter moved in this way, applying a +1 modifier if the fighter was Standing. If the fighter is Seriously Injured, they will only pass this check on a natural roll of a 6. If this check is passed, the fighter was able to dodge safely aside. If, however, this check is failed, the fighter immediately becomes Prone and Pinned and suffers an automatic hit. See the Vehicle Collision Damage table to determine the power of the hit. ## Vehicle Collision Damage Table There are many circumstances when a vehicle might collide with another part of the battlefield, be it another vehicle, a fighter or terrain. When this happens use the Movement characteristic of the moving vehicle on the table below to determine the Strength, AP and Damage of the impact. A vehicle that is Stationary and Stalled but has moved as part of a Jump Start, Turnover, Free Wheel action or as a result of suffering a vehicle collision is assumed to have a Movement characteristic of 3. | Movement Characteristic | Strength | AP | Damage | | :---------------------: | :------: | :-: | :----: | | 3-5 | 3 | - | 1 | | 6-7 | 5 | -1 | 1 | | 8-9 | 7 | -2 | 2 | | 10+ | 9 | -3 | 3 | ## Vehicle Collisions There are two types of vehicle collisions: head-on and side-on: ### Head-On Collisions If, during the course of its movement, a vehicle’s Front arc makes contact with any part of another vehicle, a head-on collision has occurred. When this happens, compare the Toughness value of the impact arcs of the two vehicles: - If the Toughness of both vehicles is the same, or if the Toughness of the moving vehicle is greater, the impacted vehicle is pushed by the moving vehicle until it reaches the end of its movement. - If the Toughness of the active vehicle is lower, the active vehicle stops moving immediately. ### Side-On Collisions If, during the course of its movement, a vehicle’s Side arc makes contact with any part of another vehicle, a side-on collision has occurred (generally this will be either as the result of a failed Loss of Control test or a vehicle turning). When this happens, make a Handling check for the active vehicle, applying a +1 modifier if its Toughness in the impact arc is greater than that of the other vehicle: - If the check is passed, the other vehicle is moved by the smallest amount possible to allow the active vehicle to pass. - If this check is failed, the active vehicle is turned by the smallest amount possible to allow it to continue moving. ### Colliding With Terrain If a vehicle collides with a wall, an impassable or solid terrain feature or a sturdy structure, it will likely come off worse. In such cases, the vehicle is automatically treated as if it had collided with a vehicle that has a greater Toughness than it, whilst the terrain will suffer no damage. If a vehicle collides with an obstacle or a flimsy structure, that terrain feature will be destroyed and is removed from the battlefield. Any fighters on top of it immediately fall. The vehicle itself is treated as having collided with a vehicle that has a lower Toughness than it. ## Vehicle Collision Damage In either case, once the active vehicle has finished its movement, both vehicles will suffer an automatic hit. The Strength, AP and Damage of this hit is determined by the [Vehicle Collision Damage table](/docs/rules/vehicles/vehicle-impacts#vehicle-collision-damage-table). All hits are resolved against the Toughness value of the facing that suffers the hit. If the Toughness of one of the vehicles is lower, increase the Strength, AP and Damage of the hit against it by 1. Applying damage to vehicles is discussed later (see [Determining Damage](/docs/rules/vehicles/vehicle-resolve-hits#4-determine-damage)). ## Chain Collisions It is possible (some might even say likely!) that a chain reaction of collisions may occur as vehicles push each other into rocky outcrops and other battlefield features. When this happens, fully resolve the damage from each collision in the order they occur. If a subsequent collision occurs due to a vehicle being pushed, use the initial vehicle’s Movement characteristic when determining the power of the impact. Finally, if a vehicle stops due to impacting impassable terrain or a vehicle with a higher Toughness value then all the vehicles involved in the collision stop. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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15 | Apple trees, scientifically known as *Malus domestica*, are not just providers of one of the world's most consumed fruits but are also a model of efficiency and adaptability. Originating in Central Asia, these trees have been cultivated for thousands of years and have adapted to a variety of climates, from temperate to sub-tropical. The tree's rootstock can often be grafted to optimize for disease resistance, soil compatibility, or fruit yield, a testament to its remarkable genetic flexibility.
The life cycle of an apple tree involves a series of well-coordinated biological events. After the cold dormancy of winter, apple trees enter a phase of bud break in the spring, followed by flowering and pollination. Apple trees are usually not self-pollinating and require cross-pollination from another apple tree of a different variety. This ensures genetic diversity, which is crucial for the tree's adaptability and long-term survival. Post-pollination, the tree focuses on fruit development, channeling nutrients and energy into the growing apples.
Apple trees also have a profound impact on ecosystems. They offer habitat and food sources for various species, including but not limited to, bees, birds, and small mammals. Their flowers provide nectar for bees, aiding in the process of pollination for not just apple trees but other plants in the ecosystem. Their leaves and bark offer shelter and their fallen fruits are a food source for multiple ground-dwelling organisms.
However, it's worth considering the impact of monoculture and industrial farming practices on apple trees. While these methods might increase short-term yield, they can also make the trees more susceptible to diseases and pests by reducing genetic diversity. This opens up a discourse on the need for more sustainable and diversified farming practices. In a world that's increasingly facing the brunt of climate change and biodiversity loss, the apple tree stands as a symbol of both the possibilities and responsibilities that come with cultivation. | 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 | Apple trees, scientifically known as *Malus domestica*, are not just providers of one of the world's most consumed fruits but are also a model of efficiency and adaptability. Originating in Central Asia, these trees have been cultivated for thousands of years and have adapted to a variety of climates, from temperate to sub-tropical. The tree's rootstock can often be grafted to optimize for disease resistance, soil compatibility, or fruit yield, a testament to its remarkable genetic flexibility. The life cycle of an apple tree involves a series of well-coordinated biological events. After the cold dormancy of winter, apple trees enter a phase of bud break in the spring, followed by flowering and pollination. Apple trees are usually not self-pollinating and require cross-pollination from another apple tree of a different variety. This ensures genetic diversity, which is crucial for the tree's adaptability and long-term survival. Post-pollination, the tree focuses on fruit development, channeling nutrients and energy into the growing apples. Apple trees also have a profound impact on ecosystems. They offer habitat and food sources for various species, including but not limited to, bees, birds, and small mammals. Their flowers provide nectar for bees, aiding in the process of pollination for not just apple trees but other plants in the ecosystem. Their leaves and bark offer shelter and their fallen fruits are a food source for multiple ground-dwelling organisms. However, it's worth considering the impact of monoculture and industrial farming practices on apple trees. While these methods might increase short-term yield, they can also make the trees more susceptible to diseases and pests by reducing genetic diversity. This opens up a discourse on the need for more sustainable and diversified farming practices. In a world that's increasingly facing the brunt of climate change and biodiversity loss, the apple tree stands as a symbol of both the possibilities and responsibilities that come with cultivation. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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964 | # 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!

## 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!  ## 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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324 | Apple trees, scientifically known as *Malus domestica*, are not just providers of one of the world's most consumed fruits but are also a model of efficiency and adaptability. Originating in Central Asia, these trees have been cultivated for thousands of years and have adapted to a variety of climates, from temperate to sub-tropical. The tree's rootstock can often be grafted to optimize for disease resistance, soil compatibility, or fruit yield, a testament to its remarkable genetic flexibility.
The life cycle of an apple tree involves a series of well-coordinated biological events. After the cold dormancy of winter, apple trees enter a phase of bud break in the spring, followed by flowering and pollination. Apple trees are usually not self-pollinating and require cross-pollination from another apple tree of a different variety. This ensures genetic diversity, which is crucial for the tree's adaptability and long-term survival. Post-pollination, the tree focuses on fruit development, channeling nutrients and energy into the growing apples.
Apple trees also have a profound impact on ecosystems. They offer habitat and food sources for various species, including but not limited to, bees, birds, and small mammals. Their flowers provide nectar for bees, aiding in the process of pollination for not just apple trees but other plants in the ecosystem. Their leaves and bark offer shelter and their fallen fruits are a food source for multiple ground-dwelling organisms.
However, it's worth considering the impact of monoculture and industrial farming practices on apple trees. While these methods might increase short-term yield, they can also make the trees more susceptible to diseases and pests by reducing genetic diversity. This opens up a discourse on the need for more sustainable and diversified farming practices. In a world that's increasingly facing the brunt of climate change and biodiversity loss, the apple tree stands as a symbol of both the possibilities and responsibilities that come with cultivation. | 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 | Apple trees, scientifically known as *Malus domestica*, are not just providers of one of the world's most consumed fruits but are also a model of efficiency and adaptability. Originating in Central Asia, these trees have been cultivated for thousands of years and have adapted to a variety of climates, from temperate to sub-tropical. The tree's rootstock can often be grafted to optimize for disease resistance, soil compatibility, or fruit yield, a testament to its remarkable genetic flexibility. The life cycle of an apple tree involves a series of well-coordinated biological events. After the cold dormancy of winter, apple trees enter a phase of bud break in the spring, followed by flowering and pollination. Apple trees are usually not self-pollinating and require cross-pollination from another apple tree of a different variety. This ensures genetic diversity, which is crucial for the tree's adaptability and long-term survival. Post-pollination, the tree focuses on fruit development, channeling nutrients and energy into the growing apples. Apple trees also have a profound impact on ecosystems. They offer habitat and food sources for various species, including but not limited to, bees, birds, and small mammals. Their flowers provide nectar for bees, aiding in the process of pollination for not just apple trees but other plants in the ecosystem. Their leaves and bark offer shelter and their fallen fruits are a food source for multiple ground-dwelling organisms. However, it's worth considering the impact of monoculture and industrial farming practices on apple trees. While these methods might increase short-term yield, they can also make the trees more susceptible to diseases and pests by reducing genetic diversity. This opens up a discourse on the need for more sustainable and diversified farming practices. In a world that's increasingly facing the brunt of climate change and biodiversity loss, the apple tree stands as a symbol of both the possibilities and responsibilities that come with cultivation. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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768 | # Weapon Accessories
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.
## Trading Post Weapon Accessories
### Gunshroud (Basic Weapons And Pistols)
**20 Credits – Rare (8)**
_Source: Necromunda Core Rulebook (2023)_
A weapon fitted with a gunshroud gains the Silent trait.
### Hotshot Las Pack (Lasgun And Laspistol only)
**20 Credits**
_Source: Necromunda Core Rulebook (2023)_
At the expense of reliability, a lasgun or laspistol (not
including las carbines, las sub-carbines or suppression
lasers) can be fitted with a hotshot las pack, increasing
its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value
is reduced to 4+.
### Infra-Sight (Pistols, Basic, Special And Heavy Weapons)†
**40 Credits – Rare (8)**
_Source: Necromunda Core Rulebook (2023)_
Weapons with the Rapid Fire (X) or Blast (3"/5")
trait cannot be fitted with an infra-sight. A weapon
with an infra-sight can be used to attack through
smoke clouds, and increases the value of X" in the
Visibility (X") rule by 9". In addition, there is no hit
modifier when the weapon targets a fighter in partial
cover, and a -1 modifier (instead of -2) when it targets
a model in full cover.
### Las-Projector (Pistols, Basic And Special Weapons)
**35 Credits – Rare (9)**
_Source: Necromunda Core Rulebook (2023)_
The weapon’s Short range accuracy bonus is improved
by 1 (for example, if it is +1, it becomes +2; if it is -, it
becomes +1; if it is -1, it becomes -).
### Mono-Sight(Basic, Special And Heavy Weapons)†
**35 Credits – Rare (9)**
_Source: Necromunda Core Rulebook (2023)_
If a model attacks with this weapon after making an
Aim action, add 2 to the result of the hit roll instead
of 1.
### Psi-Amplifier (Melee Weapons)†
**75 Credits – Rare (15)**
_Source: Necromunda Core Rulebook (2023)_
In order for a psi-amplifier to be fitted to a weapon, a specialist must be found. To attempt to find one, Leaders and Champions may make the Psi Attune
post-battle action. This is carried out the same way as
a [Trade action](/docs/the-rules/the-post-battle-sequence#trade), though its only benefit
is if you roll a 15 or more for the Availability level, you
may fit the psi-amplifier to a weapon. Once fitted, the
weapon gains the Force trait.
### Suspensors (Weapons With the Unwieldy Trait Only)
**60 Credits – Rare (10)**
_Source: Necromunda Core Rulebook (2023)_
An Unwieldy ranged weapon fitted with suspensors
is far more manoeuvrable. Firing it becomes a Basic
action rather than a Double action.
An Unwieldy close combat weapon fitted with
suspensors can be used single-handedly, allowing the
fighter to use a second close combat weapon.
### Telescopic Sight (Pistols, Basic and Special Weapons)†
**25 Credits**
_Source: Necromunda Core Rulebook (2023)_
If a model attacks with this weapon after making
an Aim action, the weapon’s Short range accuracy
modifier is used even if the target is within the
weapon’s Long range. | 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 Accessories 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. ## Trading Post Weapon Accessories ### Gunshroud (Basic Weapons And Pistols) **20 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ A weapon fitted with a gunshroud gains the Silent trait. ### Hotshot Las Pack (Lasgun And Laspistol only) **20 Credits** _Source: Necromunda Core Rulebook (2023)_ At the expense of reliability, a lasgun or laspistol (not including las carbines, las sub-carbines or suppression lasers) can be fitted with a hotshot las pack, increasing its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value is reduced to 4+. ### Infra-Sight (Pistols, Basic, Special And Heavy Weapons)† **40 Credits – Rare (8)** _Source: Necromunda Core Rulebook (2023)_ Weapons with the Rapid Fire (X) or Blast (3"/5") trait cannot be fitted with an infra-sight. A weapon with an infra-sight can be used to attack through smoke clouds, and increases the value of X" in the Visibility (X") rule by 9". In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a model in full cover. ### Las-Projector (Pistols, Basic And Special Weapons) **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ The weapon’s Short range accuracy bonus is improved by 1 (for example, if it is +1, it becomes +2; if it is -, it becomes +1; if it is -1, it becomes -). ### Mono-Sight(Basic, Special And Heavy Weapons)† **35 Credits – Rare (9)** _Source: Necromunda Core Rulebook (2023)_ If a model attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1. ### Psi-Amplifier (Melee Weapons)† **75 Credits – Rare (15)** _Source: Necromunda Core Rulebook (2023)_ In order for a psi-amplifier to be fitted to a weapon, a specialist must be found. To attempt to find one, Leaders and Champions may make the Psi Attune post-battle action. This is carried out the same way as a [Trade action](/docs/the-rules/the-post-battle-sequence#trade), though its only benefit is if you roll a 15 or more for the Availability level, you may fit the psi-amplifier to a weapon. Once fitted, the weapon gains the Force trait. ### Suspensors (Weapons With the Unwieldy Trait Only) **60 Credits – Rare (10)** _Source: Necromunda Core Rulebook (2023)_ An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action. An Unwieldy close combat weapon fitted with suspensors can be used single-handedly, allowing the fighter to use a second close combat weapon. ### Telescopic Sight (Pistols, Basic and Special Weapons)† **25 Credits** _Source: Necromunda Core Rulebook (2023)_ If a model attacks with this weapon after making an Aim action, the weapon’s Short range accuracy modifier is used even if the target is within the weapon’s Long range. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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607 | # Location Details
#location
Let's expand on the **Rusted Reliquary** territory:
As you step inside, the creaky door screeches in protest, announcing your arrival to any potential occupants. The air is thick with the smell of rust, decay, and ozone. You notice that the walls are covered in old advertisements for long-defunct companies, their faded logos and slogans a testament to the passage of time.
The main room is a mess of crates, machinery, and broken electronics. It's clear that this place has been abandoned for some time, but you sense that it might have once been a thriving hub of activity. You spot a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear.
You notice several areas of interest:
* A pile of old crates in the corner, covered in dust and cobwebs. Some of these crates appear to be locked or sealed with rusted padlocks.
* A workbench in the center of the room, cluttered with tools, broken machinery, and scraps of metal. It looks like someone might have been working on a project here recently, but it's unclear what that project was.
* A small office or storage area at the back of the room, filled with old files, dusty containers, and other miscellaneous items.
As you explore the **Rusted Reliquary**, you notice that the place seems to be... watching you. You can't quite put your finger on it, but there's a sense of unease in the air, like someone (or something) is waiting for an opportunity to strike.
***Territory Stats:***
* **Income:** 1 credit (you can earn more by scavenging or trading with the vendors)
* **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows)
* **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings)
What would you like to do next?
A) Start scavenging for useful parts and scraps
B) Try to make a deal with one of the vendors or traders
C) Search for any hidden compartments or secrets within the Reliquary
D) Leave the Rusted Reliquary and explore other territories
Please respond with the letter of your chosen action.
## Description
**[Rusted Reliquary]]**
As you push open the creaky door, a musty smell wafts out, carrying with it whispers of forgotten machinery and long-abandoned dreams. The Rusted Reliquary appears to be an old, abandoned scrapyard or salvage yard, its walls lined with crates, machinery, and broken electronics. The air is thick with the stench of decay and neglect, but you sense that there might be something valuable hidden within its walls.
The interior of the Reliquary is a maze of narrow aisles and cramped storage rooms, each one overflowing with discarded goods and scraps of metal. Crates bearing faded labels like "Electronics," "Machinery," and "Miscellaneous" are stacked haphazardly, their contents spilling out onto the floor. Broken machinery and old equipment lie strewn about, covered in rust and cobwebs.
As you navigate the Reliquary's cramped spaces, you notice a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear. Perhaps you can salvage some valuable components from an old hoverbike or upgrade your gang's weapons with scavenged parts. The vendors at the Tech Bazaar might even be interested in acquiring these items, if you're willing to make a deal.
Rumors swirl about the Reliquary's shady dealings and rough-looking characters lurking in the shadows. Some say that certain vendors at the Tech Bazaar have connections to this place, using it as a front for their more... "interesting" activities. Others whisper about hidden compartments and secrets within the Reliquary's walls, waiting to be uncovered by someone brave (or foolhardy) enough to explore.
*Territory Stats:*
* **Income:** 1 credit (you can earn more by scavenging or trading with the vendors)
* **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows)
* **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings)
What would you like to do next?
A) Start scavenging for useful parts and scraps
B) Try to make a deal with one of the vendors or traders
C) Search for any hidden compartments or secrets within the Reliquary
D) Leave the Rusted Reliquary and explore other territories
Please respond with the letter of your chosen action.
## Special Rules
Let's create a new territory linked to the Tech Bazaar.
**[Rusted Reliquary]]**
As you leave the bustling market stalls of the Tech Bazaar, you notice a small, rundown shop tucked away in a corner. The sign above the door reads "Rusted Reliquary" in faded letters. The air around this place reeks of decay and neglect, but you sense that there might be something valuable hidden within its walls.
The Rusted Reliquary appears to be an old, abandoned scrapyard or salvage yard. Crates and machinery are scattered about, covered in rust and cobwebs. You spot a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear.
This territory is linked to the Tech Bazaar, as it seems that some of the vendors here might have connections to this place. Perhaps they're looking to offload some of their more... "interesting" items or acquire new parts for their own projects.
**Special Rules:**
* **Scavenger's Delight:** When a gang attempts to take control of the Rusted Reliquary, roll 1d6. On a 4+, the gang gains +1 to their combat rolls for that battle.
* **Rusty Reckoning:** If the defending gang is outnumbered by more than 2:1, they can choose to activate the "Rusty Reckoning" special rule. Roll 1d6 and add the result to the defending gang's combat rolls for that battle.
*Territory Stats:*
* **Income:** 1 credit (you can earn more by scavenging or trading with the vendors)
* **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows)
* **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings)
What would you like to do next?
A) Start scavenging for useful parts and scraps
B) Try to make a deal with one of the vendors or traders
C) Search for any hidden compartments or secrets within the Reliquary
D) Leave the Rusted Reliquary and explore other territories
Please respond with the letter of your chosen action.
## Boons
Let's get started.
**Your Choice:** A) Start scavenging for useful parts and scraps
As you begin to search through the Rusted Reliquary, you notice a few things that catch your eye. You find some broken machinery that could be repaired or repurposed for your gang's use. You also spot some crates containing old electronics, wires, and other scrap metal that might be useful.
Rolling for scavenging: **dice: 1d6**
You roll a 4. With this result, you manage to find a few useful items:
* A broken lasgun that could be repaired with some effort
* Some spare parts for your gang's equipment ( worth 0.5 credits)
* A small cache of rare and valuable components (worth 1 credit)
You now have a total of 2.5 credits.
**Benefits of Controlling the Rusted Reliquary:**
* **Scavenging Bonus:** Your gang gains a +1 bonus to scavenging rolls while controlling this territory.
* **Reputation Boost:** The reputation of your gang increases by 1 point, making it easier to negotiate with other gangs and vendors.
What would you like to do next?
A) Try to repair the broken lasgun
B) Use the spare parts to upgrade your gang's equipment
C) Attempt to sell the rare components for a profit
D) Leave the Rusted Reliquary and explore other territories
Please respond with the letter of your chosen action.
## Income
**Rusted Reliquary Income**
To determine the gang's income from controlling the Rusted Reliquary, you'll need to make a dice roll.
`dice: (1d6) * 10`
Rolling...
The result is: `4`
Income generated: `40 credits`
As the gang controls this territory, they can earn an additional 40 credits by scavenging or trading with the vendors. This income is added to their existing funds.
## Dice Rolls
Let's proceed.
You decide to start scavenging for useful parts and scraps. As you begin searching through the crates and machinery, you notice a few things that might be of interest:
* A broken servitor arm with some intact mechanical components (worth 1 credit)
* A crate of old, but still functional, power cells (worth 2 credits)
* A pile of discarded wires and circuit boards that could be useful for upgrading your gang's gear
You've found a total of 3 credits worth of salvage. You can choose to keep the items you've found or try to sell them to one of the vendors in the Tech Bazaar.
`dice: 1d6`
Rolling for additional income from scavenging... *rolls*
The result is... 4! You've managed to find an additional 2 credits worth of salvage. Your new total income from scavenging is 5 credits.
What would you like to do next?
A) Try to sell the salvage at the Tech Bazaar
B) Keep the salvage for yourself and upgrade your gang's gear
C) Search for any hidden compartments or secrets within the Reliquary
D) Leave the Rusted Reliquary and explore other territories
Please respond with the letter of your chosen action.
## Linked Territories
Let's create a new territory linked to the Rusted Reliquary.
**[Scavenger's Haven]]**
Linked from: [Rusted Reliquary]
As you delve deeper into the Rusted Reliquary, you stumble upon a hidden room filled with scraps and parts. Amidst the chaos, you find a small, makeshift workshop where scavengers and tinkerers have been gathering to repair and upgrade their gear. The air is thick with the smell of solder and oil.
The Scavenger's Haven appears to be a hub for those looking to acquire rare or hard-to-find parts. You notice several workbenches, toolboxes, and shelves filled with an assortment of salvaged components. The walls are adorned with diagrams, blueprints, and scraps of paper covered in cryptic notes.
*Territory Stats:*
* **Income:** 2 credits (you can earn more by trading or selling your finds)
* **Security:** 4/10 (the workshop is well-guarded by the scavengers, but there are rumors of rival gangs seeking to steal valuable parts)
* **Reputation:** 5/10 (your reputation as a skilled scavenger has spread, and some vendors might be willing to deal with you)
What would you like to do next?
A) Start trading or selling your finds
B) Look for rare or unique components to upgrade your gear
C) Try to make deals with the workshop's inhabitants
D) Leave the Scavenger's Haven and explore other territories
Please respond with the letter of your chosen 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 | 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 the **Rusted Reliquary** territory: As you step inside, the creaky door screeches in protest, announcing your arrival to any potential occupants. The air is thick with the smell of rust, decay, and ozone. You notice that the walls are covered in old advertisements for long-defunct companies, their faded logos and slogans a testament to the passage of time. The main room is a mess of crates, machinery, and broken electronics. It's clear that this place has been abandoned for some time, but you sense that it might have once been a thriving hub of activity. You spot a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear. You notice several areas of interest: * A pile of old crates in the corner, covered in dust and cobwebs. Some of these crates appear to be locked or sealed with rusted padlocks. * A workbench in the center of the room, cluttered with tools, broken machinery, and scraps of metal. It looks like someone might have been working on a project here recently, but it's unclear what that project was. * A small office or storage area at the back of the room, filled with old files, dusty containers, and other miscellaneous items. As you explore the **Rusted Reliquary**, you notice that the place seems to be... watching you. You can't quite put your finger on it, but there's a sense of unease in the air, like someone (or something) is waiting for an opportunity to strike. ***Territory Stats:*** * **Income:** 1 credit (you can earn more by scavenging or trading with the vendors) * **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows) * **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings) What would you like to do next? A) Start scavenging for useful parts and scraps B) Try to make a deal with one of the vendors or traders C) Search for any hidden compartments or secrets within the Reliquary D) Leave the Rusted Reliquary and explore other territories Please respond with the letter of your chosen action. ## Description **[Rusted Reliquary]]** As you push open the creaky door, a musty smell wafts out, carrying with it whispers of forgotten machinery and long-abandoned dreams. The Rusted Reliquary appears to be an old, abandoned scrapyard or salvage yard, its walls lined with crates, machinery, and broken electronics. The air is thick with the stench of decay and neglect, but you sense that there might be something valuable hidden within its walls. The interior of the Reliquary is a maze of narrow aisles and cramped storage rooms, each one overflowing with discarded goods and scraps of metal. Crates bearing faded labels like "Electronics," "Machinery," and "Miscellaneous" are stacked haphazardly, their contents spilling out onto the floor. Broken machinery and old equipment lie strewn about, covered in rust and cobwebs. As you navigate the Reliquary's cramped spaces, you notice a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear. Perhaps you can salvage some valuable components from an old hoverbike or upgrade your gang's weapons with scavenged parts. The vendors at the Tech Bazaar might even be interested in acquiring these items, if you're willing to make a deal. Rumors swirl about the Reliquary's shady dealings and rough-looking characters lurking in the shadows. Some say that certain vendors at the Tech Bazaar have connections to this place, using it as a front for their more... "interesting" activities. Others whisper about hidden compartments and secrets within the Reliquary's walls, waiting to be uncovered by someone brave (or foolhardy) enough to explore. *Territory Stats:* * **Income:** 1 credit (you can earn more by scavenging or trading with the vendors) * **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows) * **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings) What would you like to do next? A) Start scavenging for useful parts and scraps B) Try to make a deal with one of the vendors or traders C) Search for any hidden compartments or secrets within the Reliquary D) Leave the Rusted Reliquary and explore other territories Please respond with the letter of your chosen action. ## Special Rules Let's create a new territory linked to the Tech Bazaar. **[Rusted Reliquary]]** As you leave the bustling market stalls of the Tech Bazaar, you notice a small, rundown shop tucked away in a corner. The sign above the door reads "Rusted Reliquary" in faded letters. The air around this place reeks of decay and neglect, but you sense that there might be something valuable hidden within its walls. The Rusted Reliquary appears to be an old, abandoned scrapyard or salvage yard. Crates and machinery are scattered about, covered in rust and cobwebs. You spot a few scraps of metal, wires, and broken electronics that could be useful for upgrading your gang's gear. This territory is linked to the Tech Bazaar, as it seems that some of the vendors here might have connections to this place. Perhaps they're looking to offload some of their more... "interesting" items or acquire new parts for their own projects. **Special Rules:** * **Scavenger's Delight:** When a gang attempts to take control of the Rusted Reliquary, roll 1d6. On a 4+, the gang gains +1 to their combat rolls for that battle. * **Rusty Reckoning:** If the defending gang is outnumbered by more than 2:1, they can choose to activate the "Rusty Reckoning" special rule. Roll 1d6 and add the result to the defending gang's combat rolls for that battle. *Territory Stats:* * **Income:** 1 credit (you can earn more by scavenging or trading with the vendors) * **Security:** 2/10 (the place is a mess, but there are rumors of some rough-looking characters lurking in the shadows) * **Reputation:** 3/10 (you've heard whispers that this place might be connected to some shady dealings) What would you like to do next? A) Start scavenging for useful parts and scraps B) Try to make a deal with one of the vendors or traders C) Search for any hidden compartments or secrets within the Reliquary D) Leave the Rusted Reliquary and explore other territories Please respond with the letter of your chosen action. ## Boons Let's get started. **Your Choice:** A) Start scavenging for useful parts and scraps As you begin to search through the Rusted Reliquary, you notice a few things that catch your eye. You find some broken machinery that could be repaired or repurposed for your gang's use. You also spot some crates containing old electronics, wires, and other scrap metal that might be useful. Rolling for scavenging: **dice: 1d6** You roll a 4. With this result, you manage to find a few useful items: * A broken lasgun that could be repaired with some effort * Some spare parts for your gang's equipment ( worth 0.5 credits) * A small cache of rare and valuable components (worth 1 credit) You now have a total of 2.5 credits. **Benefits of Controlling the Rusted Reliquary:** * **Scavenging Bonus:** Your gang gains a +1 bonus to scavenging rolls while controlling this territory. * **Reputation Boost:** The reputation of your gang increases by 1 point, making it easier to negotiate with other gangs and vendors. What would you like to do next? A) Try to repair the broken lasgun B) Use the spare parts to upgrade your gang's equipment C) Attempt to sell the rare components for a profit D) Leave the Rusted Reliquary and explore other territories Please respond with the letter of your chosen action. ## Income **Rusted Reliquary Income** To determine the gang's income from controlling the Rusted Reliquary, you'll need to make a dice roll. `dice: (1d6) * 10` Rolling... The result is: `4` Income generated: `40 credits` As the gang controls this territory, they can earn an additional 40 credits by scavenging or trading with the vendors. This income is added to their existing funds. ## Dice Rolls Let's proceed. You decide to start scavenging for useful parts and scraps. As you begin searching through the crates and machinery, you notice a few things that might be of interest: * A broken servitor arm with some intact mechanical components (worth 1 credit) * A crate of old, but still functional, power cells (worth 2 credits) * A pile of discarded wires and circuit boards that could be useful for upgrading your gang's gear You've found a total of 3 credits worth of salvage. You can choose to keep the items you've found or try to sell them to one of the vendors in the Tech Bazaar. `dice: 1d6` Rolling for additional income from scavenging... *rolls* The result is... 4! You've managed to find an additional 2 credits worth of salvage. Your new total income from scavenging is 5 credits. What would you like to do next? A) Try to sell the salvage at the Tech Bazaar B) Keep the salvage for yourself and upgrade your gang's gear C) Search for any hidden compartments or secrets within the Reliquary D) Leave the Rusted Reliquary and explore other territories Please respond with the letter of your chosen action. ## Linked Territories Let's create a new territory linked to the Rusted Reliquary. **[Scavenger's Haven]]** Linked from: [Rusted Reliquary] As you delve deeper into the Rusted Reliquary, you stumble upon a hidden room filled with scraps and parts. Amidst the chaos, you find a small, makeshift workshop where scavengers and tinkerers have been gathering to repair and upgrade their gear. The air is thick with the smell of solder and oil. The Scavenger's Haven appears to be a hub for those looking to acquire rare or hard-to-find parts. You notice several workbenches, toolboxes, and shelves filled with an assortment of salvaged components. The walls are adorned with diagrams, blueprints, and scraps of paper covered in cryptic notes. *Territory Stats:* * **Income:** 2 credits (you can earn more by trading or selling your finds) * **Security:** 4/10 (the workshop is well-guarded by the scavengers, but there are rumors of rival gangs seeking to steal valuable parts) * **Reputation:** 5/10 (your reputation as a skilled scavenger has spread, and some vendors might be willing to deal with you) What would you like to do next? A) Start trading or selling your finds B) Look for rare or unique components to upgrade your gear C) Try to make deals with the workshop's inhabitants D) Leave the Scavenger's Haven and explore other territories Please respond with the letter of your chosen action. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,087 | import Tooltip from "@site/src/components/Tooltip/Tooltip";
# Special Terrain Features
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------- | :-: | :--: |
| Arcing electricity (Malfunctioning Generatorium) | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> |
| Burning promethium (Promethium Cache) | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> |
| Electric Shock (Archaeotech Device) | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> |
| Fungal Spores (Fungus Sprawl) | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> |
| Xenos Hatchlings (Xenos Nesting Chamber) | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | | 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"; # Special Terrain Features | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------------------------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ---------------------------------------------------------- | :-: | :--: | | Arcing electricity (Malfunctioning Generatorium) | - | - | - | - | 4 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Burning promethium (Promethium Cache) | - | - | - | - | 5 | - | 2 | - | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | | Electric Shock (Archaeotech Device) | - | - | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="shock">Shock</Tooltip> | | Fungal Spores (Fungus Sprawl) | - | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | | Xenos Hatchlings (Xenos Nesting Chamber) | - | - | - | - | 1 | - | 1 | - | <Tooltip type="traits" content="rending">Rending</Tooltip> | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,087 |
843 | # Outlander Campaign
_For those in the upper reaches of the hive, the unfortunates of the underhive are all the same, and everywhere below the Nexus is an equally dismal ruin of despair and chaos. The truth, as always, is more complex. Beyond the settlements like Dust Falls, Two Tunnels or Sump City are the badzones. These are areas of underhive wilderness where travellers do well not to tarry. But they are not the most desperate places in the underhive by a good measure, for beyond the badzones, in those places where civilisation has truly abandoned Humanity, can be found the outlands._
## How The Campaign Works
The Necromunda: Outlander 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 recreate just what it
means to live in the outlands and the lengths a gang must go to if it hopes to survive.
In the Outlander Campaign, players must try to create a functioning settlement from the ruins they find themselves in, attracting new settlers and green hivers, while at
the same time denying resources to their rivals. As the campaign progresses, the gangs lay their stake to these remote reaches of the underhive and the area reaches a tipping point – either it will take its place among the power structures of the towns and settlements of the hive, or be wiped from existence beneath the boot of Lord Helmawr.
## Structures
Structures are the resources in an Outlander campaign. The settlement is a collection of Structures.
All Structures have a cost in Materials and some have additional requirements that must be met. Some Structures also provide Materials. There are 3 types:
- Power.
- Sustenance.
- Salvage.
Structures provide 1 or 2 types of benefits:
- Materials: Collected once per cycle.
- Other: Always active.
Materials can also be gained from scenario rewards.
If the requirements for a Structure is no longer met, the missing requirement must either be obtained or lose the Structure.
Gangs can build additional Structures in the post-battle sequence (after receiving rewards).
## List of Structures
### Supply Structures
| Structure | Benefits | Build Costs/Requirements |
| :----------------------- | :--------------------- | :----------------------------------------------------- |
| Isotopic Fuel Rod | +10 Power. | 15 Sustenance. |
| Water Still | +10 Sustenance. | 15 Power. |
| Critter Farm | +15 Sustenance. | 5 Sustenance, Critters (Defence). |
| Fungi Farm | +20 Sustenance. | 20 Power, 10 Salvage. |
| Gunk Tank | +5 Power & Sustenance. | 5 Power, 5 Sustenance, 5 Salvage. |
| Scrap Market | +10 any Material. | 5 Power, 5 Sustenance, 5 Salvage, Scrap Mine (Supply). |
| Scrap Mine | +10 Salvage. | 10 Power, 5 Sustenance. |
| Scrap Reprocessing Plant | +20 Salvage. | 10 Power, 20 Sustenance, Habs (Building). |
### Building Structures
| Structure | Benefits | Build Costs/Requirements |
| :--------------- | :------------------------------------------------------ | :---------------------------------------------------- |
| Black Market | +2 modifier to Legality (Black Market). | 5 Power, 10 Salvage, Scrap Market (Supply). |
| Bullet Hall | 1 Hired Gun. | 15 Sustenance, 10 Salvage, Drinking Hall (Building). |
| Corpse Yard | +1 Supply Structure limit. | 5 Power, 10 Sustenance, 10 Salvage. |
| Doc Clinic | Up to 3 fighters recover after each battle. | 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc. |
| Drinking Hole | 50% discount for Hired Guns & Hangers-on (rounding up). | 10 Power, 20 Sustenance, 20 Salvage, Habs (Building). |
| Gaol | +3 to Capture rolls (for enemy fighters). | 5 Power, 5 Salvage. |
| Habs | +1 Building Structure limit. | 10 Power, 20 Sustenance, 10 Salvage. |
| Underhive Shrine | Always apply Home Turf Advantage. | 10 Power, 5 Sustenance, 5 Salvage. |
| Vault | Immune to Settlement Raid. | 10 Power, 10 Salvage, Walls & Gates (Defence) |
| Workshop | 50% discount for Defence Structures (rounding up). | 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack. |
### Defence Structures
| Structure | Benefits | Build Costs/Requirements |
| :------------ | :------------------------------------------------------------ | :--------------------------------------------- |
| Chasm | 6"x12" area of impassable terrain (placed by the defender). | 30 Salvage. |
| Critters | Attacker suffers Horrors in the Dark. | 30 Sustenance, 10 Salvage, Fungi Farm (Supply) |
| Minefields | Defender: 3 booby traps (min 6" from enemy deployment zone). | 10 Power, 10 Salvage. |
| Outpost | +2/-2 when rolling for a scenario. | 5 Power, 10 Salvage. |
| Walls & Gates | Defender: Place walls around the friendly deployment zone. | 50 Salvage. |
| Watchtower | Defender: Place a Watchtower in the friendly deployment zone. | 20 Salvage. |
## Starting Out
**Starting credits:** 1000
**Keep unspent credits:** Yes
A player must select a starting location for their settlement from the list below. This settlement starts with two resources: an Isotopic Fuel Rod and A Water Still. These provide resources at the start of the campaign which can be spend before the first battle.
### Locations
Each gang must choose a location for the gang's settlement. These will limit the capacity of the settlements for different types of Structures (between 1-6).
| Location | Defence<br />(max Defence Structures) | Resources<br />(max Supply Structures) | Toxicity<br />(max Building Structures) |
| :--------------- | ------------------------------------- | -------------------------------------- | --------------------------------------- |
| Factorum Run-off | 3 | 6 | 3 |
| Boneyard | 4 | 4 | 4 |
| Ghost Town | 2 | 5 | 5 |
| The Depths | 6 | 3 | 3 |
| Edge of the Hive | 5 | 5 | 2 |
## Phases
### Phase 1: Development
- Gain double the amount of Materials from scenario rewards.
- The following scenarios can't be used: Settlement Raid, Market Mayhem, Stealth Attack.
### Phase 2: Downtime
Complete the following steps:
1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover)
2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned)
3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted)
4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment)
5. [Settlement Maintenance](#settlement-maintenance)
#### Settlement Maintenance
Gangs can scrap up to three settlement Structures (removing them and their Benefits from the Settlement Roster sheet), gaining half the Materials used to build them back and then immediately build three new Structures (provided they meet their requirements). Note that a gang cannot scrap a Structure that is a prerequisite for another Structure they own.
## Phase 3: Expansion
All scenarios can be used.
## Ending the Campaign
After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it.
| Triumphs | Criteria |
| -------------------- | ------------------------------------------------------------------------------------ |
| Lord of the Badzones | Most Structures |
| Outland Raider | Won the most scenarios as attacker (Settlement Raid, Stealth Attack, Market Mayhem). |
| Outland Defender | Won the most scenarios as defender (Settlement Raid, Stealth Attack, Market Mayhem). |
| Scavenger | Won the most scenarios (Gunk Tank, Mining Expedition, Big Score). |
| Master of Coin | Largest Wealth |
## 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 |
| :-------------------------: | ------ |
| 2D6 | Result |
| :-------------------------: | ------ |
| 2-3 | The player with the greater number of Structures chooses which scenario to play. If both players have the same number of Structures, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. |
| 4-5 | Play the [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank) (Development phase) or the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) (Expansion phase) scenario. |
| 6-7 | Play the [Mining Expedition](/docs/scenarios/scenario-list/mining-expedition) (Development phase) or the [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) (Expansion phase) scenario. |
| 8-9 | Play the [Big Score](/docs/scenarios/scenario-list/the-big-score) (Development phase) or the [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) (Expansion phase) scenario. |
| 10-12 | The player with fewer Structures choose swhich scenario to play. If both players have the same number of Structures, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | 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 | 5 | 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 | # Outlander Campaign _For those in the upper reaches of the hive, the unfortunates of the underhive are all the same, and everywhere below the Nexus is an equally dismal ruin of despair and chaos. The truth, as always, is more complex. Beyond the settlements like Dust Falls, Two Tunnels or Sump City are the badzones. These are areas of underhive wilderness where travellers do well not to tarry. But they are not the most desperate places in the underhive by a good measure, for beyond the badzones, in those places where civilisation has truly abandoned Humanity, can be found the outlands._ ## How The Campaign Works The Necromunda: Outlander 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 recreate just what it means to live in the outlands and the lengths a gang must go to if it hopes to survive. In the Outlander Campaign, players must try to create a functioning settlement from the ruins they find themselves in, attracting new settlers and green hivers, while at the same time denying resources to their rivals. As the campaign progresses, the gangs lay their stake to these remote reaches of the underhive and the area reaches a tipping point – either it will take its place among the power structures of the towns and settlements of the hive, or be wiped from existence beneath the boot of Lord Helmawr. ## Structures Structures are the resources in an Outlander campaign. The settlement is a collection of Structures. All Structures have a cost in Materials and some have additional requirements that must be met. Some Structures also provide Materials. There are 3 types: - Power. - Sustenance. - Salvage. Structures provide 1 or 2 types of benefits: - Materials: Collected once per cycle. - Other: Always active. Materials can also be gained from scenario rewards. If the requirements for a Structure is no longer met, the missing requirement must either be obtained or lose the Structure. Gangs can build additional Structures in the post-battle sequence (after receiving rewards). ## List of Structures ### Supply Structures | Structure | Benefits | Build Costs/Requirements | | :----------------------- | :--------------------- | :----------------------------------------------------- | | Isotopic Fuel Rod | +10 Power. | 15 Sustenance. | | Water Still | +10 Sustenance. | 15 Power. | | Critter Farm | +15 Sustenance. | 5 Sustenance, Critters (Defence). | | Fungi Farm | +20 Sustenance. | 20 Power, 10 Salvage. | | Gunk Tank | +5 Power & Sustenance. | 5 Power, 5 Sustenance, 5 Salvage. | | Scrap Market | +10 any Material. | 5 Power, 5 Sustenance, 5 Salvage, Scrap Mine (Supply). | | Scrap Mine | +10 Salvage. | 10 Power, 5 Sustenance. | | Scrap Reprocessing Plant | +20 Salvage. | 10 Power, 20 Sustenance, Habs (Building). | ### Building Structures | Structure | Benefits | Build Costs/Requirements | | :--------------- | :------------------------------------------------------ | :---------------------------------------------------- | | Black Market | +2 modifier to Legality (Black Market). | 5 Power, 10 Salvage, Scrap Market (Supply). | | Bullet Hall | 1 Hired Gun. | 15 Sustenance, 10 Salvage, Drinking Hall (Building). | | Corpse Yard | +1 Supply Structure limit. | 5 Power, 10 Sustenance, 10 Salvage. | | Doc Clinic | Up to 3 fighters recover after each battle. | 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc. | | Drinking Hole | 50% discount for Hired Guns & Hangers-on (rounding up). | 10 Power, 20 Sustenance, 20 Salvage, Habs (Building). | | Gaol | +3 to Capture rolls (for enemy fighters). | 5 Power, 5 Salvage. | | Habs | +1 Building Structure limit. | 10 Power, 20 Sustenance, 10 Salvage. | | Underhive Shrine | Always apply Home Turf Advantage. | 10 Power, 5 Sustenance, 5 Salvage. | | Vault | Immune to Settlement Raid. | 10 Power, 10 Salvage, Walls & Gates (Defence) | | Workshop | 50% discount for Defence Structures (rounding up). | 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack. | ### Defence Structures | Structure | Benefits | Build Costs/Requirements | | :------------ | :------------------------------------------------------------ | :--------------------------------------------- | | Chasm | 6"x12" area of impassable terrain (placed by the defender). | 30 Salvage. | | Critters | Attacker suffers Horrors in the Dark. | 30 Sustenance, 10 Salvage, Fungi Farm (Supply) | | Minefields | Defender: 3 booby traps (min 6" from enemy deployment zone). | 10 Power, 10 Salvage. | | Outpost | +2/-2 when rolling for a scenario. | 5 Power, 10 Salvage. | | Walls & Gates | Defender: Place walls around the friendly deployment zone. | 50 Salvage. | | Watchtower | Defender: Place a Watchtower in the friendly deployment zone. | 20 Salvage. | ## Starting Out **Starting credits:** 1000 **Keep unspent credits:** Yes A player must select a starting location for their settlement from the list below. This settlement starts with two resources: an Isotopic Fuel Rod and A Water Still. These provide resources at the start of the campaign which can be spend before the first battle. ### Locations Each gang must choose a location for the gang's settlement. These will limit the capacity of the settlements for different types of Structures (between 1-6). | Location | Defence<br />(max Defence Structures) | Resources<br />(max Supply Structures) | Toxicity<br />(max Building Structures) | | :--------------- | ------------------------------------- | -------------------------------------- | --------------------------------------- | | Factorum Run-off | 3 | 6 | 3 | | Boneyard | 4 | 4 | 4 | | Ghost Town | 2 | 5 | 5 | | The Depths | 6 | 3 | 3 | | Edge of the Hive | 5 | 5 | 2 | ## Phases ### Phase 1: Development - Gain double the amount of Materials from scenario rewards. - The following scenarios can't be used: Settlement Raid, Market Mayhem, Stealth Attack. ### Phase 2: Downtime Complete the following steps: 1. [Fighters Recover](/docs/campaigns/dominion-campaign/running-the-campaign#a-fighters-recover) 2. [Captives are Returned](/docs/campaigns/dominion-campaign/running-the-campaign#b-captives-are-returned) 3. [Experienced Juves are Promoted](/docs/campaigns/dominion-campaign/running-the-campaign#c-experienced-juves-and-prospects-are-promoted) 4. [Fresh Recruitment](/docs/campaigns/dominion-campaign/running-the-campaign#d-fresh-recruitment) 5. [Settlement Maintenance](#settlement-maintenance) #### Settlement Maintenance Gangs can scrap up to three settlement Structures (removing them and their Benefits from the Settlement Roster sheet), gaining half the Materials used to build them back and then immediately build three new Structures (provided they meet their requirements). Note that a gang cannot scrap a Structure that is a prerequisite for another Structure they own. ## Phase 3: Expansion All scenarios can be used. ## Ending the Campaign After Phase 3, the campaign ends. There are a number of Triumphs (depending on campaign type). A gang may earn more than one, and in case of a tie, no one is awarded it. | Triumphs | Criteria | | -------------------- | ------------------------------------------------------------------------------------ | | Lord of the Badzones | Most Structures | | Outland Raider | Won the most scenarios as attacker (Settlement Raid, Stealth Attack, Market Mayhem). | | Outland Defender | Won the most scenarios as defender (Settlement Raid, Stealth Attack, Market Mayhem). | | Scavenger | Won the most scenarios (Gunk Tank, Mining Expedition, Big Score). | | Master of Coin | Largest Wealth | ## 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 | | :-------------------------: | ------ | | 2D6 | Result | | :-------------------------: | ------ | | 2-3 | The player with the greater number of Structures chooses which scenario to play. If both players have the same number of Structures, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | | 4-5 | Play the [Gunk Tank](/docs/scenarios/scenario-list/gunk-tank) (Development phase) or the [Settlement Raid](/docs/scenarios/scenario-list/settlement-raid) (Expansion phase) scenario. | | 6-7 | Play the [Mining Expedition](/docs/scenarios/scenario-list/mining-expedition) (Development phase) or the [Market Mayhem](/docs/scenarios/scenario-list/market-mayhem) (Expansion phase) scenario. | | 8-9 | Play the [Big Score](/docs/scenarios/scenario-list/the-big-score) (Development phase) or the [Stealth Attack](/docs/scenarios/scenario-list/stealth-attack) (Expansion phase) scenario. | | 10-12 | The player with fewer Structures choose swhich scenario to play. If both players have the same number of Structures, the winner of a roll-off chooses which scenario to play. If the scenario dictates there is an attacker and a defender, the player who chose the scenario decides which player will be the attacker and which will be the defender. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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783 | # Basic Weapons
## Trading Post
### [[Arc Rifle]]
_This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 |
### [[Autogun]]
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 |
| - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 |
| - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 |
| Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 |
### [[Boltgun]]
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8 | 55 |
| - Gas shells | 12" | 24" | +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 | 12" | 24" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
### 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
### 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
### Kroot Long Rifle
_The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Kroot long rife | | | | | | | | | | R10 | 30 |
| - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> |
| - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
### Rak'Gol Razor Gun
_The Rak’Gol are a cybernetic reptilian race of pirates and scavengers who plague the space lanes of the Imperium. The Razor Gun typifies their cruel kind, firing a cloud of haemo-seeking reactive shards that are drawn to warm-blooded creatures. When these shards find flesh, they burrow towards the organs of their target, leaving horrific injuries in their wake._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Rak’Gol razor gun | 6" | 20" | - | -1 | - | -2 | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | I11 | 60 |
### 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 |
### Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Shotgun | | | | | | | | | | C | 30\* |
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
\* House Orlock: 25
### 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 |
### Stake-crossbow
_A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost |
| :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 |
### Throwing Knives
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* |
\* House Escher: 5
### Warpstorm Bolter
_Infused with daemonic energies, the warpstorm bolter combines the brutality of a bolt weapon with the corrupting power of the Immaterium. Reputed to be a favoured weapon of the Heretic Astartes, merely possessing one is an act of high treason, not to mention putting the user’s immortal soul in untold peril._
| Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | ---- |
| Warpstorm bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | I10 | 60 |
## Exclusive
### 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
### Blast Carbine
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - |
\* Ash Wastes Nomads: 25 Credits
### Blast Rifle
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: |
| Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - |
\* Ash Wastes Nomads: 15 Credits
### Blunderbuss
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Blunderbuss - grape shot | T | - | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 40 |
| -Purgation shot | T | - | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 35 |
| -Emperor’s Wrath | 8" | 12" | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | \* | 10 |
\* House Cawdor only
### Boltgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| -Gunk | 12" | 24" | - | -1 | 4 | - | 1 | 5+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | C^ | 15 |
| -Penetrator | 12" | 24" | +1 | - | 4 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 |
\* Palanite Enforcers only
### Cawdor Charger
| Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| ----------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| - charger | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="lance">Lance</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
| - with autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> |
| - with blunderbuss (grape shot) | - | T | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
| - with blunderbuss (purgation shot) | - | T | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> , <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
| - with flamer | - | T | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
### Combat Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| - phosphor | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> |
| R8^ | 10 |
| - plantbuster | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 |
| - rad | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 25 |
### Enforcer Boltgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------- | :-: | :--: |
| Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 50 |
\* Palanite & Badzone Enforcers only
### Las Carbine
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Las carbine | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 20 |
\* House Van Saar only
<!-- ### Mutie Bow
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | :-: | :--: |
| Mutie Bow | 9" | 18" | - | -1 | 2 | +1 | 1 | - | - | -->
### Sawn-off Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| - Phosphor | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 |
| - Plantbuster | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 |
| - Rad | 4" | 8" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 |
### Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: |
| - Acid rounds | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 15 |
| - Executioner | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9^ | 20 |
| - Inferno | 4" | 16" | +1 | - | 4 | - | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8^ | 15 |
| - Phosphor | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 |
| - Plantbuster | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 |
| - Rad | 4" | 8" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 |
| - Retributor | 4" | 8" | +1 | - | 4 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \*\* | 2- |
\* House Escher only
\*\* House Cawdor only
### Stub Cannon
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: |
| Stub cannon | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* | 20 |
| - static | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9^ | 10 |
| - warp | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10^ | 15 |
<!-- | + Custom (Djangar ‘Gunfists’) | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | -->
\* House Goliath only
### Suppression Laser
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| ~ Broad burst | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> |
| ~ Short burst | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | \* | 40 |
\* House Van Saar only
### Wyld Bow
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Wyld Bow | 9" | 18" | - | -1 | 3 | - | 1 | 4+ | <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 10 |
| - Poison (arrows) | 9" | 18" | - | -1 | - | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 25 |
| - Explosive (arrows) | 9" | 18" | - | -1 | 2 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 |
| - Acid (arrows) | 9" | 18" | - | -1 | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 20 |
\* House Escher only | rules | Unknown | Unknown | weapons-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 | ['rules', 'weapons'] | 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 | # Basic Weapons ## Trading Post ### [[Arc Rifle]] _This rifle fires a crackling bolt of lightning at the wielder’s foes. These snaking energy bolts can fill a corridor and are able to burn though a fighter or set them alight with electrical discharge. In the close confines of the underhive, such weapons are especially deadly at short range, where escaping their fire is practically impossible._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Arc rifle | 9" | 24" | +2 | -1 | 5 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | R13 | 100 | ### [[Autogun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 15 | | - Static | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | I9 | +10 | | - Warp | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10 | +15 | | Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | C | 10 | ### [[Boltgun]] | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | R8 | 55 | | - Gas shells | 12" | 24" | +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 | 12" | 24" | +1 | - | 3 | -1 | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | | | | | | | | | | | | | | | | | | | | | | | | | | | ### 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 ### 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 ### Kroot Long Rifle _The mercenary Kroot can be found in countless regions across the galaxy, sometimes fighting with the enemies of the Imperium, sometimes fighting with its allies. While Necromunda does not tolerate xenos to enter its hive cities, some examples of alien weapons, such as Kroot long rifles, can sometimes be bought from Cold Traders._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Kroot long rife | | | | | | | | | | R10 | 30 | | - ranged | 12" | 24" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | | - melee | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="disarm">Disarm</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | ### Rak'Gol Razor Gun _The Rak’Gol are a cybernetic reptilian race of pirates and scavengers who plague the space lanes of the Imperium. The Razor Gun typifies their cruel kind, firing a cloud of haemo-seeking reactive shards that are drawn to warm-blooded creatures. When these shards find flesh, they burrow towards the organs of their target, leaving horrific injuries in their wake._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Rak’Gol razor gun | 6" | 20" | - | -1 | - | -2 | 1 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>,<Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | I11 | 60 | ### 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 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25 ### 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 | ### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 | ### Throwing Knives | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Throwing knives | Sx2 | Sx4 | - | -1 | - | -1 | - | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | C | 10\* | \* House Escher: 5 ### Warpstorm Bolter _Infused with daemonic energies, the warpstorm bolter combines the brutality of a bolt weapon with the corrupting power of the Immaterium. Reputed to be a favoured weapon of the Heretic Astartes, merely possessing one is an act of high treason, not to mention putting the user’s immortal soul in untold peril._ | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | ---- | | Warpstorm bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | I10 | 60 | ## Exclusive ### 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 ### Blast Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blast Carbine | 10" | 24" | +2 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 25 Credits ### Blast Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------- | :-: | :--: | | Blast rifle | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="shock">Shock</Tooltip> | \* | - | \* Ash Wastes Nomads: 15 Credits ### Blunderbuss | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Blunderbuss - grape shot | T | - | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 40 | | -Purgation shot | T | - | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 35 | | -Emperor’s Wrath | 8" | 12" | - | -1 | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | \* | 10 | \* House Cawdor only ### Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | -Gunk | 12" | 24" | - | -1 | 4 | - | 1 | 5+ | <Tooltip type="traits" content="gunk">Gunk</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | C^ | 15 | | -Penetrator | 12" | 24" | +1 | - | 4 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | \* Palanite Enforcers only ### Cawdor Charger | Profile | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | ----------------------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | - charger | E | 2" | - | - | S+1 | - | 1 | - | <Tooltip type="traits" content="lance">Lance</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | | - with autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | - with blunderbuss (grape shot) | - | T | - | - | 2 | - | 1 | 6+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with blunderbuss (purgation shot) | - | T | - | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> , <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | - with flamer | - | T | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | ### Combat Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - phosphor | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | R8^ | 10 | | - plantbuster | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - rad | T | - | - | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 25 | ### Enforcer Boltgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------- | :-: | :--: | | Enforcer Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 50 | \* Palanite & Badzone Enforcers only ### Las Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Las carbine | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | \* | 20 | \* House Van Saar only <!-- ### Mutie Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----- | :-: | :--: | | Mutie Bow | 9" | 18" | - | -1 | 2 | +1 | 1 | - | - | --> ### Sawn-off Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | - Acid rounds | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \* | 15 | | - Executioner | 4" | 16" | -1 | +1 | 4 | -2 | 2 | 6+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9^ | 20 | | - Inferno | 4" | 16" | +1 | - | 4 | - | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R8^ | 15 | | - Phosphor | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R8^ | 10 | | - Plantbuster | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 15 | | - Rad | 4" | 8" | +1 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | R9^ | 25 | | - Retributor | 4" | 8" | +1 | - | 4 | - | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | \*\* | 2- | \* House Escher only \*\* House Cawdor only ### Stub Cannon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :---------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--: | :--: | | Stub cannon | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | \* | 20 | | - static | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="shield-breaker">Shield Breaker</Tooltip>, <Tooltip type="traits" content="shock">Shock</Tooltip> | I9^ | 10 | | - warp | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I10^ | 15 | <!-- | + Custom (Djangar ‘Gunfists’) | 9" | 18" | - | - | 5 | - | 1 | 3+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | --> \* House Goliath only ### Suppression Laser | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------ | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | ~ Broad burst | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | ~ Short burst | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | \* | 40 | \* House Van Saar only ### Wyld Bow | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :------------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Wyld Bow | 9" | 18" | - | -1 | 3 | - | 1 | 4+ | <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 10 | | - Poison (arrows) | 9" | 18" | - | -1 | - | - | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 25 | | - Explosive (arrows) | 9" | 18" | - | -1 | 2 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 20 | | - Acid (arrows) | 9" | 18" | - | -1 | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | \* | 20 | \* House Escher only | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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222 | Gang Details
## Leader
**Leader:** Grimjack "The Butcher" Orlock
**Stats:**
* **WS**: 5 (average close combat skill)
* **BS**: 3 (basic shooting skill)
* **S**: 4 (above-average strength)
* **T**: 2 (basic toughness)
* **Initiative**: 3 (average reaction speed)
**Equipment:**
* **Pets:** Cyber-mastiff with 100-300 points of damage
* **Weapon Accessories:** Mono-sight (Basic, Special, Heavy) and Suspensor (Unwieldy) with 60 points of damage
**Skills:**
* **Close Combat**: +2 to WS in close combat
* **Leadership**: +1 to WS when leading a gang
* **Intimidation**: +1 to BS when intimidating enemies
**Armor:** Heavy Orlock armor (T4)
The leader of House Orlock, Grimjack "The Butcher" is a formidable fighter with above-average strength and close combat skills. His cyber-mastiff companion provides additional support in battle. As the leader of the gang, he also benefits from increased WS when leading his gang.
Would you like to assign any specific equipment or wargear to Grimjack? For example, would you like him to equip his Mono-sight with a Special sight mode?
## Champions
The mighty House Orlock! Let's create a champion for this gang:
**Name:** Grimjack "The Butcher" Orlock
**Stats:**
* **WS (Weapon Skill):** 50
* **BS (Ballistic Skill):** 40
* **S (Strength):** 60
* **T (Toughness):** 30
* **Ag (Agility):** 20
* **Int (Intelligence):** 10
* **WP (Will Power):** 50
**Equipment:**
* **Power Fist:** A heavy, reinforced gauntlet that allows Grimjack to deal increased damage in close combat.
* **Cyber-Mastiff:** A loyal and deadly hound-like companion that can be used to attack enemies or distract them.
* **Mono-Sight (Basic):** A sight mode for Grimjack's Mono-Sight weapon accessory that increases his accuracy at short range.
**Skills:**
* **Close Combat Expert:** +10 to WS in close combat
* **Melee Mastery:** +5 to S in melee combat
* **Tough as Nails:** +5 to T against attacks
**Armor:**
* **Power Armor:** A heavy, reinforced suit of armor that provides Grimjack with increased protection and resistance to damage.
With these stats, equipment, skills, and armor, Grimjack "The Butcher" Orlock is a formidable champion for House Orlock. He excels in close combat, using his Power Fist and Cyber-Mastiff to devastating effect. His Mono-Sight (Basic) sight mode allows him to accurately target enemies at short range.
Now that we have our champion, let's simulate the surprise attack on House Escher's stronghold. Roll a dice to determine the success of our initial assault:
`dice: 1d6`
Please respond with the result, and I'll guide you through the simulation.
## Gangers
Here is a ganger for House Orlock:
**Name:** Grimjack "The Butcher" Valtor
**Role:** Ganger Leader
**Stats:**
* **WS:** 5 (+0)
* **BS:** 4 (-1)
* **S:** 6 (+1)
* **T:** 4 (-1)
* **Ag:** 3 (-2)
* **Int:** 2 (-3)
* **WP:** 7 (+2)
**Equipment:**
* **Hand weapon:** Chainsaw with Mono-sight (Basic) and Suspensor (Unwieldy)
* **Special equipment:** Cyber-mastiff (100-300 points of damage), Medkit, and a set of Lockpicks
**Skills:**
* **Combat:** +2
* **Stealth:** +1
* **Intimidation:** +1
* **Leadership:** +1
* **Gunnery:** 0
**Armor:**
* **Light armor:** Leather jacket with built-in medkit and cyber-mastiff harness
As the leader of House Orlock's ganger gang, Grimjack is a formidable fighter with a reputation for being merciless in combat. His chainsaw is his trusty sidearm, and he knows how to use it effectively. He also has a Cyber-mastiff that can be used to attack enemies or distract them while he takes out the real targets.
Grimjack's stats reflect his strength and toughness, but also his lack of finesse in combat (he's not exactly the most coordinated fighter). His equipment reflects his focus on melee combat and his ability to heal himself if needed.
Let's create a new ganger for House Orlock:
**Name:** Kaelin "The Enforcer" Orlock
**Role:** Ganger (Close Combat Specialist)
**Stats:**
* **WS**: 5+ (Average Close Combat Skill)
* **BS**: 3+ (Poor Ballistic Skill, but not needed for close combat)
* **S**: 4+ (Above Average Strength)
* **T**: 3+ (Average Toughness)
* **W**: 2+ (Below Average Willpower)
**Equipment:**
* **Hand Weapon:** Power Fist (Unarmed Combat Specialist)
* **Special Equipment:** Suspensor (Unwieldy), Mono-Sight (Basic) for Grimjack's Cyber-Mastiff
**Skills:**
* **Close Combat:** +1 to WS in Close Combat
* **Intimidation:** Can use Intimidation to demoralize enemies, making them more likely to flee or surrender
* **Survival:** Can survive in harsh environments and navigate the underhive with ease
**Armor:**
* **Leather Jacket:** Provides basic protection against small arms fire and melee attacks
* **Helmet:** Protects head from damage, also has built-in comms device for coordination with other gangers
**Notes:**
* Kaelin is a seasoned ganger with years of experience in close combat. He's skilled at taking down enemies up close and personal.
* His Suspensor (Unwieldy) equipment allows him to take down multiple enemies quickly, while his Mono-Sight (Basic) helps him track targets more effectively.
* As the Enforcer, Kaelin is expected to be a leader on the battlefield, directing other gangers and making tough decisions.
Now that we have Kaelin's stats, equipment, skills, and armor in place, let's get back to the simulation. What would you like to do next?
## Juves
**Introducing Juvie "Sparkplug" Orlock**
Juvie is a young and ambitious member of House Orlock's gang. He's always looking for ways to prove himself and earn the respect of his peers. As a juve, he's still learning the ropes but has shown great potential in combat.
**Stats:**
* **WS:** 30
* **BS:** 25
* **S:** 40
* **T:** 20
* **Ag:** 35
* **Int:** 15
* **WP:** 10
**Equipment:**
* **Handgun:** Orlock-issue pistol with 6 shots and a range of 12"
* **Knife:** Standard issue knife for close combat
* **Webbing:** Basic webbing for climbing and traversing the underhive
* **Medkit:** Small medkit for basic first aid
**Skills:**
* **Close Combat:** +1 to WS in close combat
* **Stealth:** +1 to S when moving quietly
* **Survival:** +1 to T when navigating the underhive
**Armor:**
* **Light Armor:** Basic light armor providing a 10% chance to ignore a single wound
As Juvie "Sparkplug" Orlock, he's eager to prove himself in combat and earn the respect of his gang. He's still learning the ropes but has shown great potential.
How would you like to proceed with Juvie? Would you like him to join Grimjack and Kaelin on the surprise attack or take a different role within the gang?
# Gang Goals
The mighty House Orlock! As we prepare for the surprise attack on House Escher's stronghold, let's set some clear goals for our gang:
**Primary Goal:** Capture or destroy key targets within House Escher's stronghold, including their leader, Magos Erebus.
**Secondary Goals:**
1. **Gain Intel**: Gather information on House Escher's operations and plans to better understand their strengths and weaknesses.
2. **Retaliate**: Take revenge for the recent setbacks at the hands of House Escher.
3. **Expand Influence**: Establish a foothold in the underhive, expanding House Orlock's influence and control.
**Tactical Objectives:**
1. **Secure Key Locations**: Claim key areas within the stronghold, such as the main hangar or the central command center.
2. **Neutralize Enemies**: Take out key opponents, including Magos Erebus' loyalists and other high-ranking members of House Escher.
3. **Secure Critical Resources**: Acquire valuable resources, such as rare tech or strategic materials, to further House Orlock's interests.
With these goals in mind, let's review the equipment lists for our gang:
**For Grimjack "The Butcher":**
* **Pets:** Cyber-mastiff with 100-300 points of damage.
* **Weapon Accessories:** Mono-sight (Basic, Special, Heavy) and Suspensor (Unwieldy) with 60 points of damage.
**For Kaelin "The Enforcer":**
* **Pets:** None
* **Weapon Accessories:** None
**For Vexa "The Viper":**
* **Pets:** None
* **Weapon Accessories:** None
Now that we have our goals and equipment in place, let's simulate the surprise attack. Roll a dice to determine the success of our initial assault:
`dice: 1d6`
Please respond with the result, and I'll guide you through the simulation.
# Gang Stronghold
Let's add a gang stronghold and description for House Orlock.
**House Orlock Stronghold:**
Name: The Crimson Citadel
Location: Underhive Sector 7, near the abandoned aqueducts
Description: The Crimson Citadel is the imposing stronghold of House Orlock, built into the ancient ruins of a long-abandoned aqueduct. The stronghold's walls are adorned with the symbol of the Orlocks - a crimson crescent moon - and its entrance is flanked by two massive, ornate gates that bear the same emblem.
The interior of the Citadel is a labyrinthine network of corridors, chambers, and cells, lit by flickering lumens and guarded by heavily armed and fanatical Orlock loyalists. The stronghold's central chamber features a grand throne room where the leader of House Orlock holds court, surrounded by ornate tapestries depicting the history and glories of the Orlocks.
**House Orlock Gang Description:**
Name: The Unyielding
Tagline: "In Blood and Iron, We Shall Rise"
Appearance: House Orlock gangers wear a distinctive crimson and black livery, with ornate armor and symbols of the crescent moon emblazoned on their helmets and shoulder pads. Their leader, Grimjack "The Butcher," wears a suit of heavy plate armor adorned with the symbol of the Orlocks.
Personality: House Orlock is a ruthless and unforgiving gang, driven by a fanatical devotion to their leader and their own twisted sense of honor. They are willing to do whatever it takes to protect their stronghold and their way of life, including committing atrocities against their enemies.
Now that we have the stronghold and description, let's get back to the surprise attack on House Escher. Are you ready to proceed with the assault?
# Gang Description
The mighty House Orlock! A stalwart and unyielding force in the underhive, driven by their unwavering resolve to reclaim their rightful place among the dominant gangs of Necromunda.
House Orlock's history is marked by a proud tradition of strength, resilience, and cunning. Founded by the indomitable Garm Shreck, House Orlock has consistently proven itself to be a formidable opponent on the battlefields of the underhive. Their unwavering dedication to their cause has earned them a reputation as one of the most feared and respected gangs in the sector.
Despite recent setbacks at the hands of House Escher, House Orlock remains steadfast in their determination to rectify the situation. The memories of past glories still burn bright within their ranks, fueling their unyielding resolve to reclaim what is rightfully theirs.
Now, as they prepare to launch a surprise attack on House Escher's stronghold, the very fate of their gang hangs in the balance. Will they be able to capitalize on the element of surprise and exploit any weaknesses or vulnerabilities in House Escher's defenses? Only time will tell.
Let us proceed with caution, my friend. The outcome of this battle is far from certain, and only the most cunning and resourceful gangs will emerge victorious in the unforgiving environment of the underhive.
Shall we focus on Grimjack "The Butcher" and Kaelin "The Enforcer" for this assault? Their exceptional close combat skills and talent for intimidation and persuasion would be invaluable assets in a surprise attack. Additionally, Vexa "The Viper"'s unparalleled knowledge of the underhive's hidden paths could prove crucial in navigating the complex tunnels and avoiding potential ambushes.
What do you think, House Orlock? Shall we strike at the heart of House Escher with a surprise attack, or shall we take a more cautious approach?
Please respond with your desired approach, and I'll guide you through the simulation. | 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 **Leader:** Grimjack "The Butcher" Orlock **Stats:** * **WS**: 5 (average close combat skill) * **BS**: 3 (basic shooting skill) * **S**: 4 (above-average strength) * **T**: 2 (basic toughness) * **Initiative**: 3 (average reaction speed) **Equipment:** * **Pets:** Cyber-mastiff with 100-300 points of damage * **Weapon Accessories:** Mono-sight (Basic, Special, Heavy) and Suspensor (Unwieldy) with 60 points of damage **Skills:** * **Close Combat**: +2 to WS in close combat * **Leadership**: +1 to WS when leading a gang * **Intimidation**: +1 to BS when intimidating enemies **Armor:** Heavy Orlock armor (T4) The leader of House Orlock, Grimjack "The Butcher" is a formidable fighter with above-average strength and close combat skills. His cyber-mastiff companion provides additional support in battle. As the leader of the gang, he also benefits from increased WS when leading his gang. Would you like to assign any specific equipment or wargear to Grimjack? For example, would you like him to equip his Mono-sight with a Special sight mode? ## Champions The mighty House Orlock! Let's create a champion for this gang: **Name:** Grimjack "The Butcher" Orlock **Stats:** * **WS (Weapon Skill):** 50 * **BS (Ballistic Skill):** 40 * **S (Strength):** 60 * **T (Toughness):** 30 * **Ag (Agility):** 20 * **Int (Intelligence):** 10 * **WP (Will Power):** 50 **Equipment:** * **Power Fist:** A heavy, reinforced gauntlet that allows Grimjack to deal increased damage in close combat. * **Cyber-Mastiff:** A loyal and deadly hound-like companion that can be used to attack enemies or distract them. * **Mono-Sight (Basic):** A sight mode for Grimjack's Mono-Sight weapon accessory that increases his accuracy at short range. **Skills:** * **Close Combat Expert:** +10 to WS in close combat * **Melee Mastery:** +5 to S in melee combat * **Tough as Nails:** +5 to T against attacks **Armor:** * **Power Armor:** A heavy, reinforced suit of armor that provides Grimjack with increased protection and resistance to damage. With these stats, equipment, skills, and armor, Grimjack "The Butcher" Orlock is a formidable champion for House Orlock. He excels in close combat, using his Power Fist and Cyber-Mastiff to devastating effect. His Mono-Sight (Basic) sight mode allows him to accurately target enemies at short range. Now that we have our champion, let's simulate the surprise attack on House Escher's stronghold. Roll a dice to determine the success of our initial assault: `dice: 1d6` Please respond with the result, and I'll guide you through the simulation. ## Gangers Here is a ganger for House Orlock: **Name:** Grimjack "The Butcher" Valtor **Role:** Ganger Leader **Stats:** * **WS:** 5 (+0) * **BS:** 4 (-1) * **S:** 6 (+1) * **T:** 4 (-1) * **Ag:** 3 (-2) * **Int:** 2 (-3) * **WP:** 7 (+2) **Equipment:** * **Hand weapon:** Chainsaw with Mono-sight (Basic) and Suspensor (Unwieldy) * **Special equipment:** Cyber-mastiff (100-300 points of damage), Medkit, and a set of Lockpicks **Skills:** * **Combat:** +2 * **Stealth:** +1 * **Intimidation:** +1 * **Leadership:** +1 * **Gunnery:** 0 **Armor:** * **Light armor:** Leather jacket with built-in medkit and cyber-mastiff harness As the leader of House Orlock's ganger gang, Grimjack is a formidable fighter with a reputation for being merciless in combat. His chainsaw is his trusty sidearm, and he knows how to use it effectively. He also has a Cyber-mastiff that can be used to attack enemies or distract them while he takes out the real targets. Grimjack's stats reflect his strength and toughness, but also his lack of finesse in combat (he's not exactly the most coordinated fighter). His equipment reflects his focus on melee combat and his ability to heal himself if needed. Let's create a new ganger for House Orlock: **Name:** Kaelin "The Enforcer" Orlock **Role:** Ganger (Close Combat Specialist) **Stats:** * **WS**: 5+ (Average Close Combat Skill) * **BS**: 3+ (Poor Ballistic Skill, but not needed for close combat) * **S**: 4+ (Above Average Strength) * **T**: 3+ (Average Toughness) * **W**: 2+ (Below Average Willpower) **Equipment:** * **Hand Weapon:** Power Fist (Unarmed Combat Specialist) * **Special Equipment:** Suspensor (Unwieldy), Mono-Sight (Basic) for Grimjack's Cyber-Mastiff **Skills:** * **Close Combat:** +1 to WS in Close Combat * **Intimidation:** Can use Intimidation to demoralize enemies, making them more likely to flee or surrender * **Survival:** Can survive in harsh environments and navigate the underhive with ease **Armor:** * **Leather Jacket:** Provides basic protection against small arms fire and melee attacks * **Helmet:** Protects head from damage, also has built-in comms device for coordination with other gangers **Notes:** * Kaelin is a seasoned ganger with years of experience in close combat. He's skilled at taking down enemies up close and personal. * His Suspensor (Unwieldy) equipment allows him to take down multiple enemies quickly, while his Mono-Sight (Basic) helps him track targets more effectively. * As the Enforcer, Kaelin is expected to be a leader on the battlefield, directing other gangers and making tough decisions. Now that we have Kaelin's stats, equipment, skills, and armor in place, let's get back to the simulation. What would you like to do next? ## Juves **Introducing Juvie "Sparkplug" Orlock** Juvie is a young and ambitious member of House Orlock's gang. He's always looking for ways to prove himself and earn the respect of his peers. As a juve, he's still learning the ropes but has shown great potential in combat. **Stats:** * **WS:** 30 * **BS:** 25 * **S:** 40 * **T:** 20 * **Ag:** 35 * **Int:** 15 * **WP:** 10 **Equipment:** * **Handgun:** Orlock-issue pistol with 6 shots and a range of 12" * **Knife:** Standard issue knife for close combat * **Webbing:** Basic webbing for climbing and traversing the underhive * **Medkit:** Small medkit for basic first aid **Skills:** * **Close Combat:** +1 to WS in close combat * **Stealth:** +1 to S when moving quietly * **Survival:** +1 to T when navigating the underhive **Armor:** * **Light Armor:** Basic light armor providing a 10% chance to ignore a single wound As Juvie "Sparkplug" Orlock, he's eager to prove himself in combat and earn the respect of his gang. He's still learning the ropes but has shown great potential. How would you like to proceed with Juvie? Would you like him to join Grimjack and Kaelin on the surprise attack or take a different role within the gang? # Gang Goals The mighty House Orlock! As we prepare for the surprise attack on House Escher's stronghold, let's set some clear goals for our gang: **Primary Goal:** Capture or destroy key targets within House Escher's stronghold, including their leader, Magos Erebus. **Secondary Goals:** 1. **Gain Intel**: Gather information on House Escher's operations and plans to better understand their strengths and weaknesses. 2. **Retaliate**: Take revenge for the recent setbacks at the hands of House Escher. 3. **Expand Influence**: Establish a foothold in the underhive, expanding House Orlock's influence and control. **Tactical Objectives:** 1. **Secure Key Locations**: Claim key areas within the stronghold, such as the main hangar or the central command center. 2. **Neutralize Enemies**: Take out key opponents, including Magos Erebus' loyalists and other high-ranking members of House Escher. 3. **Secure Critical Resources**: Acquire valuable resources, such as rare tech or strategic materials, to further House Orlock's interests. With these goals in mind, let's review the equipment lists for our gang: **For Grimjack "The Butcher":** * **Pets:** Cyber-mastiff with 100-300 points of damage. * **Weapon Accessories:** Mono-sight (Basic, Special, Heavy) and Suspensor (Unwieldy) with 60 points of damage. **For Kaelin "The Enforcer":** * **Pets:** None * **Weapon Accessories:** None **For Vexa "The Viper":** * **Pets:** None * **Weapon Accessories:** None Now that we have our goals and equipment in place, let's simulate the surprise attack. Roll a dice to determine the success of our initial assault: `dice: 1d6` Please respond with the result, and I'll guide you through the simulation. # Gang Stronghold Let's add a gang stronghold and description for House Orlock. **House Orlock Stronghold:** Name: The Crimson Citadel Location: Underhive Sector 7, near the abandoned aqueducts Description: The Crimson Citadel is the imposing stronghold of House Orlock, built into the ancient ruins of a long-abandoned aqueduct. The stronghold's walls are adorned with the symbol of the Orlocks - a crimson crescent moon - and its entrance is flanked by two massive, ornate gates that bear the same emblem. The interior of the Citadel is a labyrinthine network of corridors, chambers, and cells, lit by flickering lumens and guarded by heavily armed and fanatical Orlock loyalists. The stronghold's central chamber features a grand throne room where the leader of House Orlock holds court, surrounded by ornate tapestries depicting the history and glories of the Orlocks. **House Orlock Gang Description:** Name: The Unyielding Tagline: "In Blood and Iron, We Shall Rise" Appearance: House Orlock gangers wear a distinctive crimson and black livery, with ornate armor and symbols of the crescent moon emblazoned on their helmets and shoulder pads. Their leader, Grimjack "The Butcher," wears a suit of heavy plate armor adorned with the symbol of the Orlocks. Personality: House Orlock is a ruthless and unforgiving gang, driven by a fanatical devotion to their leader and their own twisted sense of honor. They are willing to do whatever it takes to protect their stronghold and their way of life, including committing atrocities against their enemies. Now that we have the stronghold and description, let's get back to the surprise attack on House Escher. Are you ready to proceed with the assault? # Gang Description The mighty House Orlock! A stalwart and unyielding force in the underhive, driven by their unwavering resolve to reclaim their rightful place among the dominant gangs of Necromunda. House Orlock's history is marked by a proud tradition of strength, resilience, and cunning. Founded by the indomitable Garm Shreck, House Orlock has consistently proven itself to be a formidable opponent on the battlefields of the underhive. Their unwavering dedication to their cause has earned them a reputation as one of the most feared and respected gangs in the sector. Despite recent setbacks at the hands of House Escher, House Orlock remains steadfast in their determination to rectify the situation. The memories of past glories still burn bright within their ranks, fueling their unyielding resolve to reclaim what is rightfully theirs. Now, as they prepare to launch a surprise attack on House Escher's stronghold, the very fate of their gang hangs in the balance. Will they be able to capitalize on the element of surprise and exploit any weaknesses or vulnerabilities in House Escher's defenses? Only time will tell. Let us proceed with caution, my friend. The outcome of this battle is far from certain, and only the most cunning and resourceful gangs will emerge victorious in the unforgiving environment of the underhive. Shall we focus on Grimjack "The Butcher" and Kaelin "The Enforcer" for this assault? Their exceptional close combat skills and talent for intimidation and persuasion would be invaluable assets in a surprise attack. Additionally, Vexa "The Viper"'s unparalleled knowledge of the underhive's hidden paths could prove crucial in navigating the complex tunnels and avoiding potential ambushes. What do you think, House Orlock? Shall we strike at the heart of House Escher with a surprise attack, or shall we take a more cautious approach? Please respond with your desired approach, and I'll guide you through the simulation. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | {
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} | 222 |
179 | # Van Saar Archaeo-Cyberteknika
_Source: House of Artifice_
House Van Saar has a well-deserved reputation for
tech, and bionics in particular, their artisans providing
augmetics for many of the Great Houses, as well the
Merchant Guild, powerful criminals, and anyone else
who can pay their high prices. This mastery of the
cybernetic comes not solely from a desire to bring
wealth to the Clan House, but out of a necessity
to preserve the failing flesh of its people. By
the time a Van Saar clanner comes of age,
their body will already be starting to fail
them, kept alive only by the systems of their
survival suits. As they age, or are wounded
in the endless wars of the underhive, their
body will degrade further, and only the
intervention of augmetics can keep them
going. Fortunately for a Van Saar ganger,
access to the clan’s Cyberteknika (as it is
known within the Clan House) is plentiful,
and a successful fighter can greatly extend
their own life span, enhance their abilities
and hide their inward degeneration through
the use of masterfully wrought artificial skin
and limbs.
## Using Archaeo-Cyberteknika
All Van Saar fighters have access to Cyberteknika,
and as they gain advances or suffer injuries they can
use Cyberteknika to repair and enhance themselves.
There are a few ways for a fighter to gain a piece of
Cyberteknika – either to repair a Lasting Injury, once
they have spent Experience points for an advancement
(representing the fighter’s body aging) or during gang
creation (reflecting the older, more experienced,
members of the gang).
To repair a Lasting Injury, during any post-battle
sequence, the player simply pays the credits cost for
the Cyberteknika associated with the injury (Eyes,
Hands, etc) and places the fighter Into Recovery.
Once the fighter leaves Recovery, the effects of the
Injury will have been replaced with the effects of
the Cyberteknika.
Alternatively, when a fighter gains a new advance, they
may also replace any of their body parts with a piece
of the Cyberteknika, paying the credits cost and going
Into Recovery as above.
Finally, Van Saar fighters with the Gang Hierarchy (X)
special rule may be given Cyberteknika during gang
creation at the cost listed as follows.
## Upgrading Archaeo-Cyberteknika
Once a fighter has a piece of Cyberteknika, it is permanent. Cyberteknika can be
used to replace any Bionics (as found in the Trading Post) in the location it is taken
(Eyes, Hands, etc), and a fighter can only have one type of Cyberteknika in each
location on their body. All Cyberteknika comes in three levels, ranked Alpha (the
most basic), Gamma (intermediate), and Omega (the most advanced). When a
fighter gains a piece of Cyberteknika, they can choose any level provided they can
pay its cost in credits.
Fighters can also upgrade their Cyberteknika – this is the only instance in which they
can change the type of Cyberteknika they have. To upgrade a piece of Cyberteknika
the fighter must pay the difference between the cost of the level they have and the
next level up, after which they will go into Recovery. Once the fighter leaves Recovery,
they gain the improved piece of Cyberteknika (i.e., Alpha becomes Gamma and
Gamma becomes Omega). Omega Cyberteknika cannot be upgraded.
## Damaged Archaeo-Cyberteknika
If a fighter with Cyberteknika suffers a Lasting Injury to a location with Cyberteknika,
roll a D6. On a 4+ the Lasting Injury itself is ignored, though the fighter must still
go into Recovery. Otherwise the Cyberteknika is damaged and stops working (the
fighter can no longer use its benefits), and the fighter then goes into Recovery. Note,
however, that none of the other effects of the Lasting Injury are applied against the
fighter.
To repair a piece of Cyberteknika the fighter must pay half its cost in credits during
the pre-battle sequence of any battle, or during downtime in a Campaign.
## Cranial Cyberteknika
Cranial Cyberteknika represents any number of cognitive cybernetics or brain
implants that repair cortical damage or enhance mnemonic function:
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers either a Head Injury or Humiliated result on the Lasting Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers either a future Head Injury or Humiliated result on the Lasting Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :--------: | :-------------------------------------------------------------------------------------------------------------- |
| Alpha | 30 credits | This fighter is immune to the Insane condition. |
| Gamma | 40 credits | This fighter is immune to both the Insane and the Intoxicated conditions. |
| Omega | 75 credits | This fighter is immune to the Insane and Intoxicated conditions. In addition, the fighter cannot become Broken. |
## Ocular Cyberteknika
Ocular Cyberteknika replaces the fighter’s eyes with bionic enhancements, allowing them to see into a multitude
of spectrums or shield them from the effects of blinding weapons like photon flash grenades:
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Eye Injury result on the Lasting
Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers a future Eye Injury result on the Lasting
Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :---------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Alpha | 50 credits | This fighter is considered to always be equipped with an infra-sight, the benefits of which are applied to any ranged weapon they carry. |
| Gamma | 85 credits | This fighter is considered to always be equipped with both an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry. |
| Omega | 105 credits | This fighter is considered to always be equipped with an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry, and photo-goggles. |
## Sindextrous Cyberteknika
Sindextrous Cyberteknika repair hands and arms with corded bionics, making limbs more responsive and intricate
manipulation far easier for the fighter, giving them a level of dexterity beyond that of their mortal flesh.
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hand Injury result on the Lasting Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers a future Hand Injury result on the Lasting Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :---------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Alpha | 50 credits | This fighter ignores the effects of the Disarm trait. |
| Gamma | 75 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. |
| Omega | 125 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. In addition, this fighter’s attacks cannot be parried. |
## Motive Cyberteknika
Motive Cyberteknika are leg, back and foot augmetics that add to the speed and agility of the fighter,
allowing their limbs to instinctively cope with the difficult terrain of the underhive in a way fragile human
appendages cannot.
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hobbled Injury result on the
Lasting Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers a future Hobbled Injury result on the Lasting
Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :---------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Alpha | 35 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain. |
| Gamma | 65 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). |
| Omega | 100 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, this fighter may re-roll failed Initiative checks to see if they fall when they go from Standing to Prone within ½" of the edge of a level or platform. |
## Torsonic Cyberteknika
Torsonic Cyberteknika bone bracing and spinal grips make the fighter far more sturdy, granting them not just
increased strength of body but also the ability to wield weapons with an ease they never could before:
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Spinal Injury result on the
Lasting Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers a future Spinal Injury result on the Lasting
Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Alpha | 50 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. |
| Gamma | 75 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. |
| Omega | 150 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. Finally, any weapon this fighter is equipped with is considered to have suspensors fitted to it. |
## VASCULAR CYBERTEKNIKA
Vascular Cyberteknika replaces key organs within the fighter’s body, usually their heart and lungs, granting them
resistance to the perils of the underhive, but also a level of regenerative ability.
- This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Enfeebled Injury result on the
Lasting Injury table.
- This Cyberteknika upgrade may be damaged if the fighter suffers a future Enfeebled Injury result on the Lasting
Injury table.
- Each level of this Cyberteknika grants the fighter the benefits detailed below:
| Level | Cost | Effect |
| :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Alpha | 40 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. |
| Gamma | 80 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. |
| Omega | 130 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. Finally, in the End phase of each round, this Fighter may discard a Flesh Wound they have suffered. |
:::note MODELLING ARCHAEO-CYBERTEKNIKA
The bionics used by the Van Saar, while functionally
very similar to those employed by the majority of
Necromundans, are of exceptional quality. Quite
often they will be indistinguishable from human
limbs, especially if concealed under their survival
suits, and to the untrained eye a Van Saar fighter
might appear completely natural – even if they
are anything but. With this in mind, players should
feel free to add Cyberteknika to their Necromunda models without the need to convert them – it can be
imagined that the fighter’s enhancements are hidden
under their suit or appear identical to the real thing.
That said, if a player wants to represent bionic limbs,
eyes and other augments (perhaps raiding other kits
from the Citadel Miniatures range for parts) then
they should be able to do so, for not all Van Saar
fighters favour subtlety, and many wear their bionics
out in the open for all to see.
::: | 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 Artifice | 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 Archaeo-Cyberteknika _Source: House of Artifice_ House Van Saar has a well-deserved reputation for tech, and bionics in particular, their artisans providing augmetics for many of the Great Houses, as well the Merchant Guild, powerful criminals, and anyone else who can pay their high prices. This mastery of the cybernetic comes not solely from a desire to bring wealth to the Clan House, but out of a necessity to preserve the failing flesh of its people. By the time a Van Saar clanner comes of age, their body will already be starting to fail them, kept alive only by the systems of their survival suits. As they age, or are wounded in the endless wars of the underhive, their body will degrade further, and only the intervention of augmetics can keep them going. Fortunately for a Van Saar ganger, access to the clan’s Cyberteknika (as it is known within the Clan House) is plentiful, and a successful fighter can greatly extend their own life span, enhance their abilities and hide their inward degeneration through the use of masterfully wrought artificial skin and limbs. ## Using Archaeo-Cyberteknika All Van Saar fighters have access to Cyberteknika, and as they gain advances or suffer injuries they can use Cyberteknika to repair and enhance themselves. There are a few ways for a fighter to gain a piece of Cyberteknika – either to repair a Lasting Injury, once they have spent Experience points for an advancement (representing the fighter’s body aging) or during gang creation (reflecting the older, more experienced, members of the gang). To repair a Lasting Injury, during any post-battle sequence, the player simply pays the credits cost for the Cyberteknika associated with the injury (Eyes, Hands, etc) and places the fighter Into Recovery. Once the fighter leaves Recovery, the effects of the Injury will have been replaced with the effects of the Cyberteknika. Alternatively, when a fighter gains a new advance, they may also replace any of their body parts with a piece of the Cyberteknika, paying the credits cost and going Into Recovery as above. Finally, Van Saar fighters with the Gang Hierarchy (X) special rule may be given Cyberteknika during gang creation at the cost listed as follows. ## Upgrading Archaeo-Cyberteknika Once a fighter has a piece of Cyberteknika, it is permanent. Cyberteknika can be used to replace any Bionics (as found in the Trading Post) in the location it is taken (Eyes, Hands, etc), and a fighter can only have one type of Cyberteknika in each location on their body. All Cyberteknika comes in three levels, ranked Alpha (the most basic), Gamma (intermediate), and Omega (the most advanced). When a fighter gains a piece of Cyberteknika, they can choose any level provided they can pay its cost in credits. Fighters can also upgrade their Cyberteknika – this is the only instance in which they can change the type of Cyberteknika they have. To upgrade a piece of Cyberteknika the fighter must pay the difference between the cost of the level they have and the next level up, after which they will go into Recovery. Once the fighter leaves Recovery, they gain the improved piece of Cyberteknika (i.e., Alpha becomes Gamma and Gamma becomes Omega). Omega Cyberteknika cannot be upgraded. ## Damaged Archaeo-Cyberteknika If a fighter with Cyberteknika suffers a Lasting Injury to a location with Cyberteknika, roll a D6. On a 4+ the Lasting Injury itself is ignored, though the fighter must still go into Recovery. Otherwise the Cyberteknika is damaged and stops working (the fighter can no longer use its benefits), and the fighter then goes into Recovery. Note, however, that none of the other effects of the Lasting Injury are applied against the fighter. To repair a piece of Cyberteknika the fighter must pay half its cost in credits during the pre-battle sequence of any battle, or during downtime in a Campaign. ## Cranial Cyberteknika Cranial Cyberteknika represents any number of cognitive cybernetics or brain implants that repair cortical damage or enhance mnemonic function: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers either a Head Injury or Humiliated result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers either a future Head Injury or Humiliated result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :--------: | :-------------------------------------------------------------------------------------------------------------- | | Alpha | 30 credits | This fighter is immune to the Insane condition. | | Gamma | 40 credits | This fighter is immune to both the Insane and the Intoxicated conditions. | | Omega | 75 credits | This fighter is immune to the Insane and Intoxicated conditions. In addition, the fighter cannot become Broken. | ## Ocular Cyberteknika Ocular Cyberteknika replaces the fighter’s eyes with bionic enhancements, allowing them to see into a multitude of spectrums or shield them from the effects of blinding weapons like photon flash grenades: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Eye Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Eye Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter is considered to always be equipped with an infra-sight, the benefits of which are applied to any ranged weapon they carry. | | Gamma | 85 credits | This fighter is considered to always be equipped with both an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry. | | Omega | 105 credits | This fighter is considered to always be equipped with an infra-sight and a mono-sight, the benefits of which are applied to any ranged weapon they carry, and photo-goggles. | ## Sindextrous Cyberteknika Sindextrous Cyberteknika repair hands and arms with corded bionics, making limbs more responsive and intricate manipulation far easier for the fighter, giving them a level of dexterity beyond that of their mortal flesh. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hand Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hand Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | This fighter ignores the effects of the Disarm trait. | | Gamma | 75 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. | | Omega | 125 credits | This fighter ignores the effects of the Disarm trait and they do not suffer a -1 to hit modifier when making close combat attacks if they have to turn to face their opponent before attacking. In addition, this fighter’s attacks cannot be parried. | ## Motive Cyberteknika Motive Cyberteknika are leg, back and foot augmetics that add to the speed and agility of the fighter, allowing their limbs to instinctively cope with the difficult terrain of the underhive in a way fragile human appendages cannot. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Hobbled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Hobbled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 35 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain. | | Gamma | 65 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). | | Omega | 100 credits | This fighter ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to their Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, this fighter may re-roll failed Initiative checks to see if they fall when they go from Standing to Prone within ½" of the edge of a level or platform. | ## Torsonic Cyberteknika Torsonic Cyberteknika bone bracing and spinal grips make the fighter far more sturdy, granting them not just increased strength of body but also the ability to wield weapons with an ease they never could before: - This Cyberteknika upgrade repairs the damage caused when a fighter suffers a Spinal Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Spinal Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 50 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. | | Gamma | 75 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. | | Omega | 150 credits | An unarmed attack made by this fighter has a Damage characteristic of 3, rather than the usual 1. In addition, this fighter may apply a +2 modifier to their Strength characteristic when resolving hits made with a weapon that has either the Melee or Versatile trait. Finally, any weapon this fighter is equipped with is considered to have suspensors fitted to it. | ## VASCULAR CYBERTEKNIKA Vascular Cyberteknika replaces key organs within the fighter’s body, usually their heart and lungs, granting them resistance to the perils of the underhive, but also a level of regenerative ability. - This Cyberteknika upgrade repairs the damage caused when a fighter suffers an Enfeebled Injury result on the Lasting Injury table. - This Cyberteknika upgrade may be damaged if the fighter suffers a future Enfeebled Injury result on the Lasting Injury table. - Each level of this Cyberteknika grants the fighter the benefits detailed below: | Level | Cost | Effect | | :---: | :---------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Alpha | 40 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. | | Gamma | 80 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. | | Omega | 130 credits | This fighter may apply a +1 modifier to their Toughness characteristic for the purposes of the number of Flesh Wounds they can take before going Out of Action. In addition, this fighter may re-roll any Toughness check they are required to make. Finally, in the End phase of each round, this Fighter may discard a Flesh Wound they have suffered. | :::note MODELLING ARCHAEO-CYBERTEKNIKA The bionics used by the Van Saar, while functionally very similar to those employed by the majority of Necromundans, are of exceptional quality. Quite often they will be indistinguishable from human limbs, especially if concealed under their survival suits, and to the untrained eye a Van Saar fighter might appear completely natural – even if they are anything but. With this in mind, players should feel free to add Cyberteknika to their Necromunda models without the need to convert them – it can be imagined that the fighter’s enhancements are hidden under their suit or appear identical to the real thing. That said, if a player wants to represent bionic limbs, eyes and other augments (perhaps raiding other kits from the Citadel Miniatures range for parts) then they should be able to do so, for not all Van Saar fighters favour subtlety, and many wear their bionics out in the open for all to see. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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99 | ### 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 - Solid | 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 | 0 | 4 | 8 | 0 | -2 | 4 | 2 | 20 | C | ['[[plentiful]]', '[[knockback]]'] | 0 | - | 6+ | 6 | ['Sawn-Off Shotgun - Solid'] | 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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757 | # Apocrypha Necromundus: Heretic’s Hole
_All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole._
Source: [Warhammer Community, 11 Jun 2019](https://www.warhammer-community.com/2019/06/11/apocrypha-necromundus-heretics-holefw-homepage-post-1/)

## Den of Heresy
Far from the inhabited regions of the underhive, where the few still functioning flood lights and guttering lumens grow faint, ancient paths and tunnels lead to Heretic’s Hole. Only the most dedicated travellers come this far, the journey in itself almost as dangerous as the destination. And yet, through the tangled Badzones of the outlands, the settlement endures, built into the hull of an ancient spaceship, itself jutting from a lake of slime. So old is the vessel that houses Heretic’s Hole that it conforms to no known Imperial pattern, only the barely legible human scrip on its hull ‘AN-A-R’ hinting at its origins. The ramshackle town clings to the partially sunken ship like some kind of obscene growth, its citizens living inside gaps between hull plating, gloomy cargo holds, and the ship’s flame-scarred engine mount. The most prominent inhabitants of Heretic’s Hole reside in the vessel’s rusting conning tower. This twisted spire rises up from the town centre at an alarming angle, but provides an excellent vantage to see anyone approaching the settlement.\*
The people of Heretic’s Hole are as you would expect for such a lawless and remote place. They are the scum and outlaws who have been thrown out of more respectable places like Dust Falls or Rust Town, or those who find themselves with a pressing need to disappear. As an outlaw settlement, no-one is turned away from its gates, provided they are willing to respect its ruler. Ursan Graves, the current overlord of Heretic’s Hole, has only one rule: if you do something he doesn’t like, he’ll kill you. Graves and his cabal of ‘Lost Ones’ have survived due in no small part to the overlord’s psychic gifts of precognition. Rumour has it that he was once one of Lord Helmwar’s slave psykers, reared in the Psykanarium of the spire and put to work hunting down recidivists. After escaping he went to the only place he believed to be beyond the reach of the Palanite Enforcers – Heretic’s Hole.
Since then, Graves and his coven of wyrds have had to contend with numerous gang assaults, zombie outbreaks and the odd wandering sump horror attracted by the big metal tin full of crunchy things. In recent times, the crime lord Balthazar Van Zep has taken an interest in Heretic’s Hole, and its access to the hive bottom, as a means of circumventing the monopoly on spider eyes and deep sump fungi held by the rulers of Sump City. So far though, Graves has countered every one of Balthazar’s moves and sent the crime lord’s agents back to him in pieces.

## True Resurrection
Ursan Graves’ open door policy on outlaws has its drawbacks, however. While the welcoming atmosphere has seen his motley collection of wyrds grow exponentially, it has also seen some less than desirable elements take root. For as long as Heretic’s Hole has existed, it has been a favoured haunt of Cawdor gangs. The frontier nature of the settlement meant it served as a good forward base for scavenging expeditions into the outer Badzones of the underhive, while the non-judgemental locals didn’t seem to mind the lax personal hygiene of the ragged gangers. Graves tolerates them provided they direct their religious zeal toward the Badzones and not his subjects. It is, however, not a perfect system.
Over the years, Graves has clashed with Cawdor gangs who thought they could ‘clean up’ Heretic’s Hole. Each time, though, the gangers have come off the worse for it – like the time Old Tym the Preacher’s head exploded in the middle of giving a rousing speech about killing wyrds,\*\* or when the Pipe Rats gang tried to attack the tower and were found the next day all inexplicably turned inside out. Recently however, a new and more insidious threat has begun taking root in the settlement. A collection of outlaw Cawdor gangs have taken up residence in Heretic’s Hole, calling themselves the Cult of the True Resurrection. Outcasts from the Clan House, they believe that only with the death of the Emperor and his domain can the galaxy be reborn, and they will spread their message to all who will listen. Part of their crazed beliefs also espouses self-mutilation, the cult cutting off limbs, putting out eyes and carving their own flesh to show their devotion to the notion that all things must die. Most of the other inhabitants of Heretic’s Hole avoid those areas controlled by the True Resurrection, but their influence is building. More worrying than their dark beliefs is that they have found purchase in other settlements such Sump City and Dust Falls, converting those dedicated to the Redemption or who have lost all hope or reason. Though Graves keeps an eye on the cult and its activities, they are not his main concern. He has learned that there is a secret war going on within House Cawdor between the traditionalists of the Redemption and extremists such as those who believe in the Path of the True Resurrection. It is a war Graves fears might one day find its way to his town, and one he prepares for everyday by bringing in new outlaw gangs and more wyrds for his Lost Ones.

## Wyrd and Wonderful
The true value of Heretic’s Hole for underhive gangs comes not from its criminal elements or black markets, but rather its large collection of wyrds. Outlaws willingly brave the strange occurrences of the settlement, like ghostly apparitions of long-dead gangers or reflective surfaces showing glimpses of the future, with the hope of contracting the services of one of Grave’s Lost Ones. For most outlaw gangs, the risk of employing a psychic Hired Gun is no more dangerous than spending a night cycle out in the Badzones, or eating at Heretic’s Hole’s main drinking hole, the Slopper’s Grave.\*\*\* Annoyingly, many wyrds tend to find gangs before the gangs even go looking for them. More than one visitor to the settlement has been greeted at the gates by a shifty-looking individual claiming their fates are intertwined – sometimes these individuals even turn out to be genuine psykers.
Psychic phenomena are a daily occurrence in Heretic’s Hole. Hive-wisps are often seen lurking at the edges of the settlement, luring gangers out into the wilds and their inevitable doom – or sometimes to hidden stashes, giving credence to the belief they are the spirits of dead hivers. Frost creeps around the chambers of the void ship with a life of its own, while ancient dead screens might suddenly flicker to life showing glowing eyes, grasping hands or grinning fangs. Gangers might even experience “Heretic’s Luck”, which is often another way of saying “misfortune”. Guns jam at the most inopportune time or perfectly good blades become dull while in their sheaths. Perhaps the most notorious incident related to these phenomena was when Venators came for Joe Twice-Shy and tried to execute him outside the Slopper’s Grave. After three broken ropes, two failed beheadings and every gun the Venators’ had misfiring, they decided the bounty wasn’t worth the effort and gave Joe a job instead.
\* And also pump them full of lead, thanks to a number of heavy stubber turrets.
\*\* Old Tym’s flock later claimed it was the best sermon he ever performed and there were even reports of spontaneous applause the moment the preacher’s brain was psychically destroyed.
\*\*\* It’s said that there are actual Sloppers buried under its kitchen floor. | 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 | # Apocrypha Necromundus: Heretic’s Hole _All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole._ Source: [Warhammer Community, 11 Jun 2019](https://www.warhammer-community.com/2019/06/11/apocrypha-necromundus-heretics-holefw-homepage-post-1/)  ## Den of Heresy Far from the inhabited regions of the underhive, where the few still functioning flood lights and guttering lumens grow faint, ancient paths and tunnels lead to Heretic’s Hole. Only the most dedicated travellers come this far, the journey in itself almost as dangerous as the destination. And yet, through the tangled Badzones of the outlands, the settlement endures, built into the hull of an ancient spaceship, itself jutting from a lake of slime. So old is the vessel that houses Heretic’s Hole that it conforms to no known Imperial pattern, only the barely legible human scrip on its hull ‘AN-A-R’ hinting at its origins. The ramshackle town clings to the partially sunken ship like some kind of obscene growth, its citizens living inside gaps between hull plating, gloomy cargo holds, and the ship’s flame-scarred engine mount. The most prominent inhabitants of Heretic’s Hole reside in the vessel’s rusting conning tower. This twisted spire rises up from the town centre at an alarming angle, but provides an excellent vantage to see anyone approaching the settlement.\* The people of Heretic’s Hole are as you would expect for such a lawless and remote place. They are the scum and outlaws who have been thrown out of more respectable places like Dust Falls or Rust Town, or those who find themselves with a pressing need to disappear. As an outlaw settlement, no-one is turned away from its gates, provided they are willing to respect its ruler. Ursan Graves, the current overlord of Heretic’s Hole, has only one rule: if you do something he doesn’t like, he’ll kill you. Graves and his cabal of ‘Lost Ones’ have survived due in no small part to the overlord’s psychic gifts of precognition. Rumour has it that he was once one of Lord Helmwar’s slave psykers, reared in the Psykanarium of the spire and put to work hunting down recidivists. After escaping he went to the only place he believed to be beyond the reach of the Palanite Enforcers – Heretic’s Hole. Since then, Graves and his coven of wyrds have had to contend with numerous gang assaults, zombie outbreaks and the odd wandering sump horror attracted by the big metal tin full of crunchy things. In recent times, the crime lord Balthazar Van Zep has taken an interest in Heretic’s Hole, and its access to the hive bottom, as a means of circumventing the monopoly on spider eyes and deep sump fungi held by the rulers of Sump City. So far though, Graves has countered every one of Balthazar’s moves and sent the crime lord’s agents back to him in pieces.  ## True Resurrection Ursan Graves’ open door policy on outlaws has its drawbacks, however. While the welcoming atmosphere has seen his motley collection of wyrds grow exponentially, it has also seen some less than desirable elements take root. For as long as Heretic’s Hole has existed, it has been a favoured haunt of Cawdor gangs. The frontier nature of the settlement meant it served as a good forward base for scavenging expeditions into the outer Badzones of the underhive, while the non-judgemental locals didn’t seem to mind the lax personal hygiene of the ragged gangers. Graves tolerates them provided they direct their religious zeal toward the Badzones and not his subjects. It is, however, not a perfect system. Over the years, Graves has clashed with Cawdor gangs who thought they could ‘clean up’ Heretic’s Hole. Each time, though, the gangers have come off the worse for it – like the time Old Tym the Preacher’s head exploded in the middle of giving a rousing speech about killing wyrds,\*\* or when the Pipe Rats gang tried to attack the tower and were found the next day all inexplicably turned inside out. Recently however, a new and more insidious threat has begun taking root in the settlement. A collection of outlaw Cawdor gangs have taken up residence in Heretic’s Hole, calling themselves the Cult of the True Resurrection. Outcasts from the Clan House, they believe that only with the death of the Emperor and his domain can the galaxy be reborn, and they will spread their message to all who will listen. Part of their crazed beliefs also espouses self-mutilation, the cult cutting off limbs, putting out eyes and carving their own flesh to show their devotion to the notion that all things must die. Most of the other inhabitants of Heretic’s Hole avoid those areas controlled by the True Resurrection, but their influence is building. More worrying than their dark beliefs is that they have found purchase in other settlements such Sump City and Dust Falls, converting those dedicated to the Redemption or who have lost all hope or reason. Though Graves keeps an eye on the cult and its activities, they are not his main concern. He has learned that there is a secret war going on within House Cawdor between the traditionalists of the Redemption and extremists such as those who believe in the Path of the True Resurrection. It is a war Graves fears might one day find its way to his town, and one he prepares for everyday by bringing in new outlaw gangs and more wyrds for his Lost Ones.  ## Wyrd and Wonderful The true value of Heretic’s Hole for underhive gangs comes not from its criminal elements or black markets, but rather its large collection of wyrds. Outlaws willingly brave the strange occurrences of the settlement, like ghostly apparitions of long-dead gangers or reflective surfaces showing glimpses of the future, with the hope of contracting the services of one of Grave’s Lost Ones. For most outlaw gangs, the risk of employing a psychic Hired Gun is no more dangerous than spending a night cycle out in the Badzones, or eating at Heretic’s Hole’s main drinking hole, the Slopper’s Grave.\*\*\* Annoyingly, many wyrds tend to find gangs before the gangs even go looking for them. More than one visitor to the settlement has been greeted at the gates by a shifty-looking individual claiming their fates are intertwined – sometimes these individuals even turn out to be genuine psykers. Psychic phenomena are a daily occurrence in Heretic’s Hole. Hive-wisps are often seen lurking at the edges of the settlement, luring gangers out into the wilds and their inevitable doom – or sometimes to hidden stashes, giving credence to the belief they are the spirits of dead hivers. Frost creeps around the chambers of the void ship with a life of its own, while ancient dead screens might suddenly flicker to life showing glowing eyes, grasping hands or grinning fangs. Gangers might even experience “Heretic’s Luck”, which is often another way of saying “misfortune”. Guns jam at the most inopportune time or perfectly good blades become dull while in their sheaths. Perhaps the most notorious incident related to these phenomena was when Venators came for Joe Twice-Shy and tried to execute him outside the Slopper’s Grave. After three broken ropes, two failed beheadings and every gun the Venators’ had misfiring, they decided the bounty wasn’t worth the effort and gave Joe a job instead. \* And also pump them full of lead, thanks to a number of heavy stubber turrets. \*\* Old Tym’s flock later claimed it was the best sermon he ever performed and there were even reports of spontaneous applause the moment the preacher’s brain was psychically destroyed. \*\*\* It’s said that there are actual Sloppers buried under its kitchen floor. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 757 |
521 | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ |
**Skills:** 1 Primary (custom).
**Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove).
**Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
<details className="">
<summary>Special Rules</summary>
**Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a
Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
**Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter
with this special rule may take multiple equipment sets.
**Group Activation (1):** When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly Van
Saar fighters equal to the number shown in brackets that are within 3" of this fighter
as part of a ‘Group Activation’:
- The controlling player must nominate all of the fighters who will be activated in this
way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation
before selecting and activating the next. Each fighter activates individually; groups
do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use
this special rule during this activation.
**Skills:** When recruited, a Van Saar Augmek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.
</details>
<details className="">
<summary>Skill Access</summary>
A Van Saar Augmek has access to the following skill sets:
| [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: |
| - | - | Secondary | Secondary | - | Secondary | Primary | Primary | Secondary |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase
weapons and Wargear from the Van Saar Augmek equipment list:
- During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased
from this list, from the Trading Post and from the Black Market.
- A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available.
#### Van Saar Augmek Equipment Lists
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :---------------------------------- | ------: |
| **BASIC WEAPONS** |
| Lasgun | 10 |
| - Master-crafted | +5 |
| - Focusing crystal | +20 |
| Las carbine | 20 |
| - Master-crafted | +5 |
| - Focusing crystal | +20 |
| Suppression laser | 40 |
| - Master-crafted | +10 |
| - Focusing crystal | +20 |
| **PISTOLS** |
| Combi-pistol (laspistol/meltagun) | 130 |
| Combi-pistol (laspistol/plasma gun) | 95 |
| Hand flamer | 75 |
| Laspistol | 5 |
| - Master-crafted | +5 |
| - Focusing crystal | +20 |
| Las sub-carbine | 15 |
| - Master-crafted | +5 |
| - Focusing crystal | +20 |
| Plasma pistol | 50 |
| **SPECIAL WEAPONS** |
| Flamer | 140 |
| Grav gun | 120 |
| Meltagun | 135 |
| Plasma gun | 100 |
| Rad gun | 100 |
| **HEAVY WEAPONS** |
| Lascannon\* | 155 |
| Multi-melta\* | 180 |
| Plasma cannon\* | 130 |
| Rad cannon\* | 130 |
| **CLOSE COMBAT WEAPONS** |
| ‘Hystrar’ pattern energy shield | 50 |
| Power knife | 25 |
| Servo claw | 30 |
| Shock baton | 30 |
| Shock stave | 25 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **GRENADES** |
| Frag grenades | 30 |
| Krak grenades | 45 |
| Plasma grenades | 65 |
| Rad grenades | 25 |
| Smoke grenades | 15 |
| **ARMOUR** |
| Carapace armour - Light | 80 |
| Flak armour | 10 |
| Mesh armour | 15 |
| **FIELD ARMOUR** |
| Conversion field | 60 |
| **PERSONAL EQUIPMENT** |
| Ash waste grav-cutter | 65 |
| [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 |
| Drop rig | 10 |
| Filter plugs | 10 |
| Grav chute | 40 |
| Medicae kit | 30 |
| Photo-goggles | 35 |
| Respirator | 15 |
| Servo harness – partial | 130 |
| **WEAPON ACCESSORIES** |
| Hotshot las pack (lasgun & laspistol only) | 20 |
| Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
| Las-projector (Pistols, Basic and Special Weapons only) | 35 |
| Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
| Suspensor (Heavy Weapons only) | 60 |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
| **STATUS ITEMS: EXOTIC BEASTS** |
| 0-2 Cyberachnid | 75 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness._
</details>
_Source: House of Artifice_ | 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 | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ | **Skills:** 1 Primary (custom). **Wargear:** [Armoured bodyglove](/docs/armoury/armour#armoured-bodyglove). **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). <details className=""> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **Skills:** When recruited, a Van Saar Augmek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value. </details> <details className=""> <summary>Skill Access</summary> A Van Saar Augmek has access to the following skill sets: | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Cunning](/docs/gang-fighters-and-their-weaponry/skills/#cunning) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Tech](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#tech) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :--------------------------------------------------------------------------------------------: | | - | - | Secondary | Secondary | - | Secondary | Primary | Primary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list: - During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available. #### Van Saar Augmek Equipment Lists <br /> <details> <summary>Weapons</summary> | Item | Credits | | :---------------------------------- | ------: | | **BASIC WEAPONS** | | Lasgun | 10 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las carbine | 20 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Suppression laser | 40 | | - Master-crafted | +10 | | - Focusing crystal | +20 | | **PISTOLS** | | Combi-pistol (laspistol/meltagun) | 130 | | Combi-pistol (laspistol/plasma gun) | 95 | | Hand flamer | 75 | | Laspistol | 5 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Las sub-carbine | 15 | | - Master-crafted | +5 | | - Focusing crystal | +20 | | Plasma pistol | 50 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Grav gun | 120 | | Meltagun | 135 | | Plasma gun | 100 | | Rad gun | 100 | | **HEAVY WEAPONS** | | Lascannon\* | 155 | | Multi-melta\* | 180 | | Plasma cannon\* | 130 | | Rad cannon\* | 130 | | **CLOSE COMBAT WEAPONS** | | ‘Hystrar’ pattern energy shield | 50 | | Power knife | 25 | | Servo claw | 30 | | Shock baton | 30 | | Shock stave | 25 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Krak grenades | 45 | | Plasma grenades | 65 | | Rad grenades | 25 | | Smoke grenades | 15 | | **ARMOUR** | | Carapace armour - Light | 80 | | Flak armour | 10 | | Mesh armour | 15 | | **FIELD ARMOUR** | | Conversion field | 60 | | **PERSONAL EQUIPMENT** | | Ash waste grav-cutter | 65 | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Grav chute | 40 | | Medicae kit | 30 | | Photo-goggles | 35 | | Respirator | 15 | | Servo harness – partial | 130 | | **WEAPON ACCESSORIES** | | Hotshot las pack (lasgun & laspistol only) | 20 | | Infra-sight† (Pistols, Basic and Special Weapons only) | 25 | | Las-projector (Pistols, Basic and Special Weapons only) | 35 | | Mono-sight† (Basic, Special and Heavy Weapons only) | 35 | | Suspensor (Heavy Weapons only) | 60 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-2 Cyberachnid | 75 | </details> </details> <details className="lore"> <summary>Lore</summary> _Second to the Primes are the Augmeks. Only slightly less dangerous in battle, they are well versed in countless forms of technological warfare and advanced wargear forms. Often they will act as the gang’s ‘heavies’, lugging massive weapons into battle, giving their Prime access to unrivalled firepower. Augmeks also stand ready to take up the leadership role should their Prime fall, allowing the Van Saar gang to transition swiftly from one commander to another without any loss of combat effectiveness._ </details> _Source: House of Artifice_ | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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761 | # Apocrypha Necromundus: The Dust Wall
_Far to the southwest of Hive Primus, as the Spider Points gives way to the Great Equatorial Wastes, the desert turns to burnt glass and chemical lakes. Here in the shadow of the Ashen Barrens lie the shattered remains of Hive Secundus. Around the xenos-ravaged hive stretch thousands of miles of fortifications, manned by hundreds of militia regiments – this is the Dust Wall._
Source: [Warhammer Community, 06 Aug 2019](https://www.warhammer-community.com/2019/08/06/apocrypha-necromundus-the-dust-wallfw-homepage-post-1/)

## The Fate of Secundus
Over its long history, Necromunda has been the subject of planetary invasions, rebel uprisings and alien incursions. Since coming under the control of the Imperium some 10,000 years ago, the world has, for the most part, remained in human hands. There remain, however, places where the scars of these attacks remain open and festering. One such blight is Hive Secundus. Once it was known as the second city of Necromunda, a place of architectural and arboreal beauty among the drab unending horror of its neighbours. Then in 879.M41, an alien cult rose to power in its underhive, before spilling out to take over the upper levels. For over twenty years, war raged throughout Secundus – Palanite Enforcers, House gangs, guilders and planetary militia regiments sold their lives to contain the threat. Lord Kael Helmawr prepared for the worst – work was begun on a massive series of fortifications around Secundus to ensure nothing escaped.
Dubbed the Dust Wall, the finest military minds of Necromunda, counselled by agents of the Munitorum, the Adeptus Terra and the Adeptus Astartes of the Imperial Fists, devised its construction. When at last the fortification neared completion the hive was cut off, the regiments and gangs fighting in its nightmare domes abandoned, and the whole site cleansed with nuclear fire. A thousand square miles were blasted from orbit, the hive broke, and its spire fell across the ash wastes. And yet, despite the might of the Imperium unleashed upon it, the alien cult and its monstrosities endured beneath the radioactive ruins.

## Life on the Wall
In the century since the fall of Hive Secundus, the Dust Wall has changed. While guardsmen of the Necromundan Planetary Militia still watch the ash cloaked horizon beyond their gun pits and trench lines, hundreds of settlements now dot the wastes around them. When a hive falls, even under such perilous circumstances, there are those who see not danger, but rather a rich scavenging ground just waiting to be looted. Towns were built to service the soldiers of the walls, and those travellers who came to glimpse the ruins of Secundus through the ashen fog. Some of these settlements are little more than specks on the map, like Bane Town. Built in and around the hulls of a company of destroyed Baneblade tanks, it straddles the wall – each tank now a dust bar, scrap merchant or slop house. Others, like the Crater, which nestles in a pit left by a stray apocalypse missile, is a teeming settlement home to almost three thousand souls. The largest by far, however, is Ashgrad. Part of a tank refitting and repair complex, Ashgrad was abandoned by the militia not long after the war, when the precious Necromundan armoured divisions were withdrawn and replaced with static fortress battalions. House Orlock and the Guild of Coin were the first to move in, but since then, the Clan Houses and guilds have all staked a claim.
Ashgrad survives off the soldiers who frequent its drinking holes and gambling houses, and the scrappers who venture out into the no man’s land beyond the wall to loot in the shadow of Secundus. In Scavenger’s Row, gangs and wasters buy and sell all manner of things dug up from the ash deserts, from genuine xenos skulls to strange literature.\* Meanwhile in the Busted Skull, an old command bunker, travellers can try Ashgrad’s infamous Gunshine Snakebite – made from real gunpowder (and snakes\*\*) – that even glows in the dark! All in all, Ashgrad is a place for gangs to try their luck in the wastes, sell their finds, and maybe even live to make the long trek back to civilisation.

## Horrors Beneath the Dust
Of course, gangs don’t come to Ashgrad just for the Gunshine, or the view. The militia tolerates gangers and wasters sneaking off into no man’s land to loot wrecks and ancient bodies, provided they don’t stray too far, bring anything living back with them or fail to pay their bribes.\*\*\* Such ash runs are, of course, only lucrative for a gang up to a point – years of scavenging have left the area near the wall almost devoid of good loot. For a real score, a gang needs to venture out deeper into the exclusion zone surrounding the ruined hive city. Crossing the open wastes, by day or night, is practically suicide for a man or woman on foot, regardless of their personal protection. Fortunately for scavengers, thousands of tunnels run under the Dust Wall, part of the old mag-lev and under-road network that connected Secundus to the rest of the world. Dome Runners, cold traders, mutie guides and ex-militia guardsmen will all guide fighters through these tunnels – for a price.
Most of the tunnels were caved in or walled up when Secundus fell, but there remain pathways out under no man’s land. If a gang is willing to risk run-ins with radioactive ash rippers, cannibal waster tribes, and xenos abominations, then they might be able to return with something of real value plundered from ancient vaults containing the remnants of Secondus’ once peerless culture. For the bravest gangs, some tunnels even run all the way to Secundus and offer the chance to loot the fallen spire. Of course, actually entering the ruins of Hive Secundus is something else entirely…

\* They usually don’t know what the words mean, but they like the pictures.
\*\* As no one in Ashgrad has ever seen a real snake – Gunshine brewers tend to attribute the name to anything vaguely ‘eatable’.
\*\*\* The Militia also reserve the right to shoot anyone on the wrong side of the wall, even if it is just for fun. | 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 | # Apocrypha Necromundus: The Dust Wall _Far to the southwest of Hive Primus, as the Spider Points gives way to the Great Equatorial Wastes, the desert turns to burnt glass and chemical lakes. Here in the shadow of the Ashen Barrens lie the shattered remains of Hive Secundus. Around the xenos-ravaged hive stretch thousands of miles of fortifications, manned by hundreds of militia regiments – this is the Dust Wall._ Source: [Warhammer Community, 06 Aug 2019](https://www.warhammer-community.com/2019/08/06/apocrypha-necromundus-the-dust-wallfw-homepage-post-1/)  ## The Fate of Secundus Over its long history, Necromunda has been the subject of planetary invasions, rebel uprisings and alien incursions. Since coming under the control of the Imperium some 10,000 years ago, the world has, for the most part, remained in human hands. There remain, however, places where the scars of these attacks remain open and festering. One such blight is Hive Secundus. Once it was known as the second city of Necromunda, a place of architectural and arboreal beauty among the drab unending horror of its neighbours. Then in 879.M41, an alien cult rose to power in its underhive, before spilling out to take over the upper levels. For over twenty years, war raged throughout Secundus – Palanite Enforcers, House gangs, guilders and planetary militia regiments sold their lives to contain the threat. Lord Kael Helmawr prepared for the worst – work was begun on a massive series of fortifications around Secundus to ensure nothing escaped. Dubbed the Dust Wall, the finest military minds of Necromunda, counselled by agents of the Munitorum, the Adeptus Terra and the Adeptus Astartes of the Imperial Fists, devised its construction. When at last the fortification neared completion the hive was cut off, the regiments and gangs fighting in its nightmare domes abandoned, and the whole site cleansed with nuclear fire. A thousand square miles were blasted from orbit, the hive broke, and its spire fell across the ash wastes. And yet, despite the might of the Imperium unleashed upon it, the alien cult and its monstrosities endured beneath the radioactive ruins.  ## Life on the Wall In the century since the fall of Hive Secundus, the Dust Wall has changed. While guardsmen of the Necromundan Planetary Militia still watch the ash cloaked horizon beyond their gun pits and trench lines, hundreds of settlements now dot the wastes around them. When a hive falls, even under such perilous circumstances, there are those who see not danger, but rather a rich scavenging ground just waiting to be looted. Towns were built to service the soldiers of the walls, and those travellers who came to glimpse the ruins of Secundus through the ashen fog. Some of these settlements are little more than specks on the map, like Bane Town. Built in and around the hulls of a company of destroyed Baneblade tanks, it straddles the wall – each tank now a dust bar, scrap merchant or slop house. Others, like the Crater, which nestles in a pit left by a stray apocalypse missile, is a teeming settlement home to almost three thousand souls. The largest by far, however, is Ashgrad. Part of a tank refitting and repair complex, Ashgrad was abandoned by the militia not long after the war, when the precious Necromundan armoured divisions were withdrawn and replaced with static fortress battalions. House Orlock and the Guild of Coin were the first to move in, but since then, the Clan Houses and guilds have all staked a claim. Ashgrad survives off the soldiers who frequent its drinking holes and gambling houses, and the scrappers who venture out into the no man’s land beyond the wall to loot in the shadow of Secundus. In Scavenger’s Row, gangs and wasters buy and sell all manner of things dug up from the ash deserts, from genuine xenos skulls to strange literature.\* Meanwhile in the Busted Skull, an old command bunker, travellers can try Ashgrad’s infamous Gunshine Snakebite – made from real gunpowder (and snakes\*\*) – that even glows in the dark! All in all, Ashgrad is a place for gangs to try their luck in the wastes, sell their finds, and maybe even live to make the long trek back to civilisation.  ## Horrors Beneath the Dust Of course, gangs don’t come to Ashgrad just for the Gunshine, or the view. The militia tolerates gangers and wasters sneaking off into no man’s land to loot wrecks and ancient bodies, provided they don’t stray too far, bring anything living back with them or fail to pay their bribes.\*\*\* Such ash runs are, of course, only lucrative for a gang up to a point – years of scavenging have left the area near the wall almost devoid of good loot. For a real score, a gang needs to venture out deeper into the exclusion zone surrounding the ruined hive city. Crossing the open wastes, by day or night, is practically suicide for a man or woman on foot, regardless of their personal protection. Fortunately for scavengers, thousands of tunnels run under the Dust Wall, part of the old mag-lev and under-road network that connected Secundus to the rest of the world. Dome Runners, cold traders, mutie guides and ex-militia guardsmen will all guide fighters through these tunnels – for a price. Most of the tunnels were caved in or walled up when Secundus fell, but there remain pathways out under no man’s land. If a gang is willing to risk run-ins with radioactive ash rippers, cannibal waster tribes, and xenos abominations, then they might be able to return with something of real value plundered from ancient vaults containing the remnants of Secondus’ once peerless culture. For the bravest gangs, some tunnels even run all the way to Secundus and offer the chance to loot the fallen spire. Of course, actually entering the ruins of Hive Secundus is something else entirely…  \* They usually don’t know what the words mean, but they like the pictures. \*\* As no one in Ashgrad has ever seen a real snake – Gunshine brewers tend to attribute the name to anything vaguely ‘eatable’. \*\*\* The Militia also reserve the right to shoot anyone on the wrong side of the wall, even if it is just for fun. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 761 |
22 | ### Assault Shield/Energy Shield
An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+)
against melee attacks that originate from within the fighter’s vision arc (the 90° arc
to their front), and a +1 armour save modifier against ranged attacks that originate
from within the fighter’s vision arc; check this before the fighter is placed Prone and
is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use
a Vision Arc template to check – if the centre of the attacker’s base is within the
arc, the assault/energy shield can be used. Against attacks with the Blast trait, use
the centre of the Blast marker in place of the attacker. If the target does not have a
facing (for example, if they are Prone), the assault/energy shield cannot be used. | Unknown | Assault Shield/Energy Shield | 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 | An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+)against melee attacks that originate from within the fighter’s vision arc (the 90° arcto their front), and a +1 armour save modifier against ranged attacks that originatefrom within the fighter’s vision arc; check this before the fighter is placed Prone andis Pinned. If it is not clear whether the attacker is within the target’s Front arc, usea Vision Arc template to check – if the centre of the attacker’s base is within thearc, the assault/energy shield can be used. Against attacks with the Blast trait, usethe centre of the Blast marker in place of the attacker. If the target does not have afacing (for example, if they are Prone), the assault/energy shield cannot be used. | 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 | ### Assault Shield/Energy Shield An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 22 |
356 | ### Exclusive
An Exclusive weapon cannot be purchased from the
Trading Post, a gang may only purchase it if it appears
on their gang equipment lists. | Unknown | Exclusive | 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 | An Exclusive weapon cannot be purchased from theTrading Post, a gang may only purchase it if it appearson their gang equipment lists. | 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 | ### Exclusive An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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733 | # 94. The Big Score
_Find the mother lode and you can retire to live a life of luxury… just got to hope no one else has the same idea._
In The Big Score scenario, two gangs fight to loot an abandoned settlement whose defences are still active.
:::info Outcast Scenario
While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario.
#### Phase 1
Double the amount of Materials received as rewards if played in Phase 1.
[View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios).
:::
**Source: Book of the Outcast**
## Battlefield
Standard.
Add 4 Prospecting Sites (abouce 4" in size) at least 8" from any battlefield edge.
## Crews
- Custom (10).
## Tactics Cards
- Custom (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
Standard.
After deployment, take turns (starting with the gang with Priority) for each of the following steps:
- Place 6 loot caskets within 6" of the centre (one at a time).
- Place 6 defences anywhere (one at a time).
:::note What are defenses?
Defenses are ambiguous in Book of the Outcast, and this scenario refers to the following excerpt on terrain.
> In the outlands, defences are even more important than in the rest of the underhive.
>
> Places such as Dust Falls, or even Sump City, survive by constant connection to the rest of the hive and the nominal protection of the Palanite Enforcers and Clan Houses.
>
> Not so the settlements deep in the badzones, who must endure on their own. Wallsare perhaps the most important component of their defences, as a simple three-metre tall fence around your settlement can be enough to keep most critters from wandering in – or at least give the inhabitants time to shoot them in the head before they do.
>
> For the more security conscious, towers, gates, sentry guns, minefields and guard beasts are all options, and few settlements thrive for long without at least a few of these.
It is up to players to interpret this how they like. Defenses could be [booby traps](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), [watchtowers](/docs/battlefield-setup/special-terrian-features/special-terrain#watchtower), or even defence servitors.
:::
### The Score
Defences are automated and treats both gangs as enemies.
## Horrors In The Dark
When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6.
| D6 | Result |
| :-: | --------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. |
| 2-3 | The fighter can't make any actions this turn. |
| 4-5 | The fighter can only make one action this turn. |
| 6 | The fighter activates normally. |
:::danger House Rule (Necrodamus, A&A)
Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter.
:::
## Ending the Battle
The battle ends when any of the following are true:
- Only one gang remains on the battlefield.
- Any gang has 3+ Loot caskets in the gang's deployment zone.
## Victory
The gang with the most loot caskets in the gang's deployment zone is the winner.
## Rewards
#### Credits
- 2D6x10 per loot casket.
#### Experience
Scenario specific rewards:
- +1 for taking part.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 to the winner.
- -1 for bottling out.
:::info Outlander Campaign
#### Resources
Randomize one of the following Materials (roll a D3) per loot:
1. D6 Power.
1. D6 Salvage.
1. D6 Sustenance.
::: | 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', 'Outcast 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 | # 94. The Big Score _Find the mother lode and you can retire to live a life of luxury… just got to hope no one else has the same idea._ In The Big Score scenario, two gangs fight to loot an abandoned settlement whose defences are still active. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 1 Double the amount of Materials received as rewards if played in Phase 1. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Battlefield Standard. Add 4 Prospecting Sites (abouce 4" in size) at least 8" from any battlefield edge. ## Crews - Custom (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Standard. After deployment, take turns (starting with the gang with Priority) for each of the following steps: - Place 6 loot caskets within 6" of the centre (one at a time). - Place 6 defences anywhere (one at a time). :::note What are defenses? Defenses are ambiguous in Book of the Outcast, and this scenario refers to the following excerpt on terrain. > In the outlands, defences are even more important than in the rest of the underhive. > > Places such as Dust Falls, or even Sump City, survive by constant connection to the rest of the hive and the nominal protection of the Palanite Enforcers and Clan Houses. > > Not so the settlements deep in the badzones, who must endure on their own. Wallsare perhaps the most important component of their defences, as a simple three-metre tall fence around your settlement can be enough to keep most critters from wandering in – or at least give the inhabitants time to shoot them in the head before they do. > > For the more security conscious, towers, gates, sentry guns, minefields and guard beasts are all options, and few settlements thrive for long without at least a few of these. It is up to players to interpret this how they like. Defenses could be [booby traps](/docs/battlefield-setup/scenario-rules#booby-traps--frag-gas-and-melta), [watchtowers](/docs/battlefield-setup/special-terrian-features/special-terrain#watchtower), or even defence servitors. ::: ### The Score Defences are automated and treats both gangs as enemies. ## Horrors In The Dark When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6. | D6 | Result | | :-: | --------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. | | 2-3 | The fighter can't make any actions this turn. | | 4-5 | The fighter can only make one action this turn. | | 6 | The fighter activates normally. | :::danger House Rule (Necrodamus, A&A) Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter. ::: ## Ending the Battle The battle ends when any of the following are true: - Only one gang remains on the battlefield. - Any gang has 3+ Loot caskets in the gang's deployment zone. ## Victory The gang with the most loot caskets in the gang's deployment zone is the winner. ## Rewards #### Credits - 2D6x10 per loot casket. #### Experience Scenario specific rewards: - +1 for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources Randomize one of the following Materials (roll a D3) per loot: 1. D6 Power. 1. D6 Salvage. 1. D6 Sustenance. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 733 |
1,179 | # Rolling Roads
_Source: Necromunda Core Rulebook (2023)_
Battles between gangs in the ash wastes are not static affairs. Bikes, trucks and
other vehicles careening across a desolate landscape, all the while trying to kill each
other, is one of the most evocative images of the ash wastes. These encounters are
represented with a set of rules called Rolling Roads.
If a scenario says it uses the rules for Rolling Roads then the following special
rules apply:
## The Battlefield
Rolling Roads battles take place across a rapidly moving landscape where each gang
has to struggle to keep up while still engaging the other.
### Battlefield Size
Due to the fast moving and expansive nature of a Rolling Roads battle, these rules
work best on larger battlefields than standard battles of Necromunda. An ideal size
is 6'x4', though different sizes and shapes also work and can lead to very exciting
battles! Many scenarios may suggest different sizes.
### Direction Of Travel
All Rolling Roads battles have a direction of travel. Sometimes this will be specified
in the scenario being used, but if not, randomly designate one of the short battlefield
edges as the Leading Edge and the opposite battlefield edge as the Trailing Edge. The other two battlefield edges are referred to as the sides.
The direction of travel is always from the Trailing Edge towards the Leading Edge.
### Battlefield Sides
Roads across the ash wastes take many different forms, from deep valleys, to wide
open ash flats, to precarious bridges going over deep crevasses. The following
are some example rules for how these affect the battlefield sides – scenarios will
introduce even more options:
**Impassable Sides:** No model may voluntarily move off the battlefield sides. If a
vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain).
**Cliff Sides:** If any model moves off the side, they are immediately taken Out of Action
or Wrecked as they plummet off the high road. Fighters immediately roll on the
Lasting Injury chart, vehicles on the Lasting Damage chart.
**Open Sides:** Models may move off via the sides. Treat them as Left Behind; they may
then try to Rejoin (see #2 below).
## Clouds Of Ash
As they race through the landscape, vehicles and fighters kick up huge clouds
of obscuring ash. If a model moves further than its Movement characteristic
during its activation, all shooting attacks against it suffer a -1 modifier until it is
activated again.
## The Rolling Roads Phase
At the end of each round, at the start of the End phase
the Rolling Roads phase happens. The Rolling Roads
phase is made up of the following steps:
1. **Move Battlefield:** The battlefield rolls on.
2. **Resolve Models Left Behind:** Any model that
has been moved off the table attempts to rejoin
the fight.
3. **Add New Terrain/Obstacles:** New terrain is added
to the battlefield.
## 1. Move Battlefield
To represent the ever-moving nature of a Rolling Roads
battle, every round all models and terrain are moved
8" directly towards the Trailing Edge. If any model or
terrain contacts the Trailing Edge as part of this move,
it is removed.
## 2. Resolve Models Left Behind
Any models that are moved so that not all of their base
is on the battlefield are removed from the battlefield – they have been left behind in the maelstrom of
combat. What happens to them depends on their
Status when they were left behind:
- If they are a Prone and Seriously Injured fighter, roll
to see if they succumb to their injuries. They then
take no further part in the battle.
- If they are a Stationary and Stalled vehicle with a
Movement characteristic of at least 7", they may
not attempt to rejoin the fight this round, but may
attempt to rejoin in future rounds.
- If their Movement characteristic is at least 7", they
can attempt to rejoin the fight this round.
- All other models take no further part in the battle.
Any models that have fallen behind are counted as Out
of Action for the purpose of Bottle checks until they
manage to rejoin the battle.
**Rejoining the Battle:** Each model that has been left
behind and is eligible to attempt to rejoin the fight
makes an Intelligence test. If passed they become
Reinforcements, if failed they may attempt to rejoin
next round.
Each round, all available Reinforcements arrive for
all gangs. They normally only enter play within 3" of
the Trailing Edge, though if the scenario uses Open
Battlefield sides they can also rejoin the battle within
3" of a battlefield side. They enter play in the same
state as they left play; all Out of Ammo markers, Wounds, Flesh Wounds, damage, etc., still apply. The exception is Stationary and Stalled vehicles
change their Status to Mobile.
## 3. Add New Terrain/Obstacles
As gangs continue their battle down the Rolling Road, more of the road ahead comes into view. No-one
knows for sure what will be around the next bend so
they must be quick to react to the terrain that appears
from the ash clouds.
In order to represent the unpredictable nature of a
Rolling Road, first roll a D3-1 to see how many pieces
of terrain enter the battlefield. If the result is zero, no more terrain is added this round.
Otherwise, proceed as follows:
- Players alternate placing pieces of terrain, starting
with the player who doesn’t have Priority.
- Any available and suitable terrain piece can
be placed.
- If there is no Visibility limit then terrain must be
placed touching the Leading Edge at least 3" away
from any model or other piece of terrain.
- If there is a Visibility (X") rule then new terrain can be
placed anywhere on the battlefield at least X" closer
to the Leading Edge than any model – note that
it still needs to be at least 3" away from any other
terrain or models.
- If this isn’t possible, the terrain can instead be
placed touching the Leading Edge at least 3" away
from any models or other pieces of terrain.
- If terrain cannot be placed following these guidelines
then no more terrain is generated. | 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 | # Rolling Roads _Source: Necromunda Core Rulebook (2023)_ Battles between gangs in the ash wastes are not static affairs. Bikes, trucks and other vehicles careening across a desolate landscape, all the while trying to kill each other, is one of the most evocative images of the ash wastes. These encounters are represented with a set of rules called Rolling Roads. If a scenario says it uses the rules for Rolling Roads then the following special rules apply: ## The Battlefield Rolling Roads battles take place across a rapidly moving landscape where each gang has to struggle to keep up while still engaging the other. ### Battlefield Size Due to the fast moving and expansive nature of a Rolling Roads battle, these rules work best on larger battlefields than standard battles of Necromunda. An ideal size is 6'x4', though different sizes and shapes also work and can lead to very exciting battles! Many scenarios may suggest different sizes. ### Direction Of Travel All Rolling Roads battles have a direction of travel. Sometimes this will be specified in the scenario being used, but if not, randomly designate one of the short battlefield edges as the Leading Edge and the opposite battlefield edge as the Trailing Edge. The other two battlefield edges are referred to as the sides. The direction of travel is always from the Trailing Edge towards the Leading Edge. ### Battlefield Sides Roads across the ash wastes take many different forms, from deep valleys, to wide open ash flats, to precarious bridges going over deep crevasses. The following are some example rules for how these affect the battlefield sides – scenarios will introduce even more options: **Impassable Sides:** No model may voluntarily move off the battlefield sides. If a vehicle is forced to hit the sides, resolve it as if it were a [collision against impassable terrain](/docs/the-rules/vehicle-impacts#colliding-with-terrain). **Cliff Sides:** If any model moves off the side, they are immediately taken Out of Action or Wrecked as they plummet off the high road. Fighters immediately roll on the Lasting Injury chart, vehicles on the Lasting Damage chart. **Open Sides:** Models may move off via the sides. Treat them as Left Behind; they may then try to Rejoin (see #2 below). ## Clouds Of Ash As they race through the landscape, vehicles and fighters kick up huge clouds of obscuring ash. If a model moves further than its Movement characteristic during its activation, all shooting attacks against it suffer a -1 modifier until it is activated again. ## The Rolling Roads Phase At the end of each round, at the start of the End phase the Rolling Roads phase happens. The Rolling Roads phase is made up of the following steps: 1. **Move Battlefield:** The battlefield rolls on. 2. **Resolve Models Left Behind:** Any model that has been moved off the table attempts to rejoin the fight. 3. **Add New Terrain/Obstacles:** New terrain is added to the battlefield. ## 1. Move Battlefield To represent the ever-moving nature of a Rolling Roads battle, every round all models and terrain are moved 8" directly towards the Trailing Edge. If any model or terrain contacts the Trailing Edge as part of this move, it is removed. ## 2. Resolve Models Left Behind Any models that are moved so that not all of their base is on the battlefield are removed from the battlefield – they have been left behind in the maelstrom of combat. What happens to them depends on their Status when they were left behind: - If they are a Prone and Seriously Injured fighter, roll to see if they succumb to their injuries. They then take no further part in the battle. - If they are a Stationary and Stalled vehicle with a Movement characteristic of at least 7", they may not attempt to rejoin the fight this round, but may attempt to rejoin in future rounds. - If their Movement characteristic is at least 7", they can attempt to rejoin the fight this round. - All other models take no further part in the battle. Any models that have fallen behind are counted as Out of Action for the purpose of Bottle checks until they manage to rejoin the battle. **Rejoining the Battle:** Each model that has been left behind and is eligible to attempt to rejoin the fight makes an Intelligence test. If passed they become Reinforcements, if failed they may attempt to rejoin next round. Each round, all available Reinforcements arrive for all gangs. They normally only enter play within 3" of the Trailing Edge, though if the scenario uses Open Battlefield sides they can also rejoin the battle within 3" of a battlefield side. They enter play in the same state as they left play; all Out of Ammo markers, Wounds, Flesh Wounds, damage, etc., still apply. The exception is Stationary and Stalled vehicles change their Status to Mobile. ## 3. Add New Terrain/Obstacles As gangs continue their battle down the Rolling Road, more of the road ahead comes into view. No-one knows for sure what will be around the next bend so they must be quick to react to the terrain that appears from the ash clouds. In order to represent the unpredictable nature of a Rolling Road, first roll a D3-1 to see how many pieces of terrain enter the battlefield. If the result is zero, no more terrain is added this round. Otherwise, proceed as follows: - Players alternate placing pieces of terrain, starting with the player who doesn’t have Priority. - Any available and suitable terrain piece can be placed. - If there is no Visibility limit then terrain must be placed touching the Leading Edge at least 3" away from any model or other piece of terrain. - If there is a Visibility (X") rule then new terrain can be placed anywhere on the battlefield at least X" closer to the Leading Edge than any model – note that it still needs to be at least 3" away from any other terrain or models. - If this isn’t possible, the terrain can instead be placed touching the Leading Edge at least 3" away from any models or other pieces of terrain. - If terrain cannot be placed following these guidelines then no more terrain is generated. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,145 | # Vehicle Actions
_Source: Necromunda Core Rulebook (2023)_
The following list details all of the core actions vehicles
may perform in Necromunda. This list is by no means
exhaustive, however, with skills, scenarios, special
terrain features and more introducing further actions
that vehicles may perform. As with fighters, vehicles
may perform two actions during their activation.
## Mobile Vehicles
Mobile vehicles can perform a wide range of actions.
#### Move (Simple)
The vehicle may do all of the following:
- Move in a straight line directly forwards a distance
up to its Movement characteristic.
- Make a single pivot around its centre of up to 90° at any point before, during or after its move.
- Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap, they will [fall](/docs/the-rules/terrain#vehicles-and-falling)).
- Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain).
#### Manoeuvre (Simple)
The vehicle may do all of the following:
- Move in a straight line directly forwards or backwards
a distance up to half its Movement characteristic.
- Make any number of pivots around its centre at any
point before, during or after its move.
- Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain).
#### Move & Shoot (Basic)
The vehicle may move as if making a Move (Simple) action, halving its Movement
characteristic. At any point before, during or after its
move, the vehicle makes a ranged attack with either
one weapon that has the Crew Operated trait or a
sidearm. A vehicle cannot perform both this and the
Fire All (Basic) action in the same activation.
#### Fire All (Basic)
The vehicle may make one ranged
attack with each weapon that has the Crew Operated
trait. A vehicle cannot perform both this and the Move
& Shoot action in the same activation.
#### Reload (Simple)
Pick a weapon on this vehicle with
the Crew Operated trait or a weapon the crew is
equipped with that is Out of Ammo and make an Ammo
test. If the test is passed, the weapon is reloaded and
the Out of Ammo marker is removed.
#### Aim (Basic)
If the vehicle makes a subsequent Fire
All (Basic) action this activation, apply a +1 modifier to
any Hit rolls they make.
#### Drift (Basic)
The vehicle may move up to half its
Movement characteristic in a straight line anywhere
in its Side arc. Once it has finished the move, make
a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) applying a
+1 modifier.
#### Ram (Double)
The vehicle moves as if making a
Move (Simple) action, adding D6" to the distance it
can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when
working out the Strength, AP and damage of the hit it
suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s
activation ends.
#### Spin (Basic)
The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead
of 90°. Immediately after completing the turn, take a
[Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests).
#### Full Throttle (Double)
The vehicle moves as if making a Move (Simple) action, but may move up to three
times its Movement characteristic. If it makes a turn at
any point during this move then immediately make a
[Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a -1 modifier.
## Stationary Vehicles
Stationary vehicles can perform only a limited number
of actions. What these are depends upon their
Secondary Status: Stalled or Wrecked.
### Stationary & Stalled Vehicles
Vehicles that are Stationary and Stalled are able to
perform any of the following actions:
#### Jump Start (Simple)
The driver frantically tries to
restart their vehicle. Make a Handling test for the
vehicle, applying a +1 modifier unless the vehicle only
has 1 HP remaining:
- If the Handling test is passed, the vehicle
immediately restarts, changing its status to Mobile.
- If the Handling test is failed, the vehicle refuses to
restart and it remains Stationary and Stalled.
#### Turn-over (Basic)
Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to
move in small bounds. The vehicle moves as if making
a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to
Restart the vehicle.
#### Free Wheel (Basic)
The driver releases the brakes,
letting gravity pull the vehicle. The vehicle moves as if
making a Move (Simple) action, but it may only move
D6". Additionally, the vehicle will naturally follow the
incline of the battlefield. Roll a D6:
- On a 1-3, the vehicle moves forwards.
- On a 4-6, the vehicle moves backwards.
If the vehicle collides with another vehicle or a terrain
feature during this move, it stops automatically and
collision damage is worked out as normal.
#### Fire All (Basic)
(See previous Fire All entry).
### Stationary & Wrecked Vehicles
Vehicles that are Stationary and Wrecked no longer
participate in the battle. The crew will have gone Out of
Action and fighters on board might have been [thrown clear](/docs/the-rules/resolve-hits-against-vehicles#thrown-clear), and the vehicle itself has been
reduced to a terrain feature. Therefore, a Stationary
and Wrecked vehicle is not given a Ready marker
during the Ready Gang step of the Priority phase, is
not activated during the Action phase, and is unable
to perform any actions.
## Broken Vehicles
Vehicles can be subject to the [Broken Condition](/docs/general-principles/conditions#broken). A Broken vehicle is one that has
lost its nerve; its crew wants nothing more than to get
to a safe place where they can regain their composure.
When activated, if Mobile, any vehicle subject to
the Broken Condition must perform the Break for
Air (Double) action; if Stationary it must perform
the Burn Out (Double) action. Its activation then
immediately ends.
#### Break for Air (Double)
Desperate to escape the chaos
of battle and get some air, the vehicle moves as if
making a Move (Simple) action but moves 3D6" with
no limit to the number of pivots it can make.
When a Broken vehicle moves, it must attempt to end
its move, in order of priority:
- So that it is more than 3" away from enemy models.
- So that it is out of line of sight of enemy models.
- In partial or full cover.
- As far away from any enemy models as possible.
#### Burn Out (Double)
Panicked, the vehicle’s crew try
to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds
of smoke and ash to billow from its exhausts and
wheels. Place D3 markers anywhere within 1" of the
vehicle, each of these markers is subject to the Smoke
weapon trait.
In the End phase of any round in which this action was
performed, the vehicle will suffer a -1 modifier to its
Restart test for each Smoke marker placed. | 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 | 2 | 4 | # Vehicle Actions _Source: Necromunda Core Rulebook (2023)_ The following list details all of the core actions vehicles may perform in Necromunda. This list is by no means exhaustive, however, with skills, scenarios, special terrain features and more introducing further actions that vehicles may perform. As with fighters, vehicles may perform two actions during their activation. ## Mobile Vehicles Mobile vehicles can perform a wide range of actions. #### Move (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards a distance up to its Movement characteristic. - Make a single pivot around its centre of up to 90° at any point before, during or after its move. - Cross any gap between two platforms that is no wider than the length of the vehicle as long as the initial platform isn’t lower than the target platform (if they try to cross a bigger gap, they will [fall](/docs/the-rules/terrain#vehicles-and-falling)). - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Manoeuvre (Simple) The vehicle may do all of the following: - Move in a straight line directly forwards or backwards a distance up to half its Movement characteristic. - Make any number of pivots around its centre at any point before, during or after its move. - Cross certain terrain features – see [Vehicles and Difficult Terrain](/docs/the-rules/terrain#vehicles-and-difficult-terrain). #### Move & Shoot (Basic) The vehicle may move as if making a Move (Simple) action, halving its Movement characteristic. At any point before, during or after its move, the vehicle makes a ranged attack with either one weapon that has the Crew Operated trait or a sidearm. A vehicle cannot perform both this and the Fire All (Basic) action in the same activation. #### Fire All (Basic) The vehicle may make one ranged attack with each weapon that has the Crew Operated trait. A vehicle cannot perform both this and the Move & Shoot action in the same activation. #### Reload (Simple) Pick a weapon on this vehicle with the Crew Operated trait or a weapon the crew is equipped with that is Out of Ammo and make an Ammo test. If the test is passed, the weapon is reloaded and the Out of Ammo marker is removed. #### Aim (Basic) If the vehicle makes a subsequent Fire All (Basic) action this activation, apply a +1 modifier to any Hit rolls they make. #### Drift (Basic) The vehicle may move up to half its Movement characteristic in a straight line anywhere in its Side arc. Once it has finished the move, make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) applying a +1 modifier. #### Ram (Double) The vehicle moves as if making a Move (Simple) action, adding D6" to the distance it can move. If, during this movement, it has a headon collision with another vehicle or a terrain feature, this vehicle halves its Movement characteristic when working out the Strength, AP and damage of the hit it suffers – the impacted vehicle suffers a hit as normal. After the collision has been resolved, the vehicle’s activation ends. #### Spin (Basic) The vehicle may move as if performing a Move (Simple) action but may turn up to 180° instead of 90°. Immediately after completing the turn, take a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests). #### Full Throttle (Double) The vehicle moves as if making a Move (Simple) action, but may move up to three times its Movement characteristic. If it makes a turn at any point during this move then immediately make a [Loss of Control test](/docs/the-rules/resolve-hits-against-vehicles#loss-of-control-tests) with a -1 modifier. ## Stationary Vehicles Stationary vehicles can perform only a limited number of actions. What these are depends upon their Secondary Status: Stalled or Wrecked. ### Stationary & Stalled Vehicles Vehicles that are Stationary and Stalled are able to perform any of the following actions: #### Jump Start (Simple) The driver frantically tries to restart their vehicle. Make a Handling test for the vehicle, applying a +1 modifier unless the vehicle only has 1 HP remaining: - If the Handling test is passed, the vehicle immediately restarts, changing its status to Mobile. - If the Handling test is failed, the vehicle refuses to restart and it remains Stationary and Stalled. #### Turn-over (Basic) Whilst trying to restart the vehicle, the engine turns over briefly, allowing the vehicle to move in small bounds. The vehicle moves as if making a Move (Simple) action, but may only move D3". Additionally, apply a +1 modifier to the next test to Restart the vehicle. #### Free Wheel (Basic) The driver releases the brakes, letting gravity pull the vehicle. The vehicle moves as if making a Move (Simple) action, but it may only move D6". Additionally, the vehicle will naturally follow the incline of the battlefield. Roll a D6: - On a 1-3, the vehicle moves forwards. - On a 4-6, the vehicle moves backwards. If the vehicle collides with another vehicle or a terrain feature during this move, it stops automatically and collision damage is worked out as normal. #### Fire All (Basic) (See previous Fire All entry). ### Stationary & Wrecked Vehicles Vehicles that are Stationary and Wrecked no longer participate in the battle. The crew will have gone Out of Action and fighters on board might have been [thrown clear](/docs/the-rules/resolve-hits-against-vehicles#thrown-clear), and the vehicle itself has been reduced to a terrain feature. Therefore, a Stationary and Wrecked vehicle is not given a Ready marker during the Ready Gang step of the Priority phase, is not activated during the Action phase, and is unable to perform any actions. ## Broken Vehicles Vehicles can be subject to the [Broken Condition](/docs/general-principles/conditions#broken). A Broken vehicle is one that has lost its nerve; its crew wants nothing more than to get to a safe place where they can regain their composure. When activated, if Mobile, any vehicle subject to the Broken Condition must perform the Break for Air (Double) action; if Stationary it must perform the Burn Out (Double) action. Its activation then immediately ends. #### Break for Air (Double) Desperate to escape the chaos of battle and get some air, the vehicle moves as if making a Move (Simple) action but moves 3D6" with no limit to the number of pivots it can make. When a Broken vehicle moves, it must attempt to end its move, in order of priority: - So that it is more than 3" away from enemy models. - So that it is out of line of sight of enemy models. - In partial or full cover. - As far away from any enemy models as possible. #### Burn Out (Double) Panicked, the vehicle’s crew try to restart the vehicle in order to escape. However, repeated attempts to restart it cause thick clouds of smoke and ash to billow from its exhausts and wheels. Place D3 markers anywhere within 1" of the vehicle, each of these markers is subject to the Smoke weapon trait. In the End phase of any round in which this action was performed, the vehicle will suffer a -1 modifier to its Restart test for each Smoke marker placed. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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611 | # Location Details
#location
Let me expand on the Scrapyard Slums territory:
**Territory: "Scrapyard Slums"**
Link back to: [Tech Bazaar]
The Scrapyard Slums is a labyrinthine district built from the detritus of the underhive's industrial past. The area is a maze of narrow alleys, crumbling shacks, and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air.
The Scrapyard Slums are home to a diverse array of inhabitants, including scrappers, tinkerers, and petty gangers. These individuals eke out a living by salvaging valuable components from the scrap metal and machinery that fills the district. The area is also a hotbed of black market activity, with shady dealers and smugglers operating in the shadows.
**Territory Bonus:**
+1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory.
**Territory Control:**
To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory.
The Scrapyard Slums are a key location in the underhive, providing access to valuable resources and information. However, the area is also notorious for its lawlessness and violence, making it a challenging environment for even the most hardened gangs.
Now that we have our new territory, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits?
## Description
Let me expand on the Scrapyard Slums:
**Territory: "Scrapyard Slums"**
Link back to: [Tech Bazaar]
The Scrapyard Slums is a labyrinthine district of makeshift homes, scavenged from the very scrap metal and discarded junk that fills the air. The stench of smoke, oil, and decay hangs heavy over the area, as if the very atmosphere itself was infused with the desperation and poverty that defines this place.
Rusted hulks of abandoned machinery loom like sentinels, their twisted limbs reaching out like skeletal fingers to snag at the scraps of fabric, wire, and metal that serve as makeshift roofing for the shacks. The sounds of scavenging and haggling fill the air, as gangs and traders alike scour the area for valuable scraps to sell or salvage.
The streets are narrow and winding, forcing visitors to navigate through a maze of makeshift stalls and marketplaces. Vendors hawk their wares – everything from salvaged parts to stolen goods – while shady characters lurk in the shadows, waiting to pounce on unsuspecting prey.
Despite its squalid appearance, the Scrapyard Slums holds a certain allure for those willing to take risks. Rumors of hidden caches of valuable scrap metal and machinery circulate through the district, drawing in gangs and scavengers from far and wide. For those who can navigate the treacherous politics and rivalries that govern this place, the Scrapyard Slums offers a chance to strike it rich – or at least, to survive another day.
What do you think? Shall we add more territories to the Dominion Campaign?
Now that we have our expanded description, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits?
## Special Rules
Let's add some special rules to the Scrapyard Slums territory.
**Special Rules:**
* **Scavenger's Delight:** When a gang attempts to take control of the Scrapyard Slums, they must make a `dice: 1d6` roll. On a roll of 4 or higher, the gang gains a +1 bonus to their Wargear rolls for the duration of the battle.
* **Junkyard Jumble:** If the defending gang (the one controlling the Scrapyard Slums) is defeated in combat, they have a 10% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) from the scrap piles. This equipment can be used immediately.
These special rules add an extra layer of excitement and unpredictability to battles fought for control of the Scrapyard Slums. The scavenger's delight bonus gives the attacking gang a chance to gain an advantage, while the junkyard jumble rule allows the defending gang to potentially recover valuable equipment even in defeat.
Now that we have our new territory with special rules, what would you like to do with your 5 credits earned from the Tech Bazaar?
## Boons
Let's add more benefits for the gang controlling the Scrapyard Slums.
**Territory: "Scrapyard Slums"**
Link back to: [Tech Bazaar]
The Scrapyard Slums is a maze of ramshackle shacks and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air.
**Territory Bonus:** +1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory.
**Territory Control:** To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory.
**Boons:**
* Gangs controlling the Scrapyard Slums gain access to a hidden cache of scrap metal and machinery, allowing them to upgrade their wargear or create new equipment.
* The Scrapyard Slums serves as a hub for scavenging expeditions, providing gangs with opportunities to recover valuable resources and salvageable equipment.
* Gangs operating from the Scrapyard Slums gain +1 to all Negotiate rolls when dealing with local vendors and traders.
What do you think? Shall we add more territories to the Dominion Campaign?
Now that we have our new territory, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits?
## Income
Let's link the Scrapyard Slums' income to its control.
**Territory Income:** When a gang controls the Scrapyard Slums, they can earn credits through scavenging and trading. To determine their income, they must roll:
`dice: (1d6) * 10`
This means that the gang will roll a single six-sided die, multiply the result by 10, and add it to their total income.
For example, if the roll is a 4, the gang would earn an additional 40 credits.
## Dice Rolls
Let's get back to the story.
You've earned 5 credits from the Tech Bazaar's various vendors and traders. You can use these credits to acquire new gear, upgrade your existing equipment, or simply stash them away for later.
What would you like to do with your newfound credits?
`dice: 1d6`
Rolling for income... *rolls*
Result: **3**
You earn an additional 3 credits from the Tech Bazaar's various vendors and traders. You now have a total of 8 credits.
Here are your options:
A) Spend some credits on new gear or upgrades.
B) Stash away your credits for later use.
C) Try to negotiate with the shady-looking characters you noticed earlier.
D) Explore other opportunities in the Tech Bazaar.
Which option do you choose?
## Linked Territories
I apologize for the mistake! Here's the revised territory with the correct linking format:
**Territory: "Scrapyard Slums"**
Link back to: [Tech Bazaar]
The Scrapyard Slums is a maze of ramshackle shacks and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air.
*Territory Bonus:* +1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory.
*Territory Control:* To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory.
[ Technologies Bazaar ] | 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 me expand on the Scrapyard Slums territory: **Territory: "Scrapyard Slums"** Link back to: [Tech Bazaar] The Scrapyard Slums is a labyrinthine district built from the detritus of the underhive's industrial past. The area is a maze of narrow alleys, crumbling shacks, and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air. The Scrapyard Slums are home to a diverse array of inhabitants, including scrappers, tinkerers, and petty gangers. These individuals eke out a living by salvaging valuable components from the scrap metal and machinery that fills the district. The area is also a hotbed of black market activity, with shady dealers and smugglers operating in the shadows. **Territory Bonus:** +1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory. **Territory Control:** To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory. The Scrapyard Slums are a key location in the underhive, providing access to valuable resources and information. However, the area is also notorious for its lawlessness and violence, making it a challenging environment for even the most hardened gangs. Now that we have our new territory, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits? ## Description Let me expand on the Scrapyard Slums: **Territory: "Scrapyard Slums"** Link back to: [Tech Bazaar] The Scrapyard Slums is a labyrinthine district of makeshift homes, scavenged from the very scrap metal and discarded junk that fills the air. The stench of smoke, oil, and decay hangs heavy over the area, as if the very atmosphere itself was infused with the desperation and poverty that defines this place. Rusted hulks of abandoned machinery loom like sentinels, their twisted limbs reaching out like skeletal fingers to snag at the scraps of fabric, wire, and metal that serve as makeshift roofing for the shacks. The sounds of scavenging and haggling fill the air, as gangs and traders alike scour the area for valuable scraps to sell or salvage. The streets are narrow and winding, forcing visitors to navigate through a maze of makeshift stalls and marketplaces. Vendors hawk their wares – everything from salvaged parts to stolen goods – while shady characters lurk in the shadows, waiting to pounce on unsuspecting prey. Despite its squalid appearance, the Scrapyard Slums holds a certain allure for those willing to take risks. Rumors of hidden caches of valuable scrap metal and machinery circulate through the district, drawing in gangs and scavengers from far and wide. For those who can navigate the treacherous politics and rivalries that govern this place, the Scrapyard Slums offers a chance to strike it rich – or at least, to survive another day. What do you think? Shall we add more territories to the Dominion Campaign? Now that we have our expanded description, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits? ## Special Rules Let's add some special rules to the Scrapyard Slums territory. **Special Rules:** * **Scavenger's Delight:** When a gang attempts to take control of the Scrapyard Slums, they must make a `dice: 1d6` roll. On a roll of 4 or higher, the gang gains a +1 bonus to their Wargear rolls for the duration of the battle. * **Junkyard Jumble:** If the defending gang (the one controlling the Scrapyard Slums) is defeated in combat, they have a 10% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) from the scrap piles. This equipment can be used immediately. These special rules add an extra layer of excitement and unpredictability to battles fought for control of the Scrapyard Slums. The scavenger's delight bonus gives the attacking gang a chance to gain an advantage, while the junkyard jumble rule allows the defending gang to potentially recover valuable equipment even in defeat. Now that we have our new territory with special rules, what would you like to do with your 5 credits earned from the Tech Bazaar? ## Boons Let's add more benefits for the gang controlling the Scrapyard Slums. **Territory: "Scrapyard Slums"** Link back to: [Tech Bazaar] The Scrapyard Slums is a maze of ramshackle shacks and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air. **Territory Bonus:** +1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory. **Territory Control:** To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory. **Boons:** * Gangs controlling the Scrapyard Slums gain access to a hidden cache of scrap metal and machinery, allowing them to upgrade their wargear or create new equipment. * The Scrapyard Slums serves as a hub for scavenging expeditions, providing gangs with opportunities to recover valuable resources and salvageable equipment. * Gangs operating from the Scrapyard Slums gain +1 to all Negotiate rolls when dealing with local vendors and traders. What do you think? Shall we add more territories to the Dominion Campaign? Now that we have our new territory, let's get back to the story at hand. You've earned 5 credits from the Tech Bazaar's various vendors and traders. What would you like to do with your newfound credits? ## Income Let's link the Scrapyard Slums' income to its control. **Territory Income:** When a gang controls the Scrapyard Slums, they can earn credits through scavenging and trading. To determine their income, they must roll: `dice: (1d6) * 10` This means that the gang will roll a single six-sided die, multiply the result by 10, and add it to their total income. For example, if the roll is a 4, the gang would earn an additional 40 credits. ## Dice Rolls Let's get back to the story. You've earned 5 credits from the Tech Bazaar's various vendors and traders. You can use these credits to acquire new gear, upgrade your existing equipment, or simply stash them away for later. What would you like to do with your newfound credits? `dice: 1d6` Rolling for income... *rolls* Result: **3** You earn an additional 3 credits from the Tech Bazaar's various vendors and traders. You now have a total of 8 credits. Here are your options: A) Spend some credits on new gear or upgrades. B) Stash away your credits for later use. C) Try to negotiate with the shady-looking characters you noticed earlier. D) Explore other opportunities in the Tech Bazaar. Which option do you choose? ## Linked Territories I apologize for the mistake! Here's the revised territory with the correct linking format: **Territory: "Scrapyard Slums"** Link back to: [Tech Bazaar] The Scrapyard Slums is a maze of ramshackle shacks and makeshift homes constructed from salvaged scrap metal, old machinery, and discarded junk. The air reeks of smoke, oil, and decay as the sounds of scavenging and haggling fill the air. *Territory Bonus:* +1 to all Recruit rolls made by gangs operating within this territory. Additionally, any gang controlling the Scrapyard Slums gains a 5% chance to recover a piece of salvaged equipment (e.g., a power sword or shotgun) after each battle fought from this territory. *Territory Control:* To take control of the Scrapyard Slums, a gang must either win a battle with the territory at stake or exchange captives for it. If a gang loses control of the Scrapyard Slums, they forfeit their bonus and any salvaged equipment recovered from this territory. [ Technologies Bazaar ] | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 611 |
1,097 | import Tooltip from "@site/src/components/Tooltip/Tooltip";
# Special Weapons
## Trading Post
### Balefire Thrower
_Balefire throwers project warp-infused promethium in brilliant sheets of blue flame. This fire burns with a life of its own, often leaping and dancing around the target as it burns them alive. Even those who survive these terrible attacks are often broken in mind, not by the spectre of death but by glimpsing the Warp as they burned._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Balefire thrower | T | - | - | - | 4 | -1 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | I9 | 120 |
### Autogun combi-weapon
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------- | :---: | :---: |
| _Primary Component_ |
| Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1) | - | - |
| _Secondary Component_ |
| Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 110 |
| Grenade launcher | | | | | | | | | | R7 | 30 |
| - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | Blast (3"), Combi, Knockback | - | +0 |
| - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | Combi | R8 | +25 |
| - stun rounds | 6" | 24" | - | - | 2 | -1 | 1 | 6+ | Combi, Concussion, Rapid Fire (1) | R8 | +20 |
### Bolter combi-weapon
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------- | :---: | :-----: |
| _Primary Component_ |
| Bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Rapid Fire (1) | - | - |
| _Secondary Component_ |
| Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Combi, Template, Unstable | R8 | 180\* |
| Grenade launcher | | | | | | | | | | R8 | 60 |
| - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | Blast (3"), Combi, Knockback | - | +0 |
| - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | Combi | R8 | +25 |
| - stun rounds | 6" | 24" | - | - | 2 | -1 | 1 | 6+ | Combi, Concussion, Rapid Fire (1) | R8 | +20 |
| Melta | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | Combi, Melta, Scarce | R12 | 170\*\* |
| Needler | 9" | 18" | +1 | - | - | -1 | - | 6+ | Combi, Scarce, Silent,Toxin | R10 | 90 |
| Plasma gun | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Rapid Fire (1), Scarce | R10 | 115 |
\* House Goliath: 175
\*\* House Goliath, House Orlock: 165
### Flamer
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Flamer | T | - | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | R7 | 140\* |
\* House Cawdor, Chaos Helot Cult: 130
### Grav Gun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| -------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Grav Gun | 9" | 18" | +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 | 120 |
### Grenade Launcher
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------------------------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---------: |
| Grenade launcher | | | | | | | | | | R8 | 65\* |
| - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 |
| - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | - | - | +0 |
| - choke gas grenades | 6" | 24" | -1 | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +35\*\* |
| - flares | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="flare">Flare</Tooltip> | C | +30 |
| - Plasma grenades | 6" | 24" | -1 | - | 5 | -1 | 2 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R12 | +100 |
| - photon flash grenades | 6" | 24" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R9 | +15 |
| - scare gas grenades | 6" | 24" | -1 | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R10 | +45\*\*\* |
| - smoke grenades | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | C | +15 |
| - stun round | 6" | 24" | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip> | R8 | +25\*\*\*\* |
\* House Escher, House Goliath, Genestealer Cult, Chaos Helot Cult: 55
\*\* Palanite Enforcers: +30
\*\*\* Palanite Enforcers: +40
\*\*\*\* House Goliath: +15
<!-- | - anti-plant | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="defoliate">Defoliate</Tooltip> | -->
### Hrud fusil
_The Hrud are a scavenger race found throughout the galaxy. Considered of limited technological sophistication, the Hrud nonetheless possess a detailed understanding of plasma technologies, which they employ in the creation of powerful long rifles known as fusils. These sometimes find their way into the hands of traders where they are coveted for their potency._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Hrud fusil | | | | | | | | | | I9 | 120 |
| - low | 9" | 18" | - | - | 6 | -1 | 2 | 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> |
| - maximal | 12" | 24" | +1 | - | 8 | -2 | 3 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> |
### Kai Hellspear
_No-one knows for sure where the Kai Hellspear originates from, only that it must be a terrible and corrupted place to produce such a weapon. Similar in function to a lasgun, the hellspear projects a searing beam of Warp energy that cuts not only through armour and bone, but also rends away the target’s soul._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Kai hellspear | 6" | 18" | - | - | 3 | -3 | 1 | 3+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | I12 | 90 |
### Long Las
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------- | :---: | :---: |
| Long las | 18" | 36" | - | +1 | 4 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 20 |
| - focusing crystal | 18" | 36" | - | +1 | 4 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30 |
### Long Rifle
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| -------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Long rifle | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | R7 | 30 |
| - static round | 24" | 48" | - | +1 | 4 | -1 | 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> | I10 | +15 |
| - warp round | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I11 | +20 |
### Meltagun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| -------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ---------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Meltagun | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 135 |
### Necrotic beamer
_The strange interloper race known as the Slaugth are generally reviled by both humans and other denizens of the galaxy. These hateful creatures do, however, possess a talent for creating biomechanical weaponry. The Necrotic beamer is an example of this kind of technology; a writhing living metal sceptre able to protect a beam of bio-rending dark energy._
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost |
| :-------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- |
| Necrotic beamer | | | | | | | | | | I12 | 110 |
| - ranged | 6" | 12" | - | -1 | 6 | -1 | 3 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> |
| - melee | E | 3 | +1 | - | 3 | - | 3 | - | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
### Needle Rifle
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Needle rifle | 9" | 18" | +2 | - | - | -2 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 40 |
| - chem darts | 9" | 18" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 |
### Neural flayer
_Some xenos weapons attack a target’s consciousness by disrupting the neurons in their brain, or by interrupting bioelectrical impulses to their cortex. Neural flayers are an example of these kinds of terrible weapons, able to sear away a target’s personality with a prolonged blast, or in the hands of a skilled user, render them immobile or even reduce a target to animalistic terror._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Neural flayer | | | | | | | | | | I13 | 90 |
| - short blast | T | - | - | - | - | - | - | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> |
| - full blast | T | - | - | - | - | - | - | 6+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> |
### Plasma Gun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Plasma gun | | | | | | | | | | R9 | 100 |
| - low | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> |
| - maximal | 12" | 24" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> |
### Storm Bolter
_Most often associated with the legendary Terminators of the Adeptus Astartes, the storm bolter is an assault variant of the bolter. These heavy guns can kick out a prodigious number of shells for a bolt weapon, making them especially lethal in the close quarters of the underhive – assuming a ganger can keep it fed with ammo._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Storm Bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R12 | 95 |
### Web Gun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Web gun | T | - | - | - | 5 | - | - | 5+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 125\* |
\* House Delaque: 115
### Yu’vath Puzzle Box
_Little is known about the lost alien civilisation of the Yu’vath, only that they once ruled over large sections of the Segmentum Obscurus and that they could command the powers of the Warp. The Yu’vath Puzzle Box is an unusual and extremely dangerous weapon, slow to activate but able to unleash a storm of thousands of dark needles around the wielder._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Yu’vath puzzle box | 3" | 6" | +2 | - | 2 | -1 | 1 | 3+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I15 | 150 |
## Exclusive
### Chemical cloud breath (Khimerix)
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ----------------------------------------------------------- | :---: | :---: |
| Chemical cloud breath | 6" | 12" | +1 | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="blast">Blast (3")</Tooltip> |
### Chem-thrower ‘Nightshade’
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Chem-thrower ‘Nightshade’ | T | - | - | - | - | - | - | 5+ | <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 135 |
\* House Escher only
### Concussion Carbine
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Concussion carbine | 9" | 18" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip> | \* | 30 |
\* Palanite and Badzone Enforcers only
### Disintegration Gun
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |AL | Cost |
| ------------------ | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- |
| Disintegration gun | 8" | 24" | - | -1 | 5 | -3 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>,<Tooltip type="traits" content="scarce">Scarce</Tooltip>,<Tooltip type="traits" content="sever">Sever</Tooltip>,<Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | - |
\* [Imperial House](/docs/gangs/gang-additions/alliances/noble-houses#the-imperial-house) only
### Fire Pike Flamer
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ---------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Fire pike flamer | T | - | - | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* | 140 |
\* House Cawdor only
### Gaseous eruption breath (Khimerix)
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------- | :---: | :---: |
| Gaseous eruption breath | T | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> |
### Grenade Launcher Array
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Grenade launcher array | | | | | | | | | | \* | - |
| - choke gas grenades | 6" | 18" | -1 | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | \* | +35 |
| - photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | \* | 0 |
| - scare gas grenades | 6" | 18" | -1 | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | \* | +45 |
| - smoke grenades | 6" | 18" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (*)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | \* | +15 |
| - stun grenades | 6" | 18" | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip> | \* | +25 |
\* [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata) only
### Rad beamer
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ----------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: |
| Rad beamer | | | | | | | | | | \* | 70 |
| - Focused | 12" | 24" | +2 | - | 3 | -2 | 1 | 5+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> |
| - Dispersed | 12" | 24" | - | - | 2 | -2 | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> |
\* House Van Saar only
### Rad Gun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------- | :---: | :---: |
| Rad Gun | T | - | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> | \* | 100 |
\* House Van Saar only
### Sniper Rifle
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Sniper Rifle | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* | 35 |
\* Palanite and Badzone Enforcers only
### Storm-welder
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| -------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Storm-welder\* | 8" | 16" | +1 | - | 5 | - | 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>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 75 |
\* House Goliath and Slave Ogryn only
### Venom Caster
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: |
| Venom Caster | T | - | - | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 160 |
\* Ash Wastes Nomads only
### Warpfire Breath (Warp Horror)
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| --------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------ |
| Warpfire Breath | T | - | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</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"; # Special Weapons ## Trading Post ### Balefire Thrower _Balefire throwers project warp-infused promethium in brilliant sheets of blue flame. This fire burns with a life of its own, often leaping and dancing around the target as it burns them alive. Even those who survive these terrible attacks are often broken in mind, not by the spectre of death but by glimpsing the Warp as they burned._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Balefire thrower | T | - | - | - | 4 | -1 | 2 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | I9 | 120 | ### Autogun combi-weapon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------- | :---: | :---: | | _Primary Component_ | | Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1) | - | - | | _Secondary Component_ | | Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Combi, Template, Unstable | R10 | 110 | | Grenade launcher | | | | | | | | | | R7 | 30 | | - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | Blast (3"), Combi, Knockback | - | +0 | | - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | Combi | R8 | +25 | | - stun rounds | 6" | 24" | - | - | 2 | -1 | 1 | 6+ | Combi, Concussion, Rapid Fire (1) | R8 | +20 | ### Bolter combi-weapon | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------- | :---: | :-----: | | _Primary Component_ | | Bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | Combi, Rapid Fire (1) | - | - | | _Secondary Component_ | | Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Combi, Template, Unstable | R8 | 180\* | | Grenade launcher | | | | | | | | | | R8 | 60 | | - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | Blast (3"), Combi, Knockback | - | +0 | | - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | Combi | R8 | +25 | | - stun rounds | 6" | 24" | - | - | 2 | -1 | 1 | 6+ | Combi, Concussion, Rapid Fire (1) | R8 | +20 | | Melta | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | Combi, Melta, Scarce | R12 | 170\*\* | | Needler | 9" | 18" | +1 | - | - | -1 | - | 6+ | Combi, Scarce, Silent,Toxin | R10 | 90 | | Plasma gun | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Rapid Fire (1), Scarce | R10 | 115 | \* House Goliath: 175 \*\* House Goliath, House Orlock: 165 ### Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Flamer | T | - | - | - | 4 | -1 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | R7 | 140\* | \* House Cawdor, Chaos Helot Cult: 130 ### Grav Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Grav Gun | 9" | 18" | +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 | 120 | ### Grenade Launcher | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---------: | | Grenade launcher | | | | | | | | | | R8 | 65\* | | - frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - krak grenades | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ | - | - | +0 | | - choke gas grenades | 6" | 24" | -1 | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +35\*\* | | - flares | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="flare">Flare</Tooltip> | C | +30 | | - Plasma grenades | 6" | 24" | -1 | - | 5 | -1 | 2 | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R12 | +100 | | - photon flash grenades | 6" | 24" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | R9 | +15 | | - scare gas grenades | 6" | 24" | -1 | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R10 | +45\*\*\* | | - smoke grenades | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | C | +15 | | - stun round | 6" | 24" | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip> | R8 | +25\*\*\*\* | \* House Escher, House Goliath, Genestealer Cult, Chaos Helot Cult: 55 \*\* Palanite Enforcers: +30 \*\*\* Palanite Enforcers: +40 \*\*\*\* House Goliath: +15 <!-- | - anti-plant | 6" | 24" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="grenade">Grenade</Tooltip>, <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="defoliate">Defoliate</Tooltip> | --> ### Hrud fusil _The Hrud are a scavenger race found throughout the galaxy. Considered of limited technological sophistication, the Hrud nonetheless possess a detailed understanding of plasma technologies, which they employ in the creation of powerful long rifles known as fusils. These sometimes find their way into the hands of traders where they are coveted for their potency._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Hrud fusil | | | | | | | | | | I9 | 120 | | - low | 9" | 18" | - | - | 6 | -1 | 2 | 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> | | - maximal | 12" | 24" | +1 | - | 8 | -2 | 3 | 5+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | ### Kai Hellspear _No-one knows for sure where the Kai Hellspear originates from, only that it must be a terrible and corrupted place to produce such a weapon. Similar in function to a lasgun, the hellspear projects a searing beam of Warp energy that cuts not only through armour and bone, but also rends away the target’s soul._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Kai hellspear | 6" | 18" | - | - | 3 | -3 | 1 | 3+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="impale">Impale</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | I12 | 90 | ### Long Las | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------- | :---: | :---: | | Long las | 18" | 36" | - | +1 | 4 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip> | C | 20 | | - focusing crystal | 18" | 36" | - | +1 | 4 | -2 | 1 | 3+ | <Tooltip type="traits" content="unstable">Unstable</Tooltip> | R10 | +30 | ### Long Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Long rifle | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | R7 | 30 | | - static round | 24" | 48" | - | +1 | 4 | -1 | 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> | I10 | +15 | | - warp round | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="cursed">Cursed</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | I11 | +20 | ### Meltagun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ---------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Meltagun | 6" | 12" | +1 | - | 8 | -4 | 3 | 4+ | <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R11 | 135 | ### Necrotic beamer _The strange interloper race known as the Slaugth are generally reviled by both humans and other denizens of the galaxy. These hateful creatures do, however, possess a talent for creating biomechanical weaponry. The Necrotic beamer is an example of this kind of technology; a writhing living metal sceptre able to protect a beam of bio-rending dark energy._ | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | AL | Cost | | :-------------- | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Necrotic beamer | | | | | | | | | | I12 | 110 | | - ranged | 6" | 12" | - | -1 | 6 | -1 | 3 | 6+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | | - melee | E | 3 | +1 | - | 3 | - | 3 | - | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="melta">Melta</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | ### Needle Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Needle rifle | 9" | 18" | +2 | - | - | -2 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | R9 | 40 | | - chem darts | 9" | 18" | +2 | - | - | - | - | 6+ | <Tooltip type="traits" content="chem-delivery">Chem Delivery</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | C | +10 | ### Neural flayer _Some xenos weapons attack a target’s consciousness by disrupting the neurons in their brain, or by interrupting bioelectrical impulses to their cortex. Neural flayers are an example of these kinds of terrible weapons, able to sear away a target’s personality with a prolonged blast, or in the hands of a skilled user, render them immobile or even reduce a target to animalistic terror._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Neural flayer | | | | | | | | | | I13 | 90 | | - short blast | T | - | - | - | - | - | - | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | | - full blast | T | - | - | - | - | - | - | 6+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="pulverise">Pulverise</Tooltip> | ### Plasma Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Plasma gun | | | | | | | | | | R9 | 100 | | - low | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | | - maximal | 12" | 24" | +1 | - | 7 | -2 | 3 | 5+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | ### Storm Bolter _Most often associated with the legendary Terminators of the Adeptus Astartes, the storm bolter is an assault variant of the bolter. These heavy guns can kick out a prodigious number of shells for a bolt weapon, making them especially lethal in the close quarters of the underhive – assuming a ganger can keep it fed with ammo._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Storm Bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (2)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R12 | 95 | ### Web Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Web gun | T | - | - | - | 5 | - | - | 5+ | <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="web">Web</Tooltip> | R9 | 125\* | \* House Delaque: 115 ### Yu’vath Puzzle Box _Little is known about the lost alien civilisation of the Yu’vath, only that they once ruled over large sections of the Segmentum Obscurus and that they could command the powers of the Warp. The Yu’vath Puzzle Box is an unusual and extremely dangerous weapon, slow to activate but able to unleash a storm of thousands of dark needles around the wielder._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Yu’vath puzzle box | 3" | 6" | +2 | - | 2 | -1 | 1 | 3+ | <Tooltip type="traits" content="esoteric">Esoteric</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip>, <Tooltip type="traits" content="scattershot">Scattershot</Tooltip>, <Tooltip type="traits" content="unwieldy">Unwieldy</Tooltip> | I15 | 150 | ## Exclusive ### Chemical cloud breath (Khimerix) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | --------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ----------------------------------------------------------- | :---: | :---: | | Chemical cloud breath | 6" | 12" | +1 | - | 3 | -1 | 1 | - | <Tooltip type="traits" content="blast">Blast (3")</Tooltip> | ### Chem-thrower ‘Nightshade’ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Chem-thrower ‘Nightshade’ | T | - | - | - | - | - | - | 5+ | <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | \* | 135 | \* House Escher only ### Concussion Carbine | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Concussion carbine | 9" | 18" | +1 | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="concussion">Concussion</Tooltip>, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="seismic">Seismic</Tooltip> | \* | 30 | \* Palanite and Badzone Enforcers only ### Disintegration Gun | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |AL | Cost | | ------------------ | ---- | ---- | ----- | ----- | --- | --- | --- | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | | Disintegration gun | 8" | 24" | - | -1 | 5 | -3 | 2 | 6+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>,<Tooltip type="traits" content="scarce">Scarce</Tooltip>,<Tooltip type="traits" content="sever">Sever</Tooltip>,<Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | - | \* [Imperial House](/docs/gangs/gang-additions/alliances/noble-houses#the-imperial-house) only ### Fire Pike Flamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ---------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Fire pike flamer | T | - | - | - | 4 | -2 | 1 | 5+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* | 140 | \* House Cawdor only ### Gaseous eruption breath (Khimerix) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------- | :---: | :---: | | Gaseous eruption breath | T | - | - | - | - | - | - | - | <Tooltip type="traits" content="gas">Gas</Tooltip> | ### Grenade Launcher Array | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Grenade launcher array | | | | | | | | | | \* | - | | - choke gas grenades | 6" | 18" | -1 | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | \* | +35 | | - photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, <Tooltip type="traits" content="flash">Flash</Tooltip> | \* | 0 | | - scare gas grenades | 6" | 18" | -1 | - | - | - | - | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="fear">Fear</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | \* | +45 | | - smoke grenades | 6" | 18" | -1 | - | - | - | - | 4+ | <Tooltip type="traits" content="blast">Blast (*)</Tooltip>, <Tooltip type="traits" content="smoke">Smoke</Tooltip> | \* | +15 | | - stun grenades | 6" | 18" | - | - | 2 | -1 | 1 | 4+ | <Tooltip type="traits" content="concussion">Concussion</Tooltip> | \* | +25 | \* [Enforcer ‘Sanctioner’ Pattern Automata](/docs/gangs/gang-lists/palanite-enforcers/#0-2-enforcer-sanctioner-pattern-automata) only ### Rad beamer | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ----------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------------------------------------------------------------------------------------ | :---: | :---: | | Rad beamer | | | | | | | | | | \* | 70 | | - Focused | 12" | 24" | +2 | - | 3 | -2 | 1 | 5+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> | | - Dispersed | 12" | 24" | - | - | 2 | -2 | 1 | 5+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> | \* House Van Saar only ### Rad Gun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------- | :---: | :---: | | Rad Gun | T | - | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> | \* | 100 | \* House Van Saar only ### Sniper Rifle | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Sniper Rifle | 24" | 48" | - | +1 | 4 | -1 | 1 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | \* | 35 | \* Palanite and Badzone Enforcers only ### Storm-welder | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | -------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Storm-welder\* | 8" | 16" | +1 | - | 5 | - | 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>, <Tooltip type="traits" content="unstable">Unstable</Tooltip> | \* | 75 | \* House Goliath and Slave Ogryn only ### Venom Caster | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | ------------ | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---: | :---: | | Venom Caster | T | - | - | - | - | -1 | - | 6+ | <Tooltip type="traits" content="scarce">Scarce</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip>, <Tooltip type="traits" content="toxin">Toxin</Tooltip> | \* | 160 | \* Ash Wastes Nomads only ### Warpfire Breath (Warp Horror) | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | --------------- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | ------------------------------------------------------ | | Warpfire Breath | T | - | - | - | 3 | -1 | 1 | 4+ | <Tooltip type="traits" content="blaze">Blaze</Tooltip> | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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340 | ### Assault Shield/Energy Shield
An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+)
against melee attacks that originate from within the fighter’s vision arc (the 90° arc
to their front), and a +1 armour save modifier against ranged attacks that originate
from within the fighter’s vision arc; check this before the fighter is placed Prone and
is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use
a Vision Arc template to check – if the centre of the attacker’s base is within the
arc, the assault/energy shield can be used. Against attacks with the Blast trait, use
the centre of the Blast marker in place of the attacker. If the target does not have a
facing (for example, if they are Prone), the assault/energy shield cannot be used. | Unknown | Assault Shield/Energy Shield | 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 | An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+)against melee attacks that originate from within the fighter’s vision arc (the 90° arcto their front), and a +1 armour save modifier against ranged attacks that originatefrom within the fighter’s vision arc; check this before the fighter is placed Prone andis Pinned. If it is not clear whether the attacker is within the target’s Front arc, usea Vision Arc template to check – if the centre of the attacker’s base is within thearc, the assault/energy shield can be used. Against attacks with the Blast trait, usethe centre of the Blast marker in place of the attacker. If the target does not have afacing (for example, if they are Prone), the assault/energy shield cannot be used. | 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 | ### Assault Shield/Energy Shield An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s Front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 340 |
431 | ### Frag Grenades (15 credits)
- **Description:** Frag grenades are basic explosive devices designed to deliver a wide blast radius upon detonation. They scatter shrapnel over a broad area, making them effective against groups of lightly armored targets.
- **Effects:** Causes explosive damage in a radius, ideal for clearing out clusters of enemies or disrupting formations. Effective against light and medium armor.
- **Use Limitation:** Limited range compared to firearms and requires careful handling to avoid self-inflicted injuries. Not effective against heavily armored targets due to the spread of the shrapnel. | equipment | Frag Grenade | Unknown | grenade | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment', 'grenade'] | Unknown | Unknown | Unknown | Unknown | Unknown | Causes explosive damage in a radius, ideal for clearing out clusters of enemies or disrupting formations. Effective against light and medium armor. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Frag grenades are basic explosive devices designed to deliver a wide blast radius upon detonation. They scatter shrapnel over a broad area, making them effective against groups of lightly armored targets. | Limited range compared to firearms and requires careful handling to avoid self-inflicted injuries. Not effective against heavily armored targets due to the spread of the shrapnel. | 0 | 0 | Unknown | 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 | ### Frag Grenades (15 credits) - **Description:** Frag grenades are basic explosive devices designed to deliver a wide blast radius upon detonation. They scatter shrapnel over a broad area, making them effective against groups of lightly armored targets. - **Effects:** Causes explosive damage in a radius, ideal for clearing out clusters of enemies or disrupting formations. Effective against light and medium armor. - **Use Limitation:** Limited range compared to firearms and requires careful handling to avoid self-inflicted injuries. Not effective against heavily armored targets due to the spread of the shrapnel. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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834 | # Rackets
Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets
are gained after each battle (including immediately after taking control of it after a battle).
Once the Racket is lost (for example taken by another gang), the bonus is also lost.
There are 2 ways to take control of Rackets:
- Winning a battle with a Racket at stake.
- Racket as exchange for Captives.
## Campaign variations
#### Total Resources
| Campaign | Amount of Resources |
| :------------ | :----------------------------------- |
| Law & Misrule | All (except the starting Resources). |
#### Unique Resources
| Campaign | Unique Resources | Duplicate Enhanced Bonuses |
| :------------ | :--------------- | :------------------------------------------------------------------------------------- |
| Law & Misrule | Yes. | Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus. |
### Resource Bonuses
All Resources are unique and have different bonuses:
#### Income
Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle).
#### Recruits
- Free to recruit (does not cost any credits).
- The cost is added to Gang Rating and Wealth.
- Equipment must be purchased separately (unless otherwise specified).
- Hired guns remain with the gang while in control of the Resource.
- Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have.
:::tip YAQ
Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle).
:::
#### Equipment
- Can be distributed to eligible fighters.
- _Free_ equipment is lost when the Resource is lost.
- Purchased equipment is kept after the Resource is lost.
- The (full) cost is added to Gang Rating and Wealth, even for discounted and free items.
#### Reputation
Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount.
#### Special
If the Resource is lost, so is the benefit.
### Enhanced Bonuses
Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them.
#### Gang-Specific
Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type.
#### Linked
Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed.
<table><thead> <tr><td>Card</td><td>Racket</td><td>Boon</td><td>Boon conditions<br />(Free, Temp, Once)</td></tr></thead><tbody><tr><td>♦ 1</td><td>Narco-Distribution</td><td><b>Special:</b> Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-<br />-</td></tr><tr><td>♦ 2</td><td>Out-Hive Smuggling Routes</td><td><b>Linked:</b> Ghast Prospecting (♦3), The cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♦ 3</td><td>Ghast Prospecting</td><td><b>Equipment:</b> 3 doses of Ghast each battle.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).<br /><b>Income (Linked 1, 2):</b> 2D6x10, 4D6x10</td><td>F, T<br />-<br/>-</td></tr><tr><td>♦ 4</td><td>The Cold Trade</td><td><b>Special:</b> Xenos weapons (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Xenos weapon.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, )<br />-<br/>-</td></tr><tr><td>♦ 5</td><td>Life Coin Exchange</td><td><b>Recruit:</b> 2x Hive Scum or 1x Bounty Hunter each battle (including equipment).<br /><b>Linked:</b> Whisper Brokers (♦7), Corpse Guild Bond (♦8).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> All gang members gain [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) (skill).</td><td>F<br />-<br />-<br/>F, T</td></tr><tr><td>♦ 6</td><td>Xenos Beast Trafficking</td><td><b>Special:</b> Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Grapplehawk or Gyrinx Cat (Leader only)<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, O<br />-<br />-</td></tr><tr><td>♦ 7</td><td>Whisper Brokers</td><td><b>Special:</b> +D3 Tactics cards each battle.<br /><b>Linked:</b> Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).<br /><b>Special (Linked 1):</b> When challenged, choose the Resource at stake (instead of the challenger as normal).<br /><b>Special (Linked 2):</b> When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♦ 8</td><td>Corpse Guild Bond</td><td><b>Exclusive:</b> Can't control other Guild Bond Rackets.<br /><b>Income:</b> (1D6 + 1 per other Resource controlled) x10<br /><b>Recruit (choose one):</b><ul><li>Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle.</li><li>Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment).</li></ul></td><td>-<br />-<br /> <ul><li>T?, O</li><li>F</li></ul></td></tr><tr><td>♦ 9</td><td>Slave Guild Bond</td><td>Same as above, except with the Slave Guild.</td><td></td></tr><tr><td>♦ 10</td><td>Promethium Guild Bond</td><td>Same as above, except with the Promethium Guild.</td><td></td></tr><tr><td>♦ 11</td><td>Guild Of Coin Bond</td><td>Same as above, except with the Guild of Coin.</td><td></td></tr><tr><td>♦ 12</td><td>Water Guild Bond</td><td>Same as above, except with Water Guild.</td><td></td></tr><tr><td>♦ 13</td><td>Archaeotech Auctioning</td><td><b>Equipment:</b> 1 Imperial weapon (Black Market).<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 1</td><td>Witch Seeking</td><td><b>Exclusive:</b> Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.<br /><b>Special:</b> Each fighter can add Shock to 1 of their Melee weapons.<br /><b>Linked:</b> Redemptionist Backers (♣2), Slave Guild Bond (♦9).<br /><b>Income (Linked 1):</b> Double the income when Claiming Bounties for Psykers (including temporary Psykers).<br /><b>Special (Linked 2):</b> The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).</td><td>-<br />T<br />-<br />-<br /></td></tr><tr><td>♣ 2</td><td>Redemptionist Backers</td><td><b>Exclusive:</b> Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang.<br /><b>Special:</b> Re-roll failed Ammo tests for Blaze weapons.<br /><b>Linked:</b> Promethium Guild Bond (♦10), Witch Seeking (♣1).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 3</td><td>Proxies of the Omnissiah</td><td><b>Special:</b> Can re-roll any failed Ammo tests. Bionics are treated as Common.<br /><b>Linked:</b> Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable.</td><td>-<br />-<br />-<br />T</td></tr><tr><td>♣ 4</td><td>Gambling Empire</td><td><b>Income:</b> Choose a suit of cards, then draw a card:<ul><li>Same suit: Card value x 10.</li><li>Same colour: Card value x 5.</li></ul><b>Linked:</b> Blood Pits (♣5), Whisper Brokers (♦7).<br /><b>Special (Linked 1):</b> Nominate an enemy fighter (not Leader or Champion) to miss the battle.</td><td>-<br />-<br />-</td></tr><tr><td>♣ 5</td><td>Blood Pits</td><td><b>Recruit:</b> 2x generic Hive Scum (including equipment).<br /><b>Linked:</b> Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).<br /><b>Special (Linked 1):</b> A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll.<br /><b>Income (Linked 2):</b> 2D6x10</td><td>F<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 6</td><td>Spire Patronage</td><td><b>Income:</b> 2D6x10 when winning a battle.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Equipment (Linked 1):</b> All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments.<br /><b>Income (Linked 2):</b> Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost).</td><td>-<br />F-<br />T, O<br />F, T, O</td></tr><tr><td>♣ 7</td><td>Bullet Cutting</td><td><b>Special:</b> Re-roll any failed Ammo tests.<br /><b>Equipment:</b> Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 8</td><td>Settlement Protection</td><td><b>Recruit:</b> 1 Hanger-on.<br /><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 9</td><td>Caravan Route Control</td><td><b>Linked:</b> Guild of Coin Bond (♦11), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td> <td>-<br />-</td></tr><tr><td>♣ 10</td><td>Wyrd Trade</td><td><b>Equipment:</b> Ghast is treated as Common.<br /><b>Linked:</b> Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).<br /><b>Income (Linked 1, 2):</b>:2D6x10, 3D6x10</td> <td>-<br />-<br />-</td></tr><tr><td>♣ 11</td><td>Production Skimming</td><td><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♣ 12</td><td>The Resurrection Game</td><td><b>Special:</b> Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.<br /><b>Linked:</b> Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).<br /><b>Income (Linked 1):</b> 2D6x10<br /><b>Special (Linked 2):</b> Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6:<ul><li>2: Failed.</li><li>3-6: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) and -1 Toughness.</li><li>7+: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).</li></ul></td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 13</td><td>Peddlers of Forbidden Lore</td><td><b>Special:</b> Re-roll Priority roll.<br /><b>Linked:</b> Wyrd Trade (♣10), The Resurrection Game (♣12).<br /><b>Income (Linked 1):</b> 2D6x10.<br /><b>Special (Linked 2):</b> 4+ save (unmodifiable by AP) to the Leader and all Champions.</td><td>-<br />-<br />-<br />F, T<br /></td></tr></tbody></table> | 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 | # Rackets Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets are gained after each battle (including immediately after taking control of it after a battle). Once the Racket is lost (for example taken by another gang), the bonus is also lost. There are 2 ways to take control of Rackets: - Winning a battle with a Racket at stake. - Racket as exchange for Captives. ## Campaign variations #### Total Resources | Campaign | Amount of Resources | | :------------ | :----------------------------------- | | Law & Misrule | All (except the starting Resources). | #### Unique Resources | Campaign | Unique Resources | Duplicate Enhanced Bonuses | | :------------ | :--------------- | :------------------------------------------------------------------------------------- | | Law & Misrule | Yes. | Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus. | ### Resource Bonuses All Resources are unique and have different bonuses: #### Income Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle). #### Recruits - Free to recruit (does not cost any credits). - The cost is added to Gang Rating and Wealth. - Equipment must be purchased separately (unless otherwise specified). - Hired guns remain with the gang while in control of the Resource. - Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have. :::tip YAQ Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle). ::: #### Equipment - Can be distributed to eligible fighters. - _Free_ equipment is lost when the Resource is lost. - Purchased equipment is kept after the Resource is lost. - The (full) cost is added to Gang Rating and Wealth, even for discounted and free items. #### Reputation Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount. #### Special If the Resource is lost, so is the benefit. ### Enhanced Bonuses Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them. #### Gang-Specific Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type. #### Linked Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed. <table><thead> <tr><td>Card</td><td>Racket</td><td>Boon</td><td>Boon conditions<br />(Free, Temp, Once)</td></tr></thead><tbody><tr><td>♦ 1</td><td>Narco-Distribution</td><td><b>Special:</b> Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-<br />-</td></tr><tr><td>♦ 2</td><td>Out-Hive Smuggling Routes</td><td><b>Linked:</b> Ghast Prospecting (♦3), The cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♦ 3</td><td>Ghast Prospecting</td><td><b>Equipment:</b> 3 doses of Ghast each battle.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).<br /><b>Income (Linked 1, 2):</b> 2D6x10, 4D6x10</td><td>F, T<br />-<br/>-</td></tr><tr><td>♦ 4</td><td>The Cold Trade</td><td><b>Special:</b> Xenos weapons (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Xenos weapon.<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, )<br />-<br/>-</td></tr><tr><td>♦ 5</td><td>Life Coin Exchange</td><td><b>Recruit:</b> 2x Hive Scum or 1x Bounty Hunter each battle (including equipment).<br /><b>Linked:</b> Whisper Brokers (♦7), Corpse Guild Bond (♦8).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> All gang members gain [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) (skill).</td><td>F<br />-<br />-<br/>F, T</td></tr><tr><td>♦ 6</td><td>Xenos Beast Trafficking</td><td><b>Special:</b> Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.<br /><b>Equipment:</b> 1 Grapplehawk or Gyrinx Cat (Leader only)<br /><b>Linked:</b> Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />F, T, O<br />-<br />-</td></tr><tr><td>♦ 7</td><td>Whisper Brokers</td><td><b>Special:</b> +D3 Tactics cards each battle.<br /><b>Linked:</b> Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).<br /><b>Special (Linked 1):</b> When challenged, choose the Resource at stake (instead of the challenger as normal).<br /><b>Special (Linked 2):</b> When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♦ 8</td><td>Corpse Guild Bond</td><td><b>Exclusive:</b> Can't control other Guild Bond Rackets.<br /><b>Income:</b> (1D6 + 1 per other Resource controlled) x10<br /><b>Recruit (choose one):</b><ul><li>Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle.</li><li>Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment).</li></ul></td><td>-<br />-<br /> <ul><li>T?, O</li><li>F</li></ul></td></tr><tr><td>♦ 9</td><td>Slave Guild Bond</td><td>Same as above, except with the Slave Guild.</td><td></td></tr><tr><td>♦ 10</td><td>Promethium Guild Bond</td><td>Same as above, except with the Promethium Guild.</td><td></td></tr><tr><td>♦ 11</td><td>Guild Of Coin Bond</td><td>Same as above, except with the Guild of Coin.</td><td></td></tr><tr><td>♦ 12</td><td>Water Guild Bond</td><td>Same as above, except with Water Guild.</td><td></td></tr><tr><td>♦ 13</td><td>Archaeotech Auctioning</td><td><b>Equipment:</b> 1 Imperial weapon (Black Market).<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 1</td><td>Witch Seeking</td><td><b>Exclusive:</b> Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.<br /><b>Special:</b> Each fighter can add Shock to 1 of their Melee weapons.<br /><b>Linked:</b> Redemptionist Backers (♣2), Slave Guild Bond (♦9).<br /><b>Income (Linked 1):</b> Double the income when Claiming Bounties for Psykers (including temporary Psykers).<br /><b>Special (Linked 2):</b> The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).</td><td>-<br />T<br />-<br />-<br /></td></tr><tr><td>♣ 2</td><td>Redemptionist Backers</td><td><b>Exclusive:</b> Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang.<br /><b>Special:</b> Re-roll failed Ammo tests for Blaze weapons.<br /><b>Linked:</b> Promethium Guild Bond (♦10), Witch Seeking (♣1).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 3</td><td>Proxies of the Omnissiah</td><td><b>Special:</b> Can re-roll any failed Ammo tests. Bionics are treated as Common.<br /><b>Linked:</b> Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).<br /><b>Income (Linked 1):</b> D6x10<br /><b>Special (Linked 2):</b> Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable.</td><td>-<br />-<br />-<br />T</td></tr><tr><td>♣ 4</td><td>Gambling Empire</td><td><b>Income:</b> Choose a suit of cards, then draw a card:<ul><li>Same suit: Card value x 10.</li><li>Same colour: Card value x 5.</li></ul><b>Linked:</b> Blood Pits (♣5), Whisper Brokers (♦7).<br /><b>Special (Linked 1):</b> Nominate an enemy fighter (not Leader or Champion) to miss the battle.</td><td>-<br />-<br />-</td></tr><tr><td>♣ 5</td><td>Blood Pits</td><td><b>Recruit:</b> 2x generic Hive Scum (including equipment).<br /><b>Linked:</b> Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).<br /><b>Special (Linked 1):</b> A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll.<br /><b>Income (Linked 2):</b> 2D6x10</td><td>F<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 6</td><td>Spire Patronage</td><td><b>Income:</b> 2D6x10 when winning a battle.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Equipment (Linked 1):</b> All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments.<br /><b>Income (Linked 2):</b> Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost).</td><td>-<br />F-<br />T, O<br />F, T, O</td></tr><tr><td>♣ 7</td><td>Bullet Cutting</td><td><b>Special:</b> Re-roll any failed Ammo tests.<br /><b>Equipment:</b> Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.<br /><b>Linked:</b> Proxies of the Omnissiah (♣3), Blood Pits (♣5).<br /><b>Income (Linked 1, 2):</b>:1D6x10, 2D6x10</td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 8</td><td>Settlement Protection</td><td><b>Recruit:</b> 1 Hanger-on.<br /><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>F, T, O<br />-<br />-</td></tr><tr><td>♣ 9</td><td>Caravan Route Control</td><td><b>Linked:</b> Guild of Coin Bond (♦11), The Cold Trade (♦4).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td> <td>-<br />-</td></tr><tr><td>♣ 10</td><td>Wyrd Trade</td><td><b>Equipment:</b> Ghast is treated as Common.<br /><b>Linked:</b> Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).<br /><b>Income (Linked 1, 2):</b>:2D6x10, 3D6x10</td> <td>-<br />-<br />-</td></tr><tr><td>♣ 11</td><td>Production Skimming</td><td><b>Linked:</b> Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).<br /><b>Income (Linked 0, 1, 2):</b> 1D6x10, 2D6x10, 3D6x10</td><td>-<br />-</td></tr><tr><td>♣ 12</td><td>The Resurrection Game</td><td><b>Special:</b> Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.<br /><b>Linked:</b> Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).<br /><b>Income (Linked 1):</b> 2D6x10<br /><b>Special (Linked 2):</b> Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6:<ul><li>2: Failed.</li><li>3-6: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome) and -1 Toughness.</li><li>7+: Gains [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).</li></ul></td><td>-<br />-<br />-<br />-<br /></td></tr><tr><td>♣ 13</td><td>Peddlers of Forbidden Lore</td><td><b>Special:</b> Re-roll Priority roll.<br /><b>Linked:</b> Wyrd Trade (♣10), The Resurrection Game (♣12).<br /><b>Income (Linked 1):</b> 2D6x10.<br /><b>Special (Linked 2):</b> 4+ save (unmodifiable by AP) to the Leader and all Champions.</td><td>-<br />-<br />-<br />F, T<br /></td></tr></tbody></table> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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60841,
11,
1524,
369,
48774,
323,
1949,
3673,
382,
827,
89180,
271,
70656,
279,
89180,
1418,
304,
2585,
315,
279,
12027,
13,
3277,
279,
12027,
374,
5675,
11,
18979,
89180,
449,
279,
6273,
3392,
382,
827,
9984,
271,
2746,
279,
12027,
374,
5675,
11,
779,
374,
279,
8935,
382,
14711,
62549,
13789,
4881,
271,
8538,
16607,
617,
62549,
33321,
430,
1397,
3230,
81439,
3557,
311,
387,
2322,
304,
2015,
311,
3802,
1124
]
]
} | 834 |
217 | ****# Bounty Hunters
All Bounty Hunters (unnamed and Dramatis Personae) have the following special rules:
#### Dead, Not Alive
Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for troublesome enemies they bring in dead. During the post-battle sequence, when an opponent deletes a dead fighter from their roster, the gang that hired the Bounty Hunter immediately claims half of that fighter’s value, rounded up to the nearest 5 credits, as a reward.
#### Claiming Bounties
Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for enemy fighters they help to Capture. If during the Wrap-up the recruiting gang captures an enemy fighter, roll a D6 in the
Receive Rewards step of the post-battle sequence. On the roll of a 3 or higher, the Bounty Hunter recognises the Captive as a particularly wanted individual. The gang is given their cut of the reward for keeping this dangerous miscreant off the streets, immediately receiving D6x10 credits.
#### “We’ll Get Our Bit…”
If a Bounty Hunter does not generate additional income during a campaign battle via the Dead, Not Alive or Claiming Bounties special rules, there is a strong chance they will stick around until they do, whether the gang wants
them to or not:
- If, at the end of the Update Roster step of the post-battle sequence, only one of
the Dead, Not Alive or Claiming Bounties special rules has been used, roll a D6. If
the result is a 4 or higher, the Bounty Hunter is dissatisfied with their earnings and
is available for the recruiting gang’s next battle for free. If the result is a 1-3, they
take their credits and leave.
- If neither the Dead, Not Alive or Claiming Bounties special rules are used, there is
no need to roll and the Bounty Hunter is automatically available for the recruiting
gang’s next battle for free.
- If, however, both the Dead, Not Alive and Claiming Bounties special rules are used
during the post-battle sequence, the Bounty Hunter, happy with their payment,
automatically leaves.
- If a Bounty Hunter that is available for the next battle for free in this way is not
used, they will automatically leave. In other words, they must be used in the next
battle, or be lost.
- If a Bounty Hunter is taken Out of Action during a campaign battle, they are
considered to have automatically rolled a result of 12-26 Out Cold on the Lasting
Injuries table.
<FighterCard cost="80">
## 0-1 Bounty Hunters
A gang can recruit no more than one Bounty Hunter at a time. To represent the great variety of Bounty Hunters active on Necromunda, the recruiting player chooses one of the following profiles to use:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ |
| 3” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
| 4” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
**Special Rules:** Outlaw, “You Get What You Pay For”, [Dead, Not Alive](#dead-not-alive), [Claiming Bounties](#claiming-bounties), [“We’ll Get Our Bit…”](#well-get-our-bit).
<details className="">
<summary>Special Rules</summary>
**Outlaw:** A Bounty Hunter hired by an Outlaw gang is automatically an Outlaw
themselves. In addition to the equipment options listed opposite, Outlaw Bounty
Hunters may purchase Common items and any item with a Rare or Illegal value of 10
or below from the Black Market.
**“You Get What You Pay For”:** Unlike other fighters, Bounty Hunters are not counted
during the Choose Crew step of the pre-battle sequence. Instead, at the end of this
step, any Bounty Hunters 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 Bounty Hunter 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: Agility, Brawn, Combat, Cunning, Ferocity, or Shooting. 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 Bounty Hunter 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>
In addition to their hiring fee, a Bounty Hunter may purchase up to 150 credits worth of weapons and Wargear from your gang's equipment list and from the Trading Post (note that, in addition, Outlaw Bounty Hunters may purchase items from the Black Market, as described previously). They may be armed with up to five weapons, only one of which may have the Unwieldy trait. A weapon with the Unwieldy trait counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.
</details>
<details>
<summary>Lore</summary>
_Bounty Hunters are amongst the toughest and most dangerous of all underhivers. They survive perilous conditions, living out in the wastes, pursuing their quarry through the tunnels and ruins. Bounty Hunters are loners who neither need, nor want, to be associated with a gang. They will hire their services to a gang leader, though, if thereare no decent bounties to be had or if their interests are aligned, but such allegiances tend to be temporary._
_Bounties are displayed at all Trading Posts, offering rewards to anyone who brings in outlaw leaders, gangs, mutants and other criminal types. The rewards offered are good, but the job is a perilous one and many Bounty Hunters die out in the wastes, slain by the outlaws and mutants they set out to hunt._
_Bounty Hunters are drawn from a wide range of backgrounds. Some were once gangers, still bearing the trappings of their former Clan House. Many Abhumans also find the life of a Bounty Hunter suits them well, for the Blood Warrant that serves as license and writ allows them to go where others of their kind might ordinarily be barred. Thus it is not uncommon to see Beastmen, Squats and other stable Abhuman strains operating as Bounty Hunters far from those areas set aside for their kind._
</details>
_Source: Published in all House of X books_
</FighterCard>
#### Cawdor
In addition to normal equipment (Trading Post & Black Market), choose equipment from the leader's list depending on the alignment of the hiring gang.
Law Abiding: Cawdor Leader.
Outlaw: Redemptionist Leader.
| | House: Law Abiding | House: Outlaw | Non-house: Law Abiding | Non-house: Outlaw |
| :----------------------------- | ------------------ | -------------------- | ---------------------- | ----------------- |
| Trading Post (Rarity) | Any | Any | 10 or below | 10 or below |
| Black Market (Rarity/Legality) | - | 10 or below | - | 10 or below |
| House Equipment List | Leader | Leader | - | - |
| Cawdor | Cawdor Leader | Redemptionist Leader | - | - |
### Generic Bounty Hunter Equipment List
[View the Equipment list for a generic Bounty Hunter here](/docs/gangs/gang-additions/hired-guns/bounty-hunters/bounty-hunter-equipment-list).
## Named Bounty Hunters
| Bounty Hunter | Restriction | Cost |
| :------------------------------------------------------------------------------- | :------------------------- | ----------------------: |
| [Yageloth, Master of Whispers](#yageloth-the-master-of-whispers) | - | 120 |
| [Urson Grimjarl](#urson-grimjarl-jardlan-nomad-hunter) | Ironhead Squat Prospectors | 160 |
| [Betti Banshee](#betti-banshee) | Escher | 170 |
| [Ashwood Stranger](#ashwood-stranger) | - | 170 |
| [Hagar Freelord](#hagar-freelord-outcasts-leader) | - | 180 |
| [Wilcox ‘Wild Snake’ Cinderjack](#wilcox-wild-snake-cinderjack) | Orlock | 190 |
| [Calthyxis, The Ghost of Primus](#calthyxis-the-ghost-of-primus) | Delaque | 195 |
| [The Headsman, Thane’s Executioner](#the-headsman-house-cawdor-executioner) | Cawdor | 210 |
| [Krotos Hark](#krotos-hark) | - | 220 |
| [The Deserter](#the-deserter) | - | 225 |
| [Yar Umbra](#yar-umbra) | - | 230 |
| [Yolanda Skorn](#yolanda-skorn) | - | 230 |
| [Gor Half-horn](#gor-half-horn) | - | 235 |
| [Kria Kytoro, Death Maiden](#kria-kytoro-death-maiden) | Escher | 240 |
| [Vespa ‘Minx’ Merdena, Orlock Wild Child](#vespa-minx-merdena-orlock-wild-child) | Orlock (Vehicle) | 245 |
| [Servalen & Hardcase Cyber-Mastiff](#servalen-scrutinator-primus) | - | 240 |
| [Arbelesta & Aramista](#arbelesta--aramista-shadows-of-catallus) | - | 250,250 |
| [Ortruum 8-8](#ortruum-8-8) | - | 250 |
| [Gorshiv Hammerfist](#gorshiv-hammerfist) | - | 260 |
| [Eyros Slagmyst](#eyros-slagmyst) | - | 270 |
| [Attilus the Axe, Pit Tyrant](#attilus-the-axe-pit-tyrant) | Goliath | 275 |
| [Belladonna](#belladonna) | - | 275 |
| [Grendl Grendlsen](#grendl-grendlsen) | - | 280 |
| [Von Buren, Rogue Archeotek](#von-buren-the-rogue-archeotek) | Van Saar | 285 |
| [Thaetos 23-2 Wyrdlock](#thaetos-23-2-wyrdlock) | - | 285 |
| [Baertrum Arturos III](#baertrum-arturos-iii) | - | 290 |
| [Freikstorn Strix](#freikstorn-strix) | - | 290 |
| [Djangar ‘Gunfists’, Over-tyrant](#djangar-gunfists-over-tyrant) | Goliath | 290 |
| [Apollus Kage](#apollus-kage) | - | 305 |
| [Vorgen Mortz & Rex Spires](#vorgen-mortz--rex-spires) | - | 305, 315 |
| [Lisbeth, The Iron Angel](#lisbeth-the-iron-angel) | Van Saar | 315 |
| [Mortanna Shroud](#mortanna-shroud) | - | 330 |
| [Kal Jericho & Scabs](#kal-jericho) | - | 340, 200 (440 combined) |
| [Slate Merdena, Orlock Road Boss](#slate-merdena-orlock-road-boss) | Orlock | 360 |
<FighterCard cost="120">
## Yageloth, the Master of Whispers
**_Delaque only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 4+ | 4+ | 5+ |
**Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate).
**Weapons:** Psychoteric blade.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator).
#### Envoy of the Silent Ones
- No credits bonus for captured or dead enemies after the battle (unlike normal Bounty Hunters).
- Will automatically leave after the battle (does not join subsequent battles for free).
#### Creature of Shadows
- Immune to attacks without Strength (Toxin etc.).
- If suffering a Serious Injury:
- Ignore the Serious Injury.
- Removed from the battlefield.
- Return in the End phase, anywhere within 5" of a friendly fighter and at least 1" from any enemy.
#### Wyrd Powers (Unsanctioned)
Choose 5 Psychoteric Wyrd Powers (from any disciplines).
_All Delaque have heard the call of the Silent Ones echoing up from the depths of Necromunda, but few have ever journeyed to its source to see what is really down there and returned. Even within the Star Chamber there are doubts such a feat is even possible, though Yageloth’s very existence would seem to prove it can be done. A living embodiment of the Psychoterica, Yageloth is a shadow within the underhive of Hive Primus, arriving suddenly to further the agendas of House Delaque, before vanishing just as swiftly. A true master of whispers, such is the power of the Psychoterica contained within Yageloth that the agent’s half-heard words can break the minds of those who hear them and the truth is but a fluid construct within the whisperer’s hands – shaped as Yageloth sees fit. It is said that, by manipulating the essence of the Psychoterica, he can even transcend his corporeal form, literally becoming nothing more than shadow._
_Source: House of Shadow_
</FighterCard>
<FighterCard cost="160">
## Urson Grimjarl, Jardlan Nomad Hunter
_It takes a certain kind of Squat to live the life of a nomad hunter. Urson Grimjarl, older brother of Orrin Grimjarl, long ago left the Jardlan Holdfast to wander the wasteland hunting nomads for bounties. In the decades he has travelled the Great Equatorial Wastes and beyond, he has earned a reputation for having an uncanny ability to track down and kill even the most cunning nomad raiders. This has made him a target to the wasteland tribes, and more than once nomad champions have sought to make their name by hunting down the ornery old Squat – usually with fatal results for the nomad._
_Years ago, Urson was offered the stewardship of Jardlan by his and Orrin’s father, Harro Grimjarl, when the elder Squat sought to take the Graven Path – joining with the elders who tend to the Ironhead Ancestral Core. Ultimately Urson rejected the running of the Clan, passing it on to one of the other Squat families of Jardlan. Even when Urson learnt of the destruction of his ancestral home, he merely spat in the dust and carried on with his work. It was only after an encounter with Orrin that Urson decided to help guide the younger Grimjarl and his companions back to their holdfast, perhaps as a last favour to Harro or maybe because, like Orrin, if he was to be the last of Jardlan he might exact some vengeance from those that had ended his line._
_An exceptional hunter, Urson is a dangerous and canny opponent. And, one does not survive long as a nomad hunter in the ash wastes without the ability to get the drop on one’s foes. To this end, Urson carries a powerful Jardlan ‘longshot’ hunting rifle. The grizzled old hunter is also never without a pair of Techmite Oculi, the small mechanical companions held aloft on whirring fans with an array of pict lenses for finding hidden enemies, even in the midst of billowing ash storms._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5" | 4+ | 3+ | 3 | 4 | 2 | 4+ | 1 | 6+ | 5+ | 6+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Jardlan <br />'longshot' <br />hunting rifle | 18" | 48" | - | +1 | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> |
| Ironhead<br /> stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</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:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), [Techmite Oculi](#techmite-oculi), [proximity auspex](/docs/armoury/personal-equipment#proximity-auspex).
#### Hunter for Hire
Urson Grimjarl is a Bounty Hunter
that may be hired by any Law-abiding gang. As such,
he is subject to the “You Get What You Pay For”,
Dead, Not Alive, Claiming Bounties and “We’ll Get
Our Bit…” special rules.
#### Oculi Command
When Urson Grimjarl is deployed on the battlefield, a Techmite Oculi is also deployed
within 3" of him. If, during his activation, there are no
Techmite Oculi on the battlefield, Urson Grimjarl may
perform the Deploy Oculi (Double) action:
- **Deploy Oculi (Double):** Place a Techmite Oculi in base contact of Urson Grimjarl.
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="-">
### Techmite Oculi
**Urson Grimjarl only**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 7" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :-------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- |
| 2x pincer | - | E | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> |
</WeaponStats>
**Skills:** [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade).
**Wargear:** [Flak armour](/docs/armoury/armour#flak-armour).
#### Flight
A Techmite Oculi 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.
#### Target Paint
Whilst a Techmite Oculi is within 6" of an enemy model, Urson Grimjarl reduces any negative to hit modifiers due to cover by 1.
#### Scout Drone
Techmite Oculi can range further from Urson Grimjarl than most Exotic Beasts. Techmite Oculi must remain within 18" of Urson Grimjarl rather
than 3".
_Source: The Aranthian Succession: Ruins of Jardlan_
</FighterCard>
<FighterCard cost="170">
## Betti Banshee
**_Escher only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 7” | 3+ | 4+ | 4 | 3 | 2 | 2+ | 3 | 8+ | 7+ | 6+ | 7+ |
**Skills:** [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry).
**Weapons:** Customer Power Blade (x2).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour).
#### Banshee Wail
Other fighters activating within 6” must pass a Willpower test or can only take a single action during the activation.
When this fighter makes a Charge (Double) action, other fighters can't make Reaction attacks against this fighter (during the activation).
_When gang queen Betti Volt of the Scrapharrow Harlots got her throat ripped out by a ‘zerker, she could have let it ruin her day. Instead, she stuck her bolter in the ‘zerker’s groin and held the trigger down until there was no more ‘zerker. Of course this didn’t change the fact that she had lost a good portion of her neck, along with the ability to talk. Fortunately for Betti, her sisters rushed her to the local doc, who as it turned out had just ‘salvaged’ avox-hailer from an old devotional servitor. A few surgical staples and a lot of chems later, Betti’s lower jaw and neck had been transformed into a yawning mass of vox-outputs and cables. It took a while for the gang queen to get used to the strange mechanical voice now emanating from her throat, as well as the spontaneous hymns that would blare out from her at in opportune times, but soon enough, her mechanical voice was echoing through the underhive. Then, the first time she charged into battle, she discovered she could unleash a true cacophony of screams far louder than anything possible with a biological voicebox. This sonic assault did a great job at striking terror into her enemies, giving her plenty of time to gut them with her custom power blades._
_Source: House of Blades_
</FighterCard>
<FighterCard cost="170">
## Ashwood Stranger

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 2+ | 3 | 3 | 3 | 3+ | 2 | 8+ | 3+ | 5+ | 7+ |
**Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting).
**Weapons:** Custom stub gun (with normal dumdum), Custom autopistol, Nomad Blade (same as Long Blade).
**Wargear:** Flak.
#### Quick Draw
When targeted by a shooting attack while Ready, make a ranged attack against the attacker with any equipped weapon (this does not remove Ready).
#### Where He Needs to Be (Outcast Leader)
Can always be included in a Random crew (taking up 1 slot as normal).
_The underhive has no shortage of loners, criminals and exiles, many wandering from settlement to settlement trying to keep a low profile or keep to themselves as they make a living. The hooded gunfighter known as Ashwood, or more commonly as simply ‘Stranger’, is one such fighter. Where Ashwood came from or what he is looking for remains a mystery, the nomad blade he wears on his back hinting at his long travels between the hive cities. Wherever he comes from, however, the gunfighter does have a habit of turning up wherever the Palanite Enforcers are making their presence known. Quite unlike most of his peers, Ashwood is a force for justice within the underhive, often settling debts or righting wrongs, especially when the wrong party is powerless to settle them themselves. Sometimes Stranger even has followers, though these are just as mysterious as their boss, and like to cover their faces and seldom speak._
_There are some who reckon Ashwood to have once been an Enforcer himself, and certainly the custom ‘equalizer’ stub pistol he carries is surprisingly similar to Palanite manufacture. Then there is the fact he has a habit of bringing rogue Enforcers down, when even the Merchant Guild won’t put a bounty on their heads. Not that all Enforcers are Ashwood’s enemies, and from time to time it is said the good ones even throw in with the Stranger, if their goals align – for a while at least. The one thing that is in no doubt about Ashwood is when his job is done he disappears back into the outlands, becoming just another soul wandering the wastes of the underhive._
_Source: The Book of the Outcast_
</FighterCard>
<FighterCard cost="180">
## Hagar Freelord, Outcasts Leader

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 5+ | 6+ | 7+ |
**Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer).
**Weapons:** 2x plasma pistol.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [respirator](/docs/armoury/personal-equipment#respirator).
#### Ex-guilder Armouries (Outcast Leader)
New Gangers (when hired) can buy items with Rarity 8 or less from the Trading Post.
#### Well-connected
Can spend a post-battle action to gain credits:
- Outcast: D6x10.
- Bounty Hunter: D3x10.
_Once the ruler of Port Mad Dog, Hagar is now an exile from the Merchant Guild. He was exiled from his Guilder family when his children turned against him during the long Night of Bullets. It was as the Ash Wastes Nomad tribes stormed the loading platforms of the settlement that his two sons and three daughters seized the chance to rid themselves of their father – conspiring to send him and his most loyal followers out into the wastes to deal with the threat. When they returned, Hagar discovered his offspring had laid the raid at his feet, along with plenty of other damning evidence over failing to pay the Imperial House its due, and so in one dark night cycle Hagar was outcast from his post._
_Since that time, the disgraced Guilder has been trying to win his position back – as well as seek revenge upon his children. He has even gone so far as to form the Mercator Umbrus, a shadow counterpart of the Mercator Gelt that deals in the criminal and outland economies of the underhive. His time as an outcast leader has also made Hagar even meaner, if such a thing were possible, and he has become lean and cruel in his disposition, not to mention an excellent shot with the paired plasma pistols he wears. His followers are likewise well equipped, benefiting from the wealth and connections of their leader, and often wear armour and carry weapons far above the station of such lowly outcast fighters._
_Source: The Book of the Outcast_
</FighterCard>
<FighterCard cost="190">
## Wilcox ‘Wild Snake’ Cinderjack
**_Orlock only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| D6+1” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 8+ |
**Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable).
**Weapons:** Mono-blade (Melee, +1 acc, Str S, AP -2, D1), Snake-thrower (Template, Am 4+, Blaze, Toxin).
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [lho sticks](/docs/armoury/personal-equipment#lho-sticks).
#### Heavy Drinker
Ignores intoxicated and insane conditions.
#### Potent Fumes
All fighters activating within 3” gain the intoxicated condition:
- Change movement to D6” (roll for each Move/Charge action).
- -1 hit modifier to non-Melee weapons.
_Wilcox ‘Wild Snake’ Cinderjack is the brew master of Hive Primus. As mad as a bag of Ripper Jacks, he is said to test every bottle of Wild Snake to come out of the Primus distilleries personally, and spends his days in a partially-drunken stupor. This is probably why some Orlock gang bosses are able to convince him to ‘help them out’ dealing with enemies of the clan. When this occurs, Wilcox sobers up as best he can, straps on his mono-blade and takes up his snake-thrower to dispense some justice. A large bear of a man, he is an intimidating sight kitted out for battle, his snake-thrower rig (adapted from a stolen House Escher chem-thrower) hissing and bubbling with fermenting Wild Snake. Those poor souls unfortunate enough to get in Wilcox’s way get a face full of snake juice, the caustic liquid enough to render them insensate. If they are particularly unlucky, he might even set them alight with a flick of his lho stick._
_In recent times, Wilcox has led his own expeditions into the underhive. Word is the brew master is looking for a rare bottle of Merdena M.39 Wild Snake, said to have been lost during the great hive quake of 387. In his more lucid moments, Wilcox claims if he could find such a bottle he could unravel its secrets and create an all-new vintage of Wild Snake._
_Source: House of Iron_
</FighterCard>
<FighterCard cost="195">
## Calthyxis, The Ghost of Primus
**_Delaque only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ |
**Skills:** Faceless, [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch).
**Weapons:** Auto-needler, Whisperblade.
**Wargear:** Armoured undersuit, [mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator).
#### Face of a Killer
Choose 2 skills from Agility, Brawn, Combat, Cunning, Ferocity, Shooting and Obfuscation (before each battle).
_Calthyxis is a myth in Hive Primus, a horror story that no one truly wants to believe. Countless murders and assassinations have been attributed to Calthyxis, especially if they were seemingly impossible to execute. Some even claim Calthyxis was the first of the Faceless, created centuries ago using a cocktail of Escher chems and Delaque dark psychic energy. These same individuals point out kill patterns, grisly calling cards and eerily similar murder scenes all as evidence for their theory. House Delaque, to no one’s surprise, has never disputed the existence of Calthyxis, nor do they take credit for the kills the assassin supposedly makes in their name. It is difficult to dispute that if Calthyxis does exist, the killer is not doing the work of the House of Shadow, as many of the victims’ deaths have allowed the Delaque to advance their own agendas or expand their power. To outsiders, Calthyxis remains a mystery, a useful scapegoat for their own killings, or a way for clan overlords to justify their failures to House masters._
_The truth, like most things on Necromunda, is both far more terrifying and bizarre than any underhive drunkard might dream up. Years ago, there was an assassin who was known to the Delaque as Calthyxis. A devoted member of the clan and servant of the Psychoterica, Calthyxis killed for House Delaque and used its tools of murder without doubt or remorse. When the Star Chamber began experimenting with the transformative chems to create the Faceless, Calthyxis was among the first to undergo the harrowing procedures. The results made Calthyxis an even more formidable assassin, the ability to alter one’s face and stature key to getting to targets once thought impossible. Like all things, even an assassin as talented as Calthyxis met their match, and was slain during a mission. The assassin’s body was returned to the clan and it was then a wondrous and terrible discovery was made – Calthyxis’ face had taken on a life of its own. Cutting the face from the body, the Delaque preserved the relic, encoded with the genetic memory of Calthyxis passed from mind to flesh by the Psychoterica. Since that day, many have worn the face of Calthyxis, and all have been exceptional killers._
_Source: House of Shadow_
</FighterCard>
<FighterCard cost="210">
## The Headsman, House Cawdor Executioner
**_Cawdor only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 6+ | 4 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 9+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows).
**Weapons:** Two-handed axe.
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [stimm-slug stash](/docs/armoury/personal-equipment#stimm-slug-stash).
#### Iconic Figure
Counts as a Champion:
- Group Activation (1).
- Leading by Example (6").
#### Articles of Faith (1)
- Generates a number of Faith dice (as shown in parentheses).
- Can perform Articles of Faith (Path of the Fanatic).
_The red right hand of the Thane of Cawdor, Executioners stand among the inner circle of the Clan House enforcing the will of the Cult of the Redemption upon believers and unbelievers alike. The identities of these grim killers are known only to the Thane, their faces always hidden behind heavy hoods or masks. Each Executioner is instead recognised by the means of justice he hands out, like the Hangman clad in his cloak of nooses, the Scourge and his barbed whips, or the Immolator wreathed in smoke and flame._
_Of all the Thane’s Executioners, few are as terrifying to the faithful as the Headsman and his great bloodstained axe. When the Ashmire Wyrd Covens sought to wrest control of the Primus North Sector-Theta 9 scrapping yards, the Headsman turned the local Cawdor gang’s fear into rage and piled the dome high with mutie skulls. When the Delaque of Logan’s Reach unleashed their spyker assassins against the faithful, the Headsman showed the House of Shadow the true meaning of terror. And when killers from the spire came to unseat the Thane himself, it was the Headsman who painted the Cathedral of Woes red with the blood of unbelievers._
_Source: House of Faith_
</FighterCard>
<FighterCard cost="220">
## Krotos Hark

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 4+ | 7+ | 4+ |
**Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer).
**Weapons:** Stub cannon, knife.
**Wargear:** Armoured undersuit, furnace plates.
_Not all Goliaths emerge from the flesh vats disciplined and subservient. Once in a thousand cycles, something goes awry and an aberration is born. Usually these failed gestations are quickly purged, but sometimes the mutation is more subtle. Krotos Hark was born with that most dangerous of gifts: intelligence. He was clever enough to hide his keen mind, and managed to survive long enough to make his way into one of the House gangs. Rather than fight his way up to leadership, something he could certainly have done, he set his sights on a grander destiny._
_Hark is a skilled armourer, and valued among gangs for his ability to improve the weapons and gear of those willing to pay. His own furnace plate armour has been hardened against all manner of weapons, while his mask not only hides his identity from his former masters, but can turn aside rounds. Though Hark remains tight-lipped about his ultimate ambitions, it has not gone unnoticed that he seems to be gathering allies and contacts every time he works a contract of fills a bounty. He also seems to take a special interest in jobs that oppose House Goliath. All of this makes some speculate that perhaps Hark is looking to make a permanent change of management among his old bosses._
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="225">
## The Deserter

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
**Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae), [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Any).
**Weapons:** Shotgun (solid & scatter), knife, frag grenades.
**Wargear:** Armoured undersuit, Flak.
_No one knows the real name of the Deserter, only that by his tattoos he once served in the legendary Necromundan 8<sup>th</sup>. The crazy old soldier lives downhive in a booby-trapped warren, with every approach a deadly killing ground. Leaders often need to send at least a few Juves when contracting the Deserter, as he can be a little trigger happy when it comes to those who knock on his door. The skills he brings to a fight, however, are always worth it, and there are few individuals as talented when it comes to laying traps or setting ambushes._
_Why the authorities tolerate the Deserter is a mystery to underhive gangs. Some believe he was a disgraced general that lost his entire regiment in some off-world war, and was given the choice of execution or exile to hive bottom. Others reckon he was a war hero, greviously wounded (as his skill plate seems to attest), who wandered down from the spire after losing his memory. Then there are those who say he is called the Deserter because that is just what he is, and Helmawr's cronies simply stopped trying to bring him in after their enforcers kept failing to come back. Whatever the truth, the Deserter is a cantankerous old fighter that gang fighters underestimate at their peril!_
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="230">
## Yar Umbra

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 2+ | 3 | 4 | 2 | 3+ | 1 | 7+ | 5+ | 7+ | 7+ |
**Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch).
**Weapons:** Long las (infra-sight), knife.
**Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator).
_Vast quantities of off-world trade comes to Necromunda via the Eye of Selene. Carrying these cargoes are all manner of ships, their crews often made up of void-born spacers who spend their lives traversing the inky galactic wilds. Yar Umbra cam to Hive Primus on the chartist vessel the Halcyon Dawn. Unfortunately for Yar, when his ship left he was not on it, for he was intentionally marooned by the deck master for some unknown infraction, which, some say, was centred around what it is that he hides beneath his hood._
_Embittered by his abandonment, Yar yearns to return to the stars, and has turned his talents to claiming bounties, in the hopes of one day obtaining passage on a vessel and hunting down the Halcyon Dawn. In the iterim, Yar has found that though he despises his planet-bound existence, he is very much at home in the confined tunnels of Necromunda. The stinking depths of a hive are much the same as those of a void ship (if even a bit more forgiving), and equipped with enviro-filters and gas-plugs, Yar is well-protected from local hazards. Darkness is also an environment Yar knows well, and with his custom maw-pattern longlas even a flicker of movement is enough for the void-born sniper to bring down his prey._
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="230">
## Yolanda Skorn

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry).
**Weapons:** Stub gun, stiletto knife, frag grenades.
**Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator).
_There is usually little mercy for ganger who challenge their leaders and fail, and most end their days rotting at the bottom of the Sump. Sometimes, though, a rival is so impressive, simple execution seems like a waste. This was the case for the Escher Bounty Hunter Yolanda Skorn. The Leader of her former gang, the Bloodmaidens, looked into her crazed eyes, even as she grinned through sheets of blood from her freshly carved exile scars and decided nothing so cruel and beautiful could be taken from this world._
_Skorn's missing hand, lost in the duel, was replaced with a whirring cybernetic, and she adopted a veil to hide her facial scars (mostly so they didn't unsettle her allies), before setting off on a journey of murder and mayhem. As anyone who has met her will attest, Skorn is quite insane. She constantly talks to her weapons, doors, the walls and anything else that crosses her path. She also enjoys close-in kills, sometimes pulling aside her veil so her enemies can see her scars 'smile' before they die. Understandably, Yolanda Skorn's reputation precedes her most places she goes, and the mere sight of her can send some enemies running. It also means she seldom stay with the one employer for long, as there is only so many times a gang leader can wake up with Skorn's staring eyes an inch from their face before deciding enough is enough._
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="235">
## Gor Half-horn

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ |
**Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Weapons:** Shotgun (solid & scatter), plasma pistol, stub gun, chainsword, knife.
**Wargear:** Flak.
_Gor Half-horn is a Beastman - a mutant of the strain Homo Sapiens Variatus - and as such is possessed of horribly animalistic features and an unpredictable and violent temperament. These characteristics serve to make Gor a figure of dread in the underhive, but equally, they make him a target for every raving zealot he encounters. As a sanctioned Bounty Hunter, Gor is entitled, in theory at least, to go wherever he will in persuit of his targets; in reality, he has often found himself the quarry, though so far none have bested him._
_Because it is so rare for a Beastman to be sanctioned as a Bounty Hunter, Gor has become the subject of numerous legends throughout the underhive. Some say he was once a member of an Abhuman Auxilia attached to an Astra Militarum regiment, and the sole survivor of a battle of apocalyptic proportions. Others whisper that he was once in the employ of an Inquisitor, whose service he fled for a life among the damned. Some have even claimed that he was not born an abhuman at all, but a noble scion who developed hideous mutations in his adolescence and fled downhive lest he be put to death by his own kin. None dares to equire of Gor himself what the truth might be, for all know his response would be swift and fatal._
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="240">
## Kria Kytoro, Death Maiden
**_Escher only_**

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 6+ | 5+ | 6+ | 6+ |
**Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside).
**Weapons:** Long las (infra-sight), autopistol, throwing knives, stiletto knife.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Chem-synth.
</FighterCard>
<FighterCard cost="245">
## Vespa ‘Minx’ Merdena, Orlock Wild Child
**_Orlock only. Vehicle_**

| M | Front/Side/Rear | W | Hnd | Sv | Bs | Ld | Cl | Wil | Int |
| --- | --------------- | --- | --- | --- | --- | --- | --- | --- | --- |
| 9" | 4 / 3 / 3 | 3 | 3+ | 5+ | 3+ | 6+ | 7+ | 5+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :-------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Mischief |
| - frag rockets | 24" | 48" | +1 | - | 4 | -1 | 1 | 6+ | Arc (front), <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, Crew-operated, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> |
| - krak rockets | 24" | 48" | +1 | - | 6 | -2 | 3 | 6+ | Arc (front), Crew-operated, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> |
| Custom stub gun | 12" | 24" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Skills:** [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink), [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot).
**Type:** Wheeled.
#### Dedicated Gunner
Can move full distance (instead of half) during Move & Shoot.
#### Agile
Can make 1 extra turn (up to 90°) when moving (before, during or after).
_The kid sister of Margo Merdena, and equal youngest of Slate’s twelve daughters, Vespa is a loose cannon – quite literally! After getting involved in the family business she joined the Sump Dogs out of Dust Falls, but in hardly any time at all was causing trouble for the clan in Hive Primus; killing people she shouldn’t and starting fights with Guilders and Enforcers alike. To temper her rebellious nature, her father sent her out into the wastes where she would hopefully do less damage. This turned out to be a vain hope, as no sooner had Vespa arrived in Cinderak City than she fell in with a ‘bad’ crowd of outland Orlocks and began raiding convoys all across the Great Equatorial Wastes – perhaps in an effort to impress her older sister, the Road Boss._
_As a concession to Vespa’s wild nature, Slate sent one of his old crew, Big Pete Plainsman, to look out for his little girl. Of course, it didn’t take very long for Vespa to wrap the old ganger around her little finger, with Pete regularly driving her quad while Vespa hung off the back laying down barrages with her belt-fed rocket launcher, ‘Mischief’. When Vespa can get Pete sober enough to drive, he is an exceptional driver, throwing himself between danger and his precocious charge should the need arise._
_Source: The Aranthian Succession: Cinderak Burning_
</FighterCard>
<FighterCard cost="240">
## Servalen & Hardcase Cyber-Mastiff

### Servalen, Scrutinator-Primus
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 6+ | 4+ |
**Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six).
**Weapons:** Scrutinator stub gun (infra-sight & excrutiator rounds).
**Wargear:** Flak, armoured undersuit, magnacles, [respirator](/docs/armoury/personal-equipment#respirator).
#### Psychic Null (Pariah)
- Can Disrupt Wyrd Powers (as if being a Psyker).
All fighters within 6" suffer the following (friend & foe):
- Psychic powers can't be manifested.
- -2 modifier to Cool tests.
#### Investigator
Can't be targeted by Tactics (can be affected if this fighter is not specifically targeted).
### Hardcase Cyber-mastiff
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ |
**Skills:** Threat Response.
**Weapons:** Shock bite (Str S, AP -1, D 1, Rending, Shock).
**Wargear:** Hardcase (Light Carapace & [respirator](/docs/armoury/personal-equipment#respirator)).
#### Tenacious
If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation.
#### Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
#### Faithful Protector
When activated, if the owner is Engaged and within 6”, this fighter can immediately move into B2B with any fighters Engaging the owner (counts as a free action).
</FighterCard>
## Arbelesta & Aramista, Shadows of Catallus

_Arbelesta Raen Catallus and Aramista Dae Catallus are twin siblings of the Great House Catallus. When a schism within the House saw hundreds murdered or driven into exile, the twins found themselves on opposite sides of the conflict. Sent by her parents to kill her brother Aramista, Arbelesta instead sided with him, the two taking on a legion of House assassins. Of course, one does not simply walk away from noble obligations, especially during a civil war and the twins were branded Transgratia de Sanquine – Traitors to the Blood. Every would-be assassin to cross their path ended their days on the end of one of Aramista’s blades or as another notch on Arbelesta’s gunstock. In mockery of their estranged parents, the pair donned Catallus Carnivàle Mirror Masks depicting the faces of their father and mother. Eventually, the division within Catallus was healed and the bloodshed within its halls returned to normal levels. Without the chaos of open conflict to hide them, the twins were hounded out of the spire, escaping downhive only by virtue of their murderous talents._
_Thriving in the lawless wilds of the underhive, the pair quickly earned a reputation as effective and pitiless Bounty Hunters. Aramista’s skills as a duellist and Arbelesta’s talent as a sniper – honed picking off hive repair crews from her spire balcony – allowed them to command a high price for their services, while their spire-tech gave them an edge over their foes. Their masterwork weapons, along with the masks they still wore – each one incorporating miniaturised respirators and photonic enhancers capable of turning the gloom of the underhive into stark day – turned them into apex predators of the Badzones. In time people started calling them the Shadows of Catallus, Aramista appearing like a phantom from the darkness to challenge enemies with his blades, while Arbelesta remained hidden, making sure her brother’s opponents never got close to laying a blade upon him._
<FighterCard cost="250">
### Arbelesta Raen Catallus
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 6+ | 2+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 6+ |
**Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot), [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot).
**Weapons:** Needle long rifle, needle pistol.
**Wargear:** Chem-synth, mesh, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator), infra-sight (needle long rifle).
#### Unique Partnership (Aramista)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
#### Slotted
If Aramista is hit and wounded by an enemy Fight (Basic) action, make a single Shoot (Basic) action against that fighter if all conditions are true:
- Arbelesta is not Prone.
- Target in Arbelesta’s line of sight.
This is not affected by nor affects Ready markers.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="250">
### Aramista Dae Catallus
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 2+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 6+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows).
**Weapons:** Stiletto sword, stiletto knife..
**Wargear:** Chem-synth, [displacer field](/docs/armoury/field-armour#displacer-field), mesh, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator).
#### Unique Partnership (Arbelesta)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
#### Bodyguard (Arbelesta)
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.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="250">
## Ortruum 8-8

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 5+ | 5+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
#### Wyrd Powers (Unsanctioned)
**Telekinesis:** Force Blast (Basic).
**Telepathy:** Mind Lock (Basic), Premonition (Simple).
#### 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.
#### Team Work
Does not take up the Bounty slot (another Bounty Hunter may be hired in addition).
#### Soul Hound
Before the battle begins, nominate one enemy fighter (Leader, Champion, Juve, Specialist or equivalent). This is the one Ortruum 8-8 has been sent to track down. The fighter must be deployed on the table at the start of the battle, and must therefore be included in your opponent’s crew, however that is selected.
For the duration of the battle, all shooting attacks made against the nominated fighter gain a +1 modifier on hit rolls. Additionally, the nominated fighter may not use the Infiltrate or Lie Low skills for the duration of this battle.
</FighterCard>
<FighterCard cost="260">
## Gorshiv Hammerfist

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 2+ | 4+ | 5 | 4 | 3 | 3+ | 4 | 6+ | 4+ | 7+ | 8+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 'Wreck and Ruin'<br />- paired power hammers | - | E | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="paired">Paired</Tooltip>, <Tooltip type="traits" content="power">Power</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:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Walk It Off](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-walk-it-off).
**Wargear:** [Flak armour](/docs/armoury/armour#flak).
#### Combat Chems Stash
Can roll a D6 when activated to modify the Attack
characteristic (until the end of the round):
| D6 | Result |
| :------------------------: | :----- |
| 1 | A = 1 |
| 2 | +1 A |
| 3-4 | +2 A |
| 5-6 | +3 A |
#### Implacable
- Never Pinned when hit by ranged attacks.
- Never moved by skills or traits.
_Over the years Doc Shiv has created some impressive specimens but none quite as glorious as Gorshiv Hammerfist. The leader of Shiv’s Crushers and arguably the most powerful Stimmer to ever bear the title, Gorshiv was, and still is, Doc Shiv’s greatest success story. If rumours are to be believed, the doc made Gorshiv from the parts of a dozen failed experiments, grafting together bone and muscle before pumping it full of her own brew of genetic-stimulants. From this success other Stimmers were created, though Gorshiv retains the honour of being the first of his kind, a fact he is more than willing to remind other Goliaths of when they get out of line – usually with an extremely brutal beating. Gorshiv is also fanatically loyal to Shiv, perhaps because she is his creator, or maybe because Shiv keeps injecting Gorshiv with her own blend of stimms and growth-chems. Their partnership has seen Shiv rise high in the ranks of the House of Chains, or about as high as a non Goliath can, and Gorshiv himself become a role model for Goliath gangers everywhere._
_When Shiv first created Gorshiv he was little more than a thug looking to make trouble – now, years later, the Stimmer is a towering murder machine wielding a pair of power hammers especially designed for his massive fists. Particularly savage, even by the standards of his own kind, Gorshiv has risen so high as to gain the notice of the Over-tyrant himself. Though Stimmers seldom become Alphas or Tyrants, Varran no doubt has big plans for his most brutal fighter._
_Source: The Aranthian Succession: Cinderak Burning_
</FighterCard>
<FighterCard cost="270">
## Eyros Slagmyst

_Eyros was once an underhive dome-rigger from Cogtown, one of the sweating, emaciated souls responsible for repairing the rusting pipe networks that fed the dismal settlement. When the Eye-Blight came to Cogtown, and its population began to die, Eyros and a group of dome-riggers set off into the underhive to find the scrap-tech to save their town. Deep down in the sump wells, close to hive bottom, the scavenging party found a vault of hidden treasures, among them a wonderous contraption that could extract life-giving water from almost anything. It was Eyros who donner the strange archaeo-rig, its syringes and bone-flutes burrowing into his flesh until all his organs pulsed in time with the machine. Unfortunately for Eyros, though it gave him strength and life, it also gave him a burning thirst._
_As it turned out, while water can be found in many things, few things in Necromunda have quite as much as humans. After Eyros had drained his companions, he returned to Cogtown and left only dust and scrap in his wake. He soon discovered that the potent fluids concocted in the harness could also be dispensed to his allies, and it was not long before Eyros began selling his services and 'water' to gangs in exchange for fresh subjects to drink from. These days it is hard to tell how much of Eyros is left under the archaeo-cybernetics that have taken root within him, his features hidden under writhing wires and pitted armour. There is also no telling what Eyros will become once the archaeotech is done with him._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
**Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit).
**Weapons:** Laspistol, knife, frag grenades.
**Wargear:** Armoured undersuit, [bio-booster](/docs/armoury/personal-equipment#bio-booster), furnace plates, [medicae kit](/docs/armoury/personal-equipment#medicae-kit), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles).
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="275">
## Attilus the Axe, Pit Tyrant
**_Goliath only_**
_Goliath fighters take to the pit like rats take to carrion. Most end their days bleeding out on the arena floor, or moving on to lead gangs, or don the mantle of an Alpha, but for some, the pit becomes home. Attilus the Axe has been the reigning champion of the House of Pain arena for over a hundred great-cycles, far longer than any to come before him. A forge master from the Fist of Hive Primus, Attilus began his life bent over a lathe-anvil, crafting brute cleavers and renderizers for the clan. When the great Goliath blacksmith forged his masterpiece, a chainaxe cyber arm of prodigious size and sharpness, he trusted no one but himself to test its blade in the pit. Dubbed the God Cleaver, Attilus hacked off his own arm so he could fix the monstrosity in place, turning himself into as savage a pit fighter as the clan had ever seen._
_Attilus and his axe arm drew huge crowds from Hive City, and over a gruesome season of murder, Attilus rose to become the star pit fighter of the House of Pain, turning the arena red with his kills. The Spyder-Twins, Willowfex the Reaper and the Slave Ogryn Hammerstein all fell to God Cleaver. Huge sums were offered for beasts from Hive Bottom just to test Attilus’ skills, and led to the pit fighter earning a new title: Attilus the Undefeated. These days Attilus still fights in the pits, but can be coaxed away by a Goliath gang – for the right price._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 2+ | 4+ | 5 | 4 | 2 | 3+ | 4 | 8+ | 5+ | 7+ | 6+ |
**Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Iron Man, Unleash the Beast.
**Weapons:** Stub gun, god cleaver.
**Wargear:** Furnace plates.
#### Undefeated
Can ignore the first Out of Action result suffered on the Injury dice (Attilus has no concept of defeat, as he’s never been bested in close combat).
_Source: House of Chains_
</FighterCard>
<FighterCard cost="275">
## Belladonna

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 2+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ |
**Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit).
**Weapons:** Plasma pistol, power axe, stiletto knife & knife.
**Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace).
</FighterCard>
<FighterCard cost="280">
## Grendl Grendlsen

_As a banner-jarl in the famed Vega Rams mercenary company, Grendl came to Necromunda with the Rogue Trader Lord Constant Gerrit of the Arcadius dynasty's guard of honour. But while his leige was entertained in the undreamed-of luxury of Lord Helmawr's spire-palace, the Abhuman members of his household, including the entire complement of the Vega Rams, were required to remain in the Strager's tower, as they were forbiddden to set foot in the hive proper. In some ways, it is fortunate for Grendl that he was not present when the wing of the Helmawr Palace-spire in which Constant Gerrit was being housed was destroyed by a low-yield atomic charge planted by a rival House; yet in others it was unfortunate, for in the subsequent household purge, Grendl was forced to flee, seeking sanctuary in the anonymous squalor of the underhive._
_Despite the dire circumstances of his coming to Hive Primus, Grendl Grendlsen quickly established a new life, finding gainful employ as a bodyguard to various underhive figures. At length, he earned the right to practice as a sanctioned Bounty Hunter, and now serves any master who will pay his fee. Grendl is faming for protecting his charges from their rivals and subsequently claiming the bounty on the would-be assassins' heads, and so far there has been no shortage of foolhardy eager to test his skills, and his infamous hammer._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3” | 3+ | 4+ | 3 | 3 | 3 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** Boltgun, power hammer, frag grenades.
**Wargear:** Armoured undersuit, Flak.
_Source: Gang War 2_
</FighterCard>
<FighterCard cost="285">
## Von Buren the Rogue Archeotek
**_Van Saar only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4" | 4+ | 2+ | 3 | 2 | 3 | 5+ | 2 | 6+ | 5+ | 7+ | 3+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :-------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
| Rad blade | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> |
</WeaponStats>
**Skills:** [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer).
**Wargear:** [Light carapace armour](/docs/armoury/armour#carapace), [armoured bodyglove](/docs/armoury/armour#armoured-bodyglove), [bio-booster](/docs/armoury/personal-equipment#bio-booster), [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [medicae kit](/docs/armoury/personal-equipment#medicae-kit), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator).
**Special Rules:** Master of Cyberteknika, Heart of Iron, Van Saar Archeotek, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”.
<details>
<summary>Special Rules</summary>
**Master of Cyberteknika:** When hired, Von Buren may choose any three items of Cyberteknika worth up to 200
credits in total to be equipped with. This does not cost any credits and does not increase the fighter’s value.
**Heart of Iron:** Should Von Buren suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal.
However, on a roll of 3 or higher, he does not suffer an additional Flesh Wound. Instead, Von Buren may discard a Flesh Wound he
has already suffered. In addition, the Heart of Iron grants any ranged weapon carried by Von Buren that has the Rad-phage trait the Plentiful trait as well.
**Van Saar Archeotek:** Von Buren is a Bounty Hunter that can only be hired by House Van Saar gangs. He is subject to the “You
Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules.
</details>
<details>
<summary>Lore</summary>
_Not all Archeoteks are content to follow the Three Laws. Especially when it comes to the innovation of technologies not born of the STC. Among these, perhaps the most infamous is the Rogue Archeotek known as Von Buren. Once one of the great minds of the Clan House, the Archeotek was a favourite of Duke Otto, and moved among the very highest circles of the House of Artifice. Like so many before him, however, Von Buren’s genius became his downfall as he began using the output of the STC for his own bizarre experiments and creations. The most successful of these was the Heart of Iron, a complex cyberteknika rad-sink and power source Von Buren implanted into his own body. Using the Heart of Iron made the Archeotek almost immune to the exotic energies of the STC, as well as granting him a near limitless supply of energy to drive his weapons and wargear. When the inner circles of the Archeoteks learned of the invention, Von Buren was cast out, for fear he would take the STC for his own._
_By the time of his exile Von Buren had surpassed the limited imagination of his peers, and left without quarrel, taking with him much of his research and a handful of his most promising students. Since becoming an outcast, Von Buren has travelled extensively across Necromunda, selling his inventions to gangs, Guilders and lords, and allying with gangs seeking out lost archaeotech. Some of his students have become great Archeoteks themselves, like Lydar the Technomatrix of Ceres, while others have succumbed to less noble pursuits like Freikstorn Strix, the augmented bounty hunter. As for Von Buren himself, kept unnaturally young and strong by the Heart of Iron, he continues to dig into the past of his clan, perhaps seeking the very secrets of its creation._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="285">
## Thaetos 23-2 Wyrdlock

_Thaetos, Imperial designation 23-2, was a Mutie wyrdling recovered from the depths of Bighole. While in transit to the Edge Lord’s offal foundries, Thaetos exhibited a spontaneous display of psychic power, bursting the brains of a dozen other prisoners and three guards. This outburst would have earned Thaetos a swift bullet to the brain had not a Guild Slaver been witness to it. Locking the babbling Wyrd into a null-collar and then shoving him in a stasis casket for good measure, the Guilder took Thaetos back to Hive Primus, where he was sold to the Psykanarium. After a number of purification surgeries, Thaetos was deemed close enough to ‘norm’ standards to begin his indoctrination._
_Fitted with a surgically attached respirator and motive-inhibitor, Thaetos is constantly fed a cocktail of mind-scrubbing chems to keep him locked in a docile state. Psykanarium keepers can alter Thaetos’ moods with these chems, and trigger his telepathic abilities to dispatch Lord Helmawr's enemies. Before being sent on a mission for the Psykanarium, the Wyrd undergoes extensive cognitive conditioning, so that he will act out the will of his keepers or an allied gang without conscience or hesitation._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 5+ | 5+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 7+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome).
**Wargear:** [respirator](/docs/armoury/personal-equipment#respirator).
#### Wyrd Powers (Unsanctioned)
**Pyromancy:** Scouring (Basic).
**Telepathy:** Maddening Visions (Basic).
**Telekinesis:** Levitation (Basic), Continuous Effect.
#### Team Work
Does not take up the Bounty slot (another Bounty Hunter may be hired in addition).
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="290">
## Baertrum Arturos III

| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 5+ |
**Skills:** [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** Artisan needle pistol with auto loader, Stiletto knife.
**Wargear:** Infra-sight, [light carapace (4+)](/docs/armoury/armour#carapace).
</FighterCard>
<FighterCard cost="290">
## Freikstorn Strix

_Freikstorn Strix is an exile of House Van Saar and former Clan Archetek. Ancient by the standards of his House at the age of 47 Terran solar cycles, Strix has converted his bodysuit into an armoured life-support cradle, and replaced his limbs with powerful cybernetics. Many of his body modifications are of Strix’s own invention, mixing the Van Saar’s STC technologies with the more common tech of the Imperium. Strix must routinely prey upon enemies for the parts to keep himself alive, sometimes throwing his lot in with gangs if there is the promise of technology or a hefty score of creds._
_Strix’s jet pack assembly, the Strixian harness and ornithoptical combat kit or S.H.O.C.K. wing, allows him to soar across the battlefield, leaping high over the reach of his foes as he assails them with his pneumatic-claw gun. Perhaps Strix’s greatest weapon though is the fear he engenders in his foes, and many believe he is not human at all, but some mechanical hunting horror unleashed by the noble houses for their own dark amusement._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 8+ | 10+ |
**Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint).
**Weapons:** Harpoon launcher, autopistol, knife.
**Wargear:** Armoured bodyglove, flak, S.H.O.C.K wing (combines drop rig, grapnel launcher and grav-chute).
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="290">
## Djangar ‘Gunfists’, Over-tyrant
**_Goliath only_**

_Over-tyrants don’t retire, and those few that expire from old age are by far the exception. Djangar was Over-tyrant for over 10 world cycles before Varran Gor, falling in single combat to Varran’s predecessor. And fall is what he did. During the challenge, the Over-tyrant and his opponent duelled in the Sky-Pit, the open arena that hangs out from the edge of the Fist over the toxic clouds below. A devastating blow sent Djangar tumbling out into the abyss, his rival declaring victory even before the former Over-tyrant disappeared from sight. Yet Djangar didn’t die. Through some quirk of fate, the Goliath rolled down the side of the hive, his massive body slammed and smashed from one level to the next, until at last he came to rest on the roof of a departing ash-hauler. When Djangar came to, his body broken in countless places and his face mangled beyond recognition, he had no memory of who he was, or where he had come from._
_Out in the wastes Djangar made a new name for himself as a hired gun, wielding a pair of custom stub cannon, his face covered by a ragged hood. Djangar ‘Gunfists,’ as he became known, found his travels slowly leading him back to Hive Primus, though he didn’t know why. When at least he entered the hive, selling his services to gangs and Guilders, his memory remained cloudy, but a few recognised the old Over-tyrant. Now there are forces moving to take advantage of Djangar’s return, and it seems likely a showdown is coming between the massive gunfighter and Varran Gor._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 3+ | 4 | 5 | 3 | 4+ | 3 | 6+ | 4+ | 6+ | 7+ |
**Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter).
**Weapons:** 2x Custom stub cannons.
**Wargear:** Furnace plates.
#### Storm of Fire
The custom stub cannons gain Rapid Fire (1) if no moves are made during the activation.
_Source: House of Chains_
</FighterCard>
<FighterCard cost="305">
## Apollus Kage

_Bounty Hunters come to their profession by many routes. Some are drawn to the life by the promise of creds or cracking skulls, others are driven to it by exile, debts or a thirst for revenge. Then there are men like Apollus Kage, who were destined for it from the moment of their birth. Coming up through the ranks of House Orlock, Apollus was a Sump Dogs prospect with a talent for mayhem. Out on the Spider Points of the Palantine Cluster, the young Orlock made a name for himself taking convoys and seeing off scavies – often only with his fists. Apollus might have had a future with the Orlocks if he could have learned to follow orders, but it was not to be. After a failed leadership challenge against Roky for control of the Sump Dogs, Apollus decided it was time to go freelance._
_Apollus Kage is a real hard case, who can take a beating and keep on coming. More than a few marks have thought that they had Apollus dead to rights, only to find the big man’s bolter pressed against their temple moments later. It is this reputation that makes him popular with the Guilders, especially when it comes to executing troublesome contracts out in the Badzones. Apollus doesn’t scare easy and will take jobs many other Bounty Hunters won’t. Of course, despite the creds he’s made working for the Guilders and gangs, or the fun he’s had along the way, Apollus still holds a grudge against the Sump Dogs and House Orlock. It’s a grudge that won’t go away, probably until he gets his chance for a rematch with his old gang leader._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 3+ | 3 | 4 | 3 | 2+ | 2 | 7+ | 7+ | 6+ | 7+ |
**Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit).
**Weapons:** Enforcer Boltgun, Shotgun (solid, scatter, executioner), knife, frag grenades.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator).
_Source: The Book of Peril_
</FighterCard>
## Vorgen Mortz & Rex Spires
<FighterCard cost="305">
### Vorgen ‘Gunner’ Mortz

_Clad in flak armour decorated with the insignia of the Necromundan 8<sup>th</sup>, it is clear that Vorgen used to have some affiliation to the legendary regiment. Though his exact origins are unknown, most tales paint him as a man who sampled the delights of the underhive and found them preferable to military life. Deserting his post and taking up the life of a Bounty Hunter, Vorgen plies his deadly trade with his trademark Echon pattern Mark III assault stubber, affectionately named ‘Holy Terror’. Sporting a modified backpack ammo pack that easily feeds Vorgen a seemingly endless supply of bullets, and is able to quickly load new types at a moment’s notice, he can maintain a steady stream of firepower. When not seeking out a particular individual, Vorgen hires himself out to Guilder caravans and gang holdings, defending them from any assailants; amongst his most notable actions was his single-handed defence of an Orlock ore mine against an assault by the Furnace Kroks._
_Recently, Vorgen has formed a partnership with Rex Spires, both having a preference for unsubtle methods. The partnership works because neither has any agenda other than credits and mayhem, two languages spoken throughout the underhive._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| ------- | --- | --- | ----- | --- | --- | ------- | --- | --- | --- | --- | --- |
| 4” (5”) | 2+ | 3+ | 5 (3) | 4 | 2 | 4+ (3+) | 2 | 7+ | 7+ | 8+ | 8+ |
**Skills:** [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup).
**Weapons:** Heavy stubber (standard & tracer), knife.
**Wargear:** Flak, servo harness (partial).
#### Second Profile
The profile in parentheses is without servo harness (partial).
#### Unique Partnership (Rex Spires)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="315">
### Rex Spires

_Rex’s bounty hunting career started in the scrap heaps of the underhive, pilfering anything valuable in a desperate search for credits to break free of his drudgery. His freedom was delivered in the form of a nearby manufactorum explosion tearing through the hive dome. It took three days for Rex to claw his way from the rubble. Ranting about the epiphany granted in the moment of the explosion, he scavenged materials to fashion crude explosives with and set off to recapture that feeling._
_Realising that claiming bounties was the most reliable way to maintain a steady supply of his precious explosives, Rex became the first choice for anyone needing an enemy to be eliminated in a dramatic fashion. Few, if any, of his targets come back in one piece, and none can deny that Rex’s methods are efficient, enemies and allies alike scattering when his explosives start flying._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ |
**Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low).
**Weapons:** Frag trap, melta trap, blasting charge, demo charge, knife.
**Wargear:** Flak.
#### Demolitions
Place up to 3 booby traps (frag & melta) in the pre-battle sequence.
#### Unique Partnership (Vorgen Mortz)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="315">
## Lisbeth the Iron Angel
**_Van Saar only_**
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 4+ | 5 | 4 | 3 | 4+ | 3 | 5+ | 5+ | 7+ | 6+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
| :----------------------------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------- |
| Twin-linked <br />heavy las carbine <br />(Arachni-rig servo-suit) | 15" | 30" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip> |
| Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> |
| Servo arm (x3) | E | 3" | - | +1 | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> |
</WeaponStats>
**Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Wargear:** [Van Saar arachni-rig servo-suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute).
**Special Rules:** Arachno-Cybertiknika Savant, House Van Saar Bounty Hunter, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”.
<details>
<summary>Special Rules</summary>
**Arachno-Cybertiknika Savant:** Lisbeth ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to her Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, she may re-roll failed Initiative checks to see if she falls when she goes from Standing to Prone within 1/2" of the edge of a level or platform. Should Lisbeth ever fall, half the distance (rounding fractions up) for the purposes of determining the Strength, AP and Damage of the hit she suffers.
**House Van Saar Bounty Hunter:** Lisbeth the Iron Angel is a Bounty Hunter that can only be hired by House Van Saar gangs. She is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules.
</details>
<details>
<summary>Lore</summary>
_Lisbeth was only 16 when she first climbed into the harness of an arachni-rig. As a young clanner, she and her father joined a group of Van Saar green hivers heading for a new life in the underhive. Somewhere down-hive of Dust Falls, they were attacked by mutie raiders, hundreds of starving mutant cannibals pouring out of the shadows to fall upon the uphivers. Lisbeth’s father, a former artisan of the Montari Artifice House, hastened to don his prized arachni-rig but was killed by a stray round, even as young Lisbeth hurried to strap him in. The young Van Saar quickly climbed into the rig herself, and in that first battle found her true calling. When the last mutie finally died howling under her mechanical claws, the battlefield was littered with dead and dismembered raiders, and she was covered from head to toe in their blood. The green hivers hailed her as a hero, and when they finally reached the promised domes outside the Bone-dry near Rust Town, Lisbeth was already getting offers of work._
_Less than two cycles later, Lisbeth was known in the underhive of Hive Primus as the Iron Angel, an avenging techno-terror that preys upon outlaws, raiders and monsters of all kinds. She still works primarily for her own kind, joining Van Saar gangs if their interests align with her own. Mostly though, she takes jobs to repair her custom arachni-rig or make improvements to it, all the while hunting down the leader of the raiders who killed her father – a rogue psyker known as Alyce Shivver._
</details>
_Source: House of Artifice_
</FighterCard>
<FighterCard cost="330">
## Mortanna Shroud

_The daughter of a Guilder, Mortanna Shroud was sold to Helmawr’s Psykanarium when upon her coming of age her family discovered her emergent psychic ‘talents’ and handed her overfor a handsome reward. Classified a ‘Lambda’ level psyker, and thus of little interest to the Adeptus Astra Telepathica, the wardens of the Psykanarium worked to increase her abilities and ensure her obedience. Implanted with a neuro-reliquary, a collar made of the bones and skulls of dead psykers, Mortanna found a host of new abilities at her command, from conjuring flame from nothing to wrapping herself in a shield of superheated air. Unfortunately for Shroud, the neuro-reliquary resonates to the psychic frequencies used by the wardens, and can be used to inflict pain or even death upon her should she disobey them. When the skulls of the reliquary begin to chatter, Mortanna knows that her unseen masters disapprove of her actions, and she should desist immediately or face the consequences._
_Despite the psychic chain coiled around her neck, Mortanna takes great pleasure in her work. She enjoys the fearful way hivers look at her or the nervous glances of Helmawr’s hunters and Enforcers when she works alongside them. Most of all though, Mortanna enjoys burning things, seeing in the screaming faces of her enemies those of her parents. Perhaps most worrying of all is that Mortanna has begun to talk to the skulls of her neuro-reliquary, the ancient dead psykers promising her freedom if she only just listens to their whispered advice…_
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ |
**Skills:** [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist).
**Weapons:** Laspistol.
**Wargear:** Flak, [refractor field](/docs/armoury/field-armour#refractor-field).
#### Wyrd Powers (Unsanctioned)
**Biomancy:** Hammerhand (Basic), Continuous Effect.
**Pyromancy:** Scouring (Basic).
**Telekinesis:** Assail (Basic).
#### Psychic Chains
If taken Out of Action, immediately before removed, all enemy fighters within D6” suffer a S1 Seismic automatic hit.
_Source: The Book of Peril_
</FighterCard>
## Kal Jericho & Scabs
<FighterCard cost="340">
### Kal jericho

_If style were a man then it would undoubtedly be Kal Jericho. With easy good looks and an even easier charm, Kal has a reputation for being as fast with his mouth as he is with his guns, the former getting him into trouble as often as the latter gets him out of it. A legend in his own lifetime, the self-proclaimed suavest Bounty Hunter in the underhive has claimed more bounties and made more enemies than almost any other hired gun in Hive Primus. Kal might attribute his success to being possessed of peerless skills and a survivor’s instinct for trouble, though ask his adversaries and they’ll tell you Kal leads a charmed life._
_Somehow since making his way into the underhive, Kal has gotten out of more scrapes than Lord Helmawr has wigs, each one more impressive than the last (a bit like Lord Helmawr’s wigs). No one knows for sure where Kal comes from, or why someone of his obvious good breeding, education and upstanding personal hygiene decided to make the rotting underbelly of Hive Primus as his home, but there is no shortage of tales told about him. Common wisdom has it that Kal is an exiled noble or off-world adventurer, fleeing from some dark past. Some claim he is a planetary lord in exile, come to Necromunda to hide from his crimes, others say he was once a great hero of the Imperium, betrayed and exiled from his command. Then there are those who posit that Kal is an illegitimate son of Lord Helmawr, and the last true-born successor to the Helmawr line. Of course, he could just as easily be another hive scum with an exceptional talent for lying._
_What isn’t in dispute is that Kal has no shortage of powerful enemies. From the psychopathic ex-pit slave, Vandal Feg; the fanatical Redemptionist, Cardinal Crimson; or the shadowy spymaster, Nemo the Faceless, there is a long line of Necromunda’s baddest and meanest looking to claim the Bounty Hunter’s head. Of course, Kal is not without his friends, like his trusty half-Ratskin sidekick Scabs or robotic mastiff, Wotan. Then there are those like the rogue noble-woman-turned-outlaw, Yolanda Catallus, who enjoys an off-again on-again relationship with Kal, sometimes fighting at his side, other times trying to put a bullet between his eyes. All of these reasons are doubtless why Kal prefers the lawless settlements and shadowy Badzones of the underhive, where there is always coin to be made and he can stay one step ahead of his adversaries._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 2+ | 3 | 3 | 3 | 2+ | 3 | 7+ | 5+ | 6+ | 6+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside).
**Weapons:** 2x Master-crafted hotshot laspistols (custom), long blade (same as: duelling sabre).
**Wargear:** [Filter plugs](/docs/armoury/personal-equipment#filter-plugs), flak, strip kit.
#### ‘A Charmed Life’ (Same as Precognition)
- 3+ save (unmodifiable by AP).
- 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.
#### “Come Along Scabs!”
If Scabs is also hired:
- If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="200">
### Scabs

_Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._
_Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ |
**Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate).
**Weapons:** Plasma gun, stub gun.
**Wargear:** [Filter plugs](/docs/armoury/personal-equipment#filter-plugs), flak.
#### “Come Along Scabs!”
If Kal is also hired:
- The cost is reduced to 100 credits (instead of 200).
Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”).
If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
#### Gifted Forager
In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post.
_Source: The Book of Peril_
</FighterCard>
<FighterCard cost="360">
## Slate Merdena, Orlock Road Boss
**_Orlock only_**

### Slate Merdena
_The Sump Dogs are one of the hardest gangs to ever ride the ash roads of the Spider Points, and their success can be attributed to one man: Slate Merdena. As a Juve out of Sumptown, Slate built his first runner out of scrap, and took down his first Waster caravan before he could shave. It wasn’t long before he had his own crew, and not long after that a gang of riders he called the Sump Dogs, in memory of his hometown. Soon, the Sump Dogs boasted gangs from one end of the Palatine Cluster to the other and Slate was infamous for giving beaten Orlock leaders a choice between donning his colours or taking a short ride on the end of chain behind his war-rig. Despite his successes, when the masters of House Orlock called Slate to court for his well-earned place among them, he refused – unwilling to give up the road. Not wanting to lose such a talented fighter, or perhaps concerned what Slate might do if they trifled with him, they instead made him a Road Boss – a master of multiple gangs and an agent for the House masters themselves._
_Slate controls a dozen Hive Primus Ash Gates in the name of House Orlock, and a dozen more have made deals with his fighters for protection. Over the years, countless other gangs have tried to take him out, and Slate has earned a reputation as being nigh unkillable – having survived bullets to the chest, blades between his shoulders and even being hurled under the wheels of his own rig. Though time has taken its toll on Slate, evidenced by the dust visor he wears to hide his ash-burned eyes, he still radiates power. Often the mere sight of Slate and his faithful Cyber-mastiff Macula are enough to send his enemies running – lest they end their days as a mile marker on the Spider Points, like so many before them._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 2+ | 3+ | 3 | 4 | 3 | 3+ | 3 | 4+ | 5+ | 4+ | 5+ |
**Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel).
**Weapons:** Power hammer, custom plasma pistol, frag grenades.
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles).
### Macula (Cyber-Mastiff)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | - | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
**Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master).
**Weapons:** Savage bite (Str S, AP -2, D 1, Disarm).
#### Watchdog
If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).
#### Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
</FighterCard>
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--- | 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 | ****# Bounty Hunters All Bounty Hunters (unnamed and Dramatis Personae) have the following special rules: #### Dead, Not Alive Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for troublesome enemies they bring in dead. During the post-battle sequence, when an opponent deletes a dead fighter from their roster, the gang that hired the Bounty Hunter immediately claims half of that fighter’s value, rounded up to the nearest 5 credits, as a reward. #### Claiming Bounties Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for enemy fighters they help to Capture. If during the Wrap-up the recruiting gang captures an enemy fighter, roll a D6 in the Receive Rewards step of the post-battle sequence. On the roll of a 3 or higher, the Bounty Hunter recognises the Captive as a particularly wanted individual. The gang is given their cut of the reward for keeping this dangerous miscreant off the streets, immediately receiving D6x10 credits. #### “We’ll Get Our Bit…” If a Bounty Hunter does not generate additional income during a campaign battle via the Dead, Not Alive or Claiming Bounties special rules, there is a strong chance they will stick around until they do, whether the gang wants them to or not: - If, at the end of the Update Roster step of the post-battle sequence, only one of the Dead, Not Alive or Claiming Bounties special rules has been used, roll a D6. If the result is a 4 or higher, the Bounty Hunter is dissatisfied with their earnings and is available for the recruiting gang’s next battle for free. If the result is a 1-3, they take their credits and leave. - If neither the Dead, Not Alive or Claiming Bounties special rules are used, there is no need to roll and the Bounty Hunter is automatically available for the recruiting gang’s next battle for free. - If, however, both the Dead, Not Alive and Claiming Bounties special rules are used during the post-battle sequence, the Bounty Hunter, happy with their payment, automatically leaves. - If a Bounty Hunter that is available for the next battle for free in this way is not used, they will automatically leave. In other words, they must be used in the next battle, or be lost. - If a Bounty Hunter is taken Out of Action during a campaign battle, they are considered to have automatically rolled a result of 12-26 Out Cold on the Lasting Injuries table. <FighterCard cost="80"> ## 0-1 Bounty Hunters A gang can recruit no more than one Bounty Hunter at a time. To represent the great variety of Bounty Hunters active on Necromunda, the recruiting player chooses one of the following profiles to use: | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ | | 3” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ | | 4” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Special Rules:** Outlaw, “You Get What You Pay For”, [Dead, Not Alive](#dead-not-alive), [Claiming Bounties](#claiming-bounties), [“We’ll Get Our Bit…”](#well-get-our-bit). <details className=""> <summary>Special Rules</summary> **Outlaw:** A Bounty Hunter hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed opposite, Outlaw Bounty Hunters may purchase Common items and any item with a Rare or Illegal value of 10 or below from the Black Market. **“You Get What You Pay For”:** Unlike other fighters, Bounty Hunters are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Bounty Hunters 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 Bounty Hunter 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: Agility, Brawn, Combat, Cunning, Ferocity, or Shooting. 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 Bounty Hunter 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> In addition to their hiring fee, a Bounty Hunter may purchase up to 150 credits worth of weapons and Wargear from your gang's equipment list and from the Trading Post (note that, in addition, Outlaw Bounty Hunters may purchase items from the Black Market, as described previously). They may be armed with up to five weapons, only one of which may have the Unwieldy trait. A weapon with the Unwieldy trait counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. </details> <details> <summary>Lore</summary> _Bounty Hunters are amongst the toughest and most dangerous of all underhivers. They survive perilous conditions, living out in the wastes, pursuing their quarry through the tunnels and ruins. Bounty Hunters are loners who neither need, nor want, to be associated with a gang. They will hire their services to a gang leader, though, if thereare no decent bounties to be had or if their interests are aligned, but such allegiances tend to be temporary._ _Bounties are displayed at all Trading Posts, offering rewards to anyone who brings in outlaw leaders, gangs, mutants and other criminal types. The rewards offered are good, but the job is a perilous one and many Bounty Hunters die out in the wastes, slain by the outlaws and mutants they set out to hunt._ _Bounty Hunters are drawn from a wide range of backgrounds. Some were once gangers, still bearing the trappings of their former Clan House. Many Abhumans also find the life of a Bounty Hunter suits them well, for the Blood Warrant that serves as license and writ allows them to go where others of their kind might ordinarily be barred. Thus it is not uncommon to see Beastmen, Squats and other stable Abhuman strains operating as Bounty Hunters far from those areas set aside for their kind._ </details> _Source: Published in all House of X books_ </FighterCard> #### Cawdor In addition to normal equipment (Trading Post & Black Market), choose equipment from the leader's list depending on the alignment of the hiring gang. Law Abiding: Cawdor Leader. Outlaw: Redemptionist Leader. | | House: Law Abiding | House: Outlaw | Non-house: Law Abiding | Non-house: Outlaw | | :----------------------------- | ------------------ | -------------------- | ---------------------- | ----------------- | | Trading Post (Rarity) | Any | Any | 10 or below | 10 or below | | Black Market (Rarity/Legality) | - | 10 or below | - | 10 or below | | House Equipment List | Leader | Leader | - | - | | Cawdor | Cawdor Leader | Redemptionist Leader | - | - | ### Generic Bounty Hunter Equipment List [View the Equipment list for a generic Bounty Hunter here](/docs/gangs/gang-additions/hired-guns/bounty-hunters/bounty-hunter-equipment-list). ## Named Bounty Hunters | Bounty Hunter | Restriction | Cost | | :------------------------------------------------------------------------------- | :------------------------- | ----------------------: | | [Yageloth, Master of Whispers](#yageloth-the-master-of-whispers) | - | 120 | | [Urson Grimjarl](#urson-grimjarl-jardlan-nomad-hunter) | Ironhead Squat Prospectors | 160 | | [Betti Banshee](#betti-banshee) | Escher | 170 | | [Ashwood Stranger](#ashwood-stranger) | - | 170 | | [Hagar Freelord](#hagar-freelord-outcasts-leader) | - | 180 | | [Wilcox ‘Wild Snake’ Cinderjack](#wilcox-wild-snake-cinderjack) | Orlock | 190 | | [Calthyxis, The Ghost of Primus](#calthyxis-the-ghost-of-primus) | Delaque | 195 | | [The Headsman, Thane’s Executioner](#the-headsman-house-cawdor-executioner) | Cawdor | 210 | | [Krotos Hark](#krotos-hark) | - | 220 | | [The Deserter](#the-deserter) | - | 225 | | [Yar Umbra](#yar-umbra) | - | 230 | | [Yolanda Skorn](#yolanda-skorn) | - | 230 | | [Gor Half-horn](#gor-half-horn) | - | 235 | | [Kria Kytoro, Death Maiden](#kria-kytoro-death-maiden) | Escher | 240 | | [Vespa ‘Minx’ Merdena, Orlock Wild Child](#vespa-minx-merdena-orlock-wild-child) | Orlock (Vehicle) | 245 | | [Servalen & Hardcase Cyber-Mastiff](#servalen-scrutinator-primus) | - | 240 | | [Arbelesta & Aramista](#arbelesta--aramista-shadows-of-catallus) | - | 250,250 | | [Ortruum 8-8](#ortruum-8-8) | - | 250 | | [Gorshiv Hammerfist](#gorshiv-hammerfist) | - | 260 | | [Eyros Slagmyst](#eyros-slagmyst) | - | 270 | | [Attilus the Axe, Pit Tyrant](#attilus-the-axe-pit-tyrant) | Goliath | 275 | | [Belladonna](#belladonna) | - | 275 | | [Grendl Grendlsen](#grendl-grendlsen) | - | 280 | | [Von Buren, Rogue Archeotek](#von-buren-the-rogue-archeotek) | Van Saar | 285 | | [Thaetos 23-2 Wyrdlock](#thaetos-23-2-wyrdlock) | - | 285 | | [Baertrum Arturos III](#baertrum-arturos-iii) | - | 290 | | [Freikstorn Strix](#freikstorn-strix) | - | 290 | | [Djangar ‘Gunfists’, Over-tyrant](#djangar-gunfists-over-tyrant) | Goliath | 290 | | [Apollus Kage](#apollus-kage) | - | 305 | | [Vorgen Mortz & Rex Spires](#vorgen-mortz--rex-spires) | - | 305, 315 | | [Lisbeth, The Iron Angel](#lisbeth-the-iron-angel) | Van Saar | 315 | | [Mortanna Shroud](#mortanna-shroud) | - | 330 | | [Kal Jericho & Scabs](#kal-jericho) | - | 340, 200 (440 combined) | | [Slate Merdena, Orlock Road Boss](#slate-merdena-orlock-road-boss) | Orlock | 360 | <FighterCard cost="120"> ## Yageloth, the Master of Whispers **_Delaque only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 4+ | 4+ | 5+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Psychoteric blade. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Envoy of the Silent Ones - No credits bonus for captured or dead enemies after the battle (unlike normal Bounty Hunters). - Will automatically leave after the battle (does not join subsequent battles for free). #### Creature of Shadows - Immune to attacks without Strength (Toxin etc.). - If suffering a Serious Injury: - Ignore the Serious Injury. - Removed from the battlefield. - Return in the End phase, anywhere within 5" of a friendly fighter and at least 1" from any enemy. #### Wyrd Powers (Unsanctioned) Choose 5 Psychoteric Wyrd Powers (from any disciplines). _All Delaque have heard the call of the Silent Ones echoing up from the depths of Necromunda, but few have ever journeyed to its source to see what is really down there and returned. Even within the Star Chamber there are doubts such a feat is even possible, though Yageloth’s very existence would seem to prove it can be done. A living embodiment of the Psychoterica, Yageloth is a shadow within the underhive of Hive Primus, arriving suddenly to further the agendas of House Delaque, before vanishing just as swiftly. A true master of whispers, such is the power of the Psychoterica contained within Yageloth that the agent’s half-heard words can break the minds of those who hear them and the truth is but a fluid construct within the whisperer’s hands – shaped as Yageloth sees fit. It is said that, by manipulating the essence of the Psychoterica, he can even transcend his corporeal form, literally becoming nothing more than shadow._ _Source: House of Shadow_ </FighterCard> <FighterCard cost="160"> ## Urson Grimjarl, Jardlan Nomad Hunter _It takes a certain kind of Squat to live the life of a nomad hunter. Urson Grimjarl, older brother of Orrin Grimjarl, long ago left the Jardlan Holdfast to wander the wasteland hunting nomads for bounties. In the decades he has travelled the Great Equatorial Wastes and beyond, he has earned a reputation for having an uncanny ability to track down and kill even the most cunning nomad raiders. This has made him a target to the wasteland tribes, and more than once nomad champions have sought to make their name by hunting down the ornery old Squat – usually with fatal results for the nomad._ _Years ago, Urson was offered the stewardship of Jardlan by his and Orrin’s father, Harro Grimjarl, when the elder Squat sought to take the Graven Path – joining with the elders who tend to the Ironhead Ancestral Core. Ultimately Urson rejected the running of the Clan, passing it on to one of the other Squat families of Jardlan. Even when Urson learnt of the destruction of his ancestral home, he merely spat in the dust and carried on with his work. It was only after an encounter with Orrin that Urson decided to help guide the younger Grimjarl and his companions back to their holdfast, perhaps as a last favour to Harro or maybe because, like Orrin, if he was to be the last of Jardlan he might exact some vengeance from those that had ended his line._ _An exceptional hunter, Urson is a dangerous and canny opponent. And, one does not survive long as a nomad hunter in the ash wastes without the ability to get the drop on one’s foes. To this end, Urson carries a powerful Jardlan ‘longshot’ hunting rifle. The grizzled old hunter is also never without a pair of Techmite Oculi, the small mechanical companions held aloft on whirring fans with an array of pict lenses for finding hidden enemies, even in the midst of billowing ash storms._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5" | 4+ | 3+ | 3 | 4 | 2 | 4+ | 1 | 6+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Jardlan <br />'longshot' <br />hunting rifle | 18" | 48" | - | +1 | 5 | -2 | 2 | 4+ | <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="rending">Rending</Tooltip> | | Ironhead<br /> stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</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:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator), [Techmite Oculi](#techmite-oculi), [proximity auspex](/docs/armoury/personal-equipment#proximity-auspex). #### Hunter for Hire Urson Grimjarl is a Bounty Hunter that may be hired by any Law-abiding gang. As such, he is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules. #### Oculi Command When Urson Grimjarl is deployed on the battlefield, a Techmite Oculi is also deployed within 3" of him. If, during his activation, there are no Techmite Oculi on the battlefield, Urson Grimjarl may perform the Deploy Oculi (Double) action: - **Deploy Oculi (Double):** Place a Techmite Oculi in base contact of Urson Grimjarl. _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="-"> ### Techmite Oculi **Urson Grimjarl only** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :-------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------- | | 2x pincer | - | E | - | - | 2 | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip> | </WeaponStats> **Skills:** [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade). **Wargear:** [Flak armour](/docs/armoury/armour#flak-armour). #### Flight A Techmite Oculi 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. #### Target Paint Whilst a Techmite Oculi is within 6" of an enemy model, Urson Grimjarl reduces any negative to hit modifiers due to cover by 1. #### Scout Drone Techmite Oculi can range further from Urson Grimjarl than most Exotic Beasts. Techmite Oculi must remain within 18" of Urson Grimjarl rather than 3". _Source: The Aranthian Succession: Ruins of Jardlan_ </FighterCard> <FighterCard cost="170"> ## Betti Banshee **_Escher only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 7” | 3+ | 4+ | 4 | 3 | 2 | 2+ | 3 | 8+ | 7+ | 6+ | 7+ | **Skills:** [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Customer Power Blade (x2). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour). #### Banshee Wail Other fighters activating within 6” must pass a Willpower test or can only take a single action during the activation. When this fighter makes a Charge (Double) action, other fighters can't make Reaction attacks against this fighter (during the activation). _When gang queen Betti Volt of the Scrapharrow Harlots got her throat ripped out by a ‘zerker, she could have let it ruin her day. Instead, she stuck her bolter in the ‘zerker’s groin and held the trigger down until there was no more ‘zerker. Of course this didn’t change the fact that she had lost a good portion of her neck, along with the ability to talk. Fortunately for Betti, her sisters rushed her to the local doc, who as it turned out had just ‘salvaged’ avox-hailer from an old devotional servitor. A few surgical staples and a lot of chems later, Betti’s lower jaw and neck had been transformed into a yawning mass of vox-outputs and cables. It took a while for the gang queen to get used to the strange mechanical voice now emanating from her throat, as well as the spontaneous hymns that would blare out from her at in opportune times, but soon enough, her mechanical voice was echoing through the underhive. Then, the first time she charged into battle, she discovered she could unleash a true cacophony of screams far louder than anything possible with a biological voicebox. This sonic assault did a great job at striking terror into her enemies, giving her plenty of time to gut them with her custom power blades._ _Source: House of Blades_ </FighterCard> <FighterCard cost="170"> ## Ashwood Stranger  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 2+ | 3 | 3 | 3 | 3+ | 2 | 8+ | 3+ | 5+ | 7+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting). **Weapons:** Custom stub gun (with normal dumdum), Custom autopistol, Nomad Blade (same as Long Blade). **Wargear:** Flak. #### Quick Draw When targeted by a shooting attack while Ready, make a ranged attack against the attacker with any equipped weapon (this does not remove Ready). #### Where He Needs to Be (Outcast Leader) Can always be included in a Random crew (taking up 1 slot as normal). _The underhive has no shortage of loners, criminals and exiles, many wandering from settlement to settlement trying to keep a low profile or keep to themselves as they make a living. The hooded gunfighter known as Ashwood, or more commonly as simply ‘Stranger’, is one such fighter. Where Ashwood came from or what he is looking for remains a mystery, the nomad blade he wears on his back hinting at his long travels between the hive cities. Wherever he comes from, however, the gunfighter does have a habit of turning up wherever the Palanite Enforcers are making their presence known. Quite unlike most of his peers, Ashwood is a force for justice within the underhive, often settling debts or righting wrongs, especially when the wrong party is powerless to settle them themselves. Sometimes Stranger even has followers, though these are just as mysterious as their boss, and like to cover their faces and seldom speak._ _There are some who reckon Ashwood to have once been an Enforcer himself, and certainly the custom ‘equalizer’ stub pistol he carries is surprisingly similar to Palanite manufacture. Then there is the fact he has a habit of bringing rogue Enforcers down, when even the Merchant Guild won’t put a bounty on their heads. Not that all Enforcers are Ashwood’s enemies, and from time to time it is said the good ones even throw in with the Stranger, if their goals align – for a while at least. The one thing that is in no doubt about Ashwood is when his job is done he disappears back into the outlands, becoming just another soul wandering the wastes of the underhive._ _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="180"> ## Hagar Freelord, Outcasts Leader  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 5+ | 6+ | 7+ | **Skills:** [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer). **Weapons:** 2x plasma pistol. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour) (5+), [respirator](/docs/armoury/personal-equipment#respirator). #### Ex-guilder Armouries (Outcast Leader) New Gangers (when hired) can buy items with Rarity 8 or less from the Trading Post. #### Well-connected Can spend a post-battle action to gain credits: - Outcast: D6x10. - Bounty Hunter: D3x10. _Once the ruler of Port Mad Dog, Hagar is now an exile from the Merchant Guild. He was exiled from his Guilder family when his children turned against him during the long Night of Bullets. It was as the Ash Wastes Nomad tribes stormed the loading platforms of the settlement that his two sons and three daughters seized the chance to rid themselves of their father – conspiring to send him and his most loyal followers out into the wastes to deal with the threat. When they returned, Hagar discovered his offspring had laid the raid at his feet, along with plenty of other damning evidence over failing to pay the Imperial House its due, and so in one dark night cycle Hagar was outcast from his post._ _Since that time, the disgraced Guilder has been trying to win his position back – as well as seek revenge upon his children. He has even gone so far as to form the Mercator Umbrus, a shadow counterpart of the Mercator Gelt that deals in the criminal and outland economies of the underhive. His time as an outcast leader has also made Hagar even meaner, if such a thing were possible, and he has become lean and cruel in his disposition, not to mention an excellent shot with the paired plasma pistols he wears. His followers are likewise well equipped, benefiting from the wealth and connections of their leader, and often wear armour and carry weapons far above the station of such lowly outcast fighters._ _Source: The Book of the Outcast_ </FighterCard> <FighterCard cost="190"> ## Wilcox ‘Wild Snake’ Cinderjack **_Orlock only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ----- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | D6+1” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 8+ | **Skills:** [Unstoppable](/docs/gang-fighters-and-their-weaponry/skills/#6-unstoppable). **Weapons:** Mono-blade (Melee, +1 acc, Str S, AP -2, D1), Snake-thrower (Template, Am 4+, Blaze, Toxin). **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [lho sticks](/docs/armoury/personal-equipment#lho-sticks). #### Heavy Drinker Ignores intoxicated and insane conditions. #### Potent Fumes All fighters activating within 3” gain the intoxicated condition: - Change movement to D6” (roll for each Move/Charge action). - -1 hit modifier to non-Melee weapons. _Wilcox ‘Wild Snake’ Cinderjack is the brew master of Hive Primus. As mad as a bag of Ripper Jacks, he is said to test every bottle of Wild Snake to come out of the Primus distilleries personally, and spends his days in a partially-drunken stupor. This is probably why some Orlock gang bosses are able to convince him to ‘help them out’ dealing with enemies of the clan. When this occurs, Wilcox sobers up as best he can, straps on his mono-blade and takes up his snake-thrower to dispense some justice. A large bear of a man, he is an intimidating sight kitted out for battle, his snake-thrower rig (adapted from a stolen House Escher chem-thrower) hissing and bubbling with fermenting Wild Snake. Those poor souls unfortunate enough to get in Wilcox’s way get a face full of snake juice, the caustic liquid enough to render them insensate. If they are particularly unlucky, he might even set them alight with a flick of his lho stick._ _In recent times, Wilcox has led his own expeditions into the underhive. Word is the brew master is looking for a rare bottle of Merdena M.39 Wild Snake, said to have been lost during the great hive quake of 387. In his more lucid moments, Wilcox claims if he could find such a bottle he could unravel its secrets and create an all-new vintage of Wild Snake._ _Source: House of Iron_ </FighterCard> <FighterCard cost="195"> ## Calthyxis, The Ghost of Primus **_Delaque only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ | **Skills:** Faceless, [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch). **Weapons:** Auto-needler, Whisperblade. **Wargear:** Armoured undersuit, [mesh armour](/docs/armoury/armour#mesh-armour), [respirator](/docs/armoury/personal-equipment#respirator). #### Face of a Killer Choose 2 skills from Agility, Brawn, Combat, Cunning, Ferocity, Shooting and Obfuscation (before each battle). _Calthyxis is a myth in Hive Primus, a horror story that no one truly wants to believe. Countless murders and assassinations have been attributed to Calthyxis, especially if they were seemingly impossible to execute. Some even claim Calthyxis was the first of the Faceless, created centuries ago using a cocktail of Escher chems and Delaque dark psychic energy. These same individuals point out kill patterns, grisly calling cards and eerily similar murder scenes all as evidence for their theory. House Delaque, to no one’s surprise, has never disputed the existence of Calthyxis, nor do they take credit for the kills the assassin supposedly makes in their name. It is difficult to dispute that if Calthyxis does exist, the killer is not doing the work of the House of Shadow, as many of the victims’ deaths have allowed the Delaque to advance their own agendas or expand their power. To outsiders, Calthyxis remains a mystery, a useful scapegoat for their own killings, or a way for clan overlords to justify their failures to House masters._ _The truth, like most things on Necromunda, is both far more terrifying and bizarre than any underhive drunkard might dream up. Years ago, there was an assassin who was known to the Delaque as Calthyxis. A devoted member of the clan and servant of the Psychoterica, Calthyxis killed for House Delaque and used its tools of murder without doubt or remorse. When the Star Chamber began experimenting with the transformative chems to create the Faceless, Calthyxis was among the first to undergo the harrowing procedures. The results made Calthyxis an even more formidable assassin, the ability to alter one’s face and stature key to getting to targets once thought impossible. Like all things, even an assassin as talented as Calthyxis met their match, and was slain during a mission. The assassin’s body was returned to the clan and it was then a wondrous and terrible discovery was made – Calthyxis’ face had taken on a life of its own. Cutting the face from the body, the Delaque preserved the relic, encoded with the genetic memory of Calthyxis passed from mind to flesh by the Psychoterica. Since that day, many have worn the face of Calthyxis, and all have been exceptional killers._ _Source: House of Shadow_ </FighterCard> <FighterCard cost="210"> ## The Headsman, House Cawdor Executioner **_Cawdor only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 6+ | 4 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows). **Weapons:** Two-handed axe. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace), [stimm-slug stash](/docs/armoury/personal-equipment#stimm-slug-stash). #### Iconic Figure Counts as a Champion: - Group Activation (1). - Leading by Example (6"). #### Articles of Faith (1) - Generates a number of Faith dice (as shown in parentheses). - Can perform Articles of Faith (Path of the Fanatic). _The red right hand of the Thane of Cawdor, Executioners stand among the inner circle of the Clan House enforcing the will of the Cult of the Redemption upon believers and unbelievers alike. The identities of these grim killers are known only to the Thane, their faces always hidden behind heavy hoods or masks. Each Executioner is instead recognised by the means of justice he hands out, like the Hangman clad in his cloak of nooses, the Scourge and his barbed whips, or the Immolator wreathed in smoke and flame._ _Of all the Thane’s Executioners, few are as terrifying to the faithful as the Headsman and his great bloodstained axe. When the Ashmire Wyrd Covens sought to wrest control of the Primus North Sector-Theta 9 scrapping yards, the Headsman turned the local Cawdor gang’s fear into rage and piled the dome high with mutie skulls. When the Delaque of Logan’s Reach unleashed their spyker assassins against the faithful, the Headsman showed the House of Shadow the true meaning of terror. And when killers from the spire came to unseat the Thane himself, it was the Headsman who painted the Cathedral of Woes red with the blood of unbelievers._ _Source: House of Faith_ </FighterCard> <FighterCard cost="220"> ## Krotos Hark  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 4+ | 7+ | 4+ | **Skills:** [Headbutt](/docs/gang-fighters-and-their-weaponry/skills/#4-headbutt), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Munitioneer](/docs/gang-fighters-and-their-weaponry/skills/#5-munitioneer). **Weapons:** Stub cannon, knife. **Wargear:** Armoured undersuit, furnace plates. _Not all Goliaths emerge from the flesh vats disciplined and subservient. Once in a thousand cycles, something goes awry and an aberration is born. Usually these failed gestations are quickly purged, but sometimes the mutation is more subtle. Krotos Hark was born with that most dangerous of gifts: intelligence. He was clever enough to hide his keen mind, and managed to survive long enough to make his way into one of the House gangs. Rather than fight his way up to leadership, something he could certainly have done, he set his sights on a grander destiny._ _Hark is a skilled armourer, and valued among gangs for his ability to improve the weapons and gear of those willing to pay. His own furnace plate armour has been hardened against all manner of weapons, while his mask not only hides his identity from his former masters, but can turn aside rounds. Though Hark remains tight-lipped about his ultimate ambitions, it has not gone unnoticed that he seems to be gathering allies and contacts every time he works a contract of fills a bounty. He also seems to take a special interest in jobs that oppose House Goliath. All of this makes some speculate that perhaps Hark is looking to make a permanent change of management among his old bosses._ _Source: Gang War 2_ </FighterCard> <FighterCard cost="225"> ## The Deserter  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ | **Skills:** [Medicae](/docs/gang-fighters-and-their-weaponry/skills/#4-medicae), [Mentor](/docs/gang-fighters-and-their-weaponry/skills/#4-mentor), [Overseer](/docs/gang-fighters-and-their-weaponry/skills/#5-overseer) (Any). **Weapons:** Shotgun (solid & scatter), knife, frag grenades. **Wargear:** Armoured undersuit, Flak. _No one knows the real name of the Deserter, only that by his tattoos he once served in the legendary Necromundan 8<sup>th</sup>. The crazy old soldier lives downhive in a booby-trapped warren, with every approach a deadly killing ground. Leaders often need to send at least a few Juves when contracting the Deserter, as he can be a little trigger happy when it comes to those who knock on his door. The skills he brings to a fight, however, are always worth it, and there are few individuals as talented when it comes to laying traps or setting ambushes._ _Why the authorities tolerate the Deserter is a mystery to underhive gangs. Some believe he was a disgraced general that lost his entire regiment in some off-world war, and was given the choice of execution or exile to hive bottom. Others reckon he was a war hero, greviously wounded (as his skill plate seems to attest), who wandered down from the spire after losing his memory. Then there are those who say he is called the Deserter because that is just what he is, and Helmawr's cronies simply stopped trying to bring him in after their enforcers kept failing to come back. Whatever the truth, the Deserter is a cantankerous old fighter that gang fighters underestimate at their peril!_ _Source: Gang War 2_ </FighterCard> <FighterCard cost="230"> ## Yar Umbra  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 2+ | 3 | 4 | 2 | 3+ | 1 | 7+ | 5+ | 7+ | 7+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), [Overwatch](/docs/gang-fighters-and-their-weaponry/skills/#6-overwatch). **Weapons:** Long las (infra-sight), knife. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). _Vast quantities of off-world trade comes to Necromunda via the Eye of Selene. Carrying these cargoes are all manner of ships, their crews often made up of void-born spacers who spend their lives traversing the inky galactic wilds. Yar Umbra cam to Hive Primus on the chartist vessel the Halcyon Dawn. Unfortunately for Yar, when his ship left he was not on it, for he was intentionally marooned by the deck master for some unknown infraction, which, some say, was centred around what it is that he hides beneath his hood._ _Embittered by his abandonment, Yar yearns to return to the stars, and has turned his talents to claiming bounties, in the hopes of one day obtaining passage on a vessel and hunting down the Halcyon Dawn. In the iterim, Yar has found that though he despises his planet-bound existence, he is very much at home in the confined tunnels of Necromunda. The stinking depths of a hive are much the same as those of a void ship (if even a bit more forgiving), and equipped with enviro-filters and gas-plugs, Yar is well-protected from local hazards. Darkness is also an environment Yar knows well, and with his custom maw-pattern longlas even a flicker of movement is enough for the void-born sniper to bring down his prey._ _Source: Gang War 2_ </FighterCard> <FighterCard cost="230"> ## Yolanda Skorn  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Parry](/docs/gang-fighters-and-their-weaponry/skills/#4-parry). **Weapons:** Stub gun, stiletto knife, frag grenades. **Wargear:** Flak, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). _There is usually little mercy for ganger who challenge their leaders and fail, and most end their days rotting at the bottom of the Sump. Sometimes, though, a rival is so impressive, simple execution seems like a waste. This was the case for the Escher Bounty Hunter Yolanda Skorn. The Leader of her former gang, the Bloodmaidens, looked into her crazed eyes, even as she grinned through sheets of blood from her freshly carved exile scars and decided nothing so cruel and beautiful could be taken from this world._ _Skorn's missing hand, lost in the duel, was replaced with a whirring cybernetic, and she adopted a veil to hide her facial scars (mostly so they didn't unsettle her allies), before setting off on a journey of murder and mayhem. As anyone who has met her will attest, Skorn is quite insane. She constantly talks to her weapons, doors, the walls and anything else that crosses her path. She also enjoys close-in kills, sometimes pulling aside her veil so her enemies can see her scars 'smile' before they die. Understandably, Yolanda Skorn's reputation precedes her most places she goes, and the mere sight of her can send some enemies running. It also means she seldom stay with the one employer for long, as there is only so many times a gang leader can wake up with Skorn's staring eyes an inch from their face before deciding enough is enough._ _Source: Gang War 2_ </FighterCard> <FighterCard cost="235"> ## Gor Half-horn  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Weapons:** Shotgun (solid & scatter), plasma pistol, stub gun, chainsword, knife. **Wargear:** Flak. _Gor Half-horn is a Beastman - a mutant of the strain Homo Sapiens Variatus - and as such is possessed of horribly animalistic features and an unpredictable and violent temperament. These characteristics serve to make Gor a figure of dread in the underhive, but equally, they make him a target for every raving zealot he encounters. As a sanctioned Bounty Hunter, Gor is entitled, in theory at least, to go wherever he will in persuit of his targets; in reality, he has often found himself the quarry, though so far none have bested him._ _Because it is so rare for a Beastman to be sanctioned as a Bounty Hunter, Gor has become the subject of numerous legends throughout the underhive. Some say he was once a member of an Abhuman Auxilia attached to an Astra Militarum regiment, and the sole survivor of a battle of apocalyptic proportions. Others whisper that he was once in the employ of an Inquisitor, whose service he fled for a life among the damned. Some have even claimed that he was not born an abhuman at all, but a noble scion who developed hideous mutations in his adolescence and fled downhive lest he be put to death by his own kin. None dares to equire of Gor himself what the truth might be, for all know his response would be swift and fatal._ _Source: Gang War 2_ </FighterCard> <FighterCard cost="240"> ## Kria Kytoro, Death Maiden **_Escher only_**  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 6+ | 5+ | 6+ | 6+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** Long las (infra-sight), autopistol, throwing knives, stiletto knife. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), Chem-synth. </FighterCard> <FighterCard cost="245"> ## Vespa ‘Minx’ Merdena, Orlock Wild Child **_Orlock only. Vehicle_**  | M | Front/Side/Rear | W | Hnd | Sv | Bs | Ld | Cl | Wil | Int | | --- | --------------- | --- | --- | --- | --- | --- | --- | --- | --- | | 9" | 4 / 3 / 3 | 3 | 3+ | 5+ | 3+ | 6+ | 7+ | 5+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :-------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Mischief | | - frag rockets | 24" | 48" | +1 | - | 4 | -1 | 1 | 6+ | Arc (front), <Tooltip type="traits" content="blast">Blast (5")</Tooltip>, Crew-operated, <Tooltip type="traits" content="knockback">Knockback</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | - krak rockets | 24" | 48" | +1 | - | 6 | -2 | 3 | 6+ | Arc (front), Crew-operated, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip> | | Custom stub gun | 12" | 24" | +2 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Skills:** [Jink](/docs/gang-fighters-and-their-weaponry/skills/#1-jink), [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot). **Type:** Wheeled. #### Dedicated Gunner Can move full distance (instead of half) during Move & Shoot. #### Agile Can make 1 extra turn (up to 90°) when moving (before, during or after). _The kid sister of Margo Merdena, and equal youngest of Slate’s twelve daughters, Vespa is a loose cannon – quite literally! After getting involved in the family business she joined the Sump Dogs out of Dust Falls, but in hardly any time at all was causing trouble for the clan in Hive Primus; killing people she shouldn’t and starting fights with Guilders and Enforcers alike. To temper her rebellious nature, her father sent her out into the wastes where she would hopefully do less damage. This turned out to be a vain hope, as no sooner had Vespa arrived in Cinderak City than she fell in with a ‘bad’ crowd of outland Orlocks and began raiding convoys all across the Great Equatorial Wastes – perhaps in an effort to impress her older sister, the Road Boss._ _As a concession to Vespa’s wild nature, Slate sent one of his old crew, Big Pete Plainsman, to look out for his little girl. Of course, it didn’t take very long for Vespa to wrap the old ganger around her little finger, with Pete regularly driving her quad while Vespa hung off the back laying down barrages with her belt-fed rocket launcher, ‘Mischief’. When Vespa can get Pete sober enough to drive, he is an exceptional driver, throwing himself between danger and his precocious charge should the need arise._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="240"> ## Servalen & Hardcase Cyber-Mastiff  ### Servalen, Scrutinator-Primus | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 6+ | 4+ | **Skills:** [Got Your Six](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-got-your-six). **Weapons:** Scrutinator stub gun (infra-sight & excrutiator rounds). **Wargear:** Flak, armoured undersuit, magnacles, [respirator](/docs/armoury/personal-equipment#respirator). #### Psychic Null (Pariah) - Can Disrupt Wyrd Powers (as if being a Psyker). All fighters within 6" suffer the following (friend & foe): - Psychic powers can't be manifested. - -2 modifier to Cool tests. #### Investigator Can't be targeted by Tactics (can be affected if this fighter is not specifically targeted). ### Hardcase Cyber-mastiff | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ | **Skills:** Threat Response. **Weapons:** Shock bite (Str S, AP -1, D 1, Rending, Shock). **Wargear:** Hardcase (Light Carapace & [respirator](/docs/armoury/personal-equipment#respirator)). #### Tenacious If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation. #### Loyal Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. #### Faithful Protector When activated, if the owner is Engaged and within 6”, this fighter can immediately move into B2B with any fighters Engaging the owner (counts as a free action). </FighterCard> ## Arbelesta & Aramista, Shadows of Catallus  _Arbelesta Raen Catallus and Aramista Dae Catallus are twin siblings of the Great House Catallus. When a schism within the House saw hundreds murdered or driven into exile, the twins found themselves on opposite sides of the conflict. Sent by her parents to kill her brother Aramista, Arbelesta instead sided with him, the two taking on a legion of House assassins. Of course, one does not simply walk away from noble obligations, especially during a civil war and the twins were branded Transgratia de Sanquine – Traitors to the Blood. Every would-be assassin to cross their path ended their days on the end of one of Aramista’s blades or as another notch on Arbelesta’s gunstock. In mockery of their estranged parents, the pair donned Catallus Carnivàle Mirror Masks depicting the faces of their father and mother. Eventually, the division within Catallus was healed and the bloodshed within its halls returned to normal levels. Without the chaos of open conflict to hide them, the twins were hounded out of the spire, escaping downhive only by virtue of their murderous talents._ _Thriving in the lawless wilds of the underhive, the pair quickly earned a reputation as effective and pitiless Bounty Hunters. Aramista’s skills as a duellist and Arbelesta’s talent as a sniper – honed picking off hive repair crews from her spire balcony – allowed them to command a high price for their services, while their spire-tech gave them an edge over their foes. Their masterwork weapons, along with the masks they still wore – each one incorporating miniaturised respirators and photonic enhancers capable of turning the gloom of the underhive into stark day – turned them into apex predators of the Badzones. In time people started calling them the Shadows of Catallus, Aramista appearing like a phantom from the darkness to challenge enemies with his blades, while Arbelesta remained hidden, making sure her brother’s opponents never got close to laying a blade upon him._ <FighterCard cost="250"> ### Arbelesta Raen Catallus | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 6+ | 2+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 6+ | **Skills:** [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate), [Precision Shot](/docs/gang-fighters-and-their-weaponry/skills/#5-precision-shot), [Trick Shot](/docs/gang-fighters-and-their-weaponry/skills/#6-trick-shot). **Weapons:** Needle long rifle, needle pistol. **Wargear:** Chem-synth, mesh, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator), infra-sight (needle long rifle). #### Unique Partnership (Aramista) Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1. #### Slotted If Aramista is hit and wounded by an enemy Fight (Basic) action, make a single Shoot (Basic) action against that fighter if all conditions are true: - Arbelesta is not Prone. - Target in Arbelesta’s line of sight. This is not affected by nor affects Ready markers. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="250"> ### Aramista Dae Catallus | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 6+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Rain of Blows](/docs/gang-fighters-and-their-weaponry/skills/#5-rain-of-blows). **Weapons:** Stiletto sword, stiletto knife.. **Wargear:** Chem-synth, [displacer field](/docs/armoury/field-armour#displacer-field), mesh, [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). #### Unique Partnership (Arbelesta) Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1. #### Bodyguard (Arbelesta) 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. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="250"> ## Ortruum 8-8  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 5+ | 5+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). #### Wyrd Powers (Unsanctioned) **Telekinesis:** Force Blast (Basic). **Telepathy:** Mind Lock (Basic), Premonition (Simple). #### 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. #### Team Work Does not take up the Bounty slot (another Bounty Hunter may be hired in addition). #### Soul Hound Before the battle begins, nominate one enemy fighter (Leader, Champion, Juve, Specialist or equivalent). This is the one Ortruum 8-8 has been sent to track down. The fighter must be deployed on the table at the start of the battle, and must therefore be included in your opponent’s crew, however that is selected. For the duration of the battle, all shooting attacks made against the nominated fighter gain a +1 modifier on hit rolls. Additionally, the nominated fighter may not use the Infiltrate or Lie Low skills for the duration of this battle. </FighterCard> <FighterCard cost="260"> ## Gorshiv Hammerfist  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | 4+ | 5 | 4 | 3 | 3+ | 4 | 6+ | 4+ | 7+ | 8+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 'Wreck and Ruin'<br />- paired power hammers | - | E | - | - | S+1 | -2 | 2 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="paired">Paired</Tooltip>, <Tooltip type="traits" content="power">Power</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:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Walk It Off](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#6-walk-it-off). **Wargear:** [Flak armour](/docs/armoury/armour#flak). #### Combat Chems Stash Can roll a D6 when activated to modify the Attack characteristic (until the end of the round): | D6 | Result | | :------------------------: | :----- | | 1 | A = 1 | | 2 | +1 A | | 3-4 | +2 A | | 5-6 | +3 A | #### Implacable - Never Pinned when hit by ranged attacks. - Never moved by skills or traits. _Over the years Doc Shiv has created some impressive specimens but none quite as glorious as Gorshiv Hammerfist. The leader of Shiv’s Crushers and arguably the most powerful Stimmer to ever bear the title, Gorshiv was, and still is, Doc Shiv’s greatest success story. If rumours are to be believed, the doc made Gorshiv from the parts of a dozen failed experiments, grafting together bone and muscle before pumping it full of her own brew of genetic-stimulants. From this success other Stimmers were created, though Gorshiv retains the honour of being the first of his kind, a fact he is more than willing to remind other Goliaths of when they get out of line – usually with an extremely brutal beating. Gorshiv is also fanatically loyal to Shiv, perhaps because she is his creator, or maybe because Shiv keeps injecting Gorshiv with her own blend of stimms and growth-chems. Their partnership has seen Shiv rise high in the ranks of the House of Chains, or about as high as a non Goliath can, and Gorshiv himself become a role model for Goliath gangers everywhere._ _When Shiv first created Gorshiv he was little more than a thug looking to make trouble – now, years later, the Stimmer is a towering murder machine wielding a pair of power hammers especially designed for his massive fists. Particularly savage, even by the standards of his own kind, Gorshiv has risen so high as to gain the notice of the Over-tyrant himself. Though Stimmers seldom become Alphas or Tyrants, Varran no doubt has big plans for his most brutal fighter._ _Source: The Aranthian Succession: Cinderak Burning_ </FighterCard> <FighterCard cost="270"> ## Eyros Slagmyst  _Eyros was once an underhive dome-rigger from Cogtown, one of the sweating, emaciated souls responsible for repairing the rusting pipe networks that fed the dismal settlement. When the Eye-Blight came to Cogtown, and its population began to die, Eyros and a group of dome-riggers set off into the underhive to find the scrap-tech to save their town. Deep down in the sump wells, close to hive bottom, the scavenging party found a vault of hidden treasures, among them a wonderous contraption that could extract life-giving water from almost anything. It was Eyros who donner the strange archaeo-rig, its syringes and bone-flutes burrowing into his flesh until all his organs pulsed in time with the machine. Unfortunately for Eyros, though it gave him strength and life, it also gave him a burning thirst._ _As it turned out, while water can be found in many things, few things in Necromunda have quite as much as humans. After Eyros had drained his companions, he returned to Cogtown and left only dust and scrap in his wake. He soon discovered that the potent fluids concocted in the harness could also be dispensed to his allies, and it was not long before Eyros began selling his services and 'water' to gangs in exchange for fresh subjects to drink from. These days it is hard to tell how much of Eyros is left under the archaeo-cybernetics that have taken root within him, his features hidden under writhing wires and pitted armour. There is also no telling what Eyros will become once the archaeotech is done with him._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ | **Skills:** [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Laspistol, knife, frag grenades. **Wargear:** Armoured undersuit, [bio-booster](/docs/armoury/personal-equipment#bio-booster), furnace plates, [medicae kit](/docs/armoury/personal-equipment#medicae-kit), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). _Source: Gang War 2_ </FighterCard> <FighterCard cost="275"> ## Attilus the Axe, Pit Tyrant **_Goliath only_** _Goliath fighters take to the pit like rats take to carrion. Most end their days bleeding out on the arena floor, or moving on to lead gangs, or don the mantle of an Alpha, but for some, the pit becomes home. Attilus the Axe has been the reigning champion of the House of Pain arena for over a hundred great-cycles, far longer than any to come before him. A forge master from the Fist of Hive Primus, Attilus began his life bent over a lathe-anvil, crafting brute cleavers and renderizers for the clan. When the great Goliath blacksmith forged his masterpiece, a chainaxe cyber arm of prodigious size and sharpness, he trusted no one but himself to test its blade in the pit. Dubbed the God Cleaver, Attilus hacked off his own arm so he could fix the monstrosity in place, turning himself into as savage a pit fighter as the clan had ever seen._ _Attilus and his axe arm drew huge crowds from Hive City, and over a gruesome season of murder, Attilus rose to become the star pit fighter of the House of Pain, turning the arena red with his kills. The Spyder-Twins, Willowfex the Reaper and the Slave Ogryn Hammerstein all fell to God Cleaver. Huge sums were offered for beasts from Hive Bottom just to test Attilus’ skills, and led to the pit fighter earning a new title: Attilus the Undefeated. These days Attilus still fights in the pits, but can be coaxed away by a Goliath gang – for the right price._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 4+ | 5 | 4 | 2 | 3+ | 4 | 8+ | 5+ | 7+ | 6+ | **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), Iron Man, Unleash the Beast. **Weapons:** Stub gun, god cleaver. **Wargear:** Furnace plates. #### Undefeated Can ignore the first Out of Action result suffered on the Injury dice (Attilus has no concept of defeat, as he’s never been bested in close combat). _Source: House of Chains_ </FighterCard> <FighterCard cost="275"> ## Belladonna  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 2+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ | **Skills:** [Berserker](/docs/gang-fighters-and-their-weaponry/skills/#1-berserker), [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Plasma pistol, power axe, stiletto knife & knife. **Wargear:** [Light carapace (4+)](/docs/armoury/armour#carapace). </FighterCard> <FighterCard cost="280"> ## Grendl Grendlsen  _As a banner-jarl in the famed Vega Rams mercenary company, Grendl came to Necromunda with the Rogue Trader Lord Constant Gerrit of the Arcadius dynasty's guard of honour. But while his leige was entertained in the undreamed-of luxury of Lord Helmawr's spire-palace, the Abhuman members of his household, including the entire complement of the Vega Rams, were required to remain in the Strager's tower, as they were forbiddden to set foot in the hive proper. In some ways, it is fortunate for Grendl that he was not present when the wing of the Helmawr Palace-spire in which Constant Gerrit was being housed was destroyed by a low-yield atomic charge planted by a rival House; yet in others it was unfortunate, for in the subsequent household purge, Grendl was forced to flee, seeking sanctuary in the anonymous squalor of the underhive._ _Despite the dire circumstances of his coming to Hive Primus, Grendl Grendlsen quickly established a new life, finding gainful employ as a bodyguard to various underhive figures. At length, he earned the right to practice as a sanctioned Bounty Hunter, and now serves any master who will pay his fee. Grendl is faming for protecting his charges from their rivals and subsequently claiming the bounty on the would-be assassins' heads, and so far there has been no shortage of foolhardy eager to test his skills, and his infamous hammer._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 3” | 3+ | 4+ | 3 | 3 | 3 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master), [Iron Jaw](/docs/gang-fighters-and-their-weaponry/skills/#6-iron-jaw), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Boltgun, power hammer, frag grenades. **Wargear:** Armoured undersuit, Flak. _Source: Gang War 2_ </FighterCard> <FighterCard cost="285"> ## Von Buren the Rogue Archeotek **_Van Saar only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4" | 4+ | 2+ | 3 | 2 | 3 | 5+ | 2 | 6+ | 5+ | 7+ | 3+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :-------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | Rad blade | - | E | - | - | S | -1 | 1 | - | <Tooltip type="traits" content="backstab">Backstab</Tooltip>, <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip> | </WeaponStats> **Skills:** [Cold & Calculating](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#1-cold--calculating), [Fast Shot](/docs/gang-fighters-and-their-weaponry/skills/#1-fast-shot), [Gadgeteer](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#2-gadgeteer). **Wargear:** [Light carapace armour](/docs/armoury/armour#carapace), [armoured bodyglove](/docs/armoury/armour#armoured-bodyglove), [bio-booster](/docs/armoury/personal-equipment#bio-booster), [filter plugs](/docs/armoury/personal-equipment#filter-plugs), [medicae kit](/docs/armoury/personal-equipment#medicae-kit), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). **Special Rules:** Master of Cyberteknika, Heart of Iron, Van Saar Archeotek, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”. <details> <summary>Special Rules</summary> **Master of Cyberteknika:** When hired, Von Buren may choose any three items of Cyberteknika worth up to 200 credits in total to be equipped with. This does not cost any credits and does not increase the fighter’s value. **Heart of Iron:** Should Von Buren suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 3 or higher, he does not suffer an additional Flesh Wound. Instead, Von Buren may discard a Flesh Wound he has already suffered. In addition, the Heart of Iron grants any ranged weapon carried by Von Buren that has the Rad-phage trait the Plentiful trait as well. **Van Saar Archeotek:** Von Buren is a Bounty Hunter that can only be hired by House Van Saar gangs. He is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules. </details> <details> <summary>Lore</summary> _Not all Archeoteks are content to follow the Three Laws. Especially when it comes to the innovation of technologies not born of the STC. Among these, perhaps the most infamous is the Rogue Archeotek known as Von Buren. Once one of the great minds of the Clan House, the Archeotek was a favourite of Duke Otto, and moved among the very highest circles of the House of Artifice. Like so many before him, however, Von Buren’s genius became his downfall as he began using the output of the STC for his own bizarre experiments and creations. The most successful of these was the Heart of Iron, a complex cyberteknika rad-sink and power source Von Buren implanted into his own body. Using the Heart of Iron made the Archeotek almost immune to the exotic energies of the STC, as well as granting him a near limitless supply of energy to drive his weapons and wargear. When the inner circles of the Archeoteks learned of the invention, Von Buren was cast out, for fear he would take the STC for his own._ _By the time of his exile Von Buren had surpassed the limited imagination of his peers, and left without quarrel, taking with him much of his research and a handful of his most promising students. Since becoming an outcast, Von Buren has travelled extensively across Necromunda, selling his inventions to gangs, Guilders and lords, and allying with gangs seeking out lost archaeotech. Some of his students have become great Archeoteks themselves, like Lydar the Technomatrix of Ceres, while others have succumbed to less noble pursuits like Freikstorn Strix, the augmented bounty hunter. As for Von Buren himself, kept unnaturally young and strong by the Heart of Iron, he continues to dig into the past of his clan, perhaps seeking the very secrets of its creation._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="285"> ## Thaetos 23-2 Wyrdlock  _Thaetos, Imperial designation 23-2, was a Mutie wyrdling recovered from the depths of Bighole. While in transit to the Edge Lord’s offal foundries, Thaetos exhibited a spontaneous display of psychic power, bursting the brains of a dozen other prisoners and three guards. This outburst would have earned Thaetos a swift bullet to the brain had not a Guild Slaver been witness to it. Locking the babbling Wyrd into a null-collar and then shoving him in a stasis casket for good measure, the Guilder took Thaetos back to Hive Primus, where he was sold to the Psykanarium. After a number of purification surgeries, Thaetos was deemed close enough to ‘norm’ standards to begin his indoctrination._ _Fitted with a surgically attached respirator and motive-inhibitor, Thaetos is constantly fed a cocktail of mind-scrubbing chems to keep him locked in a docile state. Psykanarium keepers can alter Thaetos’ moods with these chems, and trigger his telepathic abilities to dispatch Lord Helmawr's enemies. Before being sent on a mission for the Psykanarium, the Wyrd undergoes extensive cognitive conditioning, so that he will act out the will of his keepers or an allied gang without conscience or hesitation._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 5+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome). **Wargear:** [respirator](/docs/armoury/personal-equipment#respirator). #### Wyrd Powers (Unsanctioned) **Pyromancy:** Scouring (Basic). **Telepathy:** Maddening Visions (Basic). **Telekinesis:** Levitation (Basic), Continuous Effect. #### Team Work Does not take up the Bounty slot (another Bounty Hunter may be hired in addition). _Source: The Book of Peril_ </FighterCard> <FighterCard cost="290"> ## Baertrum Arturos III  | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 5+ | **Skills:** [Disarm](/docs/gang-fighters-and-their-weaponry/skills/#3-disarm), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Artisan needle pistol with auto loader, Stiletto knife. **Wargear:** Infra-sight, [light carapace (4+)](/docs/armoury/armour#carapace). </FighterCard> <FighterCard cost="290"> ## Freikstorn Strix  _Freikstorn Strix is an exile of House Van Saar and former Clan Archetek. Ancient by the standards of his House at the age of 47 Terran solar cycles, Strix has converted his bodysuit into an armoured life-support cradle, and replaced his limbs with powerful cybernetics. Many of his body modifications are of Strix’s own invention, mixing the Van Saar’s STC technologies with the more common tech of the Imperium. Strix must routinely prey upon enemies for the parts to keep himself alive, sometimes throwing his lot in with gangs if there is the promise of technology or a hefty score of creds._ _Strix’s jet pack assembly, the Strixian harness and ornithoptical combat kit or S.H.O.C.K. wing, allows him to soar across the battlefield, leaping high over the reach of his foes as he assails them with his pneumatic-claw gun. Perhaps Strix’s greatest weapon though is the fear he engenders in his foes, and many believe he is not human at all, but some mechanical hunting horror unleashed by the noble houses for their own dark amusement._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 8+ | 10+ | **Skills:** [Catfall](/docs/gang-fighters-and-their-weaponry/skills/#1-catfall), [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Mighty Leap](/docs/gang-fighters-and-their-weaponry/skills/#4-mighty-leap), [Sprint](/docs/gang-fighters-and-their-weaponry/skills/#6-sprint). **Weapons:** Harpoon launcher, autopistol, knife. **Wargear:** Armoured bodyglove, flak, S.H.O.C.K wing (combines drop rig, grapnel launcher and grav-chute). _Source: The Book of Peril_ </FighterCard> <FighterCard cost="290"> ## Djangar ‘Gunfists’, Over-tyrant **_Goliath only_**  _Over-tyrants don’t retire, and those few that expire from old age are by far the exception. Djangar was Over-tyrant for over 10 world cycles before Varran Gor, falling in single combat to Varran’s predecessor. And fall is what he did. During the challenge, the Over-tyrant and his opponent duelled in the Sky-Pit, the open arena that hangs out from the edge of the Fist over the toxic clouds below. A devastating blow sent Djangar tumbling out into the abyss, his rival declaring victory even before the former Over-tyrant disappeared from sight. Yet Djangar didn’t die. Through some quirk of fate, the Goliath rolled down the side of the hive, his massive body slammed and smashed from one level to the next, until at last he came to rest on the roof of a departing ash-hauler. When Djangar came to, his body broken in countless places and his face mangled beyond recognition, he had no memory of who he was, or where he had come from._ _Out in the wastes Djangar made a new name for himself as a hired gun, wielding a pair of custom stub cannon, his face covered by a ragged hood. Djangar ‘Gunfists,’ as he became known, found his travels slowly leading him back to Hive Primus, though he didn’t know why. When at least he entered the hive, selling his services to gangs and Guilders, his memory remained cloudy, but a few recognised the old Over-tyrant. Now there are forces moving to take advantage of Djangar’s return, and it seems likely a showdown is coming between the massive gunfighter and Varran Gor._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 4 | 5 | 3 | 4+ | 3 | 6+ | 4+ | 6+ | 7+ | **Skills:** [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter). **Weapons:** 2x Custom stub cannons. **Wargear:** Furnace plates. #### Storm of Fire The custom stub cannons gain Rapid Fire (1) if no moves are made during the activation. _Source: House of Chains_ </FighterCard> <FighterCard cost="305"> ## Apollus Kage  _Bounty Hunters come to their profession by many routes. Some are drawn to the life by the promise of creds or cracking skulls, others are driven to it by exile, debts or a thirst for revenge. Then there are men like Apollus Kage, who were destined for it from the moment of their birth. Coming up through the ranks of House Orlock, Apollus was a Sump Dogs prospect with a talent for mayhem. Out on the Spider Points of the Palantine Cluster, the young Orlock made a name for himself taking convoys and seeing off scavies – often only with his fists. Apollus might have had a future with the Orlocks if he could have learned to follow orders, but it was not to be. After a failed leadership challenge against Roky for control of the Sump Dogs, Apollus decided it was time to go freelance._ _Apollus Kage is a real hard case, who can take a beating and keep on coming. More than a few marks have thought that they had Apollus dead to rights, only to find the big man’s bolter pressed against their temple moments later. It is this reputation that makes him popular with the Guilders, especially when it comes to executing troublesome contracts out in the Badzones. Apollus doesn’t scare easy and will take jobs many other Bounty Hunters won’t. Of course, despite the creds he’s made working for the Guilders and gangs, or the fun he’s had along the way, Apollus still holds a grudge against the Sump Dogs and House Orlock. It’s a grudge that won’t go away, probably until he gets his chance for a rematch with his old gang leader._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 4 | 3 | 2+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Hip Shooting](/docs/gang-fighters-and-their-weaponry/skills/#3-hip-shooting), [True Grit](/docs/gang-fighters-and-their-weaponry/skills/#5-true-grit). **Weapons:** Enforcer Boltgun, Shotgun (solid, scatter, executioner), knife, frag grenades. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles), [respirator](/docs/armoury/personal-equipment#respirator). _Source: The Book of Peril_ </FighterCard> ## Vorgen Mortz & Rex Spires <FighterCard cost="305"> ### Vorgen ‘Gunner’ Mortz  _Clad in flak armour decorated with the insignia of the Necromundan 8<sup>th</sup>, it is clear that Vorgen used to have some affiliation to the legendary regiment. Though his exact origins are unknown, most tales paint him as a man who sampled the delights of the underhive and found them preferable to military life. Deserting his post and taking up the life of a Bounty Hunter, Vorgen plies his deadly trade with his trademark Echon pattern Mark III assault stubber, affectionately named ‘Holy Terror’. Sporting a modified backpack ammo pack that easily feeds Vorgen a seemingly endless supply of bullets, and is able to quickly load new types at a moment’s notice, he can maintain a steady stream of firepower. When not seeking out a particular individual, Vorgen hires himself out to Guilder caravans and gang holdings, defending them from any assailants; amongst his most notable actions was his single-handed defence of an Orlock ore mine against an assault by the Furnace Kroks._ _Recently, Vorgen has formed a partnership with Rex Spires, both having a preference for unsubtle methods. The partnership works because neither has any agenda other than credits and mayhem, two languages spoken throughout the underhive._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | ------- | --- | --- | ----- | --- | --- | ------- | --- | --- | --- | --- | --- | | 4” (5”) | 2+ | 3+ | 5 (3) | 4 | 2 | 4+ (3+) | 2 | 7+ | 7+ | 8+ | 8+ | **Skills:** [Marksman](/docs/gang-fighters-and-their-weaponry/skills/#4-marksman), [Regroup](/docs/gang-fighters-and-their-weaponry/skills/#6-regroup). **Weapons:** Heavy stubber (standard & tracer), knife. **Wargear:** Flak, servo harness (partial). #### Second Profile The profile in parentheses is without servo harness (partial). #### Unique Partnership (Rex Spires) Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="315"> ### Rex Spires  _Rex’s bounty hunting career started in the scrap heaps of the underhive, pilfering anything valuable in a desperate search for credits to break free of his drudgery. His freedom was delivered in the form of a nearby manufactorum explosion tearing through the hive dome. It took three days for Rex to claw his way from the rubble. Ranting about the epiphany granted in the moment of the explosion, he scavenged materials to fashion crude explosives with and set off to recapture that feeling._ _Realising that claiming bounties was the most reliable way to maintain a steady supply of his precious explosives, Rex became the first choice for anyone needing an enemy to be eliminated in a dramatic fashion. Few, if any, of his targets come back in one piece, and none can deny that Rex’s methods are efficient, enemies and allies alike scattering when his explosives start flying._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ | **Skills:** [Evade](/docs/gang-fighters-and-their-weaponry/skills/#3-evade), [Lie Low](/docs/gang-fighters-and-their-weaponry/skills/#5-lie-low). **Weapons:** Frag trap, melta trap, blasting charge, demo charge, knife. **Wargear:** Flak. #### Demolitions Place up to 3 booby traps (frag & melta) in the pre-battle sequence. #### Unique Partnership (Vorgen Mortz) Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="315"> ## Lisbeth the Iron Angel **_Van Saar only_** | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 5 | 4 | 3 | 4+ | 3 | 5+ | 5+ | 7+ | 6+ | <WeaponStats> | Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits | | :----------------------------------------------------------------- | :--: | :--: | :---: | :---: | :-: | :-: | :-: | :--: | :----------------------------------------------------------------------------------------------------------------------------------- | | Twin-linked <br />heavy las carbine <br />(Arachni-rig servo-suit) | 15" | 30" | +1 | - | 4 | - | 1 | 4+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (3)</Tooltip> | | Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="template">Template</Tooltip> | | Servo arm (x3) | E | 3" | - | +1 | S | - | 1 | - | <Tooltip type="traits" content="melee">Melee</Tooltip>, <Tooltip type="traits" content="versatile">Versatile</Tooltip> | </WeaponStats> **Skills:** [Bull Charge](/docs/gang-fighters-and-their-weaponry/skills/#1-bull-charge), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Wargear:** [Van Saar arachni-rig servo-suit](/docs/gangs/gang-lists/house-van-saar/#0-1-arachni-rig-servo-suit-brute). **Special Rules:** Arachno-Cybertiknika Savant, House Van Saar Bounty Hunter, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”. <details> <summary>Special Rules</summary> **Arachno-Cybertiknika Savant:** Lisbeth ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to her Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, she may re-roll failed Initiative checks to see if she falls when she goes from Standing to Prone within 1/2" of the edge of a level or platform. Should Lisbeth ever fall, half the distance (rounding fractions up) for the purposes of determining the Strength, AP and Damage of the hit she suffers. **House Van Saar Bounty Hunter:** Lisbeth the Iron Angel is a Bounty Hunter that can only be hired by House Van Saar gangs. She is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules. </details> <details> <summary>Lore</summary> _Lisbeth was only 16 when she first climbed into the harness of an arachni-rig. As a young clanner, she and her father joined a group of Van Saar green hivers heading for a new life in the underhive. Somewhere down-hive of Dust Falls, they were attacked by mutie raiders, hundreds of starving mutant cannibals pouring out of the shadows to fall upon the uphivers. Lisbeth’s father, a former artisan of the Montari Artifice House, hastened to don his prized arachni-rig but was killed by a stray round, even as young Lisbeth hurried to strap him in. The young Van Saar quickly climbed into the rig herself, and in that first battle found her true calling. When the last mutie finally died howling under her mechanical claws, the battlefield was littered with dead and dismembered raiders, and she was covered from head to toe in their blood. The green hivers hailed her as a hero, and when they finally reached the promised domes outside the Bone-dry near Rust Town, Lisbeth was already getting offers of work._ _Less than two cycles later, Lisbeth was known in the underhive of Hive Primus as the Iron Angel, an avenging techno-terror that preys upon outlaws, raiders and monsters of all kinds. She still works primarily for her own kind, joining Van Saar gangs if their interests align with her own. Mostly though, she takes jobs to repair her custom arachni-rig or make improvements to it, all the while hunting down the leader of the raiders who killed her father – a rogue psyker known as Alyce Shivver._ </details> _Source: House of Artifice_ </FighterCard> <FighterCard cost="330"> ## Mortanna Shroud  _The daughter of a Guilder, Mortanna Shroud was sold to Helmawr’s Psykanarium when upon her coming of age her family discovered her emergent psychic ‘talents’ and handed her overfor a handsome reward. Classified a ‘Lambda’ level psyker, and thus of little interest to the Adeptus Astra Telepathica, the wardens of the Psykanarium worked to increase her abilities and ensure her obedience. Implanted with a neuro-reliquary, a collar made of the bones and skulls of dead psykers, Mortanna found a host of new abilities at her command, from conjuring flame from nothing to wrapping herself in a shield of superheated air. Unfortunately for Shroud, the neuro-reliquary resonates to the psychic frequencies used by the wardens, and can be used to inflict pain or even death upon her should she disobey them. When the skulls of the reliquary begin to chatter, Mortanna knows that her unseen masters disapprove of her actions, and she should desist immediately or face the consequences._ _Despite the psychic chain coiled around her neck, Mortanna takes great pleasure in her work. She enjoys the fearful way hivers look at her or the nervous glances of Helmawr’s hunters and Enforcers when she works alongside them. Most of all though, Mortanna enjoys burning things, seeing in the screaming faces of her enemies those of her parents. Perhaps most worrying of all is that Mortanna has begun to talk to the skulls of her neuro-reliquary, the ancient dead psykers promising her freedom if she only just listens to their whispered advice…_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ | **Skills:** [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist). **Weapons:** Laspistol. **Wargear:** Flak, [refractor field](/docs/armoury/field-armour#refractor-field). #### Wyrd Powers (Unsanctioned) **Biomancy:** Hammerhand (Basic), Continuous Effect. **Pyromancy:** Scouring (Basic). **Telekinesis:** Assail (Basic). #### Psychic Chains If taken Out of Action, immediately before removed, all enemy fighters within D6” suffer a S1 Seismic automatic hit. _Source: The Book of Peril_ </FighterCard> ## Kal Jericho & Scabs <FighterCard cost="340"> ### Kal jericho  _If style were a man then it would undoubtedly be Kal Jericho. With easy good looks and an even easier charm, Kal has a reputation for being as fast with his mouth as he is with his guns, the former getting him into trouble as often as the latter gets him out of it. A legend in his own lifetime, the self-proclaimed suavest Bounty Hunter in the underhive has claimed more bounties and made more enemies than almost any other hired gun in Hive Primus. Kal might attribute his success to being possessed of peerless skills and a survivor’s instinct for trouble, though ask his adversaries and they’ll tell you Kal leads a charmed life._ _Somehow since making his way into the underhive, Kal has gotten out of more scrapes than Lord Helmawr has wigs, each one more impressive than the last (a bit like Lord Helmawr’s wigs). No one knows for sure where Kal comes from, or why someone of his obvious good breeding, education and upstanding personal hygiene decided to make the rotting underbelly of Hive Primus as his home, but there is no shortage of tales told about him. Common wisdom has it that Kal is an exiled noble or off-world adventurer, fleeing from some dark past. Some claim he is a planetary lord in exile, come to Necromunda to hide from his crimes, others say he was once a great hero of the Imperium, betrayed and exiled from his command. Then there are those who posit that Kal is an illegitimate son of Lord Helmawr, and the last true-born successor to the Helmawr line. Of course, he could just as easily be another hive scum with an exceptional talent for lying._ _What isn’t in dispute is that Kal has no shortage of powerful enemies. From the psychopathic ex-pit slave, Vandal Feg; the fanatical Redemptionist, Cardinal Crimson; or the shadowy spymaster, Nemo the Faceless, there is a long line of Necromunda’s baddest and meanest looking to claim the Bounty Hunter’s head. Of course, Kal is not without his friends, like his trusty half-Ratskin sidekick Scabs or robotic mastiff, Wotan. Then there are those like the rogue noble-woman-turned-outlaw, Yolanda Catallus, who enjoys an off-again on-again relationship with Kal, sometimes fighting at his side, other times trying to put a bullet between his eyes. All of these reasons are doubtless why Kal prefers the lawless settlements and shadowy Badzones of the underhive, where there is always coin to be made and he can stay one step ahead of his adversaries._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 2+ | 3 | 3 | 3 | 2+ | 3 | 7+ | 5+ | 6+ | 6+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#2-counter-attack), [Gunfighter](/docs/gang-fighters-and-their-weaponry/skills/#2-gunfighter), [Inspirational](/docs/gang-fighters-and-their-weaponry/skills/#2-inspirational), [Spring Up](/docs/gang-fighters-and-their-weaponry/skills/#5-spring-up), [Step Aside](/docs/gang-fighters-and-their-weaponry/skills/#6-step-aside). **Weapons:** 2x Master-crafted hotshot laspistols (custom), long blade (same as: duelling sabre). **Wargear:** [Filter plugs](/docs/armoury/personal-equipment#filter-plugs), flak, strip kit. #### ‘A Charmed Life’ (Same as Precognition) - 3+ save (unmodifiable by AP). - 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit. #### “Come Along Scabs!” If Scabs is also hired: - If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="200"> ### Scabs  _Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations._ _Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!_ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ | **Skills:** [Clamber](/docs/gang-fighters-and-their-weaponry/skills/#2-clamber), [Escape Artist](/docs/gang-fighters-and-their-weaponry/skills/#2-escape-artist), [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate). **Weapons:** Plasma gun, stub gun. **Wargear:** [Filter plugs](/docs/armoury/personal-equipment#filter-plugs), flak. #### “Come Along Scabs!” If Kal is also hired: - The cost is reduced to 100 credits (instead of 200). Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”). If rolling for “We’ll Get Our Bit…”, roll a single D6 for both. #### Gifted Forager In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post. _Source: The Book of Peril_ </FighterCard> <FighterCard cost="360"> ## Slate Merdena, Orlock Road Boss **_Orlock only_**  ### Slate Merdena _The Sump Dogs are one of the hardest gangs to ever ride the ash roads of the Spider Points, and their success can be attributed to one man: Slate Merdena. As a Juve out of Sumptown, Slate built his first runner out of scrap, and took down his first Waster caravan before he could shave. It wasn’t long before he had his own crew, and not long after that a gang of riders he called the Sump Dogs, in memory of his hometown. Soon, the Sump Dogs boasted gangs from one end of the Palatine Cluster to the other and Slate was infamous for giving beaten Orlock leaders a choice between donning his colours or taking a short ride on the end of chain behind his war-rig. Despite his successes, when the masters of House Orlock called Slate to court for his well-earned place among them, he refused – unwilling to give up the road. Not wanting to lose such a talented fighter, or perhaps concerned what Slate might do if they trifled with him, they instead made him a Road Boss – a master of multiple gangs and an agent for the House masters themselves._ _Slate controls a dozen Hive Primus Ash Gates in the name of House Orlock, and a dozen more have made deals with his fighters for protection. Over the years, countless other gangs have tried to take him out, and Slate has earned a reputation as being nigh unkillable – having survived bullets to the chest, blades between his shoulders and even being hurled under the wheels of his own rig. Though time has taken its toll on Slate, evidenced by the dust visor he wears to hide his ash-burned eyes, he still radiates power. Often the mere sight of Slate and his faithful Cyber-mastiff Macula are enough to send his enemies running – lest they end their days as a mile marker on the Spider Points, like so many before them._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 2+ | 3+ | 3 | 4 | 3 | 3+ | 3 | 4+ | 5+ | 4+ | 5+ | **Skills:** [Fearsome](/docs/gang-fighters-and-their-weaponry/skills/#2-fearsome), [Iron Will](/docs/gang-fighters-and-their-weaponry/skills/#3-iron-will), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel). **Weapons:** Power hammer, custom plasma pistol, frag grenades. **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [photo-goggles](/docs/armoury/personal-equipment#photo-goggles). ### Macula (Cyber-Mastiff) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ | **Skills:** [Combat Master](/docs/gang-fighters-and-their-weaponry/skills/#1-combat-master). **Weapons:** Savage bite (Str S, AP -2, D 1, Disarm). #### Watchdog If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). #### Loyal Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. </FighterCard> --- 📄↔🤖 --- --- 📄↔🤖 --- | Wheeled. | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 217 |
203 | # Chronos Pattern Ironcrawler

<VehicleCard cost="390">
### Chronos Pattern Ironcrawler
| M | Front | Side | Rear | HP | Hnd | Sv |
| --- | ----- | ---- | ---- | --- | --- | --- |
| 6” | 9 | 9 | 8 | 7 | 6+ | 3+ |
**Locomotion:** Tracked.
**Weapon Hardpoints:** 2. Cab: Crew Operated, Front and Right Arc; Transport Cage: Crew Operated, All-round Arc.
**Existing Upgrades:** Transport Cage (large) with Fire Points, Transport Bed.
#### Upgrade Slots
| Body | Drive | Engine |
| :--: | :---: | :----: |
| 4 | 4 | 4 |
#### Fire Points
The Ironcrawler has five Fire Points on the transport cage: two on the left side, two on the right side, and one on the rear. Fighters in the transport cage have access to the Shoot (Basic) and Reload (Simple) actions. The Shoot (Basic) action is resolved from any one of the Fire Points. A Fire Point can only be used once per round. When using a Fire Point, fighters may not take the Aim (Basic) action, nor utilise weapons with the Unwieldy trait.
#### Transport Bed
The Ironcrawler has a transport bed behind the transport cage. Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control).
</VehicleCard>
## Equipment
This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)).
### Weapons
| Weapons | Credits |
| ------------------------------ | ------- |
| **Special Weapons** |
| Grenade launcher (frag & krak) | 65 |
| **Heavy Weapons** |
| Heavy stubber | 130 |
### Vehicle Upgrades
| Vehicle Upgrades | Credits |
| ---------------------- | -------- |
| **Body Upgrades** |
| Ablative armour | 15 |
| Crash cage | 15 |
| Escape hatches | 10 |
| Fire points\* | inc. (5) |
| Reinforced armour | 20 |
| Transport bed | inc. |
| Transport cage - large | inc. |
| Weapons stash | 20 |
| **Drive Upgrades** |
| All-wheel steering | 10 |
| Emergency brake | 10 |
| Powered steering | 30 |
| Redundant drive system | 15 |
| **Engine Upgrades** |
| Easy turnover | 5 |
| Engine shell | 15 |
| Nitro burner | 15 |
| Smoke vents | 25 |
\* Fire points require a Transport cage. Does not use an upgrade slot.
### Wargear
| Item | Credits |
| ------------------------ | ------- |
| Booby-trapped fuel tanks | 10 |
| Flare launchers | 10 |
| Headlights | 15 |
| Smoke launchers | 20 | | 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 | # Chronos Pattern Ironcrawler  <VehicleCard cost="390"> ### Chronos Pattern Ironcrawler | M | Front | Side | Rear | HP | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 6” | 9 | 9 | 8 | 7 | 6+ | 3+ | **Locomotion:** Tracked. **Weapon Hardpoints:** 2. Cab: Crew Operated, Front and Right Arc; Transport Cage: Crew Operated, All-round Arc. **Existing Upgrades:** Transport Cage (large) with Fire Points, Transport Bed. #### Upgrade Slots | Body | Drive | Engine | | :--: | :---: | :----: | | 4 | 4 | 4 | #### Fire Points The Ironcrawler has five Fire Points on the transport cage: two on the left side, two on the right side, and one on the rear. Fighters in the transport cage have access to the Shoot (Basic) and Reload (Simple) actions. The Shoot (Basic) action is resolved from any one of the Fire Points. A Fire Point can only be used once per round. When using a Fire Point, fighters may not take the Aim (Basic) action, nor utilise weapons with the Unwieldy trait. #### Transport Bed The Ironcrawler has a transport bed behind the transport cage. Fighters and loot in this dedicated area don't fall off if the vehicle moves, Swerves or Jack-knifes (Loss of Control). </VehicleCard> ## Equipment This page lists the _starting_ equipment available for vehicles. More equipment can be purchased during a campaign (see [Trading Post: Vehicles](/docs/armoury/vehicle-upgrades)). ### Weapons | Weapons | Credits | | ------------------------------ | ------- | | **Special Weapons** | | Grenade launcher (frag & krak) | 65 | | **Heavy Weapons** | | Heavy stubber | 130 | ### Vehicle Upgrades | Vehicle Upgrades | Credits | | ---------------------- | -------- | | **Body Upgrades** | | Ablative armour | 15 | | Crash cage | 15 | | Escape hatches | 10 | | Fire points\* | inc. (5) | | Reinforced armour | 20 | | Transport bed | inc. | | Transport cage - large | inc. | | Weapons stash | 20 | | **Drive Upgrades** | | All-wheel steering | 10 | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | **Engine Upgrades** | | Easy turnover | 5 | | Engine shell | 15 | | Nitro burner | 15 | | Smoke vents | 25 | \* Fire points require a Transport cage. Does not use an upgrade slot. ### Wargear | Item | Credits | | ------------------------ | ------- | | Booby-trapped fuel tanks | 10 | | Flare launchers | 10 | | Headlights | 15 | | Smoke launchers | 20 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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968 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 11. Rescue Mission
_“Did I ever tell you about the time I escaped from the Bittersweet Blades using just an exhausted power cell and a bottle of Snake Juice?”_
\- Jimmy Half-Hand, Proprietor of the Drowned Sump, Ash City
In this scenario, a gang tries to rescue a previously captured fighter from the clutches of their enemy.
<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
or 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).
## 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 (10) method to determine their crew. The defender’s starting crew are their sentries. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The
rest of the deck is then set to one side to form their Reinforcements deck.
## Deployment
The defender sets up their sentries and Captive(s)
anywhere on the battlefield. The attacker then sets
up each of their fighters within 2" of any edge of any
battlefield edge.
## Gang Tactics
The attacker can choose up to three gang tactics from
those available to their gang. The defender randomly
determines two gang tactics from those available to
their gang – however, they cannot be played until the
alarm has been raised.
If, during the pre-battle sequence, one player’s
Gang Rating is less than their opponent’s, they may
randomly determine an additional gang tactic for each
full 100 credits of difference.
## 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 attacker wins if, at the end of the battle, all of their
fighters held Captive were freed and have taken flight.
If no Captives took flight, the defender wins. Otherwise,
the battle is a draw.
## Rewards
#### Experience
If a Captive was freed, the fighter who freed them
earns D3 XP.
If a Captive is freed and takes flight, they earn 1 XP.
If all of the Captives were freed and took flight, the
attacking gang's Leader earns D3 XP (regardless of
whether they took part in the battle or not).
#### Reputation
For each Captive that was freed, the attacker gains 2
Reputation and the defender loses 1 Reputation.
If either gang bottled out, they lose 1 Reputation.
## The Captive
In a campaign, this scenario can only be played if one
or more of the attacker’s fighters has been Captured
by the defender. These models are the Captives. In a
skirmish battle, the attacker picks one of their fighters
to act as the Captive.
## Home Turf Advantage
The defender has the Home Turf Advantage as
described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics).
## Captive Models
Captive fighters never gain Ready markers, and cannot
be activated or attacked by either player.
Non-Captive attacking fighters can make the
following action:
**Free Captive (Basic):** Pick a Captive within 1" and roll
a D6. If the result is a 3 or higher, the Captive is freed.
On a 1 or 2 however, the Captive is not freed from their
shackles and remains Captive.
In addition, in the End phase of each round, the
attacking player may declare that one or more Captives
will attempt to escape their bonds. For each Captive
that does so, roll 2D6 and add their Strength. On a
13 or more, they break loose and are freed; on a 6
or less, however, they injure themselves and suffer a
Flesh Wound.
Freed Captives gain a Ready marker in the following
Priority phase and can be activated as normal from
then on. Their rescuers immediately return their
equipment to them.
## Taking Flight
Once the attackers have freed their Captive(s), they
can disappear back into the shadows. Any attacking
model or freed Captive that is within 1" of any edge of
the battlefield at the start of any End phase can take
flight if their controlling player wishes, even if they are
Prone and Seriously Injured. They are removed from
the battlefield, and count as being Out of Action from
now on for the purposes of Bottle checks.
## Reinforcements
In the round that the alarm is raised, and in each
subsequent round, D6 Reinforcements arrive for
the defender.
## Fleeing The Battlefield
If the defender voluntarily Bottles out and flees the
battlefield, their opponent automatically wins the
scenario and the Captives are freed.
</TabItem>
<TabItem value="2018" label="2018 Rulebook version">
_Source: Necromunda 2018 Rulebook_
_With one of their number in the hands of their rivals, a gang launches a daring rescue._
<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>The Captives</h2>
In a campaign, this scenario can only be chosen if any of the attacker’s fighters have been captured by the defender. These fighters are the Captives. Otherwise the attacker picks one fighter as the Captive.
<h2>Battlefield</h2>
Standard. Any type (2D, 3D, Ash Wastes).
<h2>Crews</h2>
- **Attacker:** Custom. (Ash Wastes: can include vehicles).
- **Defender:** Custom (5 Sentries) + Reinforcements (Ash Wastes: Reinforcements can include vehicles).
If a sentry has multiple equipment sets, randomize which one is used.
<h2>Home Turf Advantage</h2>
Defender:
- **Bottle tests:** Roll 2D6 and discard the highest.
- **Rally tests:** +1.
- **Hangers-on:** Included in the crew on a 4+ (roll individually).
<h2>Tactics Cards</h2>
- Attacker: Custom (3).
- Defender: Random (2) (only usable after the alarm is raised).
- Underdog (starting crew cost): +1 random per 100 credits.
<h2>Deployment</h2>
1. Defender: Set up the Captive(s) & sentries anywhere.
2. Attacker: Entire crew within 2" of any battlefield edges (free to use all edges).
<h2>Reinforcements</h2>
- Defender: D6.
- Each End phase (starting on the round the alarm is raised).
#### Captive Models
Captive fighters never become Ready, and can't be activated or attacked by either side.
#### Free Captive
Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+.
#### Attempt to Escape
In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape:
| 2D6+S | Result |
| :---: | :-------------------- |
| 1-6 | Suffer a Flesh Wound. |
| 7-12 | No effect. |
| 13+ | Freed. |
#### Freed Captives
Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby.
<h2>Taking Flight</h2>
Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured & Stationary). They count as being Out of Action for the purpose of Bottle tests.
<h2>Fleeing the Battlefield</h2>
If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins and all Captives are freed.
<h2>Ending the Battle</h2>
The battle ends when only one gang has fighters remaining (at the end of a round).
<h2>Victory</h2>
- Attacker: All Captives are freed and took flight.
- Defender: No Captives took flight.
- Otherwise it is a draw.
<h2>Rewards</h2>
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 for freeing a Captive.
- +1 to each Captive that were freed and took flight.
- +1 to the attacking Leader for winning (regardless of whether they took part in the battle or not).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +2 to the attacker per freed Captive.
- -1 to the defender per freed Captive.
- -1 to any gang that bottled out.
:::danger House Rule (Necrodamus, A&A)
### 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.
:::
</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', 'Ash Wastes', 'Home Turf Advantage', '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, a gang tries to rescue a previously captured fighter from the clutches of their enemy. | 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'; # 11. Rescue Mission _“Did I ever tell you about the time I escaped from the Bittersweet Blades using just an exhausted power cell and a bottle of Snake Juice?”_ \- Jimmy Half-Hand, Proprietor of the Drowned Sump, Ash City In this scenario, a gang tries to rescue a previously captured fighter from the clutches of their enemy. <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 or 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). ## 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 (10) method to determine their crew. The defender’s starting crew are their sentries. They use the Random Selection (5) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn. The rest of the deck is then set to one side to form their Reinforcements deck. ## Deployment The defender sets up their sentries and Captive(s) anywhere on the battlefield. The attacker then sets up each of their fighters within 2" of any edge of any battlefield edge. ## Gang Tactics The attacker can choose up to three gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang – however, they cannot be played until the alarm has been raised. If, during the pre-battle sequence, one player’s Gang Rating is less than their opponent’s, they may randomly determine an additional gang tactic for each full 100 credits of difference. ## 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 attacker wins if, at the end of the battle, all of their fighters held Captive were freed and have taken flight. If no Captives took flight, the defender wins. Otherwise, the battle is a draw. ## Rewards #### Experience If a Captive was freed, the fighter who freed them earns D3 XP. If a Captive is freed and takes flight, they earn 1 XP. If all of the Captives were freed and took flight, the attacking gang's Leader earns D3 XP (regardless of whether they took part in the battle or not). #### Reputation For each Captive that was freed, the attacker gains 2 Reputation and the defender loses 1 Reputation. If either gang bottled out, they lose 1 Reputation. ## The Captive In a campaign, this scenario can only be played if one or more of the attacker’s fighters has been Captured by the defender. These models are the Captives. In a skirmish battle, the attacker picks one of their fighters to act as the Captive. ## Home Turf Advantage The defender has the Home Turf Advantage as described in [Scenario Rules: Gang Tactics](/docs/battlefield-setup/scenario-rules#gang-tactics). ## Captive Models Captive fighters never gain Ready markers, and cannot be activated or attacked by either player. Non-Captive attacking fighters can make the following action: **Free Captive (Basic):** Pick a Captive within 1" and roll a D6. If the result is a 3 or higher, the Captive is freed. On a 1 or 2 however, the Captive is not freed from their shackles and remains Captive. In addition, in the End phase of each round, the attacking player may declare that one or more Captives will attempt to escape their bonds. For each Captive that does so, roll 2D6 and add their Strength. On a 13 or more, they break loose and are freed; on a 6 or less, however, they injure themselves and suffer a Flesh Wound. Freed Captives gain a Ready marker in the following Priority phase and can be activated as normal from then on. Their rescuers immediately return their equipment to them. ## Taking Flight Once the attackers have freed their Captive(s), they can disappear back into the shadows. Any attacking model or freed Captive that is within 1" of any edge of the battlefield at the start of any End phase can take flight if their controlling player wishes, even if they are Prone and Seriously Injured. They are removed from the battlefield, and count as being Out of Action from now on for the purposes of Bottle checks. ## Reinforcements In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender. ## Fleeing The Battlefield If the defender voluntarily Bottles out and flees the battlefield, their opponent automatically wins the scenario and the Captives are freed. </TabItem> <TabItem value="2018" label="2018 Rulebook version"> _Source: Necromunda 2018 Rulebook_ _With one of their number in the hands of their rivals, a gang launches a daring rescue._ <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>The Captives</h2> In a campaign, this scenario can only be chosen if any of the attacker’s fighters have been captured by the defender. These fighters are the Captives. Otherwise the attacker picks one fighter as the Captive. <h2>Battlefield</h2> Standard. Any type (2D, 3D, Ash Wastes). <h2>Crews</h2> - **Attacker:** Custom. (Ash Wastes: can include vehicles). - **Defender:** Custom (5 Sentries) + Reinforcements (Ash Wastes: Reinforcements can include vehicles). If a sentry has multiple equipment sets, randomize which one is used. <h2>Home Turf Advantage</h2> Defender: - **Bottle tests:** Roll 2D6 and discard the highest. - **Rally tests:** +1. - **Hangers-on:** Included in the crew on a 4+ (roll individually). <h2>Tactics Cards</h2> - Attacker: Custom (3). - Defender: Random (2) (only usable after the alarm is raised). - Underdog (starting crew cost): +1 random per 100 credits. <h2>Deployment</h2> 1. Defender: Set up the Captive(s) & sentries anywhere. 2. Attacker: Entire crew within 2" of any battlefield edges (free to use all edges). <h2>Reinforcements</h2> - Defender: D6. - Each End phase (starting on the round the alarm is raised). #### Captive Models Captive fighters never become Ready, and can't be activated or attacked by either side. #### Free Captive Non-Captive attackers can spend a Basic action (Free Captive) to free a Captive within 1” on a 3+. #### Attempt to Escape In each End phase, any Captive can attempt to escape. Roll 2D6 + Strength (individually) per Captive that attempts to escape: | 2D6+S | Result | | :---: | :-------------------- | | 1-6 | Suffer a Flesh Wound. | | 7-12 | No effect. | | 13+ | Freed. | #### Freed Captives Freed Captives become Ready at the start of the following round and activate as normal. It is assumed that the rescuers return all equipment to them, or collect it from nearby. <h2>Taking Flight</h2> Attackers within 1” of a battlefield edge at the start of the End phase can take flight (including Seriously Injured & Stationary). They count as being Out of Action for the purpose of Bottle tests. <h2>Fleeing the Battlefield</h2> If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins and all Captives are freed. <h2>Ending the Battle</h2> The battle ends when only one gang has fighters remaining (at the end of a round). <h2>Victory</h2> - Attacker: All Captives are freed and took flight. - Defender: No Captives took flight. - Otherwise it is a draw. <h2>Rewards</h2> #### Experience Scenario specific rewards: - +1 for taking part. - +D3 for freeing a Captive. - +1 to each Captive that were freed and took flight. - +1 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +2 to the attacker per freed Captive. - -1 to the defender per freed Captive. - -1 to any gang that bottled out. :::danger House Rule (Necrodamus, A&A) ### 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. ::: </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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986 | # 90. Market Mayhem
_You want the best gear? Hit the market. Of course, if you don’t want to pay you better hit it hard!_
In the Market Mayhem scenario, two gangs face off against each other after a fight breaks out in a bustling underhive market.
:::info Outcast Scenario
While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario.
#### Phase 3 only
Cannot be used in phase 1 of the campaign.
[View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios).
:::
**Source: Book of the Outcast**
## Attacker & Defender
Tie-breaker for determining the attacker:
1. Highest rating.
2. Roll-off (the winner can choose attacker/defender).
The other gang is the defender.
:::info Outlander Campaign
The gang who issued the challenge is the attacker.
:::
## Battlefield
Standard. 12" circle radius in the centre is the [Underhive Market](/docs/battlefield-setup/special-terrian-features/special-terrain#underhive-market).
:::info Outlander Campaign
If the defender has any defences then these may be placed anywhere on the battlefield.
:::
## Crews
- **Attacker:** Custom (10).
- **Defender:** Random (10).
## Tactics Cards
- Custom (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
Take turns (starting with the defender),
setting up 1 fighter at the time:
- Within 12" of the centre.
- Outside 1" of any enemy fighter.
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Home Turf Advantage
Defender:
- Bottle tests: Roll 2D6 and discard the highest.
- Rally tests: +1.
- Hangers-on: Included in the crew on a 4+ (roll individually).
## The Market
_Neither side is packing heavy weapons for the fight - the attacker has snuck into the rival's market with only what they can hide on their person, while the defender doesn't want to shoot up their own settlement._
A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. In addition, the following can't be used when fighting in the market or shooting into the market (applies to all gangs):
- Heavy weapons.
- Ranged weapons with S6+.
- Blast/Template.
- Rapid Fire (X), however, can use single shot mode (without Rapid Fire).
- Coup de Grace or targeting Seriously Injured fighters with attacks.
#### Market Looting
Counts as a Loot casket that can be opened multiple times and with different content:
| D6 | Result |
| :------------------------: | :------------------------------------------------------------------------------------ |
| 1 | Trapped!: Suffer a S3 hit. |
| 2-3 | Nothing Much: D6x5 credits. |
| 4-5 | It Wasn't Nailed Down: A Common item worth 30 or less (after the battle). |
| 6 | Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain. |
Note: If controlled by a gang, only the enemy can loot it.
#### Ammo Stash
Counts as an Ammo Crate with an additional effect within 1":
- Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon.
#### Poorly Constructed
If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds:
- Weapon Str >= 2D6
Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze.
## Ending the Battle
The battle ends when any of the following are true (start of round):
- Only one gang remains on the battlefield.
- One gang only has Seriously Injured fighters remaining
## Victory
The attacker wins if the defender only has Seriously Injured fighters remaining on the battlefield.
Otherwise the defender wins.
## Rewards
#### Credits
- **Attacker:** 4D6x10 for winning.
- **Defender:** 3D6x10 for winning.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +D6 to the winning leader.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 to the winner.
- -1 for bottling out.
:::info Outlander Campaign
#### Resources
The winning attacker gains all of the following:
- D6 Power.
- D6 Salvage.
- D6 Sustenance.
::: | 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', 'Outcast 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 | # 90. Market Mayhem _You want the best gear? Hit the market. Of course, if you don’t want to pay you better hit it hard!_ In the Market Mayhem scenario, two gangs face off against each other after a fight breaks out in a bustling underhive market. :::info Outcast Scenario While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario. #### Phase 3 only Cannot be used in phase 1 of the campaign. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign The gang who issued the challenge is the attacker. ::: ## Battlefield Standard. 12" circle radius in the centre is the [Underhive Market](/docs/battlefield-setup/special-terrian-features/special-terrain#underhive-market). :::info Outlander Campaign If the defender has any defences then these may be placed anywhere on the battlefield. ::: ## Crews - **Attacker:** Custom (10). - **Defender:** Random (10). ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment Take turns (starting with the defender), setting up 1 fighter at the time: - Within 12" of the centre. - Outside 1" of any enemy fighter. ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Home Turf Advantage Defender: - Bottle tests: Roll 2D6 and discard the highest. - Rally tests: +1. - Hangers-on: Included in the crew on a 4+ (roll individually). ## The Market _Neither side is packing heavy weapons for the fight - the attacker has snuck into the rival's market with only what they can hide on their person, while the defender doesn't want to shoot up their own settlement._ A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. In addition, the following can't be used when fighting in the market or shooting into the market (applies to all gangs): - Heavy weapons. - Ranged weapons with S6+. - Blast/Template. - Rapid Fire (X), however, can use single shot mode (without Rapid Fire). - Coup de Grace or targeting Seriously Injured fighters with attacks. #### Market Looting Counts as a Loot casket that can be opened multiple times and with different content: | D6 | Result | | :------------------------: | :------------------------------------------------------------------------------------ | | 1 | Trapped!: Suffer a S3 hit. | | 2-3 | Nothing Much: D6x5 credits. | | 4-5 | It Wasn't Nailed Down: A Common item worth 30 or less (after the battle). | | 6 | Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain. | Note: If controlled by a gang, only the enemy can loot it. #### Ammo Stash Counts as an Ammo Crate with an additional effect within 1": - Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon. #### Poorly Constructed If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds: - Weapon Str >= 2D6 Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze. ## Ending the Battle The battle ends when any of the following are true (start of round): - Only one gang remains on the battlefield. - One gang only has Seriously Injured fighters remaining ## Victory The attacker wins if the defender only has Seriously Injured fighters remaining on the battlefield. Otherwise the defender wins. ## Rewards #### Credits - **Attacker:** 4D6x10 for winning. - **Defender:** 3D6x10 for winning. #### Experience Scenario specific rewards: - +1 for taking part. - +D6 to the winning leader. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the winner. - -1 for bottling out. :::info Outlander Campaign #### Resources The winning attacker gains all of the following: - D6 Power. - D6 Salvage. - D6 Sustenance. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 986 |
93 | ### 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 - Firestorm | Unknown | shotgun | 0 | 0 | 0 | 5 | 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 | 8 | 0 | 0 | 0 | 0 | 2 | 1 | 100 | R8 | ['[[blaze]]', '[[limited]]'] | -1 | - | 6+ | 6 | ['Combat Shotgun - Firestorm'] | 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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} | 93 |
852 | # Uprising Campaign Scenarios
_Source: Necromunda: Apocrypha Necromunda (2024)_
The Uprising Campaign is a struggle between the brutal
rule of the Imperium and the subversive cults that
seek to tear it down. At the beginning of the campaign,
Imperial law firmly holds the denizens of the hive in
their place, and the rebels must use stealth, sedition
and guerrilla warfare to erode the control of their
enemies. For the Enforcers of Lord Helmawr’s rule,
their task is to hunt down and burn out the cancerous
elements of the uprising – before it is too late…
To capture the feel of a hive descending into
lawlessness, the Uprising Campaign uses a collection
of unique scenarios. Whenever gangs meet to fight
for the fate of the hive, they use one of the scenarios
detailed in this section, the outcome of which
determines whether or not the iron fist of the Imperium
retains its grip, or the servants of the Dark Gods
advance their schemes.
## Order Or Chaos
In an Uprising Campaign scenario, one side will take on
the role of Order, fighting to preserve the hive, and the
other Chaos, seeking to bring it to ruin. Even in games
between gangs of the same Allegiance (see page 78),
one side will represent Order and the other Chaos, as
during the mayhem of a hive-wide rebellion, sides may
find themselves unwittingly aiding their enemies or
turning on their allies out of fear. Before generating a
scenario, players will need to work out who is fighting
for which side using the guidelines below:
Gangs fight for their Allegiance, so a Chaos gang
represents Chaos and an Order gang represents Order.
Unaligned gangs (see page 78) represent the opposing
Allegiance, so if an Unaligned gang is fighting a Chaos
gang then the Unaligned gang is fighting for Order.
If both gangs have the same Allegiance, or are both
Unaligned, then the players roll a D6, re-rolling any
ties. The player who rolled highest uses their gang’s
Allegiance (or may choose if their gang is Unaligned)
and their opponent fights for the opposing Allegiance.
For example, if two Chaos gangs fight each other, the
winner of the roll-off represents Chaos, while their
opponent represents Order.
## Scenario Rewards
Each scenario provides rewards, such as Experience,
credits or Meat for the gangs playing it. At the end
of the game, players should consult the scenario
and see if they qualify for any of its rewards, adding
them to their gang rosters if they do. Some rewards
only apply depending on the phase of the campaign
– Insurrection or Damnation – and are noted in the
scenario descriptions.
## Capturing Territories
During an Uprising Campaign, war rages throughout
the hive, with settlements, strongholds and entire
districts changing hands in the aftermath of bloody
battles. Each time two gangs fight each other, there
is a chance that the victor might take a Territory from
their opponent. At the end of the game, if 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 capture
one of their opponent’s Territories.
Randomly select one of the losing gang’s Territories for
the victor to claim; remembering that a gang’s home
base or hideout can never be captured. If a gang’s
only Territory is their home base or hideout then no
Territories change hands. See page 88 for more details
on Uprising Territories.
## List of Uprising Scenarios
- Show of Force
- Scavenge
- Hit and Run
- Search and Destroy
- Meat Harvest
- Public Execution | 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 | # Uprising Campaign Scenarios _Source: Necromunda: Apocrypha Necromunda (2024)_ The Uprising Campaign is a struggle between the brutal rule of the Imperium and the subversive cults that seek to tear it down. At the beginning of the campaign, Imperial law firmly holds the denizens of the hive in their place, and the rebels must use stealth, sedition and guerrilla warfare to erode the control of their enemies. For the Enforcers of Lord Helmawr’s rule, their task is to hunt down and burn out the cancerous elements of the uprising – before it is too late… To capture the feel of a hive descending into lawlessness, the Uprising Campaign uses a collection of unique scenarios. Whenever gangs meet to fight for the fate of the hive, they use one of the scenarios detailed in this section, the outcome of which determines whether or not the iron fist of the Imperium retains its grip, or the servants of the Dark Gods advance their schemes. ## Order Or Chaos In an Uprising Campaign scenario, one side will take on the role of Order, fighting to preserve the hive, and the other Chaos, seeking to bring it to ruin. Even in games between gangs of the same Allegiance (see page 78), one side will represent Order and the other Chaos, as during the mayhem of a hive-wide rebellion, sides may find themselves unwittingly aiding their enemies or turning on their allies out of fear. Before generating a scenario, players will need to work out who is fighting for which side using the guidelines below: Gangs fight for their Allegiance, so a Chaos gang represents Chaos and an Order gang represents Order. Unaligned gangs (see page 78) represent the opposing Allegiance, so if an Unaligned gang is fighting a Chaos gang then the Unaligned gang is fighting for Order. If both gangs have the same Allegiance, or are both Unaligned, then the players roll a D6, re-rolling any ties. The player who rolled highest uses their gang’s Allegiance (or may choose if their gang is Unaligned) and their opponent fights for the opposing Allegiance. For example, if two Chaos gangs fight each other, the winner of the roll-off represents Chaos, while their opponent represents Order. ## Scenario Rewards Each scenario provides rewards, such as Experience, credits or Meat for the gangs playing it. At the end of the game, players should consult the scenario and see if they qualify for any of its rewards, adding them to their gang rosters if they do. Some rewards only apply depending on the phase of the campaign – Insurrection or Damnation – and are noted in the scenario descriptions. ## Capturing Territories During an Uprising Campaign, war rages throughout the hive, with settlements, strongholds and entire districts changing hands in the aftermath of bloody battles. Each time two gangs fight each other, there is a chance that the victor might take a Territory from their opponent. At the end of the game, if 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 capture one of their opponent’s Territories. Randomly select one of the losing gang’s Territories for the victor to claim; remembering that a gang’s home base or hideout can never be captured. If a gang’s only Territory is their home base or hideout then no Territories change hands. See page 88 for more details on Uprising Territories. ## List of Uprising Scenarios - Show of Force - Scavenge - Hit and Run - Search and Destroy - Meat Harvest - Public Execution | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 852 |
68 | ### Shock
If the hit roll for a Shock weapon is a natural 6, the
wound roll is considered to automatically succeed
(no wound roll needs to be made). | Unknown | Shock | 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 hit roll for a Shock weapon is a natural 6, thewound roll is considered to automatically succeed(no wound roll needs to be made). | 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 | ### Shock If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 68 |
1,202 | # Characteristics Profiles
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
Each model (fighters & vehicles) and weapon has a characteristics profile, which details their capabilities in battle. For vehicles, the stats represent the vehicle & crew combined. A vehicle is a single entity (regardless of how many crew members the vehicle has).
## Fighter Profile
<table>
<thead>
<tr>
<th>M</th>
<th>WS</th>
<th>BS</th>
<th>S</th>
<th>T</th>
<th>W</th>
<th>I</th>
<th>A</th>
<th>Ld</th>
<th>Cl</th>
<th>Int</th>
<th>Wil</th>
</tr>
</thead>
<tbody>
<tr>
<td>5"</td>
<td>4+</td>
<td>4+</td>
<td>3</td>
<td>3</td>
<td>1</td>
<td>4+</td>
<td>1</td>
<td>6+</td>
<td>7+</td>
<td>7+</td>
<td>7+</td>
</tr>
</tbody>
</table>
## Vehicle & Crew Profile
<table>
<thead>
<tr>
<th colspan="7">Vehicle Stats</th>
<th colspan="5">Crew Stats</th>
</tr>
<tr>
<th></th>
<th colspan="3">Toughness</th>
<th colspan="3"></th>
<th colspan="5"></th>
</tr>
<tr>
<th>M</th>
<th>Front</th>
<th>Side</th>
<th>Rear</th>
<th>W</th>
<th>Hnd</th>
<th>Sv</th>
<th>BS</th>
<th>Ld</th>
<th>Cl</th>
<th>Int</th>
<th>Wil</th>
</tr>
</thead>
<tbody>
<tr>
<td>7"</td>
<td>8</td>
<td>7</td>
<td>6</td>
<td>3</td>
<td>6+</td>
<td>5+</td>
<td>4+</td>
<td>8+</td>
<td>5+</td>
<td>5+</td>
<td>6+</td>
</tr>
</tbody>
</table>
## Shared
### Move
Distance in inches the model can move (up to) when making various move actions.
### Ballistic Skill (BS)
Proficiency with ranged weapons.
### Toughness (T)
The ability to not be wounded by an attack.
Vehicles:
- Facings: Hits must determine which facing they originate from to determine the Toughness.
### Wounds (W)
A measure of how much punishment a model can take.
Vehicles: Represents Hull Points.
### Initiative (I)
The model’s dexterity and reflexes.
### Leadership (Ld)
The fighter’s ability to issue or follow commands in the heat of battle.
### Cool (Cl)
A fighter’s capacity for keeping calm under fire.
### Willpower (Wil)
The fighter’s mental fortitude and resilience.
### Intelligence (Int)
Intelligence represents a fighter’s mental acuity and ability to apply knowledge.
## Fighter-specific
### Weapon Skill (WS)
Proficiency with melee weapons (and pistols when used in close combat).
### Strength (S)
The ability to inflict damage in close combat.
### Attacks (A)
The number of dice rolled when attacking in close combat.
## Vehicle & Crew Specific
### Save (Sv)
The save is included in the stats for vehicles.
### Handling (Hnd)
Equivalent to Initiative, but uses 2D6 instead (like other mental stats).
## Modifying Characteristics
Sometimes, the rules will modify a stat. If a model with Toughness 3 is given a +1 modifier, the Toughness counts as 4. If the stat is given as a target number, the modifier is effectively applied to the dice roll. For example, if a fighter with BS 4+ is given a +1 modifier, the BS would effectively be improved to 3+.
## Characteristic Tests
- **Weapon Skill, Ballistic Skill and Initiative**<br />
Roll a D6. If the result is equal to or higher than the characteristic, the test is passed. A result of 1 (before or after modifiers) is always failed.
- **Leadership, Cool, Willpower, Intelligence & Handling**<br />
Roll 2D6. If the result is equal to or higher than the characteristic, the test is passed. A result of 2 (before or after modifiers) is always failed.
- **Strength or Toughness**<br />
Roll a D6. If the result is equal to or lower than the characteristic, the test is passed.Vehicles: Since Toughness is separated in facings, Toughness tests must be relative to the facing.
## Minimum/Maximum Characteristics
Each stat has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a Characteristic beyond its maximum, treat it as a roll of 12 instead.
| | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
| Max | 8” | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ |
| Min | 1” | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ |
- Max 2+ for Weapon Skill, Ballistic Skill and Initiative.
- Max 3+ for Leadership, Cool, Willpower and Intelligence.
- Max +2 Movement, Strength and Toughness (compared to the fighter’s current type).
- Max +1 Wound and Attack (compared to the fighter’s current type).
## Weapon Profile
<table>
<thead>
<tr>
<th></th>
<th colspan="2">Range</th>
<th colspan="2">Accuracy</th>
<th colspan="5"></th>
</tr>
<tr>
<th>Weapon</th>
<th>S</th>
<th>L</th>
<th>S</th>
<th>L</th>
<th>Str</th>
<th>AP</th>
<th>D</th>
<th>Ammo</th>
<th>Traits</th>
</tr>
</thead>
<tbody>
<tr>
<td>Lasgun</td>
<td>18"</td>
<td>24"</td>
<td>+1</td>
<td>-</td>
<td>3</td>
<td>-</td>
<td>1</td>
<td>2+</td>
<td>Plentiful</td>
</tr>
</tbody>
</table>
### Range (Rng)
Each weapon has two ranges: Short (S) and Long (L). If a weapon’s range is listed as an E, it is a close combat weapon only usable against targets that are Engaged with the wielder. Otherwise, it is a ranged weapon. Template: All weapons with short range ‘T’ has the Template trait and uses flame template when fired. These weapons never have a long range.Melee: All weapons with short range ‘E’ (Engaged) has the Melee trait and is used in close combat against targets that are B2B.Versatile: All weapons with short range ‘E’ and a long range (other than ‘-’) has the Versatile trait and can be used in close combat even if the target is not B2B
### Accuracy
Modifiers that are applied to the hit roll when attacking with the weapon. The ‘S’ modifier applies at Short range and ‘L’ applies at Long range.
### Strength (Str)
The weapon’s Strength used when making wound rolls. If listed as a modifier, this is applied to the wielder’s Strength.
### Armour Penetration (AP)
The weapon’s ability to punch through armour. This modifier can increase or reduce the target’s save roll.
### Damage (D)
The weapon’s chance of damaging or taking a target Out of Action.
### Ammo (AM)
If this characteristic is a numerical value, a Firepower dice must be rolled when attacking with it, as there is a chance of it running Out of Ammo or jamming.
### Traits
Most weapons have one or more traits, each of which gives the weapon an unique bonus or changes the way it attacks.
## Damage ‘-’ Weapons
Weapons with Damage characteristic of ‘-’ do not cause Damage in the usual way and will not cause a fighter to lose a Wound.Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. | 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 | # Characteristics Profiles :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Each model (fighters & vehicles) and weapon has a characteristics profile, which details their capabilities in battle. For vehicles, the stats represent the vehicle & crew combined. A vehicle is a single entity (regardless of how many crew members the vehicle has). ## Fighter Profile <table> <thead> <tr> <th>M</th> <th>WS</th> <th>BS</th> <th>S</th> <th>T</th> <th>W</th> <th>I</th> <th>A</th> <th>Ld</th> <th>Cl</th> <th>Int</th> <th>Wil</th> </tr> </thead> <tbody> <tr> <td>5"</td> <td>4+</td> <td>4+</td> <td>3</td> <td>3</td> <td>1</td> <td>4+</td> <td>1</td> <td>6+</td> <td>7+</td> <td>7+</td> <td>7+</td> </tr> </tbody> </table> ## Vehicle & Crew Profile <table> <thead> <tr> <th colspan="7">Vehicle Stats</th> <th colspan="5">Crew Stats</th> </tr> <tr> <th></th> <th colspan="3">Toughness</th> <th colspan="3"></th> <th colspan="5"></th> </tr> <tr> <th>M</th> <th>Front</th> <th>Side</th> <th>Rear</th> <th>W</th> <th>Hnd</th> <th>Sv</th> <th>BS</th> <th>Ld</th> <th>Cl</th> <th>Int</th> <th>Wil</th> </tr> </thead> <tbody> <tr> <td>7"</td> <td>8</td> <td>7</td> <td>6</td> <td>3</td> <td>6+</td> <td>5+</td> <td>4+</td> <td>8+</td> <td>5+</td> <td>5+</td> <td>6+</td> </tr> </tbody> </table> ## Shared ### Move Distance in inches the model can move (up to) when making various move actions. ### Ballistic Skill (BS) Proficiency with ranged weapons. ### Toughness (T) The ability to not be wounded by an attack. Vehicles: - Facings: Hits must determine which facing they originate from to determine the Toughness. ### Wounds (W) A measure of how much punishment a model can take. Vehicles: Represents Hull Points. ### Initiative (I) The model’s dexterity and reflexes. ### Leadership (Ld) The fighter’s ability to issue or follow commands in the heat of battle. ### Cool (Cl) A fighter’s capacity for keeping calm under fire. ### Willpower (Wil) The fighter’s mental fortitude and resilience. ### Intelligence (Int) Intelligence represents a fighter’s mental acuity and ability to apply knowledge. ## Fighter-specific ### Weapon Skill (WS) Proficiency with melee weapons (and pistols when used in close combat). ### Strength (S) The ability to inflict damage in close combat. ### Attacks (A) The number of dice rolled when attacking in close combat. ## Vehicle & Crew Specific ### Save (Sv) The save is included in the stats for vehicles. ### Handling (Hnd) Equivalent to Initiative, but uses 2D6 instead (like other mental stats). ## Modifying Characteristics Sometimes, the rules will modify a stat. If a model with Toughness 3 is given a +1 modifier, the Toughness counts as 4. If the stat is given as a target number, the modifier is effectively applied to the dice roll. For example, if a fighter with BS 4+ is given a +1 modifier, the BS would effectively be improved to 3+. ## Characteristic Tests - **Weapon Skill, Ballistic Skill and Initiative**<br /> Roll a D6. If the result is equal to or higher than the characteristic, the test is passed. A result of 1 (before or after modifiers) is always failed. - **Leadership, Cool, Willpower, Intelligence & Handling**<br /> Roll 2D6. If the result is equal to or higher than the characteristic, the test is passed. A result of 2 (before or after modifiers) is always failed. - **Strength or Toughness**<br /> Roll a D6. If the result is equal to or lower than the characteristic, the test is passed.Vehicles: Since Toughness is separated in facings, Toughness tests must be relative to the facing. ## Minimum/Maximum Characteristics Each stat has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a Characteristic beyond its maximum, treat it as a roll of 12 instead. | | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | Max | 8” | 2+ | 2+ | 6 | 6 | 6 | 2+ | 10 | 3+ | 3+ | 3+ | 3+ | | Min | 1” | 6+ | 6+ | 1 | 1 | 1 | 6+ | 1 | 10+ | 10+ | 10+ | 10+ | - Max 2+ for Weapon Skill, Ballistic Skill and Initiative. - Max 3+ for Leadership, Cool, Willpower and Intelligence. - Max +2 Movement, Strength and Toughness (compared to the fighter’s current type). - Max +1 Wound and Attack (compared to the fighter’s current type). ## Weapon Profile <table> <thead> <tr> <th></th> <th colspan="2">Range</th> <th colspan="2">Accuracy</th> <th colspan="5"></th> </tr> <tr> <th>Weapon</th> <th>S</th> <th>L</th> <th>S</th> <th>L</th> <th>Str</th> <th>AP</th> <th>D</th> <th>Ammo</th> <th>Traits</th> </tr> </thead> <tbody> <tr> <td>Lasgun</td> <td>18"</td> <td>24"</td> <td>+1</td> <td>-</td> <td>3</td> <td>-</td> <td>1</td> <td>2+</td> <td>Plentiful</td> </tr> </tbody> </table> ### Range (Rng) Each weapon has two ranges: Short (S) and Long (L). If a weapon’s range is listed as an E, it is a close combat weapon only usable against targets that are Engaged with the wielder. Otherwise, it is a ranged weapon. Template: All weapons with short range ‘T’ has the Template trait and uses flame template when fired. These weapons never have a long range.Melee: All weapons with short range ‘E’ (Engaged) has the Melee trait and is used in close combat against targets that are B2B.Versatile: All weapons with short range ‘E’ and a long range (other than ‘-’) has the Versatile trait and can be used in close combat even if the target is not B2B ### Accuracy Modifiers that are applied to the hit roll when attacking with the weapon. The ‘S’ modifier applies at Short range and ‘L’ applies at Long range. ### Strength (Str) The weapon’s Strength used when making wound rolls. If listed as a modifier, this is applied to the wielder’s Strength. ### Armour Penetration (AP) The weapon’s ability to punch through armour. This modifier can increase or reduce the target’s save roll. ### Damage (D) The weapon’s chance of damaging or taking a target Out of Action. ### Ammo (AM) If this characteristic is a numerical value, a Firepower dice must be rolled when attacking with it, as there is a chance of it running Out of Ammo or jamming. ### Traits Most weapons have one or more traits, each of which gives the weapon an unique bonus or changes the way it attacks. ## Damage ‘-’ Weapons Weapons with Damage characteristic of ‘-’ do not cause Damage in the usual way and will not cause a fighter to lose a Wound.Consequently, if any Injury dice are rolled against a fighter as the result of an attack made by a Damage ‘-’ weapon, the result(s) of the Injury dice are applied as normal. No Wounds are removed from the fighter. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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284 | ##### user
Based on my notes, what are some examples of weapons available?
##### assistant
```lookup
{"hypothetical_1":"Weapons > Types of Weapons","hypothetical_2":"Weapons > Commonly Used Weapons","hypothetical_3":"Weapons > Modern Weapons"}
``` | 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 | ##### user Based on my notes, what are some examples of weapons available? ##### assistant ```lookup {"hypothetical_1":"Weapons > Types of Weapons","hypothetical_2":"Weapons > Commonly Used Weapons","hypothetical_3":"Weapons > Modern Weapons"} ``` | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 284 |
696 | # 48. Blood Rites
_A dark offering for the gods._
**Source: Book of Ruin**
## Attacker & Defender
If only one gang is Chaotic, then that gang is the attacker. Otherwise, the gang who chose this scenario is the attacker, the other is the defender.
## Battlefield
Standard.
## Crews
- **Attacker:** Custom (10)
- **Defender:** Random (D3+3) + Reinforcement
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Standard.
## Reinforcements
- Defender: 1.
- Each End phase (starting on the 2nd round).
## Sacrifices
_The attacker is seeking to stain the ground with a blood offering._
Defending fighters taken Out of Action are not removed from the battlefield. Instead the fighter becomes a ‘downed fighter’:
- Apply a Lasting Injury as normal.
- Still considered Out of Action (no longer becomes Ready).
- Can't make any actions for any reason.
Other fighters can spend a double action to drag a downed fighter up to a single Movement distance.
Attacking fighters B2B with a downed fighter can spend a double action (Blood Ritual) to gain a Blood token. The fighter must immediately pass a Toughness test, or be removed.
## Ending the Battle
The battle ends when at least 1 condition is true:
- Only one gang has fighters remaining (at the start of a round).
- The end of round 9.
## Victory
The attacker wins if having 5+ Blood tokens when the battle ends, or being the last remaining gang. Otherwise the defender wins.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- **Attacker:** +1 per Blood token gained.
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 | # 48. Blood Rites _A dark offering for the gods._ **Source: Book of Ruin** ## Attacker & Defender If only one gang is Chaotic, then that gang is the attacker. Otherwise, the gang who chose this scenario is the attacker, the other is the defender. ## Battlefield Standard. ## Crews - **Attacker:** Custom (10) - **Defender:** Random (D3+3) + Reinforcement ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## Sacrifices _The attacker is seeking to stain the ground with a blood offering._ Defending fighters taken Out of Action are not removed from the battlefield. Instead the fighter becomes a ‘downed fighter’: - Apply a Lasting Injury as normal. - Still considered Out of Action (no longer becomes Ready). - Can't make any actions for any reason. Other fighters can spend a double action to drag a downed fighter up to a single Movement distance. Attacking fighters B2B with a downed fighter can spend a double action (Blood Ritual) to gain a Blood token. The fighter must immediately pass a Toughness test, or be removed. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining (at the start of a round). - The end of round 9. ## Victory The attacker wins if having 5+ Blood tokens when the battle ends, or being the last remaining gang. Otherwise the defender wins. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - **Attacker:** +1 per Blood token gained. 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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85 | ### Stake-crossbow
_A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost |
| :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 | | ranged-weapon | Stake Crossbow | Unknown | crossbow | 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 | 5 | 15 | 1 | 0 | 3 | 1 | 60 | R9 | ['[[hexagrammatic]]', '[[silent]]'] | 0 | - | 4+ | 4 | ['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 | ### Stake-crossbow _A relic of an ancient time, the stake-crossbow is a mechanical bolt thrower, small enough to be used one handed. Favoured by witch hunters, ornate versions of these weapons are often used in the hunting of psykers; where bullets might fail, a hexagrammatic silvered bolt can prove fatal._ | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Ammo | Traits | AL | Cost | | :------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | ---- | :------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Stake-crossbow | 5" | 15" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="hexagrammatic">Hexagrammatic</Tooltip>, <Tooltip type="traits" content="silent">Silent</Tooltip> | R9 | 60 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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434 | ### Gas Grenades (20 credits)
- **Description:** Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons.
- **Effects:** Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse.
- **Use Limitation:** Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | equipment | Gas Grenades | Unknown | grenade | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment', 'grenade'] | Unknown | Unknown | Unknown | Unknown | Unknown | Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons. | Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | 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 | ### Gas Grenades (20 credits) - **Description:** Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons. - **Effects:** Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse. - **Use Limitation:** Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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849 | # Van Saar Sub-plots
The gangs of House Van Saar operate to protect the interests of the House, ensuring its vast manufactoria
operations are protected from hostile rivals whilst simultaneously keeping the secrets of the House secure fromoutsiders. To do this, Van Saar gangs rely on their technological superiority and the intellectual prowess of handpicked gang leaders to present shows of unrivalled strength through superior tactics and firepower. Where other
gangs rely on brute force or dogged determination to win a fight, House Van Saar prefers to outwit and outgun
its foes.
If players are using Sub-plots in their games (see the Necromunda Rulebook), then a Van Saar player may choose
to use the Van Saar Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the
rulebook, Van Saar Sub-plots do not use suits (i.e., any Ace drawn will represent the Retaliatory Fire Sub-plot
regardless of its suit).
| Card | Sub-plot |
| :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Ace | **Retaliatory Fire**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. |
| 2 | **Methodical**<br /> Reveal this Sub-plot the first time a Seriously Injured enemy fighter is taken Out of Action by one of your fighters as a result of a Shoot (Basic) action. Your fighter immediately gains an additional 1 XP. |
| 3 | **Shooting Gallery**<br /> The first time one of your fighters becomes Engaged by an enemy fighter, discard this Sub-plot. If, at the end of the battle, this Sub-plot has not been discarded, reveal this Sub-plot. If you do so, your gang earns D3 Reputation, in addition to any scenario rewards. |
| 4 | **Forward Thinking**<br /> Reveal this Sub-plot when your opponent plays a gang tactic. If you have yet to play a gang tactic this battle, immediately gain one randomly determined gang tactic. If your opponent has played two or more gang tactics before this Sub-plot is revealed, and you have yet to play any gang tactics, immediately gain two randomly determined gang tactics instead. |
| 5 | **Radiation Purge**<br /> Reveal this Sub-plot the first time an enemy fighter reduces their Toughness characteristic to 0 due to a 4+ being rolled as a result of the Rad-phage trait. Your gang gains D3 Reputation. If, however, that enemy fighter was a Champion or Leader, then your gang gains D6 Reputation instead. |
| 6 | **Seize the System**<br /> If, at the start of any of your activations, two or more fighters have made a successful Intelligence check this round, for any reason, reveal this Sub-plot. You may immediately open, close and/or lock all doors on the battlefield, determining what happens to each door individually. |
| 7 | **Sucker Punch**<br /> Reveal this Sub-plot if an enemy fighter becomes Seriously Injured or is taken Out of Action by a Reaction attack made by one of your fighters. That fighter gains an additional D3 XP. |
| 8 | **Well-prepared**<br /> The first time one of your fighters fails an Ammo check, discard this Sub-plot. If, at the end of the battle, this card has not been discarded, your gang gains an additional D3 Reputation. |
| 9 | **Reliable Tech**<br /> Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards. |
| 10 | **Shoot for the Head**<br /> Reveal this Sub-plot if a fighter from your gang Seriously Injures or takes your opponent’s Leader Out of Action with a Shoot (Basic) action. Your gang immediately gains D3 randomly determined gang tactics. |
| Jack | **Explosive Message**<br /> Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards. |
| Queen | **Deadeye**<br /> Reveal this Sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action as a result of an Improbable Shot (i.e., the shot hit after rolling a 6 for the Improbable Shot and then successfully Injured the target) made by one of your fighters. That fighter gains an additional D3 XP and your gang gains an additional D3 Reputation. |
| King | **Burning with Energy**<br /> Reveal this Sub-plot in the End phase of any round in which at least three enemy fighters have been taken Out of Action by any attacks with plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon or plasma grenades). Your gang immediately gains one randomly determined Gang Tactic. If any of the fighters taken Out of Action in this way were a Leader or Champion, you gain two gang tactics instead. | | 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 Sub-plots The gangs of House Van Saar operate to protect the interests of the House, ensuring its vast manufactoria operations are protected from hostile rivals whilst simultaneously keeping the secrets of the House secure fromoutsiders. To do this, Van Saar gangs rely on their technological superiority and the intellectual prowess of handpicked gang leaders to present shows of unrivalled strength through superior tactics and firepower. Where other gangs rely on brute force or dogged determination to win a fight, House Van Saar prefers to outwit and outgun its foes. If players are using Sub-plots in their games (see the Necromunda Rulebook), then a Van Saar player may choose to use the Van Saar Sub-plots table rather than any of the ones in the rulebook. Unlike the Sub-plots in the rulebook, Van Saar Sub-plots do not use suits (i.e., any Ace drawn will represent the Retaliatory Fire Sub-plot regardless of its suit). | Card | Sub-plot | | :---: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Ace | **Retaliatory Fire**<br /> Reveal this Sub-plot if a Champion or Leader belonging to your gang is Seriously Injured or taken Out of Action by an enemy fighter. If, at the end of the Action phase, that enemy fighter is Seriously Injured or taken Out of Action, every fighter in your gang gains 1 XP. If the enemy fighter is not Seriously Injured or taken Out of Action by then, this card is discarded. | | 2 | **Methodical**<br /> Reveal this Sub-plot the first time a Seriously Injured enemy fighter is taken Out of Action by one of your fighters as a result of a Shoot (Basic) action. Your fighter immediately gains an additional 1 XP. | | 3 | **Shooting Gallery**<br /> The first time one of your fighters becomes Engaged by an enemy fighter, discard this Sub-plot. If, at the end of the battle, this Sub-plot has not been discarded, reveal this Sub-plot. If you do so, your gang earns D3 Reputation, in addition to any scenario rewards. | | 4 | **Forward Thinking**<br /> Reveal this Sub-plot when your opponent plays a gang tactic. If you have yet to play a gang tactic this battle, immediately gain one randomly determined gang tactic. If your opponent has played two or more gang tactics before this Sub-plot is revealed, and you have yet to play any gang tactics, immediately gain two randomly determined gang tactics instead. | | 5 | **Radiation Purge**<br /> Reveal this Sub-plot the first time an enemy fighter reduces their Toughness characteristic to 0 due to a 4+ being rolled as a result of the Rad-phage trait. Your gang gains D3 Reputation. If, however, that enemy fighter was a Champion or Leader, then your gang gains D6 Reputation instead. | | 6 | **Seize the System**<br /> If, at the start of any of your activations, two or more fighters have made a successful Intelligence check this round, for any reason, reveal this Sub-plot. You may immediately open, close and/or lock all doors on the battlefield, determining what happens to each door individually. | | 7 | **Sucker Punch**<br /> Reveal this Sub-plot if an enemy fighter becomes Seriously Injured or is taken Out of Action by a Reaction attack made by one of your fighters. That fighter gains an additional D3 XP. | | 8 | **Well-prepared**<br /> The first time one of your fighters fails an Ammo check, discard this Sub-plot. If, at the end of the battle, this card has not been discarded, your gang gains an additional D3 Reputation. | | 9 | **Reliable Tech**<br /> Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards. | | 10 | **Shoot for the Head**<br /> Reveal this Sub-plot if a fighter from your gang Seriously Injures or takes your opponent’s Leader Out of Action with a Shoot (Basic) action. Your gang immediately gains D3 randomly determined gang tactics. | | Jack | **Explosive Message**<br /> Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards. | | Queen | **Deadeye**<br /> Reveal this Sub-plot the first time an enemy fighter is Seriously Injured or taken Out of Action as a result of an Improbable Shot (i.e., the shot hit after rolling a 6 for the Improbable Shot and then successfully Injured the target) made by one of your fighters. That fighter gains an additional D3 XP and your gang gains an additional D3 Reputation. | | King | **Burning with Energy**<br /> Reveal this Sub-plot in the End phase of any round in which at least three enemy fighters have been taken Out of Action by any attacks with plasma weapons (i.e., plasma pistol, plasma gun, plasma cannon or plasma grenades). Your gang immediately gains one randomly determined Gang Tactic. If any of the fighters taken Out of Action in this way were a Leader or Champion, you gain two gang tactics instead. | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 849 |
153 | # Palanite Enforcers Equipment List
Legend
| Symbol | Meaning |
| :----: | :--------------------------------------------------------------------------------------------------------------- |
| ✓ | Trading Post & Black Market access. |
| \* | These weapons take up 2 weapon slots. |
| - | Ammo and other weapon upgrades. This cost does not include the base weapon. |
| + | Specialized weapon variants based on a regular weapon. |
| (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. |
## Basic Weapons
| Item | Palanite | Subjugator | Palanite Ranger |
| :-------------------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | - |
| Enforcer Boltgun | 50 | - | - |
| - Penetrator | 20 | - | - |
| Combat shotgun (salvo & shredder) | 60 | - | - |
## Pistols
| Item | Palanite | Subjugator | Palanite Ranger |
| :-------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | ✓ |
| Autopistol | 10 | 10 | 10 |
| - Fragmentation | 10 | 10 | - |
| - Manstopper | 10 | 10 | - |
| Stub gun | 5 | 5 | 5 |
| - Dumdum | 5 | 5 | - |
## Special Weapons
| Item | Palanite | Subjugator | Palanite Ranger |
| :----------------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | - |
| Concussion carbine | 30 | - | - |
| Grenade launcher (frag & stun) | - | 50 | - |
| - Choke | - | 30 | - |
| - Krak | - | 35 | - |
| - Photon flash | - | 15 | - |
| - Scare | - | 40 | - |
| - Smoke | - | 15 | - |
| Sniper rifle | 35 | - | - |
## Heavy Weapons
| Item | Palanite | Subjugator | Palanite Ranger |
| :------------------------------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | - |
| Heavy concussion ram \* | - | 70 | - |
| Assault ram (SLHG ‘sledge hammer’) \* | - | 90 | - |
| - Assault ram | - | - | - |
| - Grenade launcher (choke gas & frag) | - | - | - |
| - Krak | - | 35 | - |
| - Photon flash | - | 15 | - |
| - Scare | - | 40 | - |
| - Smoke | - | 15 | - |
## Close Combat Weapons
| Item | Palanite | Subjugator | Palanite Ranger |
| :------------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | - |
| Shield (Vigilance assault) | - | 40 | - |
| Shock baton | 30 | 30 | - |
| Shock stave | 25 | 25 | - |
## Grenades
| Item | Palanite | Subjugator | Palanite Ranger |
| :-------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | ✓ |
| Choke gas | 50 | 50 | - |
| Frag | 30 | 30 | - |
| Photon flash | 15 | 15 | - |
| Smoke | 15 | 15 | - |
| Stun | 15 | 15 | - |
## Armour
| Item | Palanite | Subjugator | Palanite Ranger |
| :-------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | ✓ |
| Hardened flak | 20 | - | - |
| Hardened layered flak | - | 30 | - |
## Equipment
| Item | Palanite | Subjugator | Palanite Ranger |
| :--------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | ✓ |
| [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | - |
| [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 20 | 20 | - |
| Filter plugs | - | - | 10 |
| Photo-goggles | - | - | 35 |
| Photo-lumens | 15 | 15 | - |
| Respirator | 15 | 15 | 15 |
| Stimm-slug stash | 30 | 30 | - |
## Weapon Accessories
| Item | Palanite | Subjugator | Palanite Ranger |
| :----------------------- | :------: | :--------: | :-------------: |
| **Eligibility** | ✓ | ✓ | ✓ |
| Infra-sight (P, B, S, H) | 40 | - | - |
\*\*: Maximum one gunsight per weapon.
## Vehicles
| Item | Palanite Ranger |
| :---------------------- | :-------------: |
| Custom vehicle | variable |
| Ridgerunner | 95 |
| Rockgrinder | 145 |
| Enforcer Tauros Venator | 130 |
| Wolfquad | 70 |
## Vehicle Upgrades
| Item | Enforcer Tauros Venator |
| :---------------------------- | :---------------------: |
| **Body Upgrades** | |
| Ablative armour | 15 |
| Crash cage | 15 |
| Reinforced armour | 20 |
| Weapons stash | 20 |
| **Drive Upgrades** | |
| Emergency brake | 10 |
| Powered steering | 30 |
| Redundant drive system | 15 |
| Tyre claws | 10 |
| **Engine Upgrades** | |
| Archeotech automantic reactor | 40 |
| Easy turnover | 5 |
| Engine shell | 15 |
| Glys injector | 20 |
## Weapons
| Item | Enforcer Tauros Venator |
| :---------------------------- | :---------------------: |
| **Heavy** | |
| Twin-linked concussion cannon | 145 |
| Twin-linked heavy stubber | 155 |
## Vehicle Wargear
| Item | Enforcer Tauros Venator |
| :----------------------- | :---------------------: |
| Booby-trapped fuel tanks | 10 |
| Caltrop launcher | 20 |
| Flare launchers | 10 |
| Headlights | 15 |
| Kill switch | 15 | | 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 | # Palanite Enforcers Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Basic Weapons | Item | Palanite | Subjugator | Palanite Ranger | | :-------------------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | - | | Enforcer Boltgun | 50 | - | - | | - Penetrator | 20 | - | - | | Combat shotgun (salvo & shredder) | 60 | - | - | ## Pistols | Item | Palanite | Subjugator | Palanite Ranger | | :-------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | ✓ | | Autopistol | 10 | 10 | 10 | | - Fragmentation | 10 | 10 | - | | - Manstopper | 10 | 10 | - | | Stub gun | 5 | 5 | 5 | | - Dumdum | 5 | 5 | - | ## Special Weapons | Item | Palanite | Subjugator | Palanite Ranger | | :----------------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | - | | Concussion carbine | 30 | - | - | | Grenade launcher (frag & stun) | - | 50 | - | | - Choke | - | 30 | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | | Sniper rifle | 35 | - | - | ## Heavy Weapons | Item | Palanite | Subjugator | Palanite Ranger | | :------------------------------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | - | | Heavy concussion ram \* | - | 70 | - | | Assault ram (SLHG ‘sledge hammer’) \* | - | 90 | - | | - Assault ram | - | - | - | | - Grenade launcher (choke gas & frag) | - | - | - | | - Krak | - | 35 | - | | - Photon flash | - | 15 | - | | - Scare | - | 40 | - | | - Smoke | - | 15 | - | ## Close Combat Weapons | Item | Palanite | Subjugator | Palanite Ranger | | :------------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | - | | Shield (Vigilance assault) | - | 40 | - | | Shock baton | 30 | 30 | - | | Shock stave | 25 | 25 | - | ## Grenades | Item | Palanite | Subjugator | Palanite Ranger | | :-------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | ✓ | | Choke gas | 50 | 50 | - | | Frag | 30 | 30 | - | | Photon flash | 15 | 15 | - | | Smoke | 15 | 15 | - | | Stun | 15 | 15 | - | ## Armour | Item | Palanite | Subjugator | Palanite Ranger | | :-------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | ✓ | | Hardened flak | 20 | - | - | | Hardened layered flak | - | 30 | - | ## Equipment | Item | Palanite | Subjugator | Palanite Ranger | | :--------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | ✓ | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | 35 | - | | [Bio-scanner](/docs/armoury/personal-equipment#bio-scanner) | 20 | 20 | - | | Filter plugs | - | - | 10 | | Photo-goggles | - | - | 35 | | Photo-lumens | 15 | 15 | - | | Respirator | 15 | 15 | 15 | | Stimm-slug stash | 30 | 30 | - | ## Weapon Accessories | Item | Palanite | Subjugator | Palanite Ranger | | :----------------------- | :------: | :--------: | :-------------: | | **Eligibility** | ✓ | ✓ | ✓ | | Infra-sight (P, B, S, H) | 40 | - | - | \*\*: Maximum one gunsight per weapon. ## Vehicles | Item | Palanite Ranger | | :---------------------- | :-------------: | | Custom vehicle | variable | | Ridgerunner | 95 | | Rockgrinder | 145 | | Enforcer Tauros Venator | 130 | | Wolfquad | 70 | ## Vehicle Upgrades | Item | Enforcer Tauros Venator | | :---------------------------- | :---------------------: | | **Body Upgrades** | | | Ablative armour | 15 | | Crash cage | 15 | | Reinforced armour | 20 | | Weapons stash | 20 | | **Drive Upgrades** | | | Emergency brake | 10 | | Powered steering | 30 | | Redundant drive system | 15 | | Tyre claws | 10 | | **Engine Upgrades** | | | Archeotech automantic reactor | 40 | | Easy turnover | 5 | | Engine shell | 15 | | Glys injector | 20 | ## Weapons | Item | Enforcer Tauros Venator | | :---------------------------- | :---------------------: | | **Heavy** | | | Twin-linked concussion cannon | 145 | | Twin-linked heavy stubber | 155 | ## Vehicle Wargear | Item | Enforcer Tauros Venator | | :----------------------- | :---------------------: | | Booby-trapped fuel tanks | 10 | | Caltrop launcher | 20 | | Flare launchers | 10 | | Headlights | 15 | | Kill switch | 15 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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75 | ### Twin-Linked
_^Missing from the 2023 Core Rules_
When a model makes a ranged attack with this weapon,
they may re-roll any number of the Ammo dice rolled.
However, they must accept the result of the re-roll, even
if it is worse. | Unknown | Twin-Linked | 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 a model makes a ranged attack with this weapon,they may re-roll any number of the Ammo dice rolled.However, they must accept the result of the re-roll, evenif it is worse. | necrovox | 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 | ### Twin-Linked _^Missing from the 2023 Core Rules_ When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 75 |
1,075 | # 74. Dome Rush
_Two gangs follow a Dome Runnner into dangerous territory looking for loot._
**Source: White Dwarf, April 2021**
## Battlefield
Standard.
## Crews
- Custom (10).
## Tactics Cards
- None.
## Deployment
1. The winner of a roll-off chooses a battlefield corner and deploys all fighters within 6” of that corner.
2. Then the other gang deploys all fighters within 6” of the opposite corner.
3. A Dome Runner is placed in the centre of the battlefield.
## Dome Run
_The gangs are following a Dome Runner into dangerous territory looking for loot. As the gangs are trying to follow the trail left by the runner, they don’t want to kill them._
If the Dome Runner is hit by an attack:
- Only Pinned (otherwise unaffected).
In each End phase, the player with Priority activates the Dome Runner:
- Must move maximum distance.
- Must end the move at least 5” from where it started.
After moving, choose up to one of the following:
- Can place any or all of the following within 6” of where the move ended:
- Loot casket.
- Any type Booby trap (Gas/Melta/).
- Remove a booby trap within 6”.
<FighterCard>
### Dome Runner
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
| 5” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ |
</FighterCard>
### Dome Runner
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 5” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ |
Let me know if you'd like me to add anything else!
## Ending the Battle
The battle ends when one of the following is true:
- Only one gang has fighters remaining on the battlefield.
- One gang has opened 3+ loot caskets.
## Victory
- First to open 3 loot caskets, or
- Last gang with fighters on the battlefield.
## Rewards
#### Credits
- 2D6x10 for winning.
- D6x10 for each opened casket (any gang).
#### 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', 'Hangers-on', 'scenarios'] | 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 | # 74. Dome Rush _Two gangs follow a Dome Runnner into dangerous territory looking for loot._ **Source: White Dwarf, April 2021** ## Battlefield Standard. ## Crews - Custom (10). ## Tactics Cards - None. ## Deployment 1. The winner of a roll-off chooses a battlefield corner and deploys all fighters within 6” of that corner. 2. Then the other gang deploys all fighters within 6” of the opposite corner. 3. A Dome Runner is placed in the centre of the battlefield. ## Dome Run _The gangs are following a Dome Runner into dangerous territory looking for loot. As the gangs are trying to follow the trail left by the runner, they don’t want to kill them._ If the Dome Runner is hit by an attack: - Only Pinned (otherwise unaffected). In each End phase, the player with Priority activates the Dome Runner: - Must move maximum distance. - Must end the move at least 5” from where it started. After moving, choose up to one of the following: - Can place any or all of the following within 6” of where the move ended: - Loot casket. - Any type Booby trap (Gas/Melta/). - Remove a booby trap within 6”. <FighterCard> ### Dome Runner | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 5” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ | </FighterCard> ### Dome Runner | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 5” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ | Let me know if you'd like me to add anything else! ## Ending the Battle The battle ends when one of the following is true: - Only one gang has fighters remaining on the battlefield. - One gang has opened 3+ loot caskets. ## Victory - First to open 3 loot caskets, or - Last gang with fighters on the battlefield. ## Rewards #### Credits - 2D6x10 for winning. - D6x10 for each opened casket (any gang). #### 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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} | 1,075 |
789 | # Apocrypha Optional Rules
_The wilds, wastes and badzones of Necromunda are filled with legends and myths of every colour and kind imaginable. Some of them are even true. Wander into any drinking hole in Hive Primus and crack open a bottle of Wild Snake (or Second Best if you’re a little light on creds) and within moments some crusty-faced local will be bending your ear with a tale or two. Maybe their little corner of the underhive was once the site of a showdown between the notorious Carrion Queens and the equally nefarious Irontree Reavers, or perhaps the legendary bounty hunter Kal Jericho drank at the very bar you’re sitting at now and they got close enough to touch the hem of his duster. Whatever the yarn, you’d do well to listen carefully, for hidden in every story is at least a grain of truth, and maybe even a lesson or two that might keep you alive when you’re next out wandering the badzones looking for trouble…_
Apocrypha Necromunda is a series of small releases that have been published in Warhammer Community (not to be confused with the book publication of the same name). These each contain a short story, some form of additional rules, and a new scenario - each with a narrative variant to emulate the story. While these are 'stand-alone' stories, the rules should be seen in context of the larger Necromunda timeline. For example, rules being released here expand on Ash Wastes content, as do the Aranthian Succession books published at the same time.
Their rules have been incorporated into Necro-vox where applicable, otherwise they are published below.
### List of Apocrypha Necromunda with their rules focus
| Date | Release | Rules | Scenario |
| :-----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------- |
| 11/2023 | [Apocrypha: Nexus of Violence](https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/) | [Path of the Prophet](/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) | Container Canyon Run |
| 09/2023 | [Apocrypha: Hive of Blood](https://www.warhammer-community.com/2023/09/26/apocrypha-necromunda-fight-massive-battles-in-the-hive-of-blood/) | [Age of the Gang Kings](#age-of-the-gang-kings) | War in the Wastes |
| 09/2023 | [Apocrypha: Devils of Gunk Deep](https://www.warhammer-community.com/2023/08/22/necromunda-apocrypha-fight-off-or-command-a-tide-of-mutants-boiling-from-beneath-the-underhive/) | [Outcast Mutations](/docs/gangs/gang-lists/outcasts/outcast-mutations) | Out of the Pit |
| 07/2023 | [Apocrypha: Spiders of the Sump](https://www.warhammer-community.com/2023/07/25/apocrypha-necromunda-set-sail-on-sump-sea/) | [Sump Sea Vehicles and Environments](#spiders-of-the-sump) | Midnight Sea |
| 06/2023 | [Apocrypha: Escape from Zalktraa](https://www.warhammer-community.com/2023/06/06/apocrypha-necromunda-execute-a-daring-prison-break-with-lady-credo/) | [Enforcer Automata Programming](#programming-automata) | Escape the Deep |
| 05/2023 | [Apocrypha: Halfway Dead](https://www.warhammer-community.com/2023/05/04/necromunda-apocrypha-beseech-the-world-spirits-with-your-ash-wastes-nomads/) | [Ash Wastes Nomads Warrior Spirits](/docs/gangs/gang-lists/ash-wastes-nomads/#tsunghar-warrior-spirits) | Hunter in the Storm |
| 03/2023 | [Apocrypha: Blood in the Spire](https://www.warhammer-community.com/2023/03/21/apocrypha-necromunda-exotic-archeotech-comes-to-the-black-market-in-this-free-scenario/) | [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#spire-black-market) | Necromundan Double-Cross |
| 02/2023 | [Apocrypha: Bullet Road Run](https://www.warhammer-community.com/2023/02/28/apocrypha-necromunda-take-on-the-biggest-reddest-rig-in-this-free-rolling-road-scenario/) | [Delaque vehicle equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) & [crew](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | The Big Score |
| 01/2023 | [Apocrypha: Daemons of Meridian](https://www.warhammer-community.com/2023/01/24/apocrypha-necromunda-a-heretek-mind-in-an-ambot-body-spells-trouble-in-this-months-free-scenario/) | [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader) | Cut Off the Head |
| 11/2022 | [Apocrypha: Queen of Ash Town](https://www.warhammer-community.com/2022/11/25/apocrypha-necromunda-ambush-goliaths-in-a-hazy-chem-den-with-a-free-scenario-and-escher-rules/) | [Escher Chem-alchemy additions](/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) | Defend the House |
| 11/2022 | [Apocrypha: Twins of Two Tunnels](https://www.warhammer-community.com/2022/11/03/apocrypha-necromunda-battle-it-out-for-gunk-and-glory-in-a-free-scenario/) | [Gorvos Twins as Outcast leaders](/docs/gangs/gang-lists/outcasts/#gorvos-twins),<br />[Propagandist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-propagandist)/[Agitator](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-agitator) new rules, <br />[additional Goliath Gene-smithing](/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) | Two Tunnels Showdown |
| 09/2022 | [Apocrypha: Sump City Sinking](https://www.warhammer-community.com/2022/09/20/unleash-the-psychic-might-of-the-delaque-and-bless-your-corpse-grinder-cults-with-free-necromunda-rules/) | [Delaque Spyker wyrd powers](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-2-spyker), <br />[Corpse Grinder Cult Invoke the Dark Gods](/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) | Star Chamber Attack |
| 08/2022 | [Apocrypha: The Lost Charter](https://www.warhammer-community.com/2022/08/05/this-free-necromunda-scenario-takes-the-squats-into-the-underhive-alongside-a-psychic-ogryn/) | [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) | Tech Raid |
### Designer’s Commentary: New Black Market Items
Presented below are the rules for additional items available on the Black Market that will allow you to
recreate the events described in [Apocrypha Necromunda: Blood in the Spire](https://www.warhammer-community.com/wp-content/uploads/2023/03/ZltbMhp3ZtbNoJlQ.pdf). If the Arbitrator wishes, these items may be available
from the Black Market during a campaign.
_Source: Apocrypha Necromunda: Blood in the Spire_
:::
The staggering wealth of the spire means its noble residents can afford almost anything their hearts desire.
On a world as cruel and dangerous as Necromunda this often means custom crafted blades, esoteric off-world
weaponry and cunning defensive wargear – all intended to protect the wearer from assassination. These
artefacts were never intended to leave the spire, though sometimes the impossible happens, and a genuine
article falls into the hands of an underhive gang leader.
| Item | Type | Price | AL |
| :-------------------------------------------------------------------------------- | :----------: | :---: | :-: |
| [Archeo duelling pistol](/docs/armoury/pistols#archeo-duelling-pistol) | Pistol | 120 | R13 |
| [Barbed flabellum](/docs/armoury/close-combat#barbed-flabellum) | Close Combat | 80 | I12 |
| [Camoelean elixir](/docs/armoury/personal-equipment#camoelean-elixir) | Equipment | 75 | I10 |
| [Digi-multi lasers](/docs/armoury/pistols#digi-multi-lasers) | Pistol | 100 | R11 |
| [Draconic scales](/docs/armoury/personal-equipment#draconic-scales) | Equipment | 250 | I14 |
| [Haemophagic blade](/docs/armoury/close-combat#haemophagic-blade) | Close Combat | 150 | I13 |
| [Mirror Aegis](/docs/armoury/personal-equipment#mirror-aegis) | Equipment | 125 | I12 |
| [Psychofamile pheromone](/docs/armoury/personal-equipment#psychofamile-pheromone) | Equipment | 150 | I12 |
| [Vortex grenade](/docs/armoury/grenades#vortex-grenade) | Grenade | 500 | I16 |
## Programming Automata
:::note DESIGNER’S COMMENTARY
resented below are the rules for programming Enforcer Sanctioner Automata and Hardcase Cyber-mastiffs (see Necromunda: The Vaults of Temenos), allowing you to represent the guard automata of Zalktraa. If the Arbitrator wishes, Enforcer gangs can use these new rules in their campaign.
:::
Most Sanctioner Automata and Hardcase Cyber-mastiffs follow standard Enforcer protocols, allowing them to respond to a variety of combat situations. Sometimes, Enforcers will alter the programming of the automata to focus their abilities to a specific task, such as guarding or hunting. This focus makes the robots more deadly in their chosen task, though at the expense of versatility.
At the start of a scenario, an Enforcer player may choose to enact Enforcement Programs on any or all of the Sanctioners or Cyber-mastiffs in their crew. The player then selects a program for each Sanctioner or CyberMastiff in their crew and notes it down. When activated, these fighters will now act according to their chosen programming, only able to select a limited range of actions, as detailed on the Enforcement Programs table below. The exception to this is they may always take the Reboot action.
**Reboot (Double):** This fighter’s activation ends. The next time they activate, before performing any actions they may choose a new Enforcement Program.
### Enforcement Programs
| Program Available | Actions | Benefits |
| :---------------- | :-------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Hunt** | Move (Simple), Shoot (Basic), Aim (Basic) | At the start of each End phase, move this fighter D6" closer to the nearest enemy fighter. Cyber-mastiffs with this program have to end their activation within 6" of their owner rather than the normal 3". |
| **Intimidate** | Move (Simple), Charge (Double), Fight (Basic) | At the end of this fighter’s activation, all enemy fighters within 2" of them must make a Nerve test. |
| **Guard** | Shoot (Basic), Fight (Basic), Aim (Basic) | When making attacks outside of their activation (i.e., Reaction or Got Your Six attacks), add a +1 modifier to both this fighter’s hit and wound rolls. |
| **Capture** | Charge (Double), Fight (Basic) | If this fighter takes an enemy fighter Out of Action with a Fight (Basic) Action, roll a D6. On a 4+, that fighter is Captured. If any fighters are Captured in this way, do not roll to Capture fighters in the post-battle sequence. |
| **Kill** | Charge (Double), Shoot (Basic), Fight (Basic) | This fighter counts both the Shoot (Basic) and Fight (Basic) actions as Simple actions. |
| **Rescue** | Move (Simple), Fight (Basic) | If this fighter is within 3" of a friendly Prone and Seriously Injured fighter in the Recovery phase, that fighter is considered to have automatically rolled a Flesh Wound when rolling to recover – there is no need to roll the Injury dice. |
## Spiders of the Sump
### Sump Sea Vehicles
:::note
### Designer’s Commentary: Battles On The Sump Seas
Presented below are the rules for Sludge Barges, Scrap Skiffs and Sump Sea Environments, allowing you
to recreate the events described in [Apocrypha Necromunda: Spiders of the Sump](https://www.warhammer-community.com/wp-content/uploads/2023/07/ECei4crIwv6QKgzt.pdf). If the Arbitrator wishes, these new rules may be
included in their campaign.
:::
There are almost as many vehicles that ply the sump seas and run-off rivers of Necromunda as there are on its
dusty plains and wind-blasted ridgeways. The following vehicle construction rules can be used alongside the
Wasteland Workshop rules found in Necromunda: Book of the Outlands allowing players to create vehicles
capable of traversing the black seas of Necromunda.
**Note:** Some of the upgrades available to vehicles presented in the Wasteland Workshop might not be
appropriate for Sludge Barges and Scrap Skiffs (such as wheel scythes or tyre claws, for instance), though as
always the Arbitrator can decide which ones they wish to include in their campaign.
#### Locomotion Special Rules
**Waterborne:** Waterborne vehicles can only be used in Sump Sea environments (see below). These vehicles
also build up momentum as they move, and can be difficult to turn or slow down quickly. When a Waterborne
vehicle is activated, but before it takes any actions, it must roll for its Drift Movement. Scrap Skiffs Drift D3" directly forward, in the direction they are facing, while Sludge Barges Drift D6" directly forward, in the direction they are facing. Drift Movement does not use any of the vehicle’s actions, though it may still cause collisions, etc.
### Sump Sea Environments
The sump seas, whether they are in the midnight realm beneath a hive or the storm-lashed expanses of the
surface, are deadly and unforgiving environments. If a battle takes place on the sump seas then the entirety of the Battlefield Surface (see Necromunda: Book of the Outlands) is considered to be Sump. The Sump has the following rules:
- Only Waterborne or Skimmer vehicles can traverse the Sump. Tracked, Walker or Wheeled vehicles cannot be fielded in a sump seas environment.
- Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump creatures, etc, that can operate in a sump seas environment.
- If, for any reason, a fighter not subject to the Mounted condition starts their activation not on either a piece of terrain or a vehicle with the Waterborne or Skimmer rule (and they themselves do not have a special rule such as flight that allows them to ignore terrain), then they must test to see if they drown (see below).
- As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their activation ends.
- Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this
means that fighters subject to the Mounted condition are not affected by the “I Get Knocked Down…” rule). If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action.
- Fighters that fall onto the Sump do not take falling damage.
### Drowning
If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends.
## Age of the Gang Kings
:::note DESIGNER’S COMMENTARY
Presented below are the rules for running battles set in the Age of the Gang Kings, before the rise of the Clan Houses and the line of Helmawr. These rules allow you to recreate the events described in Hive of Blood. They are not designed to be used alongside a Necromunda campaign. If the Arbitrator wishes they may run an Age of the Gang Kings campaign, though significant changes will need to be made in order to make it work.
:::
In the aftermath of the Imperium’s conquest of Necromunda, a period of lawlessness endured for many centuries. This time was known as the Age of the Gang Kings and saw a greater number of large scale conflicts than later millennia. Before Martek Helm’ayr and his descendants ratified the Clan and Noble Houses and restricted such open war, the hives and the wastes between them were the site of bloody battles the equal of any Imperial war zone.
Due to the scale of the fighting in Age of the Gang Kings battles, the forces involved are much larger than typical games of Necromunda, with many fighters operating in close-knit units rather than as individuals. Games set in the Age of the Gang Kings use the Outland Armies and Wasteland Warfare rules presented here.
### Lost Houses and Ancient Empires
During the Age of the Gang Kings the Clan Houses and Noble Houses, as they are known at the end of the 41st Millennium, did not yet exist. While this means Goliaths, Escher, Cawdor and similar gangs are not suitable, their gang lists could be used to represent a progenitor to their House – such as the followers of the Blades who would, in time, become the foundation of House Escher. The Outcast Gang list, from Book of the Outcast is also very appropriate to this setting, as it allows players to field diverse collections of fighters to suit a variety of themes.
#### Outland Armies
When creating an Age of the Gang Kings force, the normal rules for founding a gang are not used. Instead, players construct their forces using the following guidelines:
- Increase the starting gang credit limit to 5,000 credits. As always, the Arbitrator may increase or decrease this amount if they wish.
- The force must include one model with the Leader special rule.
- Up to 25% of the total credits may be spent on models from a different gang list to your Leader.
- One model without the Gang Fighter (X) rule may be included for every three models with the Gang Fighter (X) rule.
#### Wasteland Warfare
Games set in the Age of the Gang Kings use a limited version of the core Necromunda rules to speed up play, as well as the addition of a new rule: Coordinated Attacks:
- The following rules are NOT used when playing Age of the Gang Kings scenarios:
- “I Get Knocked Down…”, Pinned and Seriously Injured, the Broken, Out of Ammo, Blaze, Blind, Concussion, Intoxicated, Insane and Webbed Conditions, Bottle Checks, Recovery Tests and Rally Tests, Stray Shots and Injury Dice.
- The following Weapon Traits are NOT used; count weapons with these Traits as not having them:
- Backstab, Blaze, Concussion, Knockback, Limited, Plentiful, Rad-phage, Scarce, Seismic, Single Shot, and Web.
- All fighters are considered to have a 360° vision arc.
- When resolving damage against vehicles, they lose a number of Hull Points equal to the weapon’s damage. If a vehicle is reduced to 0 Hull Points, it is removed from play.
- Fighters reduced to 0 wounds are removed from play.
#### Coordinated Attacks
In Age of the Gang Kings, players may activate fighters (not vehicles) with the Gang Fighter (X) special rule in groups, provided they are close to each other. When a player activates a fighter with the Gang Fighter (X) special rule, they may also activate any other friendly fighters with the Gang Fighter (X) special rule within 6" of that fighter (treat this as if the fighters had been activated using a Group Activation).
This does not affect Group Activations made by Champions and Leaders. | 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 | # Apocrypha Optional Rules _The wilds, wastes and badzones of Necromunda are filled with legends and myths of every colour and kind imaginable. Some of them are even true. Wander into any drinking hole in Hive Primus and crack open a bottle of Wild Snake (or Second Best if you’re a little light on creds) and within moments some crusty-faced local will be bending your ear with a tale or two. Maybe their little corner of the underhive was once the site of a showdown between the notorious Carrion Queens and the equally nefarious Irontree Reavers, or perhaps the legendary bounty hunter Kal Jericho drank at the very bar you’re sitting at now and they got close enough to touch the hem of his duster. Whatever the yarn, you’d do well to listen carefully, for hidden in every story is at least a grain of truth, and maybe even a lesson or two that might keep you alive when you’re next out wandering the badzones looking for trouble…_ Apocrypha Necromunda is a series of small releases that have been published in Warhammer Community (not to be confused with the book publication of the same name). These each contain a short story, some form of additional rules, and a new scenario - each with a narrative variant to emulate the story. While these are 'stand-alone' stories, the rules should be seen in context of the larger Necromunda timeline. For example, rules being released here expand on Ash Wastes content, as do the Aranthian Succession books published at the same time. Their rules have been incorporated into Necro-vox where applicable, otherwise they are published below. ### List of Apocrypha Necromunda with their rules focus | Date | Release | Rules | Scenario | | :-----: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------- | | 11/2023 | [Apocrypha: Nexus of Violence](https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/) | [Path of the Prophet](/docs/gangs/gang-lists/house-cawdor/articles-of-faith#path-of-the-prophet) | Container Canyon Run | | 09/2023 | [Apocrypha: Hive of Blood](https://www.warhammer-community.com/2023/09/26/apocrypha-necromunda-fight-massive-battles-in-the-hive-of-blood/) | [Age of the Gang Kings](#age-of-the-gang-kings) | War in the Wastes | | 09/2023 | [Apocrypha: Devils of Gunk Deep](https://www.warhammer-community.com/2023/08/22/necromunda-apocrypha-fight-off-or-command-a-tide-of-mutants-boiling-from-beneath-the-underhive/) | [Outcast Mutations](/docs/gangs/gang-lists/outcasts/outcast-mutations) | Out of the Pit | | 07/2023 | [Apocrypha: Spiders of the Sump](https://www.warhammer-community.com/2023/07/25/apocrypha-necromunda-set-sail-on-sump-sea/) | [Sump Sea Vehicles and Environments](#spiders-of-the-sump) | Midnight Sea | | 06/2023 | [Apocrypha: Escape from Zalktraa](https://www.warhammer-community.com/2023/06/06/apocrypha-necromunda-execute-a-daring-prison-break-with-lady-credo/) | [Enforcer Automata Programming](#programming-automata) | Escape the Deep | | 05/2023 | [Apocrypha: Halfway Dead](https://www.warhammer-community.com/2023/05/04/necromunda-apocrypha-beseech-the-world-spirits-with-your-ash-wastes-nomads/) | [Ash Wastes Nomads Warrior Spirits](/docs/gangs/gang-lists/ash-wastes-nomads/#tsunghar-warrior-spirits) | Hunter in the Storm | | 03/2023 | [Apocrypha: Blood in the Spire](https://www.warhammer-community.com/2023/03/21/apocrypha-necromunda-exotic-archeotech-comes-to-the-black-market-in-this-free-scenario/) | [Spire Black Market](/docs/arbitrator-tools/apocrypha-optional-rules#spire-black-market) | Necromundan Double-Cross | | 02/2023 | [Apocrypha: Bullet Road Run](https://www.warhammer-community.com/2023/02/28/apocrypha-necromunda-take-on-the-biggest-reddest-rig-in-this-free-rolling-road-scenario/) | [Delaque vehicle equipment](/docs/gangs/gang-lists/house-delaque/equipment-list#delaque-vehicles) & [crew](/docs/gangs/gang-lists/house-delaque/#wraith-crew) | The Big Score | | 01/2023 | [Apocrypha: Daemons of Meridian](https://www.warhammer-community.com/2023/01/24/apocrypha-necromunda-a-heretek-mind-in-an-ambot-body-spells-trouble-in-this-months-free-scenario/) | [Czarn the Cyberoth](/docs/gangs/gang-additions/hired-guns/outlaw-bounty-hunters#czarn-the-cyberoth-outlaw-outcasts-leader) | Cut Off the Head | | 11/2022 | [Apocrypha: Queen of Ash Town](https://www.warhammer-community.com/2022/11/25/apocrypha-necromunda-ambush-goliaths-in-a-hazy-chem-den-with-a-free-scenario-and-escher-rules/) | [Escher Chem-alchemy additions](/docs/gangs/gang-lists/house-escher/chem-alchemy#house-of-gilded-grace) | Defend the House | | 11/2022 | [Apocrypha: Twins of Two Tunnels](https://www.warhammer-community.com/2022/11/03/apocrypha-necromunda-battle-it-out-for-gunk-and-glory-in-a-free-scenario/) | [Gorvos Twins as Outcast leaders](/docs/gangs/gang-lists/outcasts/#gorvos-twins),<br />[Propagandist](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-propagandist)/[Agitator](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-1-agitator) new rules, <br />[additional Goliath Gene-smithing](/docs/gangs/gang-lists/house-goliath/gene-smithing#the-irontree-reavers) | Two Tunnels Showdown | | 09/2022 | [Apocrypha: Sump City Sinking](https://www.warhammer-community.com/2022/09/20/unleash-the-psychic-might-of-the-delaque-and-bless-your-corpse-grinder-cults-with-free-necromunda-rules/) | [Delaque Spyker wyrd powers](/docs/gangs/gang-additions/hangers-on-and-brutes/hangers-on#0-2-spyker), <br />[Corpse Grinder Cult Invoke the Dark Gods](/docs/gangs/gang-lists/corpse-grinder-cult/#blessed-by-the-lord-of-skin-and-sinew) | Star Chamber Attack | | 08/2022 | [Apocrypha: The Lost Charter](https://www.warhammer-community.com/2022/08/05/this-free-necromunda-scenario-takes-the-squats-into-the-underhive-alongside-a-psychic-ogryn/) | [Awakened Ogryn](/docs/gangs/gang-additions/hangers-on-and-brutes/brutes#0-1-awakened-ogryn) | Tech Raid | ### Designer’s Commentary: New Black Market Items Presented below are the rules for additional items available on the Black Market that will allow you to recreate the events described in [Apocrypha Necromunda: Blood in the Spire](https://www.warhammer-community.com/wp-content/uploads/2023/03/ZltbMhp3ZtbNoJlQ.pdf). If the Arbitrator wishes, these items may be available from the Black Market during a campaign. _Source: Apocrypha Necromunda: Blood in the Spire_ ::: The staggering wealth of the spire means its noble residents can afford almost anything their hearts desire. On a world as cruel and dangerous as Necromunda this often means custom crafted blades, esoteric off-world weaponry and cunning defensive wargear – all intended to protect the wearer from assassination. These artefacts were never intended to leave the spire, though sometimes the impossible happens, and a genuine article falls into the hands of an underhive gang leader. | Item | Type | Price | AL | | :-------------------------------------------------------------------------------- | :----------: | :---: | :-: | | [Archeo duelling pistol](/docs/armoury/pistols#archeo-duelling-pistol) | Pistol | 120 | R13 | | [Barbed flabellum](/docs/armoury/close-combat#barbed-flabellum) | Close Combat | 80 | I12 | | [Camoelean elixir](/docs/armoury/personal-equipment#camoelean-elixir) | Equipment | 75 | I10 | | [Digi-multi lasers](/docs/armoury/pistols#digi-multi-lasers) | Pistol | 100 | R11 | | [Draconic scales](/docs/armoury/personal-equipment#draconic-scales) | Equipment | 250 | I14 | | [Haemophagic blade](/docs/armoury/close-combat#haemophagic-blade) | Close Combat | 150 | I13 | | [Mirror Aegis](/docs/armoury/personal-equipment#mirror-aegis) | Equipment | 125 | I12 | | [Psychofamile pheromone](/docs/armoury/personal-equipment#psychofamile-pheromone) | Equipment | 150 | I12 | | [Vortex grenade](/docs/armoury/grenades#vortex-grenade) | Grenade | 500 | I16 | ## Programming Automata :::note DESIGNER’S COMMENTARY resented below are the rules for programming Enforcer Sanctioner Automata and Hardcase Cyber-mastiffs (see Necromunda: The Vaults of Temenos), allowing you to represent the guard automata of Zalktraa. If the Arbitrator wishes, Enforcer gangs can use these new rules in their campaign. ::: Most Sanctioner Automata and Hardcase Cyber-mastiffs follow standard Enforcer protocols, allowing them to respond to a variety of combat situations. Sometimes, Enforcers will alter the programming of the automata to focus their abilities to a specific task, such as guarding or hunting. This focus makes the robots more deadly in their chosen task, though at the expense of versatility. At the start of a scenario, an Enforcer player may choose to enact Enforcement Programs on any or all of the Sanctioners or Cyber-mastiffs in their crew. The player then selects a program for each Sanctioner or CyberMastiff in their crew and notes it down. When activated, these fighters will now act according to their chosen programming, only able to select a limited range of actions, as detailed on the Enforcement Programs table below. The exception to this is they may always take the Reboot action. **Reboot (Double):** This fighter’s activation ends. The next time they activate, before performing any actions they may choose a new Enforcement Program. ### Enforcement Programs | Program Available | Actions | Benefits | | :---------------- | :-------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Hunt** | Move (Simple), Shoot (Basic), Aim (Basic) | At the start of each End phase, move this fighter D6" closer to the nearest enemy fighter. Cyber-mastiffs with this program have to end their activation within 6" of their owner rather than the normal 3". | | **Intimidate** | Move (Simple), Charge (Double), Fight (Basic) | At the end of this fighter’s activation, all enemy fighters within 2" of them must make a Nerve test. | | **Guard** | Shoot (Basic), Fight (Basic), Aim (Basic) | When making attacks outside of their activation (i.e., Reaction or Got Your Six attacks), add a +1 modifier to both this fighter’s hit and wound rolls. | | **Capture** | Charge (Double), Fight (Basic) | If this fighter takes an enemy fighter Out of Action with a Fight (Basic) Action, roll a D6. On a 4+, that fighter is Captured. If any fighters are Captured in this way, do not roll to Capture fighters in the post-battle sequence. | | **Kill** | Charge (Double), Shoot (Basic), Fight (Basic) | This fighter counts both the Shoot (Basic) and Fight (Basic) actions as Simple actions. | | **Rescue** | Move (Simple), Fight (Basic) | If this fighter is within 3" of a friendly Prone and Seriously Injured fighter in the Recovery phase, that fighter is considered to have automatically rolled a Flesh Wound when rolling to recover – there is no need to roll the Injury dice. | ## Spiders of the Sump ### Sump Sea Vehicles :::note ### Designer’s Commentary: Battles On The Sump Seas Presented below are the rules for Sludge Barges, Scrap Skiffs and Sump Sea Environments, allowing you to recreate the events described in [Apocrypha Necromunda: Spiders of the Sump](https://www.warhammer-community.com/wp-content/uploads/2023/07/ECei4crIwv6QKgzt.pdf). If the Arbitrator wishes, these new rules may be included in their campaign. ::: There are almost as many vehicles that ply the sump seas and run-off rivers of Necromunda as there are on its dusty plains and wind-blasted ridgeways. The following vehicle construction rules can be used alongside the Wasteland Workshop rules found in Necromunda: Book of the Outlands allowing players to create vehicles capable of traversing the black seas of Necromunda. **Note:** Some of the upgrades available to vehicles presented in the Wasteland Workshop might not be appropriate for Sludge Barges and Scrap Skiffs (such as wheel scythes or tyre claws, for instance), though as always the Arbitrator can decide which ones they wish to include in their campaign. #### Locomotion Special Rules **Waterborne:** Waterborne vehicles can only be used in Sump Sea environments (see below). These vehicles also build up momentum as they move, and can be difficult to turn or slow down quickly. When a Waterborne vehicle is activated, but before it takes any actions, it must roll for its Drift Movement. Scrap Skiffs Drift D3" directly forward, in the direction they are facing, while Sludge Barges Drift D6" directly forward, in the direction they are facing. Drift Movement does not use any of the vehicle’s actions, though it may still cause collisions, etc. ### Sump Sea Environments The sump seas, whether they are in the midnight realm beneath a hive or the storm-lashed expanses of the surface, are deadly and unforgiving environments. If a battle takes place on the sump seas then the entirety of the Battlefield Surface (see Necromunda: Book of the Outlands) is considered to be Sump. The Sump has the following rules: - Only Waterborne or Skimmer vehicles can traverse the Sump. Tracked, Walker or Wheeled vehicles cannot be fielded in a sump seas environment. - Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump creatures, etc, that can operate in a sump seas environment. - If, for any reason, a fighter not subject to the Mounted condition starts their activation not on either a piece of terrain or a vehicle with the Waterborne or Skimmer rule (and they themselves do not have a special rule such as flight that allows them to ignore terrain), then they must test to see if they drown (see below). - As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their activation ends. - Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this means that fighters subject to the Mounted condition are not affected by the “I Get Knocked Down…” rule). If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action. - Fighters that fall onto the Sump do not take falling damage. ### Drowning If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation immediately ends. ## Age of the Gang Kings :::note DESIGNER’S COMMENTARY Presented below are the rules for running battles set in the Age of the Gang Kings, before the rise of the Clan Houses and the line of Helmawr. These rules allow you to recreate the events described in Hive of Blood. They are not designed to be used alongside a Necromunda campaign. If the Arbitrator wishes they may run an Age of the Gang Kings campaign, though significant changes will need to be made in order to make it work. ::: In the aftermath of the Imperium’s conquest of Necromunda, a period of lawlessness endured for many centuries. This time was known as the Age of the Gang Kings and saw a greater number of large scale conflicts than later millennia. Before Martek Helm’ayr and his descendants ratified the Clan and Noble Houses and restricted such open war, the hives and the wastes between them were the site of bloody battles the equal of any Imperial war zone. Due to the scale of the fighting in Age of the Gang Kings battles, the forces involved are much larger than typical games of Necromunda, with many fighters operating in close-knit units rather than as individuals. Games set in the Age of the Gang Kings use the Outland Armies and Wasteland Warfare rules presented here. ### Lost Houses and Ancient Empires During the Age of the Gang Kings the Clan Houses and Noble Houses, as they are known at the end of the 41st Millennium, did not yet exist. While this means Goliaths, Escher, Cawdor and similar gangs are not suitable, their gang lists could be used to represent a progenitor to their House – such as the followers of the Blades who would, in time, become the foundation of House Escher. The Outcast Gang list, from Book of the Outcast is also very appropriate to this setting, as it allows players to field diverse collections of fighters to suit a variety of themes. #### Outland Armies When creating an Age of the Gang Kings force, the normal rules for founding a gang are not used. Instead, players construct their forces using the following guidelines: - Increase the starting gang credit limit to 5,000 credits. As always, the Arbitrator may increase or decrease this amount if they wish. - The force must include one model with the Leader special rule. - Up to 25% of the total credits may be spent on models from a different gang list to your Leader. - One model without the Gang Fighter (X) rule may be included for every three models with the Gang Fighter (X) rule. #### Wasteland Warfare Games set in the Age of the Gang Kings use a limited version of the core Necromunda rules to speed up play, as well as the addition of a new rule: Coordinated Attacks: - The following rules are NOT used when playing Age of the Gang Kings scenarios: - “I Get Knocked Down…”, Pinned and Seriously Injured, the Broken, Out of Ammo, Blaze, Blind, Concussion, Intoxicated, Insane and Webbed Conditions, Bottle Checks, Recovery Tests and Rally Tests, Stray Shots and Injury Dice. - The following Weapon Traits are NOT used; count weapons with these Traits as not having them: - Backstab, Blaze, Concussion, Knockback, Limited, Plentiful, Rad-phage, Scarce, Seismic, Single Shot, and Web. - All fighters are considered to have a 360° vision arc. - When resolving damage against vehicles, they lose a number of Hull Points equal to the weapon’s damage. If a vehicle is reduced to 0 Hull Points, it is removed from play. - Fighters reduced to 0 wounds are removed from play. #### Coordinated Attacks In Age of the Gang Kings, players may activate fighters (not vehicles) with the Gang Fighter (X) special rule in groups, provided they are close to each other. When a player activates a fighter with the Gang Fighter (X) special rule, they may also activate any other friendly fighters with the Gang Fighter (X) special rule within 6" of that fighter (treat this as if the fighters had been activated using a Group Activation). This does not affect Group Activations made by Champions and Leaders. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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580 | Unknown | Augmek | Mac | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ['Fast Shot', 'Hip Shooting'] | Unknown | [{'name': 'Plasma Gun', 'qty': '1'}, {'name': 'Armored Bodyglove', 'qty': '1'}, {'name': 'Las Sub-Carbine', 'qty': '1'}, {'name': 'Carapace Armor - Light', 'qty': '1'}, {'name': 'Cyberachnid', 'qty': '1'}, {'name': 'Ocular Alpha', 'qty': '1'}] | 7 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 450 | 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 | 3,291,710 | 4 | 4 | 2 | 3 | 3 | 2 | 4 | 1 | 5 | 6 | 6 | 5 | 0 | 1 | [] | Alive | Unknown | 2024-01-29 2:30:11 | 2024-03-24 19:39:21 | 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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446 | ### Skinblade (10 credits)
- **Description:** A Skinblade is a small, concealable blade often implanted within the forearm or hidden under the skin. It can be quickly deployed as a surprise weapon in close combat.
- **Effects:** Provides a stealthy melee attack option that is difficult to detect in searches or during casual observation. Ideal for surprise attacks or when captured and disarmed.
- **Use Limitation:** Due to its small size, the Skinblade is not as effective against armored opponents and is best used against unprotected targets. | equipment | Skinblade | 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 | Provides a stealthy melee attack option that is difficult to detect in searches or during casual observation. Ideal for surprise attacks or when captured and disarmed. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 10 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | A Skinblade is a small, concealable blade often implanted within the forearm or hidden under the skin. It can be quickly deployed as a surprise weapon in close combat. | Due to its small size, the Skinblade is not as effective against armored opponents and is best used against unprotected targets. | 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 | ### Skinblade (10 credits) - **Description:** A Skinblade is a small, concealable blade often implanted within the forearm or hidden under the skin. It can be quickly deployed as a surprise weapon in close combat. - **Effects:** Provides a stealthy melee attack option that is difficult to detect in searches or during casual observation. Ideal for surprise attacks or when captured and disarmed. - **Use Limitation:** Due to its small size, the Skinblade is not as effective against armored opponents and is best used against unprotected targets. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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703 | # 110. Fall of Badzones Outpost
_“They’re behind us, pull back! Pull back!”_
\- Jelena, House Escher, Gang Queen, Carrion Queens
In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out.
**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
Sector Mechanicus: The defender sets up all terrain. The battlefield is intended to be an underhive settlement with dense terrain.
## Crews
- Random (D3+4).
No vehicles or mounts.
## Tactics Cards
- Custom (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment
1. **Defender:**
- Choose one edge as the defending edge, the opposite side is the attacking edge.
- Deploy the crew outside 6" of the enemy edge.
2. **Attacker:** Deploy the crew within 3" of the attacking 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).
## Escape The Settlement
_An underhive stronghold is overrun by enemies and the retreating gang must buy enough time for everyone to get out._
After round 1, defenders within 1" of the defender's edge can escape in any End phase (removed from the battlefield).
## 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 after 5 rounds.
## Victory
The defender wins if at least 3 fighters escaped and no more than 1 attacker within 3" of the defender's edge. Otherwise the attacker wins.
## Rewards
#### Credits
- Winner: D6x10.
- Loser: D3x5.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each escaped defender.
- +D3 to the attacking Leader for winning (regardless of whether they took part in the battle or not).
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 (win).
- -1 (bottle out).
:::info Narrative Variant
## The Fall Of Sump City
If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city’s foundations to sink it.
In order to do this, make the following changes:
- The defender should be a [House Escher](/docs/gangs/gang-lists/house-escher/) gang.
- The attacker’s gang is made up of a mix of [Helot Chaos Cults](/docs/gangs/gang-lists/helot-chaos-cult/), [Corpse Grinder Cults](/docs/gangs/gang-lists/corpse-grinder-cult/) and [Exotic Beasts](/docs/gangs/gang-additions/exotic-beasts) (Exotic Beasts do not need to have an owner and will operate independently).
- The Endless Hordes rule is in effect (see below).
#### Endless Hordes
In each End phase, any of the attacker’s Gangers, Juves or Exotic Beasts that have been taken Out of
Action return to the battlefield by being placed in base contact with the attacker’s board edge.
::: | 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', 'Home Turf Advantage', '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 | # 110. Fall of Badzones Outpost _“They’re behind us, pull back! Pull back!”_ \- Jelena, House Escher, Gang Queen, Carrion Queens In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out. **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 Sector Mechanicus: The defender sets up all terrain. The battlefield is intended to be an underhive settlement with dense terrain. ## Crews - Random (D3+4). No vehicles or mounts. ## Tactics Cards - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment 1. **Defender:** - Choose one edge as the defending edge, the opposite side is the attacking edge. - Deploy the crew outside 6" of the enemy edge. 2. **Attacker:** Deploy the crew within 3" of the attacking 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). ## Escape The Settlement _An underhive stronghold is overrun by enemies and the retreating gang must buy enough time for everyone to get out._ After round 1, defenders within 1" of the defender's edge can escape in any End phase (removed from the battlefield). ## 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 after 5 rounds. ## Victory The defender wins if at least 3 fighters escaped and no more than 1 attacker within 3" of the defender's edge. Otherwise the attacker wins. ## Rewards #### Credits - Winner: D6x10. - Loser: D3x5. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each escaped defender. - +D3 to the attacking Leader for winning (regardless of whether they took part in the battle or not). Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 (win). - -1 (bottle out). :::info Narrative Variant ## The Fall Of Sump City If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city’s foundations to sink it. In order to do this, make the following changes: - The defender should be a [House Escher](/docs/gangs/gang-lists/house-escher/) gang. - The attacker’s gang is made up of a mix of [Helot Chaos Cults](/docs/gangs/gang-lists/helot-chaos-cult/), [Corpse Grinder Cults](/docs/gangs/gang-lists/corpse-grinder-cult/) and [Exotic Beasts](/docs/gangs/gang-additions/exotic-beasts) (Exotic Beasts do not need to have an owner and will operate independently). - The Endless Hordes rule is in effect (see below). #### Endless Hordes In each End phase, any of the attacker’s Gangers, Juves or Exotic Beasts that have been taken Out of Action return to the battlefield by being placed in base contact with the attacker’s board edge. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,
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33,
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49,
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]
} | 703 |
188 | # House Goliath
_Source: House of Chains_
_Strength is all for House Goliath. Without the physical strength to dominate rivals or to endure the hardships of Necromunda, a Goliath is nothing. They were created as a slave race to work the refineries and forges of Necromunda and toil in places where even hardy Necromundans could not survive, and while the members of the clan are practically abhuman in their size and strength, only fools underestimate their resourcefulness and low cunning. It was the folly of their creators, who believed the Goliaths could be kept docile and ignorant though genetic meddling, that allowed elements of the clan to gain their independence. Ironically, no sooner had the Goliaths gained their freedom from their creators than they enslaved themselves again through the creation of a savage hierarchy. From among their ranks, the strongest rose to dominate domes and hives, culminating in the ascendance of the Over-tyrant, the lord of all the Goliaths on Necromunda. This overlord holds dominion over the clan via the flow of life-giving stimms – chem cocktails essential to the continued existence of all Goliaths. The clan’s reverence of strength, however, grants the Over-tyrant this right, and while the members of House Goliath once rebelled against outside control, they willingly accept rulership by one of their own._
_Goliaths are unique among the peoples of Necromunda, being on the whole gene-smithed beings, forged from a stable genus of humanity but enhanced for strength and endurance. Whether or not Goliaths are, in fact, abhumans remains a subject of much debate among the representatives of the Adeptus Terra on Necromunda, though the Imperium has deemed them ‘sanctioned’ for use on the hive world under the proviso that Lord Helmawr monitors their development. To date, most Goliaths are still largely created through esoteric biological means – rapidly grown in amneo-vats from flesh-templates and turned out into the refineries and factories for immediate hard labour. These brutish creations are mostly male and mostly sterile, living for less than a decade on a diet of backbreaking work and growth stimms before their bodies fail and they die. Despite this short life-span, Goliaths are born with a baseline knowledge of their world and their position in it, delivered via a cranial data-slug. During the years of slavery, this mnemonic injection was intended to keep the Goliaths ignorant and included only the basest information, keeping them at a learning level akin to a small child or a clever animal. After the Goliaths won their freedom, the Alphas ensured that the data-slug was altered to include the collected knowledge and experience of the Goliaths who had come before. In this way, the Goliaths share the knowledge of the clan gathered over hundreds of generations, giving them a working understanding of everything from hive industries to clan weaponry._
## Gang Composition
House Goliath 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:
- [Gene-smithing](#gene-smithing).
- Specialist Champion does not have Group Activation (1).
## Fighters
<FighterCard cost="135">
### Goliath Forge Tyrant (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ |
**Restrictions:** None.
**Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).
<details className="">
<summary>Special Rules</summary>
**Gang Leader:** A House Goliath gang must always include a single fighter with this
special rule:
- A fighter with this special rule may not retire during Campaign play. For a gang
leader, the only way out is death.
- Should this fighter die during the course of a campaign, or otherwise be removed
from the gang (for example, if a captured Leader is Sold to the Guilders), another
fighter must be promoted to replace them (see ‘Death of a Leader’ ).
**Gang Hierarchy (Leader):** During a battle, once this fighter’s gang has failed a
Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly Goliath fighters that are within 12" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A
fighter with this special rule may take multiple equipment sets.
**Group Activation (2):** When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
Goliath fighters equal to the number shown in brackets that are within 3" of this
fighter as part of a ‘Group Activation’:
- The controlling player must nominate all of the fighters who will be activated in
this way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the
controlling player selects one and activates them as normal, fully resolving
their activation before selecting and activating the next. Each fighter activates
individually; groups do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves
use this special rule during this activation.
**Skills:** When recruited, a Goliath Forge Tyrant may choose one skill from their
Primary skill sets (as described in the Necromunda Rulebook). This skill does not
cost any XP and does not increase the fighter’s credits value.
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Forge Tyrant 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Goliath Forge Tyrant may purchase weapons and Wargear from the Goliath Forge Tyrant equipment list:
- During the course of a campaign, a Goliath Forge Tyrant may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge Tyrant has no restrictions upon the types of weapon they can take; all weapon types are available.
#### Goliath Forge Tyrant Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :--------------------------------------------------------- | ------: |
| **BASIC WEAPONS** |
| Boltgun | 55 |
| Combat shotgun with salvo & shredder ammo | 60 |
| Shotgun with solid & scatter ammo | 30 |
| - Executioner ammo | +20 |
| - Inferno ammo | +15 |
| Stub cannon | 20 |
| **PISTOLS** |
| Combi-pistol (bolt pistol/ hand flamer) | 110 |
| Combi-pistol (bolt pistol/ plasma pistol) | 80 |
| Combi-pistol (stub gun/ plasma pistol) | 40 |
| Bolt pistol | 45 |
| Hand flamer | 75 |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **SPECIAL WEAPONS** |
| Combi-weapon (bolter/flamer) | 175 |
| Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 |
| Combi-weapon (bolter/melta) | 165 |
| Combi-weapon (bolter/plasma gun) | 115 |
| Flamer | 140 |
| Grenade launcher with frag & krak grenades | 55 |
| - Smoke grenades | +15 |
| - Stun rounds | +15 |
| Meltagun | 135 |
| **HEAVY WEAPONS** |
| Heavy bolter\* | 160 |
| Heavy flamer\* | 195 |
| Heavy stubber\* | 130 |
| ‘Krumper’ rivet cannon\* | 70 |
| Missile launcher (with frag & krak missiles)\* | 165 |
| Multi-melta\* | 180 |
| **CLOSE COMBAT WEAPONS** |
| Axe | 10 |
| Brute cleaver | 20 |
| Chainsword | 25 |
| Chainaxe | 25 |
| Fighting knife | 10 |
| Maul (club) | 10 |
| Power axe | 35 |
| Power hammer | 45 |
| ‘Renderizer’ serrated axe\* | 40 |
| - Master-crafted | +10 |
| Servo claw | 35 |
| Spud-jacker | 15 |
| - Master-crafted | +5 |
| Two-handed axe | 25 |
| Two-handed hammer\* | 35 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **GRENADES** |
| Blasting charges | 35 |
| Frag grenades | 30 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
| Stun grenades | 25 |
| **ARMOUR** |
| Carapace armour - Light | 80 |
| Carapace armour - Heavy | 100 |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Bio-booster | 35 |
| Drop rig | 10 |
| Filter plugs | 10 |
| Photo-goggles | 35 |
| Respirator | 15 |
| Skinblade | 10 |
| Stimm-slug stash | 25 |
| **WEAPON ACCESSORIES** |
| Gunshroud (Basic Weapons and Pistols only) | 20 |
| Suspensor (Heavy Weapons only) | 60 |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
| **STATUS ITEMS: EXOTIC BEASTS** |
| 0-1 Sumpkroc | 130 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_Goliath Forge Tyrants are brutal overseers who rule their gangs with iron-fisted savagery, the nature of the House of Chains demanding nothing less. Should a Forge Tyrant show any sign of weakness it would immediately invite challengers from within the ranks of the gang to dethrone them. For this reason, a Forge Tyrant must always be ready to defend their position and to exert their dominance through raw physical strength. Many Forge Tyrants periodically pick one of their gangers to make an example of, the sound of breaking bones and knuckles hitting meat a good reminder of who is in charge._
</details>
_Source: House of Chains_
</FighterCard>
<FighterCard cost="100">
### Goliath Forge Boss (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ |
**Restrictions:** None.
**Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
<details className="">
<summary>Special Rules</summary>
**Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed
a Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly Goliath fighters that are within 6" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
**Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A
fighter with this special rule may take multiple equipment sets.
**Group Activation (1):** When a fighter with this special rule is activated, their
controlling player can choose to activate a number of additional Ready friendly
Goliath fighters equal to the number shown in brackets that are within 3" of this
fighter as part of a ‘Group Activation’:
- The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the
controlling player selects one and activates them as normal, fully resolving
their activation before selecting and activating the next. Each fighter activates
individually; groups do not activate simultaneously.
Additional fighters with this special rule activated in this
way may not themselves use this special rule during
this activation.
**Skills:** When recruited, a Goliath Forge Boss
may choose one skill from their Primary skill sets
(as described in the Necromunda Rulebook). This
skill does not cost any XP and does not increase the
fighter’s credits value
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Forge Boss 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Goliath Forge Boss may purchase weapons and Wargear from the Goliath Forge Boss equipment list:
- During the course of a campaign, a Goliath Forge Boss may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge Boss has no restrictions upon the types of weapon they can take; all weapon types are available.
#### Goliath Forge Boss Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :--------------------------------------------------------- | ------: |
| **BASIC WEAPONS** |
| Boltgun | 55 |
| Combat shotgun with salvo & shredder ammo | 60 |
| Shotgun with solid & scatter ammo | 30 |
| Stub cannon | 20 |
| **PISTOLS** |
| Combi-pistol (bolt pistol/ hand flamer) | 110 |
| Combi-pistol (bolt pistol/ plasma pistol) | 80 |
| Combi-pistol (stub gun/ plasma pistol) | 40 |
| Bolt pistol | 45 |
| Hand flamer | 75 |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **SPECIAL WEAPONS** |
| Combi-weapon (bolter/flamer) | 175 |
| Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 |
| Combi-weapon (bolter/melta) | 165 |
| Combi-weapon (bolter/plasma gun) | 115 |
| Flamer | 140 |
| Grenade launcher with frag & krak grenades | 55 |
| - Smoke grenades | +15 |
| - Stun rounds | +15 |
| Meltagun | 135 |
| **HEAVY WEAPONS** |
| Heavy bolter\* | 160 |
| Heavy flamer\* | 195 |
| Heavy stubber\* | 130 |
| ‘Krumper’ rivet cannon\* | 70 |
| Missile launcher (with frag & krak missiles)\* | 165 |
| Multi-melta\* | 180 |
| **CLOSE COMBAT WEAPONS** |
| Axe | 10 |
| Brute cleaver | 20 |
| Chainsword | 25 |
| Chainaxe | 25 |
| Fighting knife | 10 |
| Maul (club) | 10 |
| Power axe | 35 |
| Power hammer | 45 |
| ‘Renderizer’ serrated axe\* | 40 |
| - Master-crafted | +10 |
| Servo claw | 35 |
| Spud-jacker | 15 |
| - Master-crafted | +5 |
| Two-handed axe | 25 |
| Two-handed hammer\* | 35 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **GRENADES** |
| Blasting charges | 35 |
| Frag grenades | 30 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
| Stun grenades | 25 |
| **ARMOUR** |
| Carapace armour - Light | 80 |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Bio-booster | 35 |
| Drop rig | 10 |
| Filter plugs | 10 |
| Photo-goggles | 35 |
| Respirator | 15 |
| Skinblade | 10 |
| Stimm-slug stash | 25 |
| **WEAPON ACCESSORIES** |
| Gunshroud (Basic Weapons and Pistols only) | 20 |
| Suspensor (Heavy Weapons only) | 60 |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
| **STATUS ITEMS: EXOTIC BEASTS** |
| 0-1 Sumpkroc | 130 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_A good Forge Boss knows how to walk the line between being a second-in-command and being the heir to the throne. Forge Tyrants choose their Forge Bosses from those fighters who will challenge their dominance rather than grovel at their feet, as a Goliath is nothing if they cannot test their muscles and prove their physical superiority. It is the ambition of the Forge Boss, therefore, to replace the Forge Tyrant, and everything they do works toward this goal, constantly testing the strength of the leader until such time as they sense weakness, allowing them to assume their rightful place at the top._
</details>
</FighterCard>
<FighterCard cost="125">
### Stimmer (Specialist Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 8+ | 4+ | 7+ | 8+ |
**Restrictions:** Pistol, Heavy and Close Combat.
**Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash.
<details className="">
<summary>Special Rules</summary>
**Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed
a Bottle test, during any End phase in which this fighter passes its Cool check and
does not flee the battlefield, any friendly Goliath fighters that are within 6" of this
fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions.
**Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A
fighter with this special rule may take multiple equipment sets.
**Combat Chems Stash:** Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round.
**Skills:** When recruited, a Goliath Stimmer may choose one skill from their Primary
skill sets (as described in the Necromunda Rulebook). This skill does not cost any
XP and does not increase the fighter’s credits value.
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Stimmer 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| - | Secondary | Secondary | - | Primary | - | - | - | Primary |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Goliath Stimmer may purchase weapons and Wargear from the Goliath Stimmer equipment list:
- During the course of a campaign, a Goliath Stimmer may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Stimmer may only be equipped with weapons chosen from this list, or from the Pistols, Heavy Weapons and Close Combat Weapons sections of the Trading Post or the Black Market.
#### Goliath Stimmer Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :------------------------------------------------------------------------- | ------: |
| **PISTOLS** |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **HEAVY WEAPONS** |
| Assault grenade launchers (twin-linked) with stun rounds & frag grenades\* | 65 |
| - Krak grenades | +30 |
| - Smoke grenades | +20 |
| **CLOSE COMBAT WEAPONS** |
| Fighting knife | 10 |
| ‘Pulverizer’ serrated axe | 30 |
| - Master-crafted | +10 |
| Paired ‘Pulverizers’\* | 50 |
| - Master-crafted | +10 |
| ‘Renderizer’ serrated axe\* | 40 |
| - Master-crafted | +10 |
| Spud-jacker | 15 |
| - Master-crafted | +5 |
| Paired spud-jackers\* | 25 |
| - Master-crafted | +10 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :------------------------------ | ------: |
| **GRENADES** |
| Frag grenades | 30 |
| Incendiary charges | 40 |
| Krak grenades | 45 |
| Melta bombs | 60 |
| Smoke grenades | 15 |
| Stun grenades | 25 |
| **ARMOUR** |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Bio-booster | 35 |
| Drop rig | 10 |
| Respirator | 15 |
| Skinblade | 10 |
| Stimm-slug stash | 25 |
| **STATUS ITEMS: EXOTIC BEASTS** |
| 0-1 Sumpkroc | 130 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_When a ganger rises up through the ranks and gets a taste for chems and violence, they sometimes eschew the path to leadership, instead focusing all their efforts on the mastery of violence in its most brute forms. This is the Stimmer, a combat stimm-driven gang champion who has taken mastery of close combat to the extreme, and is happiest when running screaming at the enemy, guns blazing, or reducing fools to bloody hunks of meat up close and personal._
</details>
</FighterCard>
<FighterCard cost="35">
### Goliath Forge-Born (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
**Restrictions:** Pistol, Special, Close Combat.
**Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner.
<details className="">
<summary>Special Rules</summary>
**Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A
fighter with this special rule may take multiple equipment sets.
**Gang Fighter (Prospect):** Fighters with this special rule form the backbone
of House Goliath gangs. The total number of fighters with the Gang Fighter (X)
special rule in the gang must always be equal to, or higher than, the total number of
fighters without the Gang Fighter (X) special rule combined, not counting Hangerson
or Hired Guns.
**Promotion (Goliath Forge Boss or Goliath Stimmer):** If, during the Downtime
phase of a campaign, this fighter has gained five or more Advancements, this
fighter may be promoted to become either a Goliath Forge Boss or a Goliath
Stimmer as the controlling player wishes.
When a fighter is promoted in this way, they will from now on count as either a
Goliath Forge Boss or a Goliath Stimmer for the purposes of determining which
equipment and skill sets they can access. Their existing characteristics do not
change, but they will lose the Promotion (Goliath Forge Boss or Goliath Stimmer),
Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all
the special rules associated with either a Goliath Forge Boss or a Goliath Stimmer,
as appropriate.
Note that when a fighter is promoted in this way (especially when promoted to
become a Stimmer!), an appropriate model should be used to represent their new
category and type.
**Hot-headed:** Fighters with this special rule have much to prove and often act on
impulse alone, hoping to impress their superiors. Consequently, older and wiser
fighters expect them to be short-lived. Should a fighter with this special rule be
Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do
not have to take a Nerve test, unless they also have this special rule.
**Fast Learner:** During campaign play, when this fighter gains a characteristic
Advancement, they do not need to spend an additional 2 XP if the characteristic
being improved has already been improved. In other words, this fighter may
improve a characteristic any number of times (up to the maximum) for the basic XP
cost shown each time.
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Forge-born 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| Secondary | - | Primary | - | - | - | - | Secondary | - |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Goliath Forge-born may purchase weapons and Wargear from the Goliath Forge-born equipment list:
- During the course of a campaign, a Goliath Forge-born may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge-born may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.
#### Goliath Forge-Born Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :----------------------- | ------: |
| **PISTOLS** |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **SPECIAL WEAPONS** |
| Storm-welder\* | 75 |
| **CLOSE COMBAT WEAPONS** |
| Fighting knife | 10 |
| Heavy rock saw\* | 120 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :--------------------- | ------: |
| **GRENADES** |
| Frag grenades | 30 |
| Incendiary charges | 40 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
| **ARMOUR** |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Bio-booster | 35 |
| Filter plugs | 10 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_Forge-born are the promising up and comers of the House of Chains. Harvested from a promising batch of Vatborn, or the sons and daughters of a powerful Alpha, they represent the future of the clan. In typical House Goliath fashion, these future gang champions and leaders are not coddled or protected, but rather thrust violently into the world to prove their worth. It is a task the Forge-born take to eagerly, often engaging in the riskiest professions for the clan, or bringing the most dangerous and unpredictable weapons to battle, so they might cause enough carnage to draw the eye of the Alphas and earn thereby their place in the gang._
</details>
</FighterCard>
<FighterCard cost="55">
### Goliath Bruiser (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ |
**Restrictions:** Pistol, Basic, Close Combat.
**Special Rules:** Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only).
<details className="">
<summary>Special Rules</summary>
**Gang Fighter (Ganger):** Fighters with this special rule form the backbone of
House Goliath gangs. The total number of fighters with the Gang Fighter (X)
special rule in the gang must always be equal to, or higher than, the total number of
fighters without the Gang Fighter (X) special rule combined, not counting Hangerson
or Hired Guns.
**Promotion (Goliath Specialist):** When the gang is founded, a single Goliath
Bruiser can be promoted to become a Goliath Specialist. During Campaign
play, additional Goliath Bruisers may become Goliath Specialists by spending
Experience (XP), as described in the campaign rules. A Goliath Specialist gains the
Tools of the Trade special rule, may purchase Special weapons, and may spend XP
to gain additional skills.
**Tools of the Trade (Goliath Specialist only):** This fighter enjoys access to
a wide variety of weapons. A fighter with this special rule may take multiple
equipment sets.
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Specialist has access to the following skill sets (note, however, that a Goliath Bruiser may not gain
additional skills):
| [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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| - | Primary | Secondary | - | Primary | - | - | Secondary | - |
</details>
<details className="equipment">
<summary>Equipment</summary>
Goliath Bruisers and Goliath Specialists may purchase weapons and Wargear from the Goliath Bruiser
equipment list:
- During the course of a campaign, both Goliath Bruisers and Goliath Specialists may be given additional weapons purchased from this list.
- In addition, during a campaign both Goliath Bruisers and Goliath Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Bruiser may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
- Once promoted, a Goliath Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.
#### Goliath Bruiser Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :----------------------------------------- | ------: |
| **BASIC WEAPONS** |
| Boltgun | 55 |
| Combat shotgun with salvo & shredder ammo | 60 |
| Shotgun with solid & scatter ammo | 30 |
| Stub cannon | 20 |
| **PISTOLS** |
| Bolt pistol | 45 |
| Hand flamer | 75 |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **SPECIAL WEAPONS** |
| Flamer | 140 |
| Grenade launcher with frag & krak grenades | 55 |
| - Smoke grenades | +15 |
| - Stun rounds | +15 |
| Meltagun | 135 |
| **CLOSE COMBAT WEAPONS** |
| Axe | 10 |
| Brute cleaver | 20 |
| Fighting knife | 10 |
| Maul (club) | 10 |
| Spud-jacker | 15 |
| Two-handed axe\* | 25 |
| Two-handed hammer\* | 35 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **GRENADES** |
| Frag grenades | 30 |
| Incendiary charges | 40 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
| **ARMOUR** |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Drop rig | 10 |
| Filter plugs | 10 |
| Photo-goggles | 35 |
| Respirator | 15 |
| Stimm-slug stash | 25 |
| **WEAPON ACCESSORIES** |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_Bruisers comprise the bulk of most Goliath gangs. They come from all parts of the clan, and can be Vatborn, Natborn or Unborn, each one drawn to the life of a ganger by the promise of quick creds and brutal violence. That most Bruisers end their days bleeding out in some dismal corner of the underhive doesn’t deter a Goliath, whose life expectancy is usually measured in only a handful of great cycles – if they are lucky!_
</details>
</FighterCard>
<FighterCard cost="35">
### Goliath Bully (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
**Restrictions:** Pistol and Close Combat.
**Special Rules:** Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner.
<details className="">
<summary>Special Rules</summary>
**Gang Fighter (Juve):** Fighters with this special rule form the backbone of House
Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule
in the gang must always be equal to, or higher than, the total number of fighters
without the Gang Fighter (X) special rule combined, not counting Hangers-on or
Hired Guns.
**Promotion (Goliath Specialist):** If, during the Downtime phase of a campaign,
this fighter has gained five or more Advancements, this fighter may be promoted to
become a Goliath Specialist.
When a fighter is promoted in this way, they will from now on count as a Goliath
Bruiser for the purposes of determining which equipment and skill sets they can
access. Their existing characteristics do not change, but they will lose the Gang
Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and
gain all the special rules associated with a Goliath Specialist.
**Fast Learner:** During campaign play, when this fighter gains a characteristic
Advancement, they do not need to spend an additional 2 XP if the characteristic
being improved has already been improved. In other words, this fighter may
improve a characteristic any number of times (up to the maximum) for the basic XP
cost shown each time.
</details>
<details className="">
<summary>Skill Access</summary>
A Goliath Bully 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: |
| Secondary | Secondary | - | - | Primary | - | - | - | - |
</details>
<details className="equipment">
<summary>Equipment</summary>
A Goliath Bully may purchase weapons and Wargear from the Goliath Bully equipment list:
- During the course of a campaign, a Goliath Bully may be given additional weapons purchased from this list.
- In addition, during a campaign a Goliath Bully may be given additional Wargear purchased from this list, from
the Trading Post and from the Black Market.
#### Goliath Bully Equipment List
<br />
<details>
<summary>Weapons</summary>
| Item | Credits |
| :----------------------- | ------: |
| **PISTOLS** |
| Stub gun | 5 |
| - Dumdum rounds | +5 |
| **CLOSE COMBAT WEAPONS** |
| Axe | 10 |
| Brute cleaver | 20 |
| Fighting knife | 10 |
| Spud-jacker | 15 |
</details>
<details>
<summary>Wargear</summary>
| Item | Credits |
| :--------------------- | ------: |
| **GRENADES** |
| Frag grenades | 30 |
| Incendiary charges | 40 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
| **ARMOUR** |
| Furnace plates | 5 |
| **PERSONAL EQUIPMENT** |
| Armoured undersuit | 25 |
| Drop rig | 10 |
| Filter plugs | 10 |
| Stimm-slug stash | 25 |
</details>
</details>
<details className="lore">
<summary>Lore</summary>
_If the life of a Bruiser is short and savage then the life of a Bully is even more so. Bullys join Goliath gangs with none of the combat experience of a Bruiser, often fresh from the forge gangs or slave pits, with only the ambition to break free of their past life driving them on. Some may, in time, rise up to take their place in the gang proper, or even make a name for themselves as a Forge Boss or even a Forge Tyrant. Most, however, don’t survive their first gang fight, sent out by their leaders to soak up bullets and shrapnel and clear the way for more valuable fighters._
</details>
</FighterCard>
<FighterCard cost="210">
### 0-1 'Zerker (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ |
**Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) (consolidate 4” instead of 2”).
**Wargear:** 2 x Open Fists.
**Restrictions:** 'Zerker Brute options.
Can roll a D6 when activated to modify the Attack
characteristic (until the end of the round):
| D6 | Outcome |
| ------- | ---------- |
| **1** | Attack = 1 |
| **2** | +1 Attack |
| **3-4** | +2 Attack |
| **5-6** | +3 Attack |
_The members of House Goliath are notorious for their gen-hancing and bio- manipulation of their physical forms to monstrous levels. Many Goliath infants are vat-grown, the better to ensure a healthy specimen, whilst others are born of Goliath parents deemed suitable to reproduce for their adherence to the Goliath physical ideal. Whatever the infant’s origin, from an early age House Goliath utilises all manner of artificial assistance to boost its members’ abilities to superhuman levels, be it through the use of combat stimms or other, more esoteric drugs brokered through dealings with House Escher, or the genetic manipulation of their young, up to and including the surgical grafting on of huge volumes of extra muscle mass. There are almost no limits to which the members of House Goliath will not go in their pursuit of what they deem to be the physical ideal. Indeed, this manipulation of their form has gone on for so many centuries that there are those within the Administratum and the Adeptus Mechanicus who believe that many of House Goliath have evolved to become a distinct sub-set of abhuman unique to Necromunda. This is quite alarming considering that gen-hancement and vat-grown muscle grafting is common across the Imperium, and speaks volumes about the levels to which House Goliath has taken these practices._
_Such abuse of growth stimms, surgeries and other methods is not without risks, however, as even the most baseline of Goliaths will show noticeable reductions in cognitive function. For Goliaths that push the limits of their physical form to the extreme, the risks are even greater. Rampant and uncontrollable muscle growth, spontaneous bone spur mutations, metabolisms that rage out of control and total loss of all higher brain functions are common. Such post-human flesh hulks are frequently seen in the gangs of the underhive, where in the crude parlance of the gangs they are called ‘Zerkers’, bringing rampant destruction to the foes of their house._
</FighterCard>
<FighterCard cost="120">
### 0-1 Sumpkroc (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 68+ | 7+ | 11+ |
**Wargear:** Flensing knife (same as ferocious jaws), [mesh armour](/docs/armoury/armour#mesh-armour) (5+, same as: Scaly Hide 2).
#### Counter-charge
Once per round, if all conditions are true:
- Active.
- An enemy charges the owner.
After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged).
_Hive legend has it that many thousands of years ago, during a different age of Necromunda, a now long-extinct type of reptile became the fashion accessory of choice for uphive nobility. Imported as eggs, once hatched these snappy little creatures were seen everywhere for a period of several seasons, kept in fine artificial habitats or carried around in specially-made hand luggage. They became almost common, rapidly…_
_But as they became common, so too did they become big, and with size came increased aggression. Many were culled after accidents led to lost digits, even lost limbs, and in some cases, so the legends go, loss of life. Many more were hurriedly discarded down waste chutes and heat sinks. And so, in the fullness of time, many were found by the denizens of the underhive. Over time, these strange creatures were captured as a new food source, but that practice ended as they were more likely to make food of their human hunters._
_And there their story might have ended in extinction, but for the intervention of House Goliath. For some inexplicable reason, the Goliaths were attracted to these creatures as pets, taking pride in their size and strength, and revelling in their ferocity._
_Today, the Sumpkrocs that House Goliath keep are somewhat different to the original creature, with centuries of genetic cloning causing a few changes and they no longer wholly resemble the creature first imported…_
</FighterCard>
<FighterCard cost="100">
### Mauler (Vehicle)
| M | Front | Side | Rear | W | Hnd | Sv |
| --- | ----- | ---- | ---- | --- | --- | --- |
| 7” | 5 | 4 | 4 | 3 | 5+ | 5+ |
**Type:** Hybrid drive (wheeled & tracked).
**Upgrade Slots:** 2 Body, 1 Drive, 1 Engine.
**Weapon Locomotion:** 1 (Crew: Front).
#### Power Ram
Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc.
</FighterCard>
<FighterCard cost="25">
### Road Thug (Crew)
| BS | Ld | Cl | Wil | Int |
| --- | --- | --- | --- | --- |
| 4+ | 7+ | 7+ | 7+ | 7+ |
**Special Rules:** Gang Fighter (Crew), Vehicle Crew.
</FighterCard>
## Skill Access
| | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) |
| :---------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------------------- |
| Leader | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary |
| Champion (Specialist) | - | Secondary | Secondary | - | Primary | - | - | - | Primary |
| Champion | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary |
| Ganger (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - |
| Juve (Specialist) | Secondary | - | Primary | - | - | - | - | Secondary | - |
| Juve | Secondary | Secondary | - | - | Primary | - | - | - | - |
| Brute (‘Zerker) | - | Primary | Secondary | - | Secondary | - | - | - | Primary |
| Exotic Beast (Sumpkroc) | - | Primary | - | - | Secondary | - | - | - | - |
| Crew (Road Thug) | - | - | - | Primary | - | Secondary | Secondary | Primary | - |
## Vehicles
All vehicles in a Goliath gang add the following to their equipment lists:
### Goliath Vehicle Equipment List
<details open>
<summary>Weapons</summary>
| Item | Credits |
| :------------------------------------------- | ------: |
| **BASIC WEAPONS** |
| Boltgun | 55 |
| Stub cannon | 20 |
| **SPECIAL WEAPONS** |
| Meltagun | 135 |
| **HEAVY WEAPONS** |
| Heavy bolter | 160 |
| ‘Krumpa’ rivet cannon | 70 |
| Missile launcher (with frag & krak missiles) | 165 |
| Multi-melta | 180 |
</details>
<details open>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **WEAPON ACCESSORIES** |
| 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 | 5 | 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 | # House Goliath _Source: House of Chains_ _Strength is all for House Goliath. Without the physical strength to dominate rivals or to endure the hardships of Necromunda, a Goliath is nothing. They were created as a slave race to work the refineries and forges of Necromunda and toil in places where even hardy Necromundans could not survive, and while the members of the clan are practically abhuman in their size and strength, only fools underestimate their resourcefulness and low cunning. It was the folly of their creators, who believed the Goliaths could be kept docile and ignorant though genetic meddling, that allowed elements of the clan to gain their independence. Ironically, no sooner had the Goliaths gained their freedom from their creators than they enslaved themselves again through the creation of a savage hierarchy. From among their ranks, the strongest rose to dominate domes and hives, culminating in the ascendance of the Over-tyrant, the lord of all the Goliaths on Necromunda. This overlord holds dominion over the clan via the flow of life-giving stimms – chem cocktails essential to the continued existence of all Goliaths. The clan’s reverence of strength, however, grants the Over-tyrant this right, and while the members of House Goliath once rebelled against outside control, they willingly accept rulership by one of their own._ _Goliaths are unique among the peoples of Necromunda, being on the whole gene-smithed beings, forged from a stable genus of humanity but enhanced for strength and endurance. Whether or not Goliaths are, in fact, abhumans remains a subject of much debate among the representatives of the Adeptus Terra on Necromunda, though the Imperium has deemed them ‘sanctioned’ for use on the hive world under the proviso that Lord Helmawr monitors their development. To date, most Goliaths are still largely created through esoteric biological means – rapidly grown in amneo-vats from flesh-templates and turned out into the refineries and factories for immediate hard labour. These brutish creations are mostly male and mostly sterile, living for less than a decade on a diet of backbreaking work and growth stimms before their bodies fail and they die. Despite this short life-span, Goliaths are born with a baseline knowledge of their world and their position in it, delivered via a cranial data-slug. During the years of slavery, this mnemonic injection was intended to keep the Goliaths ignorant and included only the basest information, keeping them at a learning level akin to a small child or a clever animal. After the Goliaths won their freedom, the Alphas ensured that the data-slug was altered to include the collected knowledge and experience of the Goliaths who had come before. In this way, the Goliaths share the knowledge of the clan gathered over hundreds of generations, giving them a working understanding of everything from hive industries to clan weaponry._ ## Gang Composition House Goliath 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: - [Gene-smithing](#gene-smithing). - Specialist Champion does not have Group Activation (1). ## Fighters <FighterCard cost="135"> ### Goliath Forge Tyrant (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ | **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). <details className=""> <summary>Special Rules</summary> **Gang Leader:** A House Goliath gang must always include a single fighter with this special rule: - A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. - Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see ‘Death of a Leader’ ). **Gang Hierarchy (Leader):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (2):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **Skills:** When recruited, a Goliath Forge Tyrant may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value. </details> <details className=""> <summary>Skill Access</summary> A Goliath Forge Tyrant 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Goliath Forge Tyrant may purchase weapons and Wargear from the Goliath Forge Tyrant equipment list: - During the course of a campaign, a Goliath Forge Tyrant may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Goliath Forge Tyrant has no restrictions upon the types of weapon they can take; all weapon types are available. #### Goliath Forge Tyrant Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :--------------------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Combat shotgun with salvo & shredder ammo | 60 | | Shotgun with solid & scatter ammo | 30 | | - Executioner ammo | +20 | | - Inferno ammo | +15 | | Stub cannon | 20 | | **PISTOLS** | | Combi-pistol (bolt pistol/ hand flamer) | 110 | | Combi-pistol (bolt pistol/ plasma pistol) | 80 | | Combi-pistol (stub gun/ plasma pistol) | 40 | | Bolt pistol | 45 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum rounds | +5 | | **SPECIAL WEAPONS** | | Combi-weapon (bolter/flamer) | 175 | | Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 | | Combi-weapon (bolter/melta) | 165 | | Combi-weapon (bolter/plasma gun) | 115 | | Flamer | 140 | | Grenade launcher with frag & krak grenades | 55 | | - Smoke grenades | +15 | | - Stun rounds | +15 | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter\* | 160 | | Heavy flamer\* | 195 | | Heavy stubber\* | 130 | | ‘Krumper’ rivet cannon\* | 70 | | Missile launcher (with frag & krak missiles)\* | 165 | | Multi-melta\* | 180 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Brute cleaver | 20 | | Chainsword | 25 | | Chainaxe | 25 | | Fighting knife | 10 | | Maul (club) | 10 | | Power axe | 35 | | Power hammer | 45 | | ‘Renderizer’ serrated axe\* | 40 | | - Master-crafted | +10 | | Servo claw | 35 | | Spud-jacker | 15 | | - Master-crafted | +5 | | Two-handed axe | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | Stun grenades | 25 | | **ARMOUR** | | Carapace armour - Light | 80 | | Carapace armour - Heavy | 100 | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 25 | | **WEAPON ACCESSORIES** | | Gunshroud (Basic Weapons and Pistols only) | 20 | | Suspensor (Heavy Weapons only) | 60 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-1 Sumpkroc | 130 | </details> </details> <details className="lore"> <summary>Lore</summary> _Goliath Forge Tyrants are brutal overseers who rule their gangs with iron-fisted savagery, the nature of the House of Chains demanding nothing less. Should a Forge Tyrant show any sign of weakness it would immediately invite challengers from within the ranks of the gang to dethrone them. For this reason, a Forge Tyrant must always be ready to defend their position and to exert their dominance through raw physical strength. Many Forge Tyrants periodically pick one of their gangers to make an example of, the sound of breaking bones and knuckles hitting meat a good reminder of who is in charge._ </details> _Source: House of Chains_ </FighterCard> <FighterCard cost="100"> ### Goliath Forge Boss (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ | **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). <details className=""> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Group Activation (1):** When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: - The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. - Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. **Skills:** When recruited, a Goliath Forge Boss may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value </details> <details className=""> <summary>Skill Access</summary> A Goliath Forge Boss 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary | </details> <details className="equipment"> <summary>Equipment</summary> A Goliath Forge Boss may purchase weapons and Wargear from the Goliath Forge Boss equipment list: - During the course of a campaign, a Goliath Forge Boss may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Goliath Forge Boss has no restrictions upon the types of weapon they can take; all weapon types are available. #### Goliath Forge Boss Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :--------------------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Combat shotgun with salvo & shredder ammo | 60 | | Shotgun with solid & scatter ammo | 30 | | Stub cannon | 20 | | **PISTOLS** | | Combi-pistol (bolt pistol/ hand flamer) | 110 | | Combi-pistol (bolt pistol/ plasma pistol) | 80 | | Combi-pistol (stub gun/ plasma pistol) | 40 | | Bolt pistol | 45 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum rounds | +5 | | **SPECIAL WEAPONS** | | Combi-weapon (bolter/flamer) | 175 | | Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 | | Combi-weapon (bolter/melta) | 165 | | Combi-weapon (bolter/plasma gun) | 115 | | Flamer | 140 | | Grenade launcher with frag & krak grenades | 55 | | - Smoke grenades | +15 | | - Stun rounds | +15 | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter\* | 160 | | Heavy flamer\* | 195 | | Heavy stubber\* | 130 | | ‘Krumper’ rivet cannon\* | 70 | | Missile launcher (with frag & krak missiles)\* | 165 | | Multi-melta\* | 180 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Brute cleaver | 20 | | Chainsword | 25 | | Chainaxe | 25 | | Fighting knife | 10 | | Maul (club) | 10 | | Power axe | 35 | | Power hammer | 45 | | ‘Renderizer’ serrated axe\* | 40 | | - Master-crafted | +10 | | Servo claw | 35 | | Spud-jacker | 15 | | - Master-crafted | +5 | | Two-handed axe | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Blasting charges | 35 | | Frag grenades | 30 | | Krak grenades | 45 | | Smoke grenades | 15 | | Stun grenades | 25 | | **ARMOUR** | | Carapace armour - Light | 80 | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Bio-booster | 35 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 25 | | **WEAPON ACCESSORIES** | | Gunshroud (Basic Weapons and Pistols only) | 20 | | Suspensor (Heavy Weapons only) | 60 | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-1 Sumpkroc | 130 | </details> </details> <details className="lore"> <summary>Lore</summary> _A good Forge Boss knows how to walk the line between being a second-in-command and being the heir to the throne. Forge Tyrants choose their Forge Bosses from those fighters who will challenge their dominance rather than grovel at their feet, as a Goliath is nothing if they cannot test their muscles and prove their physical superiority. It is the ambition of the Forge Boss, therefore, to replace the Forge Tyrant, and everything they do works toward this goal, constantly testing the strength of the leader until such time as they sense weakness, allowing them to assume their rightful place at the top._ </details> </FighterCard> <FighterCard cost="125"> ### Stimmer (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 8+ | 4+ | 7+ | 8+ | **Restrictions:** Pistol, Heavy and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash. <details className=""> <summary>Special Rules</summary> **Gang Hierarchy (Champion):** During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Combat Chems Stash:** Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round. **Skills:** When recruited, a Goliath Stimmer may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value. </details> <details className=""> <summary>Skill Access</summary> A Goliath Stimmer 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | - | Secondary | Secondary | - | Primary | - | - | - | Primary | </details> <details className="equipment"> <summary>Equipment</summary> A Goliath Stimmer may purchase weapons and Wargear from the Goliath Stimmer equipment list: - During the course of a campaign, a Goliath Stimmer may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Goliath Stimmer may only be equipped with weapons chosen from this list, or from the Pistols, Heavy Weapons and Close Combat Weapons sections of the Trading Post or the Black Market. #### Goliath Stimmer Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :------------------------------------------------------------------------- | ------: | | **PISTOLS** | | Stub gun | 5 | | - Dumdum rounds | +5 | | **HEAVY WEAPONS** | | Assault grenade launchers (twin-linked) with stun rounds & frag grenades\* | 65 | | - Krak grenades | +30 | | - Smoke grenades | +20 | | **CLOSE COMBAT WEAPONS** | | Fighting knife | 10 | | ‘Pulverizer’ serrated axe | 30 | | - Master-crafted | +10 | | Paired ‘Pulverizers’\* | 50 | | - Master-crafted | +10 | | ‘Renderizer’ serrated axe\* | 40 | | - Master-crafted | +10 | | Spud-jacker | 15 | | - Master-crafted | +5 | | Paired spud-jackers\* | 25 | | - Master-crafted | +10 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :------------------------------ | ------: | | **GRENADES** | | Frag grenades | 30 | | Incendiary charges | 40 | | Krak grenades | 45 | | Melta bombs | 60 | | Smoke grenades | 15 | | Stun grenades | 25 | | **ARMOUR** | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Bio-booster | 35 | | Drop rig | 10 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 25 | | **STATUS ITEMS: EXOTIC BEASTS** | | 0-1 Sumpkroc | 130 | </details> </details> <details className="lore"> <summary>Lore</summary> _When a ganger rises up through the ranks and gets a taste for chems and violence, they sometimes eschew the path to leadership, instead focusing all their efforts on the mastery of violence in its most brute forms. This is the Stimmer, a combat stimm-driven gang champion who has taken mastery of close combat to the extreme, and is happiest when running screaming at the enemy, guns blazing, or reducing fools to bloody hunks of meat up close and personal._ </details> </FighterCard> <FighterCard cost="35"> ### Goliath Forge-Born (Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner. <details className=""> <summary>Special Rules</summary> **Tools of the Trade:** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. **Gang Fighter (Prospect):** Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. **Promotion (Goliath Forge Boss or Goliath Stimmer):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Goliath Forge Boss or a Goliath Stimmer as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as either a Goliath Forge Boss or a Goliath Stimmer for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all the special rules associated with either a Goliath Forge Boss or a Goliath Stimmer, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Stimmer!), an appropriate model should be used to represent their new category and type. **Hot-headed:** Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. **Fast Learner:** During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Goliath Forge-born 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | Secondary | - | Primary | - | - | - | - | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> A Goliath Forge-born may purchase weapons and Wargear from the Goliath Forge-born equipment list: - During the course of a campaign, a Goliath Forge-born may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market. - A Goliath Forge-born may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market. #### Goliath Forge-Born Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **PISTOLS** | | Stub gun | 5 | | - Dumdum rounds | +5 | | **SPECIAL WEAPONS** | | Storm-welder\* | 75 | | **CLOSE COMBAT WEAPONS** | | Fighting knife | 10 | | Heavy rock saw\* | 120 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :--------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Incendiary charges | 40 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Bio-booster | 35 | | Filter plugs | 10 | </details> </details> <details className="lore"> <summary>Lore</summary> _Forge-born are the promising up and comers of the House of Chains. Harvested from a promising batch of Vatborn, or the sons and daughters of a powerful Alpha, they represent the future of the clan. In typical House Goliath fashion, these future gang champions and leaders are not coddled or protected, but rather thrust violently into the world to prove their worth. It is a task the Forge-born take to eagerly, often engaging in the riskiest professions for the clan, or bringing the most dangerous and unpredictable weapons to battle, so they might cause enough carnage to draw the eye of the Alphas and earn thereby their place in the gang._ </details> </FighterCard> <FighterCard cost="55"> ### Goliath Bruiser (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only). <details className=""> <summary>Special Rules</summary> **Gang Fighter (Ganger):** Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. **Promotion (Goliath Specialist):** When the gang is founded, a single Goliath Bruiser can be promoted to become a Goliath Specialist. During Campaign play, additional Goliath Bruisers may become Goliath Specialists by spending Experience (XP), as described in the campaign rules. A Goliath Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills. **Tools of the Trade (Goliath Specialist only):** This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. </details> <details className=""> <summary>Skill Access</summary> A Goliath Specialist has access to the following skill sets (note, however, that a Goliath Bruiser may not gain additional skills): | [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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | - | Primary | Secondary | - | Primary | - | - | Secondary | - | </details> <details className="equipment"> <summary>Equipment</summary> Goliath Bruisers and Goliath Specialists may purchase weapons and Wargear from the Goliath Bruiser equipment list: - During the course of a campaign, both Goliath Bruisers and Goliath Specialists may be given additional weapons purchased from this list. - In addition, during a campaign both Goliath Bruisers and Goliath Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. - A Goliath Bruiser may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list. - Once promoted, a Goliath Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available. #### Goliath Bruiser Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Combat shotgun with salvo & shredder ammo | 60 | | Shotgun with solid & scatter ammo | 30 | | Stub cannon | 20 | | **PISTOLS** | | Bolt pistol | 45 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum rounds | +5 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Grenade launcher with frag & krak grenades | 55 | | - Smoke grenades | +15 | | - Stun rounds | +15 | | Meltagun | 135 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Brute cleaver | 20 | | Fighting knife | 10 | | Maul (club) | 10 | | Spud-jacker | 15 | | Two-handed axe\* | 25 | | Two-handed hammer\* | 35 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Incendiary charges | 40 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Photo-goggles | 35 | | Respirator | 15 | | Stimm-slug stash | 25 | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> </details> <details className="lore"> <summary>Lore</summary> _Bruisers comprise the bulk of most Goliath gangs. They come from all parts of the clan, and can be Vatborn, Natborn or Unborn, each one drawn to the life of a ganger by the promise of quick creds and brutal violence. That most Bruisers end their days bleeding out in some dismal corner of the underhive doesn’t deter a Goliath, whose life expectancy is usually measured in only a handful of great cycles – if they are lucky!_ </details> </FighterCard> <FighterCard cost="35"> ### Goliath Bully (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ | **Restrictions:** Pistol and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner. <details className=""> <summary>Special Rules</summary> **Gang Fighter (Juve):** Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. **Promotion (Goliath Specialist):** If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Goliath Specialist. When a fighter is promoted in this way, they will from now on count as a Goliath Bruiser for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the special rules associated with a Goliath Specialist. **Fast Learner:** During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. </details> <details className=""> <summary>Skill Access</summary> A Goliath Bully 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) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------------------: | | Secondary | Secondary | - | - | Primary | - | - | - | - | </details> <details className="equipment"> <summary>Equipment</summary> A Goliath Bully may purchase weapons and Wargear from the Goliath Bully equipment list: - During the course of a campaign, a Goliath Bully may be given additional weapons purchased from this list. - In addition, during a campaign a Goliath Bully may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market. #### Goliath Bully Equipment List <br /> <details> <summary>Weapons</summary> | Item | Credits | | :----------------------- | ------: | | **PISTOLS** | | Stub gun | 5 | | - Dumdum rounds | +5 | | **CLOSE COMBAT WEAPONS** | | Axe | 10 | | Brute cleaver | 20 | | Fighting knife | 10 | | Spud-jacker | 15 | </details> <details> <summary>Wargear</summary> | Item | Credits | | :--------------------- | ------: | | **GRENADES** | | Frag grenades | 30 | | Incendiary charges | 40 | | Krak grenades | 45 | | Smoke grenades | 15 | | **ARMOUR** | | Furnace plates | 5 | | **PERSONAL EQUIPMENT** | | Armoured undersuit | 25 | | Drop rig | 10 | | Filter plugs | 10 | | Stimm-slug stash | 25 | </details> </details> <details className="lore"> <summary>Lore</summary> _If the life of a Bruiser is short and savage then the life of a Bully is even more so. Bullys join Goliath gangs with none of the combat experience of a Bruiser, often fresh from the forge gangs or slave pits, with only the ambition to break free of their past life driving them on. Some may, in time, rise up to take their place in the gang proper, or even make a name for themselves as a Forge Boss or even a Forge Tyrant. Most, however, don’t survive their first gang fight, sent out by their leaders to soak up bullets and shrapnel and clear the way for more valuable fighters._ </details> </FighterCard> <FighterCard cost="210"> ### 0-1 'Zerker (Brute) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ | **Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous) (consolidate 4” instead of 2”). **Wargear:** 2 x Open Fists. **Restrictions:** 'Zerker Brute options. Can roll a D6 when activated to modify the Attack characteristic (until the end of the round): | D6 | Outcome | | ------- | ---------- | | **1** | Attack = 1 | | **2** | +1 Attack | | **3-4** | +2 Attack | | **5-6** | +3 Attack | _The members of House Goliath are notorious for their gen-hancing and bio- manipulation of their physical forms to monstrous levels. Many Goliath infants are vat-grown, the better to ensure a healthy specimen, whilst others are born of Goliath parents deemed suitable to reproduce for their adherence to the Goliath physical ideal. Whatever the infant’s origin, from an early age House Goliath utilises all manner of artificial assistance to boost its members’ abilities to superhuman levels, be it through the use of combat stimms or other, more esoteric drugs brokered through dealings with House Escher, or the genetic manipulation of their young, up to and including the surgical grafting on of huge volumes of extra muscle mass. There are almost no limits to which the members of House Goliath will not go in their pursuit of what they deem to be the physical ideal. Indeed, this manipulation of their form has gone on for so many centuries that there are those within the Administratum and the Adeptus Mechanicus who believe that many of House Goliath have evolved to become a distinct sub-set of abhuman unique to Necromunda. This is quite alarming considering that gen-hancement and vat-grown muscle grafting is common across the Imperium, and speaks volumes about the levels to which House Goliath has taken these practices._ _Such abuse of growth stimms, surgeries and other methods is not without risks, however, as even the most baseline of Goliaths will show noticeable reductions in cognitive function. For Goliaths that push the limits of their physical form to the extreme, the risks are even greater. Rampant and uncontrollable muscle growth, spontaneous bone spur mutations, metabolisms that rage out of control and total loss of all higher brain functions are common. Such post-human flesh hulks are frequently seen in the gangs of the underhive, where in the crude parlance of the gangs they are called ‘Zerkers’, bringing rampant destruction to the foes of their house._ </FighterCard> <FighterCard cost="120"> ### 0-1 Sumpkroc (Exotic Beast) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 68+ | 7+ | 11+ | **Wargear:** Flensing knife (same as ferocious jaws), [mesh armour](/docs/armoury/armour#mesh-armour) (5+, same as: Scaly Hide 2). #### Counter-charge Once per round, if all conditions are true: - Active. - An enemy charges the owner. After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged). _Hive legend has it that many thousands of years ago, during a different age of Necromunda, a now long-extinct type of reptile became the fashion accessory of choice for uphive nobility. Imported as eggs, once hatched these snappy little creatures were seen everywhere for a period of several seasons, kept in fine artificial habitats or carried around in specially-made hand luggage. They became almost common, rapidly…_ _But as they became common, so too did they become big, and with size came increased aggression. Many were culled after accidents led to lost digits, even lost limbs, and in some cases, so the legends go, loss of life. Many more were hurriedly discarded down waste chutes and heat sinks. And so, in the fullness of time, many were found by the denizens of the underhive. Over time, these strange creatures were captured as a new food source, but that practice ended as they were more likely to make food of their human hunters._ _And there their story might have ended in extinction, but for the intervention of House Goliath. For some inexplicable reason, the Goliaths were attracted to these creatures as pets, taking pride in their size and strength, and revelling in their ferocity._ _Today, the Sumpkrocs that House Goliath keep are somewhat different to the original creature, with centuries of genetic cloning causing a few changes and they no longer wholly resemble the creature first imported…_ </FighterCard> <FighterCard cost="100"> ### Mauler (Vehicle) | M | Front | Side | Rear | W | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 7” | 5 | 4 | 4 | 3 | 5+ | 5+ | **Type:** Hybrid drive (wheeled & tracked). **Upgrade Slots:** 2 Body, 1 Drive, 1 Engine. **Weapon Locomotion:** 1 (Crew: Front). #### Power Ram Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc. </FighterCard> <FighterCard cost="25"> ### Road Thug (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 7+ | 7+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Muscle](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#muscle) | | :---------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | | Leader | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary | | Champion (Specialist) | - | Secondary | Secondary | - | Primary | - | - | - | Primary | | Champion | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary | | Ganger (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Juve (Specialist) | Secondary | - | Primary | - | - | - | - | Secondary | - | | Juve | Secondary | Secondary | - | - | Primary | - | - | - | - | | Brute (‘Zerker) | - | Primary | Secondary | - | Secondary | - | - | - | Primary | | Exotic Beast (Sumpkroc) | - | Primary | - | - | Secondary | - | - | - | - | | Crew (Road Thug) | - | - | - | Primary | - | Secondary | Secondary | Primary | - | ## Vehicles All vehicles in a Goliath gang add the following to their equipment lists: ### Goliath Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :------------------------------------------- | ------: | | **BASIC WEAPONS** | | Boltgun | 55 | | Stub cannon | 20 | | **SPECIAL WEAPONS** | | Meltagun | 135 | | **HEAVY WEAPONS** | | Heavy bolter | 160 | | ‘Krumpa’ rivet cannon | 70 | | Missile launcher (with frag & krak missiles) | 165 | | Multi-melta | 180 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 | </details> | Hybrid drive (wheeled & tracked). | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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487 | # Corpse Grinder Cult Equipment List
Legend
| Symbol | Meaning |
| :----: | :--------------------------------------------------------------------------------------------------------------- |
| ✓ | Trading Post & Black Market access. |
| \* | These weapons take up 2 weapon slots. |
| - | Ammo and other weapon upgrades. This cost does not include the base weapon. |
| + | Specialized weapon variants based on a regular weapon. |
| (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. |
## Pistols
| Item | Cost |
| :-------------- | :--: |
| Autopistol | 10 |
| - Fragmentation | 10 |
| - Manstopper | 10 |
| Hand flamer | 75 |
| Stub gun | 5 |
| - Dumdum | 5 |
## Special Weapons
| Item | Cost |
| :----- | :--: |
| Flamer | 140 |
## Heavy Weapons
| Item | Cost |
| :------------------ | :--: |
| Harpoon launcher \* | 110 |
| Heavy flamer \* | 195 |
## Close Combat Weapons
| Item | Cost |
| :---------------------------------------------- | :--: |
| Boning sword | 20 |
| Cleaver (same as: butcher's cleaver) | 25 |
| Chain | 45 |
| + Paired \* | 80 |
| + Chain glaive \* | 60 |
| Fighting Knife | 15 |
| Flensing knife | 15 |
| Heavy chain cleaver | 70 |
| + Paired \* | 130 |
| Heavy rock cutter \* | 135 |
| Rotary flensing saw \* | 55 |
| Two-handed axe \* | 25 |
## Grenades
| Item | Cost |
| :--------- | :--: |
| Frag | 30 |
| Incendiary | 40 |
| Krak | 45 |
| Smoke | 15 |
## Armour
| Item | Cost |
| :----------------- | :--: |
| Armoured undersuit | 25 |
| Hazard suit | 10 |
| [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 |
| Plate mail | 15 |
## Equipment
| Item | Cost |
| :--------------- | :--: |
| [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 |
| Cult icon | 40 |
| Corpse Grinder | 40 |
| [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 |
| Photo-lumens | 35 |
| Respirator | 15 |
| Skinblade | 10 |
| Stimm-slug stash | 30 |
## Gang Equipment
| Item | Cost |
| :---------------- | :--: |
| Booby trap: frag | 20 |
| Booby trap: gas | 40 |
| Booby trap: melta | 50 | | 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 | # Corpse Grinder Cult Equipment List Legend | Symbol | Meaning | | :----: | :--------------------------------------------------------------------------------------------------------------- | | ✓ | Trading Post & Black Market access. | | \* | These weapons take up 2 weapon slots. | | - | Ammo and other weapon upgrades. This cost does not include the base weapon. | | + | Specialized weapon variants based on a regular weapon. | | (X) | Item cost in brackets are not available from gang lists at creation, but can be obtained later via the Trading Post. | ## Pistols | Item | Cost | | :-------------- | :--: | | Autopistol | 10 | | - Fragmentation | 10 | | - Manstopper | 10 | | Hand flamer | 75 | | Stub gun | 5 | | - Dumdum | 5 | ## Special Weapons | Item | Cost | | :----- | :--: | | Flamer | 140 | ## Heavy Weapons | Item | Cost | | :------------------ | :--: | | Harpoon launcher \* | 110 | | Heavy flamer \* | 195 | ## Close Combat Weapons | Item | Cost | | :---------------------------------------------- | :--: | | Boning sword | 20 | | Cleaver (same as: butcher's cleaver) | 25 | | Chain | 45 | | + Paired \* | 80 | | + Chain glaive \* | 60 | | Fighting Knife | 15 | | Flensing knife | 15 | | Heavy chain cleaver | 70 | | + Paired \* | 130 | | Heavy rock cutter \* | 135 | | Rotary flensing saw \* | 55 | | Two-handed axe \* | 25 | ## Grenades | Item | Cost | | :--------- | :--: | | Frag | 30 | | Incendiary | 40 | | Krak | 45 | | Smoke | 15 | ## Armour | Item | Cost | | :----------------- | :--: | | Armoured undersuit | 25 | | Hazard suit | 10 | | [Mesh armour](/docs/armoury/armour#mesh-armour) | 15 | | Plate mail | 15 | ## Equipment | Item | Cost | | :--------------- | :--: | | [Bio-booster](/docs/armoury/personal-equipment#bio-booster) | 35 | | Cult icon | 40 | | Corpse Grinder | 40 | | [Photo-goggles](/docs/armoury/personal-equipment#photo-goggles) | 35 | | Photo-lumens | 35 | | Respirator | 15 | | Skinblade | 10 | | Stimm-slug stash | 30 | ## Gang Equipment | Item | Cost | | :---------------- | :--: | | Booby trap: frag | 20 | | Booby trap: gas | 40 | | Booby trap: melta | 50 | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 487 |
1,193 | # Bionics
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced.
Bionics pieces are used to revert any permanent damage from Lasting Injuries:
- Increasing the damaged stat by 1.
- Can't increase a stat above the maximum.
- Does prevent Recovery (only affects the permanent damage).
- Each bionics can only rectify the damage from a single Lasting Injury (a Lasting Injury damaging 2 stats can't be fixed using 2 bionics).
- Mundane bionics (level 1) can only rectify the damage for 1 stat.
- Improved bionics (level 2) can rectify the damage for 2 stats (from the same Lasting Injury).
- from a single Lasting Injury.
## Location
Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries):
- Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)
- Eye Injury (-1 BS)
- Hand Injury (-1 WS)
- Hobbled (-1” M)
- Spinal Injury (-1 S)
- Enfeebled (-1 T)
## Levels
Most bionics have only 1 level, but some have 2:
1. Mundate: Can only rectify 1 stat.
2. Improved: Can rectify 2 stats.Level 2 (Improved) is only relevant for Humiliated (Ld & Cl) and Head Injury (Int & Will).
## Damage
Bionics can protect against future harm, only taking minor damage that can easily be repaired. If a location with a bionic suffers a new subsequent Lasting Injury, roll a D6:
- 1-3: The Lasting Injury is applied as Normal.
- 4+: The effects of the fresh Lasting Injury are ignored. Roll a D6:
- 1: The bionics are damaged beyond repair and its benefits are lost (the effects of the original Lasting Injury are re-applied).
- 2+: The bionics take no further damage.
<table>
<thead>
<tr><td colspan="3"></td><td colspan="2">Mundane</td><td colspan="2">Improved</td></tr>
<tr><td>Bionics</td><td>Injury</td><td>Affects</td><td>Cost</td><td>Rarity</td><td>Cost</td><td>Rarity</td></tr>
</thead>
<tbody>
<tr><td>Lobo chip</td><td>Humiliated</td><td>Leadership and/or Cool</td><td>20</td><td>Rare (11)</td><td>45</td><td>Rare (12)</td></tr>
<tr><td>Cortex-cogitator</td><td>Head</td><td>Intelligence and/or Willpower</td><td>15</td><td>Rare (11)</td><td>30</td><td>Rare (12)</td></tr>
<tr><td>Bionic eye</td><td>Eye</td><td>BS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr>
<tr><td>Bionic arm</td><td>Hand</td><td>WS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr>
<tr><td>Bionic Leg</td><td>Hobbled</td><td>M</td><td>25</td><td>Rare (12)</td><td>-</td><td>-</td></tr>
<tr><td>Skeletal enhancers</td><td>Spinal</td><td>S</td><td>70</td><td>Rare (13)</td><td>-</td><td>-</td></tr>
<tr><td>Aortic supercharger</td><td>Enfeebled</td><td>T</td><td>65</td><td>Rare (13)</td><td>-</td><td>-</td></tr>
</tbody>
</table>
## Archaeo-cyberteknika (Van Saar)
Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be removed later).
#### Level
Each piece has 3 levels (each level grants an unique benefit):
1. Alpha.
1. Gamma.
1. Omega.
Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha.
#### Location
Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries):
- Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)
- Ocular: Eye Injury (-1 BS)
- Sindextrous: Hand Injury (-1 WS)
- Motive: Hobbled (-1” M)
- Torsonic: Spinal Injury (-1 S)
- Vascular: Enfeebled (-1 T)
#### Purchase
Any Faction fighter can buy a new piece (any level) in the following 3 situations:
- During gang creation (new gang).
- Leader and Champions (including Specialists) only.
- When gaining an advancement.
- Any piece.
- Go into Recovery.
- Repairing a Lasting Injury (after any battle).
- A piece for the location of the existing injury.
- Go into Recovery.
- Replace any Bionics in the same location.
- Each location can only have a single Cyberteknika.
#### Upgrades
The only way to change an existing piece is to upgrade it:
- Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega).
- Can't be upgraded beyond level 3 (Omega).
- The fighter must go into Recovery after each upgrade.
- Pay the difference in cost (between the current level and the next level).
#### Damage
If a fighter suffers a Lasting Injury to a location with a piece:
- The permanent effect (stat decrease) is ignored.
- Go into Recovery (as normal).
- Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle). **Note:** How is this rounded?!? Rounded up to nearest 5 credits?
:::info Modelling Cyberteknika
These exceptional bionics can be indistinguishable from human limbs and can be added to fighters without requiring any specific modelling. They can still be represented by conversions if desired.
:::
| | **Alpha** | **Gamma** | **Omega** |
| :------------------------------------------------------------------------------------------ | :-------: | :-------: | :-------: |
| **CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)** | **30** | **40** | **75** |
| Immune to Insanity. | ✓ | ✓ | ✓ |
| Immune to Intoxication. | | ✓ (+10) | ✓ |
| Immune to Broken. | | | ✓ (+35) |
| **OCULAR - Location: Eye Injury (-1 BS)** | **50** | **85** | **105** |
| Infra-sight (counts as equipped and applied to any carried ranged weapon). | ✓ | ✓ | ✓ |
| Mono-sight (counts as equipped and applied to any carried ranged weapon). | | ✓ (+35) | ✓ |
| Photo-goggles. | | | ✓ (+20) |
| **SINDEXTROUS - Location: Hand Injury (-1 WS)** | **50** | **75** | **125** |
| Ignore Disarm. | ✓ | ✓ | ✓ |
| Ignore -1 hit modifier when turning to face the opponent (close combat). | | ✓ (+25) | ✓ |
| Ignore Parry (when attacking). | | | ✓ (+50) |
| **MOTIVE - Location: Hobbled (-1” M)** | **35** | **65** | **100** |
| Ignore difficult terrain (move without penalty). | ✓ | ✓ | ✓ |
| +2” Movement when moving vertically (for example climbing a ladder). | | ✓ (+30) | ✓ |
| Re-roll failed Initiative tests to avoid falling when becoming Pinned within ½” of an edge. | | | ✓ (+35) |
| **TORSONIC - Location: Spinal Injury (-1 S)** | **50** | **75** | **150** |
| +2D for Unarmed attacks (3 instead of 1). | ✓ | ✓ | ✓ |
| +2S for Melee weapons. | | ✓ (+25) | ✓ |
| Suspensor (counts as equipped and applied to any carried weapon). | | | ✓ (+75) |
| **VASCULAR - Location: Enfeebled (-1 T)** | **40** | **80** | **130** |
| +1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. | ✓ | ✓ | ✓ |
| Re-roll any Toughness tests. | | ✓ (+40) | ✓ |
| Discard 1 Flesh Wound in the End phase of each round. | | | ✓ (+50) | | 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 | 24 | 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 | # Bionics :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: Bionics are a way to repair damage sustained by fighters as a result of violence and hardship. Not only can Lasting Injuries be negated through the vigorous application of bionics, but the chances of suffering similar injuries in the future can be greatly reduced. Bionics pieces are used to revert any permanent damage from Lasting Injuries: - Increasing the damaged stat by 1. - Can't increase a stat above the maximum. - Does prevent Recovery (only affects the permanent damage). - Each bionics can only rectify the damage from a single Lasting Injury (a Lasting Injury damaging 2 stats can't be fixed using 2 bionics). - Mundane bionics (level 1) can only rectify the damage for 1 stat. - Improved bionics (level 2) can rectify the damage for 2 stats (from the same Lasting Injury). - from a single Lasting Injury. ## Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Eye Injury (-1 BS) - Hand Injury (-1 WS) - Hobbled (-1” M) - Spinal Injury (-1 S) - Enfeebled (-1 T) ## Levels Most bionics have only 1 level, but some have 2: 1. Mundate: Can only rectify 1 stat. 2. Improved: Can rectify 2 stats.Level 2 (Improved) is only relevant for Humiliated (Ld & Cl) and Head Injury (Int & Will). ## Damage Bionics can protect against future harm, only taking minor damage that can easily be repaired. If a location with a bionic suffers a new subsequent Lasting Injury, roll a D6: - 1-3: The Lasting Injury is applied as Normal. - 4+: The effects of the fresh Lasting Injury are ignored. Roll a D6: - 1: The bionics are damaged beyond repair and its benefits are lost (the effects of the original Lasting Injury are re-applied). - 2+: The bionics take no further damage. <table> <thead> <tr><td colspan="3"></td><td colspan="2">Mundane</td><td colspan="2">Improved</td></tr> <tr><td>Bionics</td><td>Injury</td><td>Affects</td><td>Cost</td><td>Rarity</td><td>Cost</td><td>Rarity</td></tr> </thead> <tbody> <tr><td>Lobo chip</td><td>Humiliated</td><td>Leadership and/or Cool</td><td>20</td><td>Rare (11)</td><td>45</td><td>Rare (12)</td></tr> <tr><td>Cortex-cogitator</td><td>Head</td><td>Intelligence and/or Willpower</td><td>15</td><td>Rare (11)</td><td>30</td><td>Rare (12)</td></tr> <tr><td>Bionic eye</td><td>Eye</td><td>BS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic arm</td><td>Hand</td><td>WS</td><td>45</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Bionic Leg</td><td>Hobbled</td><td>M</td><td>25</td><td>Rare (12)</td><td>-</td><td>-</td></tr> <tr><td>Skeletal enhancers</td><td>Spinal</td><td>S</td><td>70</td><td>Rare (13)</td><td>-</td><td>-</td></tr> <tr><td>Aortic supercharger</td><td>Enfeebled</td><td>T</td><td>65</td><td>Rare (13)</td><td>-</td><td>-</td></tr> </tbody> </table> ## Archaeo-cyberteknika (Van Saar) Cyberteknika pieces are used to repair and enhance fighters (similar to bionics). Cyberteknika are permanent (can't be removed later). #### Level Each piece has 3 levels (each level grants an unique benefit): 1. Alpha. 1. Gamma. 1. Omega. Each level is cumulative. Omega includes benefits of Gamma and Alpha. Gamma includes benefits of Alpha. #### Location Each piece can be fitted to 1 of 6 body locations (associated with one or more Lasting Injuries): - Cranial: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld) - Ocular: Eye Injury (-1 BS) - Sindextrous: Hand Injury (-1 WS) - Motive: Hobbled (-1” M) - Torsonic: Spinal Injury (-1 S) - Vascular: Enfeebled (-1 T) #### Purchase Any Faction fighter can buy a new piece (any level) in the following 3 situations: - During gang creation (new gang). - Leader and Champions (including Specialists) only. - When gaining an advancement. - Any piece. - Go into Recovery. - Repairing a Lasting Injury (after any battle). - A piece for the location of the existing injury. - Go into Recovery. - Replace any Bionics in the same location. - Each location can only have a single Cyberteknika. #### Upgrades The only way to change an existing piece is to upgrade it: - Each upgrade can only improve the level by 1 (Alpha → Gamma or Gamma → Omega). - Can't be upgraded beyond level 3 (Omega). - The fighter must go into Recovery after each upgrade. - Pay the difference in cost (between the current level and the next level). #### Damage If a fighter suffers a Lasting Injury to a location with a piece: - The permanent effect (stat decrease) is ignored. - Go into Recovery (as normal). - Roll a 4+, or the piece is damaged (no longer grants any benefits). Pay half its cost to repair it (after any battle). **Note:** How is this rounded?!? Rounded up to nearest 5 credits? :::info Modelling Cyberteknika These exceptional bionics can be indistinguishable from human limbs and can be added to fighters without requiring any specific modelling. They can still be represented by conversions if desired. ::: | | **Alpha** | **Gamma** | **Omega** | | :------------------------------------------------------------------------------------------ | :-------: | :-------: | :-------: | | **CRANIAL - Location: Head Injury (-1 Int & Will) & Humiliated (-1 Cl & Ld)** | **30** | **40** | **75** | | Immune to Insanity. | ✓ | ✓ | ✓ | | Immune to Intoxication. | | ✓ (+10) | ✓ | | Immune to Broken. | | | ✓ (+35) | | **OCULAR - Location: Eye Injury (-1 BS)** | **50** | **85** | **105** | | Infra-sight (counts as equipped and applied to any carried ranged weapon). | ✓ | ✓ | ✓ | | Mono-sight (counts as equipped and applied to any carried ranged weapon). | | ✓ (+35) | ✓ | | Photo-goggles. | | | ✓ (+20) | | **SINDEXTROUS - Location: Hand Injury (-1 WS)** | **50** | **75** | **125** | | Ignore Disarm. | ✓ | ✓ | ✓ | | Ignore -1 hit modifier when turning to face the opponent (close combat). | | ✓ (+25) | ✓ | | Ignore Parry (when attacking). | | | ✓ (+50) | | **MOTIVE - Location: Hobbled (-1” M)** | **35** | **65** | **100** | | Ignore difficult terrain (move without penalty). | ✓ | ✓ | ✓ | | +2” Movement when moving vertically (for example climbing a ladder). | | ✓ (+30) | ✓ | | Re-roll failed Initiative tests to avoid falling when becoming Pinned within ½” of an edge. | | | ✓ (+35) | | **TORSONIC - Location: Spinal Injury (-1 S)** | **50** | **75** | **150** | | +2D for Unarmed attacks (3 instead of 1). | ✓ | ✓ | ✓ | | +2S for Melee weapons. | | ✓ (+25) | ✓ | | Suspensor (counts as equipped and applied to any carried weapon). | | | ✓ (+75) | | **VASCULAR - Location: Enfeebled (-1 T)** | **40** | **80** | **130** | | +1T for the purpose of the number of Flesh Wounds suffered before going Out of Action. | ✓ | ✓ | ✓ | | Re-roll any Toughness tests. | | ✓ (+40) | ✓ | | Discard 1 Flesh Wound in the End phase of each round. | | | ✓ (+50) | | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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559 | **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+
`dice: 1d6>3` | ganger | The Architect | escher | escher-leader | 5 | 3 | 3 | 3 | 3 | 2 | 4 | 2 | 8 | 8 | 8 | 8 | ['Dodge'] | ['[[razor_gun]]'] | ['[[smoke_grenade]]'] | 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 | Mesh Armor | 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+ `dice: 1d6>3` | Leader | Gang Leader | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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117 | ### Flashbangs (15 credits)
- **Description:** Flashbangs are non-lethal explosive devices that produce a blinding flash of light and an extremely loud bang to disorient and temporarily incapacitate anyone within range.
- **Effects:** Disorients enemies, impairing their ability to fight effectively by stunning them and causing temporary blindness and hearing impairment.
- **Use Limitation:** Effects are short-lived and vary significantly based on distance from the explosion and existing vulnerabilities to sensory overload. Also, ineffective against enemies with sensory protection. | equipment | flashbangs | Unknown | grenade | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment', 'grenade'] | Unknown | Unknown | Unknown | Unknown | Unknown | Disorients enemies, impairing their ability to fight effectively by stunning them and causing temporary blindness and hearing impairment. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Flashbangs are non-lethal explosive devices that produce a blinding flash of light and an extremely loud bang to disorient and temporarily incapacitate anyone within range. | Effects are short-lived and vary significantly based on distance from the explosion and existing vulnerabilities to sensory overload. Also, ineffective against enemies with sensory protection. | 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 | ### Flashbangs (15 credits) - **Description:** Flashbangs are non-lethal explosive devices that produce a blinding flash of light and an extremely loud bang to disorient and temporarily incapacitate anyone within range. - **Effects:** Disorients enemies, impairing their ability to fight effectively by stunning them and causing temporary blindness and hearing impairment. - **Use Limitation:** Effects are short-lived and vary significantly based on distance from the explosion and existing vulnerabilities to sensory overload. Also, ineffective against enemies with sensory protection. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 117 |
637 | # 10. Sabotage
_A gang sneaks onto a rival’s turf, hoping to put one of their territories out of commission._
_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. The defender sets up a piece of terrain, which should be at least 2” square, to represent the attacker’s target. It is recommended that it is set up as close to the centre of the battlefield as possible.
## Crews
- **Attacker:** Custom.
- **Defender:** Custom (5 Sentries) + Reinforcements.
If a sentry has multiple equipment sets, randomize which one is used.
## 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 (3).
- Defender: Random (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
1. Defender: Anywhere on the battlefield.
1. Attacker: Within 2” of any edges of the battlefield.
## Reinforcements
- Defender: 1.
- Each End phase (starting on the 2nd round).
## Objectives
The attackers are attempting to destroy their target and deal a blow to their target’s territory. The defenders are trying to stop this at all costs!
## Destroying the Target
The target has:
- Toughness 6.
- 5+ save.
- 4 Wounds.
- Large & stationary:
- +2 hit modifier to all ranged attacks.
- Any close combat attacks automatically hit.
## Reinforcements
- Defender: D6.
- Each End phase (starting on the round the alarm is raised).
## Taking Flight
Once the attackers have destroyed the target, they can take flight within 1” of an edge of the battlefield at the start of the End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests.
## Fleeing the Battlefield
If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The target is destroyed but no XP is gained for doing so after the defenders have fled.
## Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
## Victory
The attacker wins if they have destroyed the target and fewer than half of the crew has been taken Out of Action. If the target is not destroyed, the defender wins. Otherwise, the battle ends in a draw.
## Rewards
#### Credits
- D6x10 to the attacker if the target was destroyed.
- D6x10 to the defender if the target was not destroyed.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for each Wound caused on the target.
- +1 for destroying the target.
- +1 to the attacking Leader if the target was destroyed (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
- +3 to the attacker if the target was destroyed.
- -1 to the defender if the target was destroyed.
- +1 to both gangs if this was the first battle against each other.
- -1 to any gang that bottled out.
:::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', '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 | # 10. Sabotage _A gang sneaks onto a rival’s turf, hoping to put one of their territories out of commission._ _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. The defender sets up a piece of terrain, which should be at least 2” square, to represent the attacker’s target. It is recommended that it is set up as close to the centre of the battlefield as possible. ## Crews - **Attacker:** Custom. - **Defender:** Custom (5 Sentries) + Reinforcements. If a sentry has multiple equipment sets, randomize which one is used. ## 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 (3). - Defender: Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment 1. Defender: Anywhere on the battlefield. 1. Attacker: Within 2” of any edges of the battlefield. ## Reinforcements - Defender: 1. - Each End phase (starting on the 2nd round). ## Objectives The attackers are attempting to destroy their target and deal a blow to their target’s territory. The defenders are trying to stop this at all costs! ## Destroying the Target The target has: - Toughness 6. - 5+ save. - 4 Wounds. - Large & stationary: - +2 hit modifier to all ranged attacks. - Any close combat attacks automatically hit. ## Reinforcements - Defender: D6. - Each End phase (starting on the round the alarm is raised). ## Taking Flight Once the attackers have destroyed the target, they can take flight within 1” of an edge of the battlefield at the start of the End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. ## Fleeing the Battlefield If the defender voluntarily Bottles out and flees the battlefield, the attacker automatically wins the scenario. The target is destroyed but no XP is gained for doing so after the defenders have fled. ## Ending the Battle The battle ends when only one gang has fighters remaining (at the end of a round). ## Victory The attacker wins if they have destroyed the target and fewer than half of the crew has been taken Out of Action. If the target is not destroyed, the defender wins. Otherwise, the battle ends in a draw. ## Rewards #### Credits - D6x10 to the attacker if the target was destroyed. - D6x10 to the defender if the target was not destroyed. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for each Wound caused on the target. - +1 for destroying the target. - +1 to the attacking Leader if the target was destroyed (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 - +3 to the attacker if the target was destroyed. - -1 to the defender if the target was destroyed. - +1 to both gangs if this was the first battle against each other. - -1 to any gang that bottled out. :::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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} | 637 |
1,110 | # Measurement
_Source: Necromunda Core Rulebook (2023)_
Necromunda is a game that relies greatly on players
measuring distances, be it between two models when
making a ranged attack, or the distance a model can
move during their activation.
## Measuring Distances
In games of Necromunda, all distances are measured
in inches (") with a range ruler or tape measure. Distances can only be measured when the rules call
for it (for example, when checking the range between
an attacking fighter and their target) – on Necromunda, there are very few certainties! Therefore, pre- measuring distances when making any kind of action
is not allowed – declare the action and nominate any
other models involved before range is measured.
Distances between models and any other battlefield
objects (terrain features, objectives and so forth) are
measured from the closest point of one base to the
closest point of the other. If a model or an object does
not have a base, measure to or from the closest point
of the model or object overall.
When measuring to or from a Prone fighter, assume
that their base occupies the same space as it would if
they were Standing, as shown in the diagram below:

## Measurement & Solid Terrain Features
Some terrain features such as the thick walls that
separate corridors, the floors and ceilings that
separate levels, or large rock formations looming up
from the landscape are defined by the rules as ‘solid’. Unless stated, distances cannot be measured through
any terrain feature defined as being solid. | 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 | ['rules', 'measurement'] | 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 | # Measurement _Source: Necromunda Core Rulebook (2023)_ Necromunda is a game that relies greatly on players measuring distances, be it between two models when making a ranged attack, or the distance a model can move during their activation. ## Measuring Distances In games of Necromunda, all distances are measured in inches (") with a range ruler or tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking fighter and their target) – on Necromunda, there are very few certainties! Therefore, pre- measuring distances when making any kind of action is not allowed – declare the action and nominate any other models involved before range is measured. Distances between models and any other battlefield objects (terrain features, objectives and so forth) are measured from the closest point of one base to the closest point of the other. If a model or an object does not have a base, measure to or from the closest point of the model or object overall. When measuring to or from a Prone fighter, assume that their base occupies the same space as it would if they were Standing, as shown in the diagram below:  ## Measurement & Solid Terrain Features Some terrain features such as the thick walls that separate corridors, the floors and ceilings that separate levels, or large rock formations looming up from the landscape are defined by the rules as ‘solid’. Unless stated, distances cannot be measured through any terrain feature defined as being solid. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,110 |
801 | # Rolling Dice
_Source: Necromunda Core Rulebook (2023)_
A game of Necromunda uses dice rolls a great deal. The roll of a dice determines everything, be it a fighter’s ability to keep their cool in the heat of battle, or the effectiveness of a shot fired from a lasgun. Throughout the rules, players will encounter certain terms that relate to the rolling of dice.
## Single Dice Rolls
The rules will often require a player to roll a single dice,
in which case the rules will state quite simply ‘roll a
D6’. Sometimes the rules might require several single
dice to be rolled at once, for example, ‘roll three D6’
means three dice are rolled together, but the result of
each dice is considered separately.
## Multiple Dice Rolls
Often the rules will require a player to roll multiple D6s
and add the results together. For example, the rules
might instruct a player to ‘roll 2D6’. In such cases, two
D6 are rolled and the results added together to give a
total between 2 and 12. This is a multiple dice roll.
## Dice Pools
Sometimes the game may require two or more dice
be rolled and a single result selected – for example, a
player might roll two or three Location dice and select
one result to apply. In this case a ‘pool’ of dice has
been rolled.
## Target Number Rolls
Usually, when making a single dice roll or a multiple
dice roll, the rules will require a player to roll a specific
number followed by a ‘+’. This indicates that the roll is
a ‘target number roll’. Making a target number roll is
simple. If a player is required to roll a 4+ on a single
D6, for example, a roll of 4, 5 or 6 would be a success, but a roll of 1, 2 or 3 would not be.
## Modifying Dice Rolls
The rules will often call for a dice roll to be modified, particularly when making a target number roll. To do this, simply roll the dice and then add or subtract the
modifier(s) shown, effectively changing the outcome of
the dice roll. If the rules ever require a player to divide
a dice roll in any way, any fractions should be rounded
up, unless the rules state otherwise.
## Rolling Off
The rules may call for both players to roll a dice (usually
either a D6 or a D3). Often a characteristic of some
sort will be added to the result. This is called ‘rolling
off’ and the highest score always wins a roll-off. In the
case of a tie, roll again unless otherwise instructed.
## Natural Rolls
A ‘natural’ roll is the actual number rolled on a dice, regardless of modifiers (including the halving of the result rolled on a D6 when rolling it as a D3). It is not
uncommon for a natural roll to grant a bonus or a
penalty, or to grant an automatic success or cause
an automatic failure, regardless of any modifiers that
might apply to the dice roll.
## Re-rolls
When rolling dice, it is common for things to go wrong!
Fortunately, there are many special rules that allow for
certain dice rolls to be re-rolled:
- The second result must always be accepted, even if it is worse than the original result.
- A dice can never be re-rolled more than once, regardless of the source of the re-roll. | 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 | # Rolling Dice _Source: Necromunda Core Rulebook (2023)_ A game of Necromunda uses dice rolls a great deal. The roll of a dice determines everything, be it a fighter’s ability to keep their cool in the heat of battle, or the effectiveness of a shot fired from a lasgun. Throughout the rules, players will encounter certain terms that relate to the rolling of dice. ## Single Dice Rolls The rules will often require a player to roll a single dice, in which case the rules will state quite simply ‘roll a D6’. Sometimes the rules might require several single dice to be rolled at once, for example, ‘roll three D6’ means three dice are rolled together, but the result of each dice is considered separately. ## Multiple Dice Rolls Often the rules will require a player to roll multiple D6s and add the results together. For example, the rules might instruct a player to ‘roll 2D6’. In such cases, two D6 are rolled and the results added together to give a total between 2 and 12. This is a multiple dice roll. ## Dice Pools Sometimes the game may require two or more dice be rolled and a single result selected – for example, a player might roll two or three Location dice and select one result to apply. In this case a ‘pool’ of dice has been rolled. ## Target Number Rolls Usually, when making a single dice roll or a multiple dice roll, the rules will require a player to roll a specific number followed by a ‘+’. This indicates that the roll is a ‘target number roll’. Making a target number roll is simple. If a player is required to roll a 4+ on a single D6, for example, a roll of 4, 5 or 6 would be a success, but a roll of 1, 2 or 3 would not be. ## Modifying Dice Rolls The rules will often call for a dice roll to be modified, particularly when making a target number roll. To do this, simply roll the dice and then add or subtract the modifier(s) shown, effectively changing the outcome of the dice roll. If the rules ever require a player to divide a dice roll in any way, any fractions should be rounded up, unless the rules state otherwise. ## Rolling Off The rules may call for both players to roll a dice (usually either a D6 or a D3). Often a characteristic of some sort will be added to the result. This is called ‘rolling off’ and the highest score always wins a roll-off. In the case of a tie, roll again unless otherwise instructed. ## Natural Rolls A ‘natural’ roll is the actual number rolled on a dice, regardless of modifiers (including the halving of the result rolled on a D6 when rolling it as a D3). It is not uncommon for a natural roll to grant a bonus or a penalty, or to grant an automatic success or cause an automatic failure, regardless of any modifiers that might apply to the dice roll. ## Re-rolls When rolling dice, it is common for things to go wrong! Fortunately, there are many special rules that allow for certain dice rolls to be re-rolled: - The second result must always be accepted, even if it is worse than the original result. - A dice can never be re-rolled more than once, regardless of the source of the re-roll. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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750 | import Tabs from '@theme/Tabs';
import TabItem from '@theme/TabItem';
# 102. Cargo Run
_"Cargo ain't worth a damn if it don't get to where it's going."_
\- Vex Corben, Rust Roads Rider, House Orlock
In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them.
<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. If only one
player has vehicles in their gang, they are automatically
the defender.
## Battle Type
This scenario is a Rolling Roads 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). This scenario is
designed to be played on a 6'x4' battlefield.
## 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 Hybrid
Selection (3+5) method to determine their crew.
## Deployment
Players take turns, starting with the gang with the
highest gang rating, placing models within 12" of the
Trailing Edge. No model can be placed within 1" of an
enemy model.
## 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
The battle ends when the defender reaches
their destination or if at the end of any round the
vehicle carrying the cargo is destroyed or has fled
the battlefield.
## Victory
If the attacker destroyed the vehicle carrying the
cargo, or it fled the battlefield, then they are victorious,
otherwise the defender is victorious.
## Rewards
#### Credits
The winning gang adds 4D6x10 credits to their Stash
as they either get paid for delivering the cargo or sell
their stolen goods.
#### Experience
If the vehicle carrying the cargo survived then it earns an additional 1 XP.
#### Reputation
The winning gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
## Rolling Roads
This is a Rolling Roads scenario and follows all the rules for Rolling Roads
(see page 202).
## The Cargo
The defender must designate one of their vehicles to be carrying the cargo. If they
have more than one vehicle then it must be the most expensive vehicle they have in
their gang. The cargo has no effect on the vehicle aside from acting as an objective
for the scenario.
## Dangerous Roads
At the start of the second round, and each round thereafter, the defender rolls a D6
and adds the round number to see if they will reach their destination this round. On
a 10 or higher, this round is the last round of the battle. Before the defender rolls the
dice to see if they have reached their destination they must choose which route they
are taking, and add the bonus to the dice roll as detailed below. The more dangerous
the route, the higher the bonus.
| Bonus | Route Effects |
| :---: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| +0 | The battlefield has open sides. |
| +1 | The battlefield has cliff sides. |
| +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. |
| +3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |
</TabItem>
<TabItem value="2022" label="Ash Wastes Rulebook version">
_Source: Ash Wastes Rulebook_
## 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.
## Battlefield</h2>
Standard (Ash Wastes):
- Rolling Roads.
- Recommended size: 6'x4'.
## Crews</h2>
Custom (10). Vehicles can be included.
## Tactics Cards</h2>
- Custom (2).
- **Underdog** (starting crew cost): +1 random per 100 credits.
## Deployment</h2>
Take turns placing models (highest gang rating starts):
- Within 12" of the Trailing Edge.
- More than 1" from enemies.
## Dangerous Roads</h2>
At the start of round 2 (and each subsequent round):
1. Defender must choose a route (represents moving through the wastes).
2. Roll to reach the destination: D6 + round number + route modifier. If the result is 10+, this is the last round of the battle.
<h3>Choose A Route</h3>
The defender must choose a route. This will affect the modifier to reach the destination. The more dangerous the rout, the higher the modifier:
| Modifier | Route |
| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| +0 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). |
| +1 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). |
| +2 | **Cliff sides & an ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). |
| +3 | The battlefield has **impassible sides** (treat as a collision with impassible terrain if hit) and is **on fire**. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. |
## Ending the Battle</h2>
The battle ends if any of the following are true:
- Defenders reach the destination.
- The vehicle carrying the cargo is destroyed.
## Victory</h2>
If the attacker destroyed the vehicle carrying the cargo, the attacker wins. Otherwise the defender wins.
## Rewards</h2>
#### Credits
- Win: 4D6x10.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to vehicle carrying the cargo (if surviving).
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.
- -1 (bottle 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', 'Ash Wastes Scenario', 'Vehicles', 'Rolling Roads', '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 is attempting to get a precious cargo to its destination while their rivals attempt to stop them. | 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'; # 102. Cargo Run _"Cargo ain't worth a damn if it don't get to where it's going."_ \- Vex Corben, Rust Roads Rider, House Orlock In this scenario, one gang is attempting to get a precious cargo to its destination while their rivals attempt to stop them. <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. If only one player has vehicles in their gang, they are automatically the defender. ## Battle Type This scenario is a Rolling Roads 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). This scenario is designed to be played on a 6'x4' battlefield. ## 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 Hybrid Selection (3+5) method to determine their crew. ## Deployment Players take turns, starting with the gang with the highest gang rating, placing models within 12" of the Trailing Edge. No model can be placed within 1" of an enemy model. ## 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 The battle ends when the defender reaches their destination or if at the end of any round the vehicle carrying the cargo is destroyed or has fled the battlefield. ## Victory If the attacker destroyed the vehicle carrying the cargo, or it fled the battlefield, then they are victorious, otherwise the defender is victorious. ## Rewards #### Credits The winning gang adds 4D6x10 credits to their Stash as they either get paid for delivering the cargo or sell their stolen goods. #### Experience If the vehicle carrying the cargo survived then it earns an additional 1 XP. #### Reputation The winning gang gains D3 Reputation. If either gang bottled out, they lose 1 Reputation. ## Rolling Roads This is a Rolling Roads scenario and follows all the rules for Rolling Roads (see page 202). ## The Cargo The defender must designate one of their vehicles to be carrying the cargo. If they have more than one vehicle then it must be the most expensive vehicle they have in their gang. The cargo has no effect on the vehicle aside from acting as an objective for the scenario. ## Dangerous Roads At the start of the second round, and each round thereafter, the defender rolls a D6 and adds the round number to see if they will reach their destination this round. On a 10 or higher, this round is the last round of the battle. Before the defender rolls the dice to see if they have reached their destination they must choose which route they are taking, and add the bonus to the dice roll as detailed below. The more dangerous the route, the higher the bonus. | Bonus | Route Effects | | :---: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | The battlefield has open sides. | | +1 | The battlefield has cliff sides. | | +2 | The battlefield has cliff sides and if any model moves less than 8" during its activation, it falls through the ash crust and goes Out of Action. Immediately make a Lasting Injury roll or Lasting Damage roll for any model removed in this way. | | +3 | The battlefield has impassable sides and is on fire! At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | </TabItem> <TabItem value="2022" label="Ash Wastes Rulebook version"> _Source: Ash Wastes Rulebook_ ## 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. ## Battlefield</h2> Standard (Ash Wastes): - Rolling Roads. - Recommended size: 6'x4'. ## Crews</h2> Custom (10). Vehicles can be included. ## Tactics Cards</h2> - Custom (2). - **Underdog** (starting crew cost): +1 random per 100 credits. ## Deployment</h2> Take turns placing models (highest gang rating starts): - Within 12" of the Trailing Edge. - More than 1" from enemies. ## Dangerous Roads</h2> At the start of round 2 (and each subsequent round): 1. Defender must choose a route (represents moving through the wastes). 2. Roll to reach the destination: D6 + round number + route modifier. If the result is 10+, this is the last round of the battle. <h3>Choose A Route</h3> The defender must choose a route. This will affect the modifier to reach the destination. The more dangerous the rout, the higher the modifier: | Modifier | Route | | -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | +0 | **Open sides:** Models moving off the sides are Left Behind (can Rejoin later). | | +1 | **Cliff sides:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). | | +2 | **Cliff sides & an ash crust:** Models moving off the sides are immediately taken Out of Action (suffering a Lasting Injury/Damage roll as normal). In addition, models moving less than 8" during an activation goes Out of Action suffering a Lasting Injury/Damage roll as normal (falls through the ash crust). | | +3 | The battlefield has **impassible sides** (treat as a collision with impassible terrain if hit) and is **on fire**. At the start of their activation, all models must test to see if they catch fire just as if they had been hit by a weapon with a Blaze trait. In addition, vehicles must make a Loss of Control test at the end of their activation. | ## Ending the Battle</h2> The battle ends if any of the following are true: - Defenders reach the destination. - The vehicle carrying the cargo is destroyed. ## Victory</h2> If the attacker destroyed the vehicle carrying the cargo, the attacker wins. Otherwise the defender wins. ## Rewards</h2> #### Credits - Win: 4D6x10. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to vehicle carrying the cargo (if surviving). 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. - -1 (bottle out). </TabItem> </Tabs> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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512 | Test
# House Orlock
_They say the Orlocks have iron in their souls. But then you’d have to be made of the black ore of Necromunda to climb the spider’s web of Lord Helmawr’s feudal society as quickly as they have. In just three short millennia, House Orlock has risen from a loose alliance of Clan Families and waste prospectors to become the largest mining operation on the planet. It is a success built upon the backs of a massive slave underclass, the Drudges, born to scrape ore from the dark pits of the Spoil, or work endless cycles in the clan’s smoke- wreathed refineries. House Orlock has had a troubled history with this underclass, and at times they have threatened to rise up and tear down everything the Clan Families have fought to build. It speaks to the ruthlessness and determination of these families that they managed to endure these rebellions, ultimately building their entire social structure around the simmering discontentment within their ranks._
_From the outside, however, the troubled history of the Drudges is largely unknown, or at the very least discounted, and it is not these unwashed masses that most consider when they think of the Orlocks. The image of the House of Iron is one of veteran rebels, outland ash-riders and bare-knuckled hardmen. This is entirely intentional, and the heads of the Orlock mining families have worked long and hard to cultivate a soldier class within the clan to fight for its interests, and keep the drudging classes in line. At the top of the Orlock social ladder, a small group of families hold power over millions of subjects, who, should they ever unite, could sweep this ruling class away in a single violent uprising. It is only the clan’s gangs that stand in the way of these would-be rebels. As paradoxical as it might seem, most of these gangs come from the drudging classes themselves, selected for their rebellious nature and fierce independence. Thus do the ruling families weed out troublemakers before they have a chance to incite rebellion, and turn them back upon their own kind, with a promise of freedom and power._
## Gang Composition
House Orlock follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition.
## Special Rules
Follow normal rules as other gangs with the following exceptions:
- House Orlock has access to [Legendary Names](#legendary-names), which are given to Leaders/Champions when created and can be purchased with XP as they advance.
- Specialist Gangers can use Heavy Weapons.
## Fighters
<FighterCard cost="105">
### Road Captain (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ |
**Skills:** 1 Primary (custom).
**Restrictions:** None.
**Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).
_Road Captains are without exception hard men and women, willing to thumb their nose at authority and forge their own path. However, Orlock gangers respect independence as much as strength, and a successful Road Captain needs to be the embodiment of both of these traits. Being a Road Captain means earning the respect of their gang through their own deeds. Unlike some gangs and clans of Necromunda, the brotherhoods and sisterhoods of House Orlock are a two-way street; if a leader in the House of Iron wants to have men and women follow them, then they had best be worthy of the right._
</FighterCard>
<FighterCard cost="80">
### Road Sergeant (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
**Skills:** 1 Primary (custom).
**Restrictions:** None.
**Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
_A good Road Sergeant can take orders from their Captain, but has enough initiative to break the rules to get the job done. The very best Sergeants know just when to question their Captains and anticipate what they want before they even have a solid plan in mind. A Road Sergeant also needs to be able to step into the boots of the Road Captain should the latter go down or get killed, keeping the gang together and fighting._
</FighterCard>
<FighterCard cost="95">
### Arms Master (Specialist Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
**Skills:** 1 Primary (custom).
**Restrictions:** Pistol, Basic and Close Combat.
**Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
#### Rule of Iron
- When activated, 1 visible Faction fighter within 6” gains the [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) skill (if not already having it).
- +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield.
_If an Orlock gang gets large enough, it’s inevitable it’ll need an Arms Master to keep the Gunners and Greenhorns in line. Road Captains rely on their Arms Masters to enforce order within their gang, as well as leading by example – usually cracking heads or setting their cyber- mastiffs on those who cross the gang. To be an Arms Master means being hard as nails, even by the standards of House Orlock, and there are countless stories about these stony-faced fighters getting stabbed, blasted or shot and getting back up to make their enemies pay for making them mad._
</FighterCard>
<FighterCard cost="45">
### Gunner (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ |
**Restrictions:** Pistol, Basic, Close Combat.
**Special Rules:** Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist).
_The bulk of Orlock gangs are made up of Gunners, hive-hardened men and women with a rebellious streak a mile wide. Most often they are drawn up from the drudging classes, where they never really fit in among work crews and mining towns, the gangs their last chance to prove their worth._
</FighterCard>
<FighterCard cost="55">
### Wrecker (Juve Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ |
**Restrictions:** Pistol, Special, Close Combat.
**Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner.
#### Jump Booster
Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways:
- **Safe mode:** +3” M.
- **Overcharge:**
- +1 S and +1 hit modifier when charging.
- Must roll a D6:
**1:** Pinned (malfunction, no move).
**2:** +4" M.
**3-4:** +5" M.
**5-6:** +6" M.
When used, Grenade and Template weapons gain Unstable (for the rest of the activation).
Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down).
_In every Clan House there are those fighters who court danger to an even greater extent than normal underhive gangers. Among the members of House Orlock these risk-takers are the Wreckers. In the tangled confines of the underhive, they jump among the gantries and tumbled domes taking out enemy fighters – while at the same time making sure they don’t take their head off on a low-hanging ceiling or end up as a stain on the floor from a bad landing._
</FighterCard>
<FighterCard cost="35">
### Greenhorn (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ |
**Restrictions:** Pistol, Basic and Close Combat.
**Special Rules:** Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner.
_There is always a steady supply of Greenhorns signing up for the gangs, eager to escape the crushing brutality of existence in the drudging classes._
</FighterCard>
<FighterCard cost="230">
### 0-1 Servitor (Brute)
**Cost:** 230
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ |
**Wargear:** Harpoon launcher, Open Fist (same as: servitor combat weapon), [Light carapace (4+)](/docs/armoury/armour#carapace).
**Special Rules:** Ammo Hoppers, Weapons Platform.
#### Options
| Option | Cost |
| :---------------------------------------------- | ---: |
| Heavy bolter (replaces harpoon launcher) | +50 |
| Heavy flamer (replaces harpoon launcher) | +85 |
| Heavy stubber (replaces harpoon launcher) | +20 |
| Heavy carapace armour (replaces light carapace) | +20 |
| Mono-sight | +25 |
#### Weapons Platform
Firing an Unwieldy ranged weapon becomes a Basic
action rather than a Double action.
#### Ammo Hoppers
Re-roll any failed ammo test results of 1 (before modifiers).
_Common across all of the worlds of the Imperium, servitors are melds of flesh andmachine, most often human flesh, but sometimes, as in the case of the Ambot, alien life forms slaved to a servitor engine. Most often, the human component of aservitor is harvested from a convicted criminal, one whose crimes are deemed toogreat to allow them to carry on as a part of Imperial society but who may continueto serve in another form rather than be wasted in incarceration or execution. Servitors possess the most rudimentary of human intelligence, their minds scrubbed of past memories and all but the most essential knowledge, artificial memory engrams grafted in their place so that they will know their designated roleand function and little else. Servitors are put to work in all manner of industry andfor any menial task with which an unmodified human cannot perform. They work inhostile environments, their living flesh variously blasted by extremes of heat and cold, eroded by extreme elements, or withered and wasted by toxic surroundings, performing their tasks until they fail, at which point their mechanics are reclaimedand a new human ‘donor’ grafted into place. House Orlock has ready access to mining and heavy industry servitors of all makes and manner, but those repurposedfor gang warfare often take the form referred to by the gangers as ‘Luggers’ – heavy, tracked units able to lift, move and carry bulky cargos. Be they liberated frommine workings or cargo depots, such constructs are well suited to a combat role with minimal reprogramming._
</FighterCard>
<FighterCard cost="100">
### 0-3 Cyber-Mastiff (Exotic Beast)
**Cost:** 100
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ |
**Wargear:** Savage Bite.
**Special Rules:** Watchdog, Loyal Protector, Group Activation (Exotic Beasts).
#### Watchdog
If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).
#### Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
_On Necromunda, dogs are no less common than anywhere else in the Imperium, though it must be said that they often provide a food source more readily than they provide their traditional roles of companion, guard or hunter. However, they do still have loyal friends amongst the people. Guilders breed and keep large hounds to protect their caravans and holdings, and House Orlock in particular takes great pride in the rearing of dogs as guards and fighters. The dogs of House Orlock show great diversity of type. From the sleek, alert watch dogs they raise to guard their mine workings and store houses, to the stocky, bull-like fighting dogs they breed for sport, Orlock Gangers are frequently accompanied by hounds. What’s more, to the outsider, there is a strange sentimentality shown by Orlocks towards their dogs, and it is not uncommon to see hounds sporting expensive cybernetics to compensate for past injuries or illness._
</FighterCard>
<VehicleCard cost="80">
### Outrider Quad (Vehicle)
<div class="stats">
| M | Front | Side | Rear | W | Hnd | Sv |
| --- | ----- | ---- | ---- | --- | --- | --- |
| 9” | 4 | 3 | 3 | 2 | 4+ | 5+ |
</div>
**Locomotion:** Wheeled.
**Upgrade Slots:** 0 Body, 1 Drive, 2 Engine.
**Weapon Hardpoints:** 1. Crew Operated, Front Arc.
#### Dedicated Gunner
Can move full distance (instead of half) during Move & Shoot.
#### Agile
Can make 1 extra turn (up to 90°) when moving (before, during or after).
</VehicleCard>
<FighterCard cost="35">
### Iron Rider (Crew)
| BS | Ld | Cl | Wil | Int |
| --- | --- | --- | --- | --- |
| 4+ | 6+ | 6+ | 7+ | 7+ |
**Special Rules:** Gang Fighter (Crew), Vehicle Crew.
#### Vehicle Crew
An Iron Rider must always be equipped with a vehicle.
</FighterCard>
## Skill Access
| | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Bravado](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#bravado) |
| :------------------ | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- |
| Road Captain | - | Secondary | - | - | Primary | Primary | Primary | Secondary | Secondary |
| Arms Master | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary |
| Road Sergeant | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary |
| Gunner (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - |
| Wrecker | - | - | Secondary | - | - | - | Secondary | Primary | - |
| Greenhorn | Secondary | Secondary | - | - | Primary | - | - | - | - |
| Servitor | - | Secondary | Secondary | - | - | - | - | Primary | - |
| Cyber-Mastiff | - | - | Primary | - | Secondary | - | - | - | - |
| Iron Rider | - | - | - | Primary | - | - | Secondary | Primary | - |
## Vehicles
All vehicles in a Orlock gang add the following to their equipment lists:
### Orlock Vehicle Equipment List
<details open>
<summary>Weapons</summary>
| Item | Credits |
| :---------------------------------------- | ------: |
| **BASIC WEAPONS** |
| Combat shotgun with salvo & shredder ammo | 55 |
| Shotgun with solid & scatter ammo | 30 |
| \- Executioner ammo | 20 |
| \- Inferno ammo | 15 |
| **SPECIAL WEAPONS** |
| Flamer | 140 |
| Meltagun | 135 |
| Plasma gun | 100 |
| **HEAVY WEAPONS** |
| Harpoon launcher | 110 |
| Heavy bolter | 160 |
| Mining laser | 125 |
| Seismic cannon | 140 |
</details>
<details open>
<summary>Wargear</summary>
| Item | Credits |
| :---------------------------------------------------------- | ------: |
| **WEAPON ACCESSORIES** |
| 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 | 6 | 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 | Test # House Orlock _They say the Orlocks have iron in their souls. But then you’d have to be made of the black ore of Necromunda to climb the spider’s web of Lord Helmawr’s feudal society as quickly as they have. In just three short millennia, House Orlock has risen from a loose alliance of Clan Families and waste prospectors to become the largest mining operation on the planet. It is a success built upon the backs of a massive slave underclass, the Drudges, born to scrape ore from the dark pits of the Spoil, or work endless cycles in the clan’s smoke- wreathed refineries. House Orlock has had a troubled history with this underclass, and at times they have threatened to rise up and tear down everything the Clan Families have fought to build. It speaks to the ruthlessness and determination of these families that they managed to endure these rebellions, ultimately building their entire social structure around the simmering discontentment within their ranks._ _From the outside, however, the troubled history of the Drudges is largely unknown, or at the very least discounted, and it is not these unwashed masses that most consider when they think of the Orlocks. The image of the House of Iron is one of veteran rebels, outland ash-riders and bare-knuckled hardmen. This is entirely intentional, and the heads of the Orlock mining families have worked long and hard to cultivate a soldier class within the clan to fight for its interests, and keep the drudging classes in line. At the top of the Orlock social ladder, a small group of families hold power over millions of subjects, who, should they ever unite, could sweep this ruling class away in a single violent uprising. It is only the clan’s gangs that stand in the way of these would-be rebels. As paradoxical as it might seem, most of these gangs come from the drudging classes themselves, selected for their rebellious nature and fierce independence. Thus do the ruling families weed out troublemakers before they have a chance to incite rebellion, and turn them back upon their own kind, with a promise of freedom and power._ ## Gang Composition House Orlock follows the [normal rules](core-gang-creation.md#gang-composition) for Gang Composition. ## Special Rules Follow normal rules as other gangs with the following exceptions: - House Orlock has access to [Legendary Names](#legendary-names), which are given to Leaders/Champions when created and can be purchased with XP as they advance. - Specialist Gangers can use Heavy Weapons. ## Fighters <FighterCard cost="105"> ### Road Captain (Leader) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2). _Road Captains are without exception hard men and women, willing to thumb their nose at authority and forge their own path. However, Orlock gangers respect independence as much as strength, and a successful Road Captain needs to be the embodiment of both of these traits. Being a Road Captain means earning the respect of their gang through their own deeds. Unlike some gangs and clans of Necromunda, the brotherhoods and sisterhoods of House Orlock are a two-way street; if a leader in the House of Iron wants to have men and women follow them, then they had best be worthy of the right._ </FighterCard> <FighterCard cost="80"> ### Road Sergeant (Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** None. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). _A good Road Sergeant can take orders from their Captain, but has enough initiative to break the rules to get the job done. The very best Sergeants know just when to question their Captains and anticipate what they want before they even have a solid plan in mind. A Road Sergeant also needs to be able to step into the boots of the Road Captain should the latter go down or get killed, keeping the gang together and fighting._ </FighterCard> <FighterCard cost="95"> ### Arms Master (Specialist Champion) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ | **Skills:** 1 Primary (custom). **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1). #### Rule of Iron - When activated, 1 visible Faction fighter within 6” gains the [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel) skill (if not already having it). - +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield. _If an Orlock gang gets large enough, it’s inevitable it’ll need an Arms Master to keep the Gunners and Greenhorns in line. Road Captains rely on their Arms Masters to enforce order within their gang, as well as leading by example – usually cracking heads or setting their cyber- mastiffs on those who cross the gang. To be an Arms Master means being hard as nails, even by the standards of House Orlock, and there are countless stories about these stony-faced fighters getting stabbed, blasted or shot and getting back up to make their enemies pay for making them mad._ </FighterCard> <FighterCard cost="45"> ### Gunner (Ganger) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ | **Restrictions:** Pistol, Basic, Close Combat. **Special Rules:** Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist). _The bulk of Orlock gangs are made up of Gunners, hive-hardened men and women with a rebellious streak a mile wide. Most often they are drawn up from the drudging classes, where they never really fit in among work crews and mining towns, the gangs their last chance to prove their worth._ </FighterCard> <FighterCard cost="55"> ### Wrecker (Juve Prospect) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Special, Close Combat. **Special Rules:** Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner. #### Jump Booster Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways: - **Safe mode:** +3” M. - **Overcharge:** - +1 S and +1 hit modifier when charging. - Must roll a D6: **1:** Pinned (malfunction, no move). **2:** +4" M. **3-4:** +5" M. **5-6:** +6" M. When used, Grenade and Template weapons gain Unstable (for the rest of the activation). Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down). _In every Clan House there are those fighters who court danger to an even greater extent than normal underhive gangers. Among the members of House Orlock these risk-takers are the Wreckers. In the tangled confines of the underhive, they jump among the gantries and tumbled domes taking out enemy fighters – while at the same time making sure they don’t take their head off on a low-hanging ceiling or end up as a stain on the floor from a bad landing._ </FighterCard> <FighterCard cost="35"> ### Greenhorn (Juve) | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ | **Restrictions:** Pistol, Basic and Close Combat. **Special Rules:** Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner. _There is always a steady supply of Greenhorns signing up for the gangs, eager to escape the crushing brutality of existence in the drudging classes._ </FighterCard> <FighterCard cost="230"> ### 0-1 Servitor (Brute) **Cost:** 230 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ | **Wargear:** Harpoon launcher, Open Fist (same as: servitor combat weapon), [Light carapace (4+)](/docs/armoury/armour#carapace). **Special Rules:** Ammo Hoppers, Weapons Platform. #### Options | Option | Cost | | :---------------------------------------------- | ---: | | Heavy bolter (replaces harpoon launcher) | +50 | | Heavy flamer (replaces harpoon launcher) | +85 | | Heavy stubber (replaces harpoon launcher) | +20 | | Heavy carapace armour (replaces light carapace) | +20 | | Mono-sight | +25 | #### Weapons Platform Firing an Unwieldy ranged weapon becomes a Basic action rather than a Double action. #### Ammo Hoppers Re-roll any failed ammo test results of 1 (before modifiers). _Common across all of the worlds of the Imperium, servitors are melds of flesh andmachine, most often human flesh, but sometimes, as in the case of the Ambot, alien life forms slaved to a servitor engine. Most often, the human component of aservitor is harvested from a convicted criminal, one whose crimes are deemed toogreat to allow them to carry on as a part of Imperial society but who may continueto serve in another form rather than be wasted in incarceration or execution. Servitors possess the most rudimentary of human intelligence, their minds scrubbed of past memories and all but the most essential knowledge, artificial memory engrams grafted in their place so that they will know their designated roleand function and little else. Servitors are put to work in all manner of industry andfor any menial task with which an unmodified human cannot perform. They work inhostile environments, their living flesh variously blasted by extremes of heat and cold, eroded by extreme elements, or withered and wasted by toxic surroundings, performing their tasks until they fail, at which point their mechanics are reclaimedand a new human ‘donor’ grafted into place. House Orlock has ready access to mining and heavy industry servitors of all makes and manner, but those repurposedfor gang warfare often take the form referred to by the gangers as ‘Luggers’ – heavy, tracked units able to lift, move and carry bulky cargos. Be they liberated frommine workings or cargo depots, such constructs are well suited to a combat role with minimal reprogramming._ </FighterCard> <FighterCard cost="100"> ### 0-3 Cyber-Mastiff (Exotic Beast) **Cost:** 100 | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ | **Wargear:** Savage Bite. **Special Rules:** Watchdog, Loyal Protector, Group Activation (Exotic Beasts). #### Watchdog If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails). #### Loyal Protector While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner. _On Necromunda, dogs are no less common than anywhere else in the Imperium, though it must be said that they often provide a food source more readily than they provide their traditional roles of companion, guard or hunter. However, they do still have loyal friends amongst the people. Guilders breed and keep large hounds to protect their caravans and holdings, and House Orlock in particular takes great pride in the rearing of dogs as guards and fighters. The dogs of House Orlock show great diversity of type. From the sleek, alert watch dogs they raise to guard their mine workings and store houses, to the stocky, bull-like fighting dogs they breed for sport, Orlock Gangers are frequently accompanied by hounds. What’s more, to the outsider, there is a strange sentimentality shown by Orlocks towards their dogs, and it is not uncommon to see hounds sporting expensive cybernetics to compensate for past injuries or illness._ </FighterCard> <VehicleCard cost="80"> ### Outrider Quad (Vehicle) <div class="stats"> | M | Front | Side | Rear | W | Hnd | Sv | | --- | ----- | ---- | ---- | --- | --- | --- | | 9” | 4 | 3 | 3 | 2 | 4+ | 5+ | </div> **Locomotion:** Wheeled. **Upgrade Slots:** 0 Body, 1 Drive, 2 Engine. **Weapon Hardpoints:** 1. Crew Operated, Front Arc. #### Dedicated Gunner Can move full distance (instead of half) during Move & Shoot. #### Agile Can make 1 extra turn (up to 90°) when moving (before, during or after). </VehicleCard> <FighterCard cost="35"> ### Iron Rider (Crew) | BS | Ld | Cl | Wil | Int | | --- | --- | --- | --- | --- | | 4+ | 6+ | 6+ | 7+ | 7+ | **Special Rules:** Gang Fighter (Crew), Vehicle Crew. #### Vehicle Crew An Iron Rider must always be equipped with a vehicle. </FighterCard> ## Skill Access | | [Agility](/docs/gang-fighters-and-their-weaponry/skills/#agility) | [Brawn](/docs/gang-fighters-and-their-weaponry/skills/#brawn) | [Combat](/docs/gang-fighters-and-their-weaponry/skills/#combat) | [Driving](/docs/gang-fighters-and-their-weaponry/skills/#driving) | [Ferocity](/docs/gang-fighters-and-their-weaponry/skills/#ferocity) | [Leadership](/docs/gang-fighters-and-their-weaponry/skills/#leadership) | [Savant](/docs/gang-fighters-and-their-weaponry/skills/#savant) | [Shooting](/docs/gang-fighters-and-their-weaponry/skills/#shooting) | [Bravado](/docs/gang-fighters-and-their-weaponry/skills/gang-specific-skills#bravado) | | :------------------ | ----------------------------------------------------------------- | ------------------------------------------------------------- | --------------------------------------------------------------- | ----------------------------------------------------------------- | ------------------------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | Road Captain | - | Secondary | - | - | Primary | Primary | Primary | Secondary | Secondary | | Arms Master | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Road Sergeant | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary | | Gunner (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - | | Wrecker | - | - | Secondary | - | - | - | Secondary | Primary | - | | Greenhorn | Secondary | Secondary | - | - | Primary | - | - | - | - | | Servitor | - | Secondary | Secondary | - | - | - | - | Primary | - | | Cyber-Mastiff | - | - | Primary | - | Secondary | - | - | - | - | | Iron Rider | - | - | - | Primary | - | - | Secondary | Primary | - | ## Vehicles All vehicles in a Orlock gang add the following to their equipment lists: ### Orlock Vehicle Equipment List <details open> <summary>Weapons</summary> | Item | Credits | | :---------------------------------------- | ------: | | **BASIC WEAPONS** | | Combat shotgun with salvo & shredder ammo | 55 | | Shotgun with solid & scatter ammo | 30 | | \- Executioner ammo | 20 | | \- Inferno ammo | 15 | | **SPECIAL WEAPONS** | | Flamer | 140 | | Meltagun | 135 | | Plasma gun | 100 | | **HEAVY WEAPONS** | | Harpoon launcher | 110 | | Heavy bolter | 160 | | Mining laser | 125 | | Seismic cannon | 140 | </details> <details open> <summary>Wargear</summary> | Item | Credits | | :---------------------------------------------------------- | ------: | | **WEAPON ACCESSORIES** | | 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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} | 512 |
633 | # 14. Downtown Dust-up
_Rival gangs fight it out for control of a settlement and its people._
_Source: Necromunda 2018 Rulebook_
## Battlefield
Standard.
## Crews
- Random (D3+4).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Roll-off to see who deploys first. Alternate placing the fighters anywhere on the battlefield, at least 6” from an already deployed fighter (friend & foe). Then take turns placing D6+6 Hive Dwellers anywhere on the battlefield, at least 6” from the edge.
## Objectives
Each gang tries to run the other gang out of town, without too many of the locals caught in the crossfire.
## Special Rule: Hive Dwellers
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.
| 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 or comes within 1” of another model).
:::note Alternative Variant (Hangers-on)
A Hangers-on could be mixed into the hive dwellers, perhaps the gunfight is taking place outside an Ammo-jack’s workshop or a Rogue Doc’s clinic.
:::
## Ending the Battle
The battle ends when only one gang has fighters remaining.
## Victory
If at least half of the hivers have been taken Out of Action or are Broken, it is a draw. Otherwise the winner is the gang with fighters left on the battlefield.
## Rewards
#### Credits
- Each gang must **pay** D3x10 credits or D3 Reputation per hiver that they took Out of Action.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each fighter in the winning gang.
- +1 to each fighter in the winning gang if no locals are Out of Action or Broken.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +1 to each gang that took part in the battle.
- +D3 +1 to the winning gang. | 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 | # 14. Downtown Dust-up _Rival gangs fight it out for control of a settlement and its people._ _Source: Necromunda 2018 Rulebook_ ## Battlefield Standard. ## Crews - Random (D3+4). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Roll-off to see who deploys first. Alternate placing the fighters anywhere on the battlefield, at least 6” from an already deployed fighter (friend & foe). Then take turns placing D6+6 Hive Dwellers anywhere on the battlefield, at least 6” from the edge. ## Objectives Each gang tries to run the other gang out of town, without too many of the locals caught in the crossfire. ## Special Rule: Hive Dwellers 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. | 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 or comes within 1” of another model). :::note Alternative Variant (Hangers-on) A Hangers-on could be mixed into the hive dwellers, perhaps the gunfight is taking place outside an Ammo-jack’s workshop or a Rogue Doc’s clinic. ::: ## Ending the Battle The battle ends when only one gang has fighters remaining. ## Victory If at least half of the hivers have been taken Out of Action or are Broken, it is a draw. Otherwise the winner is the gang with fighters left on the battlefield. ## Rewards #### Credits - Each gang must **pay** D3x10 credits or D3 Reputation per hiver that they took Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each fighter in the winning gang. - +1 to each fighter in the winning gang if no locals are Out of Action or Broken. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each gang that took part in the battle. - +D3 +1 to the winning gang. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 633 |
903 | # Game Structure
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
A Battle in Necromunda is split into several rounds. A round is split into three phases, which are resolved one at a time.
#### 1. Priority Phase
1. Roll for Priority
2. Ready Fighters
#### 2. Action Phase
1. Activate Fighters
#### 3. End Phase
1. Bottle tests
1. Fleeing the Battlefield
1. Recovery tests
1. Rally tests | 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 | # Game Structure :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: A Battle in Necromunda is split into several rounds. A round is split into three phases, which are resolved one at a time. #### 1. Priority Phase 1. Roll for Priority 2. Ready Fighters #### 2. Action Phase 1. Activate Fighters #### 3. End Phase 1. Bottle tests 1. Fleeing the Battlefield 1. Recovery tests 1. Rally tests | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 903 |
1,048 | # 104. Desperate Raid
**Source: White Dwarf, May 2022**
:::info Underdog Scenario
This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy:
- At least 400 less Gang Rating than the enemy.
- Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played).
- Underdog tactics cannot be used in this scenario.
:::
## Attacker & Defender
The underdog is the attacker, the other gang is the defender.
## Battlefield
Standard.
## Crews
Custom.
## Deployment
1. **Attacker:** Within 6" of the centre of the battlefield. Each attacker starts with 1 loot casket B2B.
2. **Defender:** Anywhere at least 12 from enemies.
## Tactics Cards
None.
## Break For Home
The attacker has Priority in the 1st round.
## Ill-Gotten Gains
_The underdogs have managed to sneak into the heart of the enemy territory and seize a large cache of goods that can be sold for a tidy profit._
In each End phase, attackers within 1" of any battlefield edge are removed (securing any loot that is B2B).
If no defenders remain on the battlefield, the attackers secure all remaining loot.
## Ending the Battle
The battle ends if max one gang has models remaining on the battlefield.
## Victory
The attacker wins if at least 4 loot are secured. Otherwise the defender wins.
## Rewards
### Credits
- Attacker: D6x10 per secured loot.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each attacker that secures at least 1 loot.
- +D3 to the defending leader for winning.
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 (attacker win).
- +D3 (defender win).
- -1 (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 | ['Zone Mortalis', 'Sector Mechanicus', 'Underdog'] | 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 | # 104. Desperate Raid **Source: White Dwarf, May 2022** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The underdog is the attacker, the other gang is the defender. ## Battlefield Standard. ## Crews Custom. ## Deployment 1. **Attacker:** Within 6" of the centre of the battlefield. Each attacker starts with 1 loot casket B2B. 2. **Defender:** Anywhere at least 12 from enemies. ## Tactics Cards None. ## Break For Home The attacker has Priority in the 1st round. ## Ill-Gotten Gains _The underdogs have managed to sneak into the heart of the enemy territory and seize a large cache of goods that can be sold for a tidy profit._ In each End phase, attackers within 1" of any battlefield edge are removed (securing any loot that is B2B). If no defenders remain on the battlefield, the attackers secure all remaining loot. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield. ## Victory The attacker wins if at least 4 loot are secured. Otherwise the defender wins. ## Rewards ### Credits - Attacker: D6x10 per secured loot. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker that secures at least 1 loot. - +D3 to the defending leader for winning. 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 (attacker win). - +D3 (defender win). - -1 (bottle out). | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,048 |
912 | # Tournaments
:::info
You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules.
:::
- Using Skirmish rules.
- Resurrection: No Lasting Injuries.
- First round is random, later rounds uses Swiss draw.
## Tournament Scoring
Each individual battle is won as determined by the scenario. The points scored are as follows:
- Win: 3 points
- Draw: 1 point
- Loss: 0 points
Bonus points may be awarded if certain criteria are met. For example if winning by a large margin, the winner gains +1 point, or if only winning by a minor margin, the loser may gain +1 point.
Further bonuses may be awarded for taking Captives, as this is an integral part of campaign play and should be recognised in tournament play. For example award +1 point whenever they take an enemy fighter Captive.
Use Reputation and Wealth as tiebreakers.
## Campaign Events
Feel free to add Campaign events for less competitive tournaments.
### House War
Gangs of the same type are grouped together, adding requirements to matchups to ensure no gang of the same type fights each other.
### Map-Based Event
Another option, and an expansion of the above, might be to group gangs into different clans who control a map. Over the course of the event, a clan’s territory can shrink or grow based on its member’s wins and losses.
## Example Rules Packs
In addition to the examples below, a rules pack should detail any special rules, scenarios to be used each round, scoring system and tiebreakers.
### One-day Events
- 1250 credits.
- Use Campaign House Lists.
- 8-12 fighters.
- 3 Gangers may be designated as Specialists.
- Gangs may purchase any item from the Rare Trade chart with Rare (9) or below including Common items.
- Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters.
- Gangs start with 0 Reputation (this means only 1 Hangers-on per gang).
- Choose 5 Primary skills to distribute between your fighters. No fighter may be given more than 1 skill, except the leader (can have a total of 2 skills including the 1 free skill when recruited).
- Choose 2 fighters in the gang to be given a single characteristic increase.
### Two-day Events
- 1750 credits.
- Use Campaign House Lists.
- 10-20 fighters.
- 4 Gangers may be designated as Specialists.
- Gangs may purchase any item from the Rare Trade chart with Rare (11) or below including Common items.
- Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters.
- Gangs start with 10 Reputation (this means only 3 Hangers-on per gang).
- Choose 5 Primary skills and 1 Secondary skill to distribute between your fighters. No fighter may be given more than 2 skills, except the leader (can have a total of 3 skills including the 1 free skill when recruited).
- Choose 3 fighters in the gang to be given a single characteristic increase. This may not be a fighter who has two skills. | 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 | 23 | 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 | # Tournaments :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: - Using Skirmish rules. - Resurrection: No Lasting Injuries. - First round is random, later rounds uses Swiss draw. ## Tournament Scoring Each individual battle is won as determined by the scenario. The points scored are as follows: - Win: 3 points - Draw: 1 point - Loss: 0 points Bonus points may be awarded if certain criteria are met. For example if winning by a large margin, the winner gains +1 point, or if only winning by a minor margin, the loser may gain +1 point. Further bonuses may be awarded for taking Captives, as this is an integral part of campaign play and should be recognised in tournament play. For example award +1 point whenever they take an enemy fighter Captive. Use Reputation and Wealth as tiebreakers. ## Campaign Events Feel free to add Campaign events for less competitive tournaments. ### House War Gangs of the same type are grouped together, adding requirements to matchups to ensure no gang of the same type fights each other. ### Map-Based Event Another option, and an expansion of the above, might be to group gangs into different clans who control a map. Over the course of the event, a clan’s territory can shrink or grow based on its member’s wins and losses. ## Example Rules Packs In addition to the examples below, a rules pack should detail any special rules, scenarios to be used each round, scoring system and tiebreakers. ### One-day Events - 1250 credits. - Use Campaign House Lists. - 8-12 fighters. - 3 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (9) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 0 Reputation (this means only 1 Hangers-on per gang). - Choose 5 Primary skills to distribute between your fighters. No fighter may be given more than 1 skill, except the leader (can have a total of 2 skills including the 1 free skill when recruited). - Choose 2 fighters in the gang to be given a single characteristic increase. ### Two-day Events - 1750 credits. - Use Campaign House Lists. - 10-20 fighters. - 4 Gangers may be designated as Specialists. - Gangs may purchase any item from the Rare Trade chart with Rare (11) or below including Common items. - Hired Guns and Hangers-on may be included. Hired Guns do not count towards the minimum number of fighters, but both Hired Guns and Hangers-on count towards the maximum number of fighters. - Gangs start with 10 Reputation (this means only 3 Hangers-on per gang). - Choose 5 Primary skills and 1 Secondary skill to distribute between your fighters. No fighter may be given more than 2 skills, except the leader (can have a total of 3 skills including the 1 free skill when recruited). - Choose 3 fighters in the gang to be given a single characteristic increase. This may not be a fighter who has two skills. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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126 | ### Photo-goggles (35 credits)
- **Description:** These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes.
- **Effects:** Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging.
- **Use Limitation:** Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements. | equipment | Photo Goggles | Unknown | support | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment'] | Unknown | Unknown | Unknown | Unknown | Unknown | Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes. | Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements. | 0 | 0 | Unknown | 0 | 0 | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 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 | ### Photo-goggles (35 credits) - **Description:** These are advanced vision-enhancing goggles that provide excellent visibility in low-light conditions and can shield the eyes from blinding flashes. - **Effects:** Enhances night vision, provides flash protection, and may include zoom capabilities or thermal imaging. - **Use Limitation:** Can be susceptible to sophisticated electronic warfare or blinding attacks that overload their sensory enhancements. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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790 | # Resurrection Packages
_Source: Necromunda: Apocrypha Necromunda (2024)_
Life is cheap on Necromunda and death is always waiting just around the corner – usually with a renderizer in
its meaty fists. But, occasionally, dead isn’t dead, and when a ganger buys it, sometimes, just sometimes, they
come back. For whatever reason, be it unfinished business, xenos tech, or warp sorcery, the ganger has clawed
their way out of the grave and returned to their gang. Of course, no one comes back from the beyond without
paying a price and none return quite the same as before.
Resurrection Packages are a set of optional campaign rules for Arbitrators to introduce into their campaigns.
They give players an opportunity to bring valued fighters back from the dead and return them to the ranks
of their gang – but at a cost. In addition to giving the fighter a second chance – especially if they have died
ignominiously, perhaps even in their first battle – Resurrection Packages are great storytelling tools for the
Arbitrator, and with a little bit of work, entire campaigns can be built around them.
## Using Resurrection Packages
Resurrection Packages are a tool for the Arbitrator,
and can be used whenever a fighter is killed (i.e., they
roll a Memorable Death result on the Lasting Injuries
table, or die because of an untreated Critical Injury).
As a general rule, Resurrection Packages should
be reserved for important fighters, such as gang
Leaders and Champions. When the chosen Leader
or Champion dies, the player can ask the Arbitrator if
they can use a Resurrection Package, or the Arbitrator
can offer the player a chance to bring them back.
Either the Arbitrator or player then chooses what kind
of resurrection has taken place and its effects are
applied to the fighter. In all cases, the fighter is then
restored to life and returned to the player’s gang roster
ready for the next battle, just as if they had rolled an
Out Cold result on the Lasting Injury table.
Unless the Arbitrator has a particular kind of campaign
in mind, it is recommended that each player only ever
have one fighter with a Resurrection Package at a time,
and that each fighter only uses the option once. If one
player in the campaign has access to Resurrection
Packages, then all players should. Coming back from
the dead, of course, is not without its consequences,
and each Resurrection Package includes three special
rules: the Benefits, the Price, and the End Game.
### Benefits
Being resurrected by alien technology, warp energy or
the neuron plague has its benefits. While the fighter
might be changed in some irrevocable way, it does
mean they are probably tougher, more frightening, or
gifted with new and potent abilities. Each Resurrection
Package bestows upon the fighter one or more
Benefits, and they will be listed in this section.
### Price
Returning from the grave always comes at a cost.
The fighter might owe a powerful organisation a debt
that can only be repaid in blood, or perhaps their
body is no longer their own, their flesh slowly being
consumed by ancient archeotech or a hungering warp
entity. Each Resurrection Package comes with a Price
that must be paid, and it will be listed in this section.
### End Game
Resurrection is, at best, a temporary method of
staving off the cold embrace of death. A fighter that
comes back from the dead does so for a reason, and
it is a reason that cannot be ignored. Whether it is
getting revenge on their killer, spreading a zombie
virus or sacrificing captives to the Dark Gods, each
Resurrection Package has its own End Game and it will
be listed in this section.
## A Debt of Blood
There are few things that create loyalty like the gift of
unexpected life. The moment when a soul believes they
will plunge into the abyss but then finds themselves
still hanging by a thread, is a moment that the powerful
can use to forge servants who will be loyal for the
rest of their lives. For some, it is a gunshot that they
thought would end their life, but instead saw their killer
dead at the hands of an angel with a smile and an
offer. For others, it is the chirurgeon with silver-bladed
fingers who saves them and then moves aside to let
their benefactor lay out the terms of this good fortune.
No matter what, a debt of blood is a path back to a life
lived at the end of a string.
**Benefits:** When this Resurrection Package is chosen,
the Arbitrator or the player must choose a Criminal,
Guild or Noble ally. The fighter’s gang immediately
enters into an Alliance with the chosen faction,
forsaking all other allies. While the resurrected fighter
is alive, the gang will always be allied to the chosen
faction. In addition, extra fighters gained from the allies
(e.g., Guild representatives or Criminal allies, etc.)
ignore the A Band Apart rules, and so count as part of
the fighter’s gang, can gain XP (using the gang’s Skill
tables for skills and Advancements) and suffer Lasting
Injuries. Note that, if they die, they are not replaced.
**Price:** The fighter’s gang must change their alignment
to match that of their new allies (i.e., if they were a Law
Abiding gang and a Criminal alliance was made, they
must become an Outlaw gang). In addition,
the fighter’s gang can never voluntarily Test the
Alliance with their new allies.
**End Game:** The cost levied by the allies is always a
hefty one. After each battle the fighter’s gang wins, the
fighter must either hand themselves over to their allies,
or give up a gang member (not including
Hired Guns or fighters gained through their allies). The
chosen fighter is removed from the gang roster. This
continues until this fighter surrenders to their allies, at
which point the Alliance is broken.
## Archeo-Rebirth
There are secrets that are best left in the past, secrets
of iron and the turning wheel that belong to a long
forgotten part of Mankind’s history. Once, there were
machines that could ape the thoughts of humans,
devices that could unravel matter and even halt the
rotation of life into death. Such secrets exist now in
only the most shunned scraps of techno-mythos. But
down in the depths of Necromunda, where the past still
dreams in the underworld, it is said that the machine
spectres of bio-ferrum infusion, nerve tendril merger
and Sarcosan wave generators can still be found.
**Benefits:** A living piece of abominable technology has
affixed itself to the fighter’s body, burrowing mechatendrils
deep inside their flesh. If the wearer suffers
a Lasting Injury result of Humiliated, Head Injury, Eye
Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled,
they count the result as Out Cold instead. Each time
the fighter avoids a Lasting Injury in
this way, make a note of it.
**Price:** Whatever esoteric technology is keeping the
fighter alive, it has also burrowed its way into their
brain. Whenever the fighter activates, they must roll
a D6. If the result is equal to or less than the total
number of times they have avoided a Lasting Injury
(see Benefits), they gain the Insane Condition.
**End Game:** Eventually, the fighter will become more machine than human. If the fighter has ever avoided 6 Lasting Injuries since taking this Resurrection Package (see Benefits), they vanish into the underhive never to be seen again, and the player must remove them from their gang roster.
## Daemonic Possession
Beyond the veil of reality, Daemons swim in the great
ocean of emotion and nightmare that is the Warp. Ever
hungry for souls and the promise of reality, they seek
for ways into the world of the living. Drawn to mortals,
like an insect to a candle flame, the Daemon can use
the moment of death to slide into a body, consuming
the last shreds of soul as it does, like a hatchling
feeding on the yolk of its egg. Such a possession
cannot last, for the Daemon’s grip on dead flesh is
weak, but while it does, they may walk in the realm of
the living and sate their hunger for suffering and death.
**Benefits:** There is a supernatural horror that emanates
from the fighter, infecting all around them. The fighter
gains the Fearsome skill if they do not have it, and
enemy fighters must pass a Cool test to target them
with ranged weapons. In addition, they gain the Nonsanctioned
Psyker special rule and may generate a
random Wyrd Power from the Helot Chaos Cult Wyrd
Powers list (see Necromunda: The Book of Ruin).
**Price:** The Daemon within the fighter demands
souls if it is to get stronger. For as long as the fighter
remains with the gang, during each post-battle
sequence (whether the fighter was part of the player’s
crew or not), the fighter decreases their Toughness
characteristic by one, unless they performed a Coup de
Grace action during the battle, or the player sacrifices
one of their other fighters (a sacrificed fighter is killed
just as if they had rolled a Memorable Death result on
the Lasting Injury table). If the fighter’s Toughness ever
reaches 0, they are dead for good!
**End Game:** Once the Daemon has consumed its
fill, it will no longer need the fighter, breaking free of
the weak mortal vessel. Each time the fighter takes
a soul (i.e., performs a Coup de Grace action or a
friendly fighter is sacrificed), make a note. In the
post-battle sequence, before deciding whether or not
to sacrifice a friendly fighter (see Price), roll 2D6. If the
result is equal to or lower than the number of souls the
fighter has consumed, they are immediately killed as
the Daemon breaks free!
## Dark Pact
There are things that listen to the dreams and fears
of mortals, things that live past the shadow line that
separates reality from that which lies beyond. Some
call these things gods, others call them Daemons. In
the depths of Hive Primus, there are those that whisper
of the Seven Pale Spinners, the Burning Ones, the
Lord of Skin and Sinew, and the Horned Darkness. No
matter their name, or why mortals call to them, there is
one truth – they listen. And should a lost soul desire to
live beyond their allotted span, the Daemons and gods
can grant that last wish… for a price.
**Benefits:** The fighter may perform a Dark Ritual during
the post-battle sequence, just as if they were part of
a Helot Chaos Cult gang (see Necromunda: The Book
of Ruin). If the fighter is already part of a Helot Chaos
Cult gang then they may add 2 to the dice roll when
performing Dark Rituals. In addition, they gain the
Non-sanctioned Psyker special rule and may generate
a random Wyrd Power from the Helot Chaos Cult Wyrd
Powers list.
**Price:** The fighter’s gang cannot sell Captives to the
Guilders, and must instead sacrifice them to the Dark
Gods, just as if they were a Helot Chaos Cult gang.
If they are already part of a Helot Chaos Cult gang
then this has no extra effects. In addition, the sinister
reputation of the fighter has gotten around and the
gang becomes an Outlaw gang.
**End Game:** It is the will of the Dark Gods to bestow
terrible gifts upon their servant. Once the fighter’s gang
has sacrificed three captives to the Ruinous Powers,
the fighter is transformed into a Chaos Spawn and may
be retained by the gang, whether or not the gang is a
Helot Chaos Cult gang.
## Ravenous Zombie
The dead do not rest easy in the underhives of
Necromunda. Zombie plagues have spread and
multiplied. From the Widow Walkers of Hive Primus and
Hive Quartus, the Rattle Shrouds of the wastes,
to the Pox Walkers that have all but overwhelmed Hive
Mortis, all are hungering undead, driven to spread their
curse to others. Such a fate is only to be feared, but
a few desperate fighters might even seek to taint the
flesh of a dying comrade so that they may walk again.
**Benefits:** The fighter cannot be pinned, ignores Flesh
Wounds and automatically passes any Cool tests they
are required to take. In addition, while weapons with
the Blaze trait can set them on fire, while they are on
fire they only suffer the additional damage component
of the Blaze rule, and may otherwise act normally.
**Price:** The fighter becomes a zombie (see Zombies! as follows).
**End Game:** The fighter is inexorably driven to create
more zombies. After each battle, one randomly
determined fighter in the player’s gang becomes a
zombie (see Zombies! as follows). Once a fighter is a
zombie, they cannot be deleted from the gang roster
during the post-battle sequence. Once every fighter in
the gang is a zombie, it is disbanded as they wander
off into the underhive looking for fresh meat…
:::info
### Zombies!
Zombies in Necromunda are an all too common occurrence, each infestation created in its own unique way, though they all share certain traits.
While a fighter is a zombie, they may only ever take a single action in each of their activations, suffer a -4 to the hit roll with all weapons that do
not have the Melee or Versatile trait, treat the Charge (Double) action as a Basic action, and must perform the Charge (Basic) action or Coup de Grace (Simple) action, if able. They also cannot perform Group Activations with fighters who are not also zombies.
:::
## Revenant
Revenge is a power that can deny the dead the peace
of the grave. Driven by immortal hate, the revenant is a
figure who lives again to perform one deed alone – to
pull those who wronged them into death with them.
**Benefits:** When this Resurrection Package is chosen,
make a note of the enemy fighter responsible for the
resurrected fighter’s death. If the resurrected fighter
wasn’t killed by an enemy fighter (e.g., they fell to their
death, etc.,), then choose the Leader of the enemy
gang the resurrected fighter was facing when they died.
Whenever the resurrected fighter faces this chosen
enemy, they may re-roll failed to hit and to wound
rolls, as well as the Injury dice, when making attacks
against them.
**Price:** The fighter must try to kill their killer. Each time
their gang doesn’t face the enemy’s gang in a battle
(whether or not the chosen enemy is part of their
opponent’s crew), they must roll a D6. On a 4+,
their Strength characteristic is reduced by one. If they
are reduced to 0 Strength, they die and are removed
from the gang roster.
**End Game:** If the fighter ever kills their enemy
(rolls a Memorable Death result on the Lasting Injury
table, or sends them to the Doc and they are not
saved), the fighter retires, and is removed from the
gang roster. If their enemy is killed by someone else, or
retires, they must choose a new fighter from the enemy
fighter’s gang – this new fighter becomes their chosen
enemy.
## Skindeep Doppelgänger
The faces of the dead are a mask that can be worn
by the living. Remorphic aliens, witch-bred assassins,
neuro-mimic cultists and other shape changers may
take the death of an individual as an opportunity to slip
into the space left by the departed, wearing their face
and life like a set of clothes while they pursue their
own ends.
**Benefits:** The fighter is not quite the same. When they
are resurrected, the fighter may alter any skill advances
they have received. They remove all their existing skills
and choose an equal number of new skills. When
choosing skills, including their starting skill for being
a Leader or Champion, they may choose from any skill
category and not just those available to their gang or
fighter type.
**Price:** Other members of the gang are a little unnerved
by the Doppelgänger. The fighter cannot make or
participate in Group Activations, nor can they use or
benefit from the Leading by Example rule.
**End Game:** The fighter is following its own secret
agenda. At the end of each battle, the fighter takes
part in, roll 3D6. If a double is rolled, the fighter
disappears for a battle (effectively going Into
Recovery). If a triple is rolled, they vanish entirely and
are removed from the gang’s roster.
## Xenos Resurrection
There are creatures who walked the stars when
Mankind was less than a dream in the eye of ancient
gods. To such beings, death is a puzzle long solved,
and a gift that now tempts humanity. From the Halo
Devices brought from the planets Calixis and dread
Mandragora to the flesh mastery of the Drukhari
Haemonculi and the metallic Solar Worms found in the
black sands of dead worlds, there are many ways back
from death open to those who are willing to leave their
humanity behind.
**Benefits:** The fighter is not entirely human anymore.
Each time the fighter suffers a Lasting Injury, the
fighter counts the effect as Out Cold unless a
Memorable Death or a Critical Injury was generated.
When the fighter avoids the effects of a Lasting Injury
in this way, however, the player must make a note.
**Price:** Each time the fighter avoids a Lasting Injury,
they permanently become more alien. All effects
are cumulative. If they have survived one Lasting
Injury, they cannot use or benefit from the Leading by
Example rule. If they have survived two Lasting Injuries,
they cannot make or take part in Group Activations.
If they have survived three Lasting Injuries, they
cannot be the target of friendly gang tactics. Finally, if
they have survived four or more Lasting Injuries then
friendly fighters may never voluntarily be deployed or
move within 3" of the fighter.
**End Game:** Eventually, the fighter’s humanity is
consumed by the alien within and they become
something else entirely. Once the fighter has ignored
the effect of four or more Lasting Injuries since taking
the Resurrection Package, each time they would suffer
the effect of a new Lasting Injury they must roll 2D6.
If the result of the dice roll is equal to or lower than
the current number of Lasting Injuries, they have
ignored the effects of, they immediately transform into
a Beast’s Lair (or a creature chosen by the Arbitrator),
and will always move towards and attempt to attack
the nearest fighter on their activation if they are a
creature. After the battle, permanently remove the
fighter from the gang roster.
## The Stranger’s Gift
Sometimes, just when they are needed, a stranger
appears, bearing the solution to an impossible
problem. Even when on death’s door, the wise do not
accept such gifts of resurrection lightly, for some fates
are far worse than death. However, in the depths
of the underhive, the wise are hard to come by,
while eager fools are everywhere.
**Benefits:** The fighter has been brought back for a
specific purpose, part of which includes getting some
potent firepower to get the job done. They may
choose up to 250 credits worth of weapons and
Wargear from either the Trading Post or Black Market,
ignoring restrictions for Rarity and Illegality.
**Price:** The fighter is pursuing their own agenda now,
but may help out their old gang, and will do so on the
cheap… for old times’ sake. They become a Bounty
Hunter who will only work for their old gang,
but must be hired if their player wants to include them
in a crew. However, they may be hired for half their total
cost in credits (rounded up to the nearest 5 credits).
**End Game:** Eventually, the fighter will have to do the
job they were paid for. After each battle the fighter
took part in, roll a D6. If the result is less than the
number of enemies Seriously Injured or taken Out of
Action by the fighter during the battle, the player must
immediately pay credits equal to the fighter’s hiring fee,
or permanently remove them from their gang roster.
## Divine Intervention
Miracles abound across the Imperium, if the rhetoric
of the Ministorum is to be believed, and the Imperial
Creed is built upon a belief in the divine power of the
God-Emperor and his power to protect his people. True
miracles are seldom seen, and it can be difficult to tell
the hand of the Emperor at work from more nefarious
powers, especially in the shadowy depths of the
underhive where the price of faith is often an eternity
of servitude.
**Benefits:** The fighter has been restored to life by a
miracle. Others see the hand of the God-Emperor at
work in them, and it rightly makes them fearful while
some divine hand does seem to protect them from the
powers of the Warp. The fighter gains the Fearsome
skill if they did not already have it, and a special 2+
Save against any Wyrd Power that targets them.
**Price:** The fighter hears the voice of the God-Emperor
in their dreams and is driven to do his bidding. If there
is a fighter with the Non-sanctioned Psyker special rule,
or their gang is facing a Helot Chaos Cult, Genestealer
Cult, Corpse Grinder Cult or a Chaos Corrupted or
Genestealer Corrupted gang, they must seek out and
take out of action the Non-sanctioned Psyker or the
most powerful fighter (i.e., the highest credit cost)
in the opposing gang. If they fail to do so before the
end of the battle, they feel they have failed the God-
Emperor, fall into a deep depression and must go
Into Recovery.
**End Game:** Eventually, the fighter will be called away
to serve the God-Emperor or taken by the Ministorum
for ‘testing’. At the end of each campaign cycle, they
must roll 2D6. If the result is equal to or lower than
the number of battles they have fought in since their
divine intervention, they must make a Willpower test.
If this test is failed, they must be removed from the
gang roster. | 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 | # Resurrection Packages _Source: Necromunda: Apocrypha Necromunda (2024)_ Life is cheap on Necromunda and death is always waiting just around the corner – usually with a renderizer in its meaty fists. But, occasionally, dead isn’t dead, and when a ganger buys it, sometimes, just sometimes, they come back. For whatever reason, be it unfinished business, xenos tech, or warp sorcery, the ganger has clawed their way out of the grave and returned to their gang. Of course, no one comes back from the beyond without paying a price and none return quite the same as before. Resurrection Packages are a set of optional campaign rules for Arbitrators to introduce into their campaigns. They give players an opportunity to bring valued fighters back from the dead and return them to the ranks of their gang – but at a cost. In addition to giving the fighter a second chance – especially if they have died ignominiously, perhaps even in their first battle – Resurrection Packages are great storytelling tools for the Arbitrator, and with a little bit of work, entire campaigns can be built around them. ## Using Resurrection Packages Resurrection Packages are a tool for the Arbitrator, and can be used whenever a fighter is killed (i.e., they roll a Memorable Death result on the Lasting Injuries table, or die because of an untreated Critical Injury). As a general rule, Resurrection Packages should be reserved for important fighters, such as gang Leaders and Champions. When the chosen Leader or Champion dies, the player can ask the Arbitrator if they can use a Resurrection Package, or the Arbitrator can offer the player a chance to bring them back. Either the Arbitrator or player then chooses what kind of resurrection has taken place and its effects are applied to the fighter. In all cases, the fighter is then restored to life and returned to the player’s gang roster ready for the next battle, just as if they had rolled an Out Cold result on the Lasting Injury table. Unless the Arbitrator has a particular kind of campaign in mind, it is recommended that each player only ever have one fighter with a Resurrection Package at a time, and that each fighter only uses the option once. If one player in the campaign has access to Resurrection Packages, then all players should. Coming back from the dead, of course, is not without its consequences, and each Resurrection Package includes three special rules: the Benefits, the Price, and the End Game. ### Benefits Being resurrected by alien technology, warp energy or the neuron plague has its benefits. While the fighter might be changed in some irrevocable way, it does mean they are probably tougher, more frightening, or gifted with new and potent abilities. Each Resurrection Package bestows upon the fighter one or more Benefits, and they will be listed in this section. ### Price Returning from the grave always comes at a cost. The fighter might owe a powerful organisation a debt that can only be repaid in blood, or perhaps their body is no longer their own, their flesh slowly being consumed by ancient archeotech or a hungering warp entity. Each Resurrection Package comes with a Price that must be paid, and it will be listed in this section. ### End Game Resurrection is, at best, a temporary method of staving off the cold embrace of death. A fighter that comes back from the dead does so for a reason, and it is a reason that cannot be ignored. Whether it is getting revenge on their killer, spreading a zombie virus or sacrificing captives to the Dark Gods, each Resurrection Package has its own End Game and it will be listed in this section. ## A Debt of Blood There are few things that create loyalty like the gift of unexpected life. The moment when a soul believes they will plunge into the abyss but then finds themselves still hanging by a thread, is a moment that the powerful can use to forge servants who will be loyal for the rest of their lives. For some, it is a gunshot that they thought would end their life, but instead saw their killer dead at the hands of an angel with a smile and an offer. For others, it is the chirurgeon with silver-bladed fingers who saves them and then moves aside to let their benefactor lay out the terms of this good fortune. No matter what, a debt of blood is a path back to a life lived at the end of a string. **Benefits:** When this Resurrection Package is chosen, the Arbitrator or the player must choose a Criminal, Guild or Noble ally. The fighter’s gang immediately enters into an Alliance with the chosen faction, forsaking all other allies. While the resurrected fighter is alive, the gang will always be allied to the chosen faction. In addition, extra fighters gained from the allies (e.g., Guild representatives or Criminal allies, etc.) ignore the A Band Apart rules, and so count as part of the fighter’s gang, can gain XP (using the gang’s Skill tables for skills and Advancements) and suffer Lasting Injuries. Note that, if they die, they are not replaced. **Price:** The fighter’s gang must change their alignment to match that of their new allies (i.e., if they were a Law Abiding gang and a Criminal alliance was made, they must become an Outlaw gang). In addition, the fighter’s gang can never voluntarily Test the Alliance with their new allies. **End Game:** The cost levied by the allies is always a hefty one. After each battle the fighter’s gang wins, the fighter must either hand themselves over to their allies, or give up a gang member (not including Hired Guns or fighters gained through their allies). The chosen fighter is removed from the gang roster. This continues until this fighter surrenders to their allies, at which point the Alliance is broken. ## Archeo-Rebirth There are secrets that are best left in the past, secrets of iron and the turning wheel that belong to a long forgotten part of Mankind’s history. Once, there were machines that could ape the thoughts of humans, devices that could unravel matter and even halt the rotation of life into death. Such secrets exist now in only the most shunned scraps of techno-mythos. But down in the depths of Necromunda, where the past still dreams in the underworld, it is said that the machine spectres of bio-ferrum infusion, nerve tendril merger and Sarcosan wave generators can still be found. **Benefits:** A living piece of abominable technology has affixed itself to the fighter’s body, burrowing mechatendrils deep inside their flesh. If the wearer suffers a Lasting Injury result of Humiliated, Head Injury, Eye Injury, Hand Injury, Hobbled, Spinal Injury or Enfeebled, they count the result as Out Cold instead. Each time the fighter avoids a Lasting Injury in this way, make a note of it. **Price:** Whatever esoteric technology is keeping the fighter alive, it has also burrowed its way into their brain. Whenever the fighter activates, they must roll a D6. If the result is equal to or less than the total number of times they have avoided a Lasting Injury (see Benefits), they gain the Insane Condition. **End Game:** Eventually, the fighter will become more machine than human. If the fighter has ever avoided 6 Lasting Injuries since taking this Resurrection Package (see Benefits), they vanish into the underhive never to be seen again, and the player must remove them from their gang roster. ## Daemonic Possession Beyond the veil of reality, Daemons swim in the great ocean of emotion and nightmare that is the Warp. Ever hungry for souls and the promise of reality, they seek for ways into the world of the living. Drawn to mortals, like an insect to a candle flame, the Daemon can use the moment of death to slide into a body, consuming the last shreds of soul as it does, like a hatchling feeding on the yolk of its egg. Such a possession cannot last, for the Daemon’s grip on dead flesh is weak, but while it does, they may walk in the realm of the living and sate their hunger for suffering and death. **Benefits:** There is a supernatural horror that emanates from the fighter, infecting all around them. The fighter gains the Fearsome skill if they do not have it, and enemy fighters must pass a Cool test to target them with ranged weapons. In addition, they gain the Nonsanctioned Psyker special rule and may generate a random Wyrd Power from the Helot Chaos Cult Wyrd Powers list (see Necromunda: The Book of Ruin). **Price:** The Daemon within the fighter demands souls if it is to get stronger. For as long as the fighter remains with the gang, during each post-battle sequence (whether the fighter was part of the player’s crew or not), the fighter decreases their Toughness characteristic by one, unless they performed a Coup de Grace action during the battle, or the player sacrifices one of their other fighters (a sacrificed fighter is killed just as if they had rolled a Memorable Death result on the Lasting Injury table). If the fighter’s Toughness ever reaches 0, they are dead for good! **End Game:** Once the Daemon has consumed its fill, it will no longer need the fighter, breaking free of the weak mortal vessel. Each time the fighter takes a soul (i.e., performs a Coup de Grace action or a friendly fighter is sacrificed), make a note. In the post-battle sequence, before deciding whether or not to sacrifice a friendly fighter (see Price), roll 2D6. If the result is equal to or lower than the number of souls the fighter has consumed, they are immediately killed as the Daemon breaks free! ## Dark Pact There are things that listen to the dreams and fears of mortals, things that live past the shadow line that separates reality from that which lies beyond. Some call these things gods, others call them Daemons. In the depths of Hive Primus, there are those that whisper of the Seven Pale Spinners, the Burning Ones, the Lord of Skin and Sinew, and the Horned Darkness. No matter their name, or why mortals call to them, there is one truth – they listen. And should a lost soul desire to live beyond their allotted span, the Daemons and gods can grant that last wish… for a price. **Benefits:** The fighter may perform a Dark Ritual during the post-battle sequence, just as if they were part of a Helot Chaos Cult gang (see Necromunda: The Book of Ruin). If the fighter is already part of a Helot Chaos Cult gang then they may add 2 to the dice roll when performing Dark Rituals. In addition, they gain the Non-sanctioned Psyker special rule and may generate a random Wyrd Power from the Helot Chaos Cult Wyrd Powers list. **Price:** The fighter’s gang cannot sell Captives to the Guilders, and must instead sacrifice them to the Dark Gods, just as if they were a Helot Chaos Cult gang. If they are already part of a Helot Chaos Cult gang then this has no extra effects. In addition, the sinister reputation of the fighter has gotten around and the gang becomes an Outlaw gang. **End Game:** It is the will of the Dark Gods to bestow terrible gifts upon their servant. Once the fighter’s gang has sacrificed three captives to the Ruinous Powers, the fighter is transformed into a Chaos Spawn and may be retained by the gang, whether or not the gang is a Helot Chaos Cult gang. ## Ravenous Zombie The dead do not rest easy in the underhives of Necromunda. Zombie plagues have spread and multiplied. From the Widow Walkers of Hive Primus and Hive Quartus, the Rattle Shrouds of the wastes, to the Pox Walkers that have all but overwhelmed Hive Mortis, all are hungering undead, driven to spread their curse to others. Such a fate is only to be feared, but a few desperate fighters might even seek to taint the flesh of a dying comrade so that they may walk again. **Benefits:** The fighter cannot be pinned, ignores Flesh Wounds and automatically passes any Cool tests they are required to take. In addition, while weapons with the Blaze trait can set them on fire, while they are on fire they only suffer the additional damage component of the Blaze rule, and may otherwise act normally. **Price:** The fighter becomes a zombie (see Zombies! as follows). **End Game:** The fighter is inexorably driven to create more zombies. After each battle, one randomly determined fighter in the player’s gang becomes a zombie (see Zombies! as follows). Once a fighter is a zombie, they cannot be deleted from the gang roster during the post-battle sequence. Once every fighter in the gang is a zombie, it is disbanded as they wander off into the underhive looking for fresh meat… :::info ### Zombies! Zombies in Necromunda are an all too common occurrence, each infestation created in its own unique way, though they all share certain traits. While a fighter is a zombie, they may only ever take a single action in each of their activations, suffer a -4 to the hit roll with all weapons that do not have the Melee or Versatile trait, treat the Charge (Double) action as a Basic action, and must perform the Charge (Basic) action or Coup de Grace (Simple) action, if able. They also cannot perform Group Activations with fighters who are not also zombies. ::: ## Revenant Revenge is a power that can deny the dead the peace of the grave. Driven by immortal hate, the revenant is a figure who lives again to perform one deed alone – to pull those who wronged them into death with them. **Benefits:** When this Resurrection Package is chosen, make a note of the enemy fighter responsible for the resurrected fighter’s death. If the resurrected fighter wasn’t killed by an enemy fighter (e.g., they fell to their death, etc.,), then choose the Leader of the enemy gang the resurrected fighter was facing when they died. Whenever the resurrected fighter faces this chosen enemy, they may re-roll failed to hit and to wound rolls, as well as the Injury dice, when making attacks against them. **Price:** The fighter must try to kill their killer. Each time their gang doesn’t face the enemy’s gang in a battle (whether or not the chosen enemy is part of their opponent’s crew), they must roll a D6. On a 4+, their Strength characteristic is reduced by one. If they are reduced to 0 Strength, they die and are removed from the gang roster. **End Game:** If the fighter ever kills their enemy (rolls a Memorable Death result on the Lasting Injury table, or sends them to the Doc and they are not saved), the fighter retires, and is removed from the gang roster. If their enemy is killed by someone else, or retires, they must choose a new fighter from the enemy fighter’s gang – this new fighter becomes their chosen enemy. ## Skindeep Doppelgänger The faces of the dead are a mask that can be worn by the living. Remorphic aliens, witch-bred assassins, neuro-mimic cultists and other shape changers may take the death of an individual as an opportunity to slip into the space left by the departed, wearing their face and life like a set of clothes while they pursue their own ends. **Benefits:** The fighter is not quite the same. When they are resurrected, the fighter may alter any skill advances they have received. They remove all their existing skills and choose an equal number of new skills. When choosing skills, including their starting skill for being a Leader or Champion, they may choose from any skill category and not just those available to their gang or fighter type. **Price:** Other members of the gang are a little unnerved by the Doppelgänger. The fighter cannot make or participate in Group Activations, nor can they use or benefit from the Leading by Example rule. **End Game:** The fighter is following its own secret agenda. At the end of each battle, the fighter takes part in, roll 3D6. If a double is rolled, the fighter disappears for a battle (effectively going Into Recovery). If a triple is rolled, they vanish entirely and are removed from the gang’s roster. ## Xenos Resurrection There are creatures who walked the stars when Mankind was less than a dream in the eye of ancient gods. To such beings, death is a puzzle long solved, and a gift that now tempts humanity. From the Halo Devices brought from the planets Calixis and dread Mandragora to the flesh mastery of the Drukhari Haemonculi and the metallic Solar Worms found in the black sands of dead worlds, there are many ways back from death open to those who are willing to leave their humanity behind. **Benefits:** The fighter is not entirely human anymore. Each time the fighter suffers a Lasting Injury, the fighter counts the effect as Out Cold unless a Memorable Death or a Critical Injury was generated. When the fighter avoids the effects of a Lasting Injury in this way, however, the player must make a note. **Price:** Each time the fighter avoids a Lasting Injury, they permanently become more alien. All effects are cumulative. If they have survived one Lasting Injury, they cannot use or benefit from the Leading by Example rule. If they have survived two Lasting Injuries, they cannot make or take part in Group Activations. If they have survived three Lasting Injuries, they cannot be the target of friendly gang tactics. Finally, if they have survived four or more Lasting Injuries then friendly fighters may never voluntarily be deployed or move within 3" of the fighter. **End Game:** Eventually, the fighter’s humanity is consumed by the alien within and they become something else entirely. Once the fighter has ignored the effect of four or more Lasting Injuries since taking the Resurrection Package, each time they would suffer the effect of a new Lasting Injury they must roll 2D6. If the result of the dice roll is equal to or lower than the current number of Lasting Injuries, they have ignored the effects of, they immediately transform into a Beast’s Lair (or a creature chosen by the Arbitrator), and will always move towards and attempt to attack the nearest fighter on their activation if they are a creature. After the battle, permanently remove the fighter from the gang roster. ## The Stranger’s Gift Sometimes, just when they are needed, a stranger appears, bearing the solution to an impossible problem. Even when on death’s door, the wise do not accept such gifts of resurrection lightly, for some fates are far worse than death. However, in the depths of the underhive, the wise are hard to come by, while eager fools are everywhere. **Benefits:** The fighter has been brought back for a specific purpose, part of which includes getting some potent firepower to get the job done. They may choose up to 250 credits worth of weapons and Wargear from either the Trading Post or Black Market, ignoring restrictions for Rarity and Illegality. **Price:** The fighter is pursuing their own agenda now, but may help out their old gang, and will do so on the cheap… for old times’ sake. They become a Bounty Hunter who will only work for their old gang, but must be hired if their player wants to include them in a crew. However, they may be hired for half their total cost in credits (rounded up to the nearest 5 credits). **End Game:** Eventually, the fighter will have to do the job they were paid for. After each battle the fighter took part in, roll a D6. If the result is less than the number of enemies Seriously Injured or taken Out of Action by the fighter during the battle, the player must immediately pay credits equal to the fighter’s hiring fee, or permanently remove them from their gang roster. ## Divine Intervention Miracles abound across the Imperium, if the rhetoric of the Ministorum is to be believed, and the Imperial Creed is built upon a belief in the divine power of the God-Emperor and his power to protect his people. True miracles are seldom seen, and it can be difficult to tell the hand of the Emperor at work from more nefarious powers, especially in the shadowy depths of the underhive where the price of faith is often an eternity of servitude. **Benefits:** The fighter has been restored to life by a miracle. Others see the hand of the God-Emperor at work in them, and it rightly makes them fearful while some divine hand does seem to protect them from the powers of the Warp. The fighter gains the Fearsome skill if they did not already have it, and a special 2+ Save against any Wyrd Power that targets them. **Price:** The fighter hears the voice of the God-Emperor in their dreams and is driven to do his bidding. If there is a fighter with the Non-sanctioned Psyker special rule, or their gang is facing a Helot Chaos Cult, Genestealer Cult, Corpse Grinder Cult or a Chaos Corrupted or Genestealer Corrupted gang, they must seek out and take out of action the Non-sanctioned Psyker or the most powerful fighter (i.e., the highest credit cost) in the opposing gang. If they fail to do so before the end of the battle, they feel they have failed the God- Emperor, fall into a deep depression and must go Into Recovery. **End Game:** Eventually, the fighter will be called away to serve the God-Emperor or taken by the Ministorum for ‘testing’. At the end of each campaign cycle, they must roll 2D6. If the result is equal to or lower than the number of battles they have fought in since their divine intervention, they must make a Willpower test. If this test is failed, they must be removed from the gang roster. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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829 | # 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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} | 829 |
116 | ### Gas Grenades (20 credits)
- **Description:** Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons.
- **Effects:** Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse.
- **Use Limitation:** Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | equipment | Gas Grenades | Unknown | grenade | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment', 'grenade'] | Unknown | Unknown | Unknown | Unknown | Unknown | Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 35 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons. | Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | 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 | ### Gas Grenades (20 credits) - **Description:** Gas grenades release a toxic cloud upon bursting, designed to incapacitate or kill those within its range. These are typically loaded with various toxins depending on the desired effect, from sleep-inducing agents to lethal poisons. - **Effects:** Can knock out, severely impair, or kill enemies without direct physical damage. Effective in enclosed spaces where the gas cannot easily disperse. - **Use Limitation:** Requires targets to breathe or have exposed skin, and protective gear like respirators can negate its effects. Also, indiscriminate and can harm allies if not used carefully. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 116 |
473 | # Hired Fighters
A gang can hire any number of Hired Fighters. A “Hired Fighter” is hired in the same way as any Hired Guns. Note that these are not subject to any of the special rules associated with Bounty Hunters or Hive Scum.
<FighterCard cost="175">
## Old Three-Eyes
**_Goliath only_**

_There is a story, told most often by itinerant fungus farmers deep in their cups, or by hucksters keen for a mark, that describes what some call the ‘Mother of the Sumps’ – the first and greatest of all the Sumpkrocs. They claim that the beast that eventually came to be known as Old Three-eyes started out as a cute, if somewhat snappy, pet, purchased by an uphive noble from an off-world trader for a sum that would make a Guilder wince. The pet was gifted to the noble’s favourite daughter in celebration of her majority, but within the year the creature had grown to such a size that she threatened her mistress’ life and limb. After the pet ate the governess and three of the House Yeomen, she was forced down a sluice-tube, never to bother the House again._
_A hardy beast of muscle and tooth, the creature survived the ordeal and was later discovered in the underhive by members of House Goliath, having grown huge (not to mention sprouting two additional heads). Goliath gangers captured the beast, though not without loss, and turned her over to the House masters, who cloned her and brought into existence the line from which all underhive Sumpkrocs are bred. The original creature, so the stories say, grew so large she escaped the breeding chambers and fled into the depths of the Sump. There, the drunken fungus farmers claim, she resides to this day, a monster capable of slaughtering entire gangs._
_It is said that bold Goliath gangs can even lure Old Three-eyes out of her lair with the right kind of bait (a trussed-up Delaque does the job nicely!). Of course, once the lumbering three-headed beast enters the fray, the gang is advised to keep their distance._
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 4” | 2+ | - | 4 | 4 | 3 | 5+ | 3 | 8+ | 4+ | 6+ | 10+ |
**Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl).
**Weapons:** Ferocious Jaws (same as Flensing knife).
**Wargear:** Scaly hide 1 (same as [Light carapace armour](/docs/armoury/armour#carapace)).
#### Unpredictable
- Can't be included in Group Activations.
- Can't benefit from Leading By Example.
- All attacks have reckless.
#### Mother of Sumpkrocs
Any Sumpkroc within 6” can use this fighter’s Cool & Willpower.
_Source: House of Chains_
</FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 0 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | 27 | 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 | # Hired Fighters A gang can hire any number of Hired Fighters. A “Hired Fighter” is hired in the same way as any Hired Guns. Note that these are not subject to any of the special rules associated with Bounty Hunters or Hive Scum. <FighterCard cost="175"> ## Old Three-Eyes **_Goliath only_**  _There is a story, told most often by itinerant fungus farmers deep in their cups, or by hucksters keen for a mark, that describes what some call the ‘Mother of the Sumps’ – the first and greatest of all the Sumpkrocs. They claim that the beast that eventually came to be known as Old Three-eyes started out as a cute, if somewhat snappy, pet, purchased by an uphive noble from an off-world trader for a sum that would make a Guilder wince. The pet was gifted to the noble’s favourite daughter in celebration of her majority, but within the year the creature had grown to such a size that she threatened her mistress’ life and limb. After the pet ate the governess and three of the House Yeomen, she was forced down a sluice-tube, never to bother the House again._ _A hardy beast of muscle and tooth, the creature survived the ordeal and was later discovered in the underhive by members of House Goliath, having grown huge (not to mention sprouting two additional heads). Goliath gangers captured the beast, though not without loss, and turned her over to the House masters, who cloned her and brought into existence the line from which all underhive Sumpkrocs are bred. The original creature, so the stories say, grew so large she escaped the breeding chambers and fled into the depths of the Sump. There, the drunken fungus farmers claim, she resides to this day, a monster capable of slaughtering entire gangs._ _It is said that bold Goliath gangs can even lure Old Three-eyes out of her lair with the right kind of bait (a trussed-up Delaque does the job nicely!). Of course, once the lumbering three-headed beast enters the fray, the gang is advised to keep their distance._ | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | | 4” | 2+ | - | 4 | 4 | 3 | 5+ | 3 | 8+ | 4+ | 6+ | 10+ | **Skills:** [Impetuous](/docs/gang-fighters-and-their-weaponry/skills/#3-impetuous), [Nerves of Steel](/docs/gang-fighters-and-their-weaponry/skills/#4-nerves-of-steel), [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl). **Weapons:** Ferocious Jaws (same as Flensing knife). **Wargear:** Scaly hide 1 (same as [Light carapace armour](/docs/armoury/armour#carapace)). #### Unpredictable - Can't be included in Group Activations. - Can't benefit from Leading By Example. - All attacks have reckless. #### Mother of Sumpkrocs Any Sumpkroc within 6” can use this fighter’s Cool & Willpower. _Source: House of Chains_ </FighterCard> | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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740 | # 70. The Long Night
_Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes._
**Source: White Dwarf, December 2020**
:::note Multi-player Games
End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind.
:::
## Attacker & Defender
The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker.
This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs.
Even though one side is the attacker, these gangs are not allies. All gangs fight as individual gangs and treat all other gangs as enemies.
## Battlefield
Standard.
## Crews
- **Defender:** Custom.
- **Attacker** (crew size is per gang):
- 1-2 attacking gangs: Custom (10).
- 3 attacking gangs: Custom (7).
- 4+ attacking gangs: Custom (5).
## Tactics Cards
- Custom (2).
## Deployment
Standard.
## Deepest Darkness, Freezing Cold
_Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes. In an act of desperation, or perhaps local sabotage, power to this entire section has been shut down. Darkness descends as lumens fail, cold sets in as thermal vents close, and critters gather as automated settlement defenses power down. The plummeting temperatures force fighters to constantly move for warmth._
- Apply the Pitch Black rules.
All fighters must have one of the following effects or actions during each activation to avoid suffering a Flesh Wound (from freezing):
- Move (Simple) action.
- Charge (Double) action.
- Ablaze (burning fighters won’t freeze).
- Pass a Toughness test (to prevent freezing).
## Monsters Everywhere
_With the darkness comes the monsters, and in the darkness of the underhive, there are many monsters._
In each activation, roll 2D6, then choose the highest roll as the result and apply the following to that fighter:
| Highest D6 | Result |
| :--------: | ------------------------------------------------------------------------------------------------------------------- |
| 1 | Suffer a S6 AP-1 D2 hit. If Seriously Injured as a result, go Out of Action (dragged away into the darkness). |
| 2-3 | Can't make any actions this activation (busy fighting to survive a nightmarish creature emerging from the shadows). |
| 4-5 | Can only make 1 action this turn (hesitates when hearing a noise in the darkness). |
| 6 | Activate normally (the fighter goes unnoticed). |
## Ending the Battle
ENDING THE BATTLE
The battle ends when at least one of the following is true:
- End of round 9.
- Only one gang remains.
## Victory
The gang with the most remaining fighters wins.
## Outcome
_Win or lose, this long night will mark the passing of a gang into legend. If the most powerful gang wins, they have survived and will wander off into the dark of the underhive, never to be seen again (though tales will be told about them for some time). Otherwise, well, the bones of the great look much like everyone else’s!_
## Rewards
#### Experience
Scenario specific rewards:
- +1 to each attacking fighter for taking part.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +1 to each attacking gang.
- +1 to each attacking gang if the defender bottled out.
:::note Alternatives
Actual monsters can be added to the darkness. These can be anything from swarms of hive rats, plage zombies, crawling xenos horrors or even warped Daemons. Or use scenario complications like Horrors of the Underhive.
These monsters can even appear and disappear from one round to the next, never knowing exactly where or when they will show up.
These fighters should move and attack in the End phase and controlled by someone not participating with a gang.
::: | 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 | ['scenario', 'sector-mechanicus', 'zone-mortalis', 'endgame'] | 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 | 70 | Unknown | 0 | 0 | # 70. The Long Night _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes._ **Source: White Dwarf, December 2020** :::note Multi-player Games End Game Scenarios work best when they are multi-player games. While it might be appropriate for a single powerful gang to see if they can break free of the underhive, take down the local warlord or escape into the wastes, these games will be more memorable and more exciting if all the players have a stake in the outcome rather than watching from the sidelines. Fortunately, Necromunda is a game that lends itself well to multi-player games, and guidelines for running Necromunda with more than two players can be found in the rules, covering such things as determining Priority when there is more than two players and limiting the number of fighters each player can field in especially large games in order to keep the action moving. The End Game Scenarios presented in this article are all designed witrh multi-player gaming in mind. ::: ## Attacker & Defender The gang with the highest rating is the defender (in case of a tie, the winner of a roll-off decides). The remaining gangs are the attacker. This scenario can be fought one-on one, but is intended for one powerful gang to fight against a group of less powerful gangs. Even though one side is the attacker, these gangs are not allies. All gangs fight as individual gangs and treat all other gangs as enemies. ## Battlefield Standard. ## Crews - **Defender:** Custom. - **Attacker** (crew size is per gang): - 1-2 attacking gangs: Custom (10). - 3 attacking gangs: Custom (7). - 4+ attacking gangs: Custom (5). ## Tactics Cards - Custom (2). ## Deployment Standard. ## Deepest Darkness, Freezing Cold _Gangs must fight to survive a sector-wide shutdown, battling darkness, cold, critters and each other until the artificial dawn comes. In an act of desperation, or perhaps local sabotage, power to this entire section has been shut down. Darkness descends as lumens fail, cold sets in as thermal vents close, and critters gather as automated settlement defenses power down. The plummeting temperatures force fighters to constantly move for warmth._ - Apply the Pitch Black rules. All fighters must have one of the following effects or actions during each activation to avoid suffering a Flesh Wound (from freezing): - Move (Simple) action. - Charge (Double) action. - Ablaze (burning fighters won’t freeze). - Pass a Toughness test (to prevent freezing). ## Monsters Everywhere _With the darkness comes the monsters, and in the darkness of the underhive, there are many monsters._ In each activation, roll 2D6, then choose the highest roll as the result and apply the following to that fighter: | Highest D6 | Result | | :--------: | ------------------------------------------------------------------------------------------------------------------- | | 1 | Suffer a S6 AP-1 D2 hit. If Seriously Injured as a result, go Out of Action (dragged away into the darkness). | | 2-3 | Can't make any actions this activation (busy fighting to survive a nightmarish creature emerging from the shadows). | | 4-5 | Can only make 1 action this turn (hesitates when hearing a noise in the darkness). | | 6 | Activate normally (the fighter goes unnoticed). | ## Ending the Battle ENDING THE BATTLE The battle ends when at least one of the following is true: - End of round 9. - Only one gang remains. ## Victory The gang with the most remaining fighters wins. ## Outcome _Win or lose, this long night will mark the passing of a gang into legend. If the most powerful gang wins, they have survived and will wander off into the dark of the underhive, never to be seen again (though tales will be told about them for some time). Otherwise, well, the bones of the great look much like everyone else’s!_ ## Rewards #### Experience Scenario specific rewards: - +1 to each attacking fighter for taking part. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +1 to each attacking gang. - +1 to each attacking gang if the defender bottled out. :::note Alternatives Actual monsters can be added to the darkness. These can be anything from swarms of hive rats, plage zombies, crawling xenos horrors or even warped Daemons. Or use scenario complications like Horrors of the Underhive. These monsters can even appear and disappear from one round to the next, never knowing exactly where or when they will show up. These fighters should move and attack in the End phase and controlled by someone not participating with a gang. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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1,043 | # 123. The Last Stand (v2)
In this scenario, a desperate gang declares that they will take on all others... to the death!
**Source: White Dwarf 482**
:::info Underdog Scenario
This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy:
- At least 400 less Gang Rating than the enemy.
- Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played).
- Underdog tactics cannot be used in this scenario.
:::
## Attacker & Defender
The Underdog is the defender (otherwise roll-off).
## Battlefield
Standard (Sector Mechanicus / Ash Wastes).
## Crews
Custom.
## Deployment
1. **Defender:** Within 6" of the centre.
2. **Attacker:** At least 18" of the centre.
## To The Bitter End!
A desperate gang declares that they will take on all comers - to the death!
Defender:
- Cannot bottle out (for any reason).
- Defenders taken OoA within 6" of the centre suffer limited drawbacks from going Into Recovery. A defender is still ready to fight in the next battle, but cannot perform post-battle actions (as normal).
## Ending the Battle
The battle ends when only one gang has models remaining.
## Victory
The last remaining gang is the winner. Otherwise it is a draw.
## Rewards
### Credits
- Win: D6x10.
- Lose: D3x5.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- Each defender taken OoA are rewarded the following depending on round:
- Round 1-3: +D3.
- Round 4+: +D6.
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+D3 to the defender for winning.
- +1 to the attacker for winning. | 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', 'Ash Wastes', 'Underdog'] | 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 | # 123. The Last Stand (v2) In this scenario, a desperate gang declares that they will take on all others... to the death! **Source: White Dwarf 482** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The Underdog is the defender (otherwise roll-off). ## Battlefield Standard (Sector Mechanicus / Ash Wastes). ## Crews Custom. ## Deployment 1. **Defender:** Within 6" of the centre. 2. **Attacker:** At least 18" of the centre. ## To The Bitter End! A desperate gang declares that they will take on all comers - to the death! Defender: - Cannot bottle out (for any reason). - Defenders taken OoA within 6" of the centre suffer limited drawbacks from going Into Recovery. A defender is still ready to fight in the next battle, but cannot perform post-battle actions (as normal). ## Ending the Battle The battle ends when only one gang has models remaining. ## Victory The last remaining gang is the winner. Otherwise it is a draw. ## Rewards ### Credits - Win: D6x10. - Lose: D3x5. #### Experience Scenario specific rewards: - +1 for taking part. - Each defender taken OoA are rewarded the following depending on round: - Round 1-3: +D3. - Round 4+: +D6. 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+D3 to the defender for winning. - +1 to the attacker for winning. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 1,043 |
57 | ### Power
The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried
except by other weapons with the Power trait.
In addition, if the hit roll for a Power weapon is a
natural 6, no save roll can be made against the attack
(except Field armour save rolls) and its Damage is
increased by 1. | Unknown | Power | Unknown | Unknown | 0 | 0 | 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 | The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parriedexcept by other weapons with the Power trait.In addition, if the hit roll for a Power weapon is anatural 6, no save roll can be made against the attack(except Field armour save rolls) and its Damage isincreased by 1. | necrovox | 0 | 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 | ### Power The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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603 | # Location Details
#location
## Description
**The Underhive Metropolis**
As you step into the Underhive Metropolis, the air thickens with the stench of smoke and pollution. The sounds of machinery hum in the distance, a constant reminder of the city's industrial heartbeat. The streets are narrow and winding, with cramped alleyways and crumbling buildings that seem to lean in on each other like tired drunks.
Raven's Row, Steelhaven Way, Copperhead Lane, and Gutter Run form the main thoroughfares of this sprawling metropolis. Each street has its own unique character: Raven's Row is a seedy barrio filled with shady characters and illicit trade; Steelhaven Way is a bustling commercial hub where factories and warehouses hum with activity; Copperhead Lane is a residential area where makeshift homes and tenements crowd the streets; and Gutter Run is a treacherous alleyway filled with debris, traps, and ambushes.
Beneath the city's surface lies a labyrinthine network of underhive tunnels and caverns. These dark, damp passages are home to gangs, scavengers, and opportunists who eke out a living in the shadows. The air is stale, and the only light comes from flickering lumens or the occasional flash of gunfire.
**Key Locations**
* **The Old Cathedral**: A ruined church with crumbling stone walls and stained glass windows that filter the dim light. From its vantage point, you can see much of the city's layout, making it a prime location for gang leaders to survey their territory.
* **The Tech Bazaar**: A sprawling marketplace where gangs can trade goods, information, and services. The air is thick with the smell of oil, electronics, and desperation. This is the heart of the Underhive Metropolis, where alliances are forged and broken, and fortunes rise and fall.
* **The Corpse Farm**: A gruesome slaughterhouse that supplies meat to the city's markets. The stench of death hangs heavy in the air, and the sound of screams and butchering echoes through the corridors.
**Territory Boons**
As you navigate this treacherous landscape, you'll encounter unique boons that can aid or hinder your progress:
* **Toll Crossing (Orlock)**: Priority in the first round of any battle. Any gang can pay 20 credits to gain this benefit against another gang.
* **Archaeotech Device (Van Saar)**: Choose 2 Traits instead of 1 from the list above.
* **Tech Bazaar (Van Saar)**: Income: D6x10 (+1D6x10 if also controlling Archaeotech Device). Reputation: +1 (T, O).
* **Reputation (Van Saar)**: +2 (T, O)
* **Refuse Drift (Necromunda)**: Roll a dice to determine the outcome of a negotiation or trade.
* **Gutter Run Gangs**: Roll a dice to determine which gang controls Gutter Run and what their intentions are.
As you explore this unforgiving environment, remember that every decision has consequences. Will you form alliances with other gangs, or will you strike out on your own? The fate of the Underhive Metropolis hangs in the balance, waiting for your arrival.
## Special Rules
Let's define some special rules for the Underhive Metropolis territory.
**Special Rules:**
* **Tech Sabotage:** When a gang attempts to take control of the Tech Bazaar, there is a 50% chance that their equipment will malfunction due to Van Saar's sabotage. The affected fighters must re-roll any successful attacks or tests.
* **Corpse Farm Ambush:** When a gang tries to take control of the Corpse Farm, they are ambushed by Cawdor's loyalist forces. The defending gang gets +1 to their combat rolls for this battle.
* **Raven's Row Riot:** Whenever an Orlock gang attempts to take control of Raven's Row, there is a 25% chance that a riot breaks out, causing all fighters in the area to suffer -1 to their combat rolls for the remainder of the battle.
These special rules will add an extra layer of complexity and challenge to battles involving these locations. As the Van Saar gang, we'll need to be strategic about when to engage in combat and how to mitigate the effects of these special rules.
Now that we have our strategy and special rules in place, let's see what kind of chaos erupts in the Underhive Metropolis...
## Income
According to the Territory Boons, the Van Saar gang can generate income through the Tech Bazaar boon: "Income: D6x10 (+1D6x10 if also controlling Archaeotech Device)".
Since we are controlling the Tech Bazaar and also have the Archaeotech Device, our income would be:
* `dice: 2d6x10 = 20-40 credits` (base income)
* Plus an additional `dice: 1d6x10 = 10-20 credits` (bonus from Archaeotech Device)
So, our total income would be `20-40 + 10-20 = 30-60 credits`.
To generate this income, the gang needs to roll:
* `dice: 2d6x10`
* `dice: 1d6x10`
These rolls will determine the amount of credits generated by controlling the Tech Bazaar and the Archaeotech Device. | 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 **The Underhive Metropolis** As you step into the Underhive Metropolis, the air thickens with the stench of smoke and pollution. The sounds of machinery hum in the distance, a constant reminder of the city's industrial heartbeat. The streets are narrow and winding, with cramped alleyways and crumbling buildings that seem to lean in on each other like tired drunks. Raven's Row, Steelhaven Way, Copperhead Lane, and Gutter Run form the main thoroughfares of this sprawling metropolis. Each street has its own unique character: Raven's Row is a seedy barrio filled with shady characters and illicit trade; Steelhaven Way is a bustling commercial hub where factories and warehouses hum with activity; Copperhead Lane is a residential area where makeshift homes and tenements crowd the streets; and Gutter Run is a treacherous alleyway filled with debris, traps, and ambushes. Beneath the city's surface lies a labyrinthine network of underhive tunnels and caverns. These dark, damp passages are home to gangs, scavengers, and opportunists who eke out a living in the shadows. The air is stale, and the only light comes from flickering lumens or the occasional flash of gunfire. **Key Locations** * **The Old Cathedral**: A ruined church with crumbling stone walls and stained glass windows that filter the dim light. From its vantage point, you can see much of the city's layout, making it a prime location for gang leaders to survey their territory. * **The Tech Bazaar**: A sprawling marketplace where gangs can trade goods, information, and services. The air is thick with the smell of oil, electronics, and desperation. This is the heart of the Underhive Metropolis, where alliances are forged and broken, and fortunes rise and fall. * **The Corpse Farm**: A gruesome slaughterhouse that supplies meat to the city's markets. The stench of death hangs heavy in the air, and the sound of screams and butchering echoes through the corridors. **Territory Boons** As you navigate this treacherous landscape, you'll encounter unique boons that can aid or hinder your progress: * **Toll Crossing (Orlock)**: Priority in the first round of any battle. Any gang can pay 20 credits to gain this benefit against another gang. * **Archaeotech Device (Van Saar)**: Choose 2 Traits instead of 1 from the list above. * **Tech Bazaar (Van Saar)**: Income: D6x10 (+1D6x10 if also controlling Archaeotech Device). Reputation: +1 (T, O). * **Reputation (Van Saar)**: +2 (T, O) * **Refuse Drift (Necromunda)**: Roll a dice to determine the outcome of a negotiation or trade. * **Gutter Run Gangs**: Roll a dice to determine which gang controls Gutter Run and what their intentions are. As you explore this unforgiving environment, remember that every decision has consequences. Will you form alliances with other gangs, or will you strike out on your own? The fate of the Underhive Metropolis hangs in the balance, waiting for your arrival. ## Special Rules Let's define some special rules for the Underhive Metropolis territory. **Special Rules:** * **Tech Sabotage:** When a gang attempts to take control of the Tech Bazaar, there is a 50% chance that their equipment will malfunction due to Van Saar's sabotage. The affected fighters must re-roll any successful attacks or tests. * **Corpse Farm Ambush:** When a gang tries to take control of the Corpse Farm, they are ambushed by Cawdor's loyalist forces. The defending gang gets +1 to their combat rolls for this battle. * **Raven's Row Riot:** Whenever an Orlock gang attempts to take control of Raven's Row, there is a 25% chance that a riot breaks out, causing all fighters in the area to suffer -1 to their combat rolls for the remainder of the battle. These special rules will add an extra layer of complexity and challenge to battles involving these locations. As the Van Saar gang, we'll need to be strategic about when to engage in combat and how to mitigate the effects of these special rules. Now that we have our strategy and special rules in place, let's see what kind of chaos erupts in the Underhive Metropolis... ## Income According to the Territory Boons, the Van Saar gang can generate income through the Tech Bazaar boon: "Income: D6x10 (+1D6x10 if also controlling Archaeotech Device)". Since we are controlling the Tech Bazaar and also have the Archaeotech Device, our income would be: * `dice: 2d6x10 = 20-40 credits` (base income) * Plus an additional `dice: 1d6x10 = 10-20 credits` (bonus from Archaeotech Device) So, our total income would be `20-40 + 10-20 = 30-60 credits`. To generate this income, the gang needs to roll: * `dice: 2d6x10` * `dice: 1d6x10` These rolls will determine the amount of credits generated by controlling the Tech Bazaar and the Archaeotech Device. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 603 |
786 | # The Arbitrator
_Source: Necromunda Core Rulebook (2023)_
Running a campaign can be like telling a good story –
albeit one of desperate gang warfare, brutal underhive
societies and violent criminals. It is the Arbitrator’s
job to bring this tale to life, often playing the role
of the antagonists and the uncaring universe that
opposes the gangs in their rise to power. This can be
a demanding role – but also a very rewarding one –
and a well-arbitrated campaign will be one the players
remember for a long time to come.
In any campaign, the Arbitrator’s role is to keep track
of the action, make sure that the players are informed
as to the rise and fall of their opponents, and to decide
when the campaign has reached its conclusion. These
are the basic responsibilities of an Arbitrator, but if
they choose, there are many different ways for them
to shape the course of their campaign. As masters of
the campaign, they might choose to introduce random
sub-plots, tasks thrust upon gangs by their superiors
within the House structure that, should they complete
them, may prove valuable. Arbitrators can also create
their own battlefields for the players in their campaign
to battle over, rather than leaving players to set up their
own terrain. Battlefields can be built to reflect unique
locations, such as partially submerged domes, bustling
settlements or hive-fungi arboretums, pitting gangs
as much against the environment as each other. How
large a part the Arbitrator plays in their own campaign
is up to them, and some Arbitrators might like to
create complex story arcs with set events, while others
may choose to just add a few random events to spice
things up.
:::info
### Campaigns Without Arbitrators
Sometimes, there might only be a few players in
a campaign, or none of the players might want to
take on the role of the Arbitrator. In these cases,
it is still possible to play a Necromunda campaign, with each player taking care of their own pre- and
post-battle bookkeeping and the players keeping
track themselves of which territories they hold and
so forth.
To add some variety to these campaigns, the
players can use the House Sub-Plots and may
decide to use a narrative scenario rather than
rolling on the Scenario table as normal.
::: | 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 Arbitrator _Source: Necromunda Core Rulebook (2023)_ Running a campaign can be like telling a good story – albeit one of desperate gang warfare, brutal underhive societies and violent criminals. It is the Arbitrator’s job to bring this tale to life, often playing the role of the antagonists and the uncaring universe that opposes the gangs in their rise to power. This can be a demanding role – but also a very rewarding one – and a well-arbitrated campaign will be one the players remember for a long time to come. In any campaign, the Arbitrator’s role is to keep track of the action, make sure that the players are informed as to the rise and fall of their opponents, and to decide when the campaign has reached its conclusion. These are the basic responsibilities of an Arbitrator, but if they choose, there are many different ways for them to shape the course of their campaign. As masters of the campaign, they might choose to introduce random sub-plots, tasks thrust upon gangs by their superiors within the House structure that, should they complete them, may prove valuable. Arbitrators can also create their own battlefields for the players in their campaign to battle over, rather than leaving players to set up their own terrain. Battlefields can be built to reflect unique locations, such as partially submerged domes, bustling settlements or hive-fungi arboretums, pitting gangs as much against the environment as each other. How large a part the Arbitrator plays in their own campaign is up to them, and some Arbitrators might like to create complex story arcs with set events, while others may choose to just add a few random events to spice things up. :::info ### Campaigns Without Arbitrators Sometimes, there might only be a few players in a campaign, or none of the players might want to take on the role of the Arbitrator. In these cases, it is still possible to play a Necromunda campaign, with each player taking care of their own pre- and post-battle bookkeeping and the players keeping track themselves of which territories they hold and so forth. To add some variety to these campaigns, the players can use the House Sub-Plots and may decide to use a narrative scenario rather than rolling on the Scenario table as normal. ::: | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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830 | # Game Structure
_Source: Necromunda Core Rulebook (2023)_
A game of Necromunda is split into several rounds. During a round, players will
determine who has Priority, take turns activating one or more fighters or vehicles
and perform actions with them. They will attempt to recover injured fighters, repair
damaged vehicles, rally fleeing models and determine if their gang can hold its
nerve in the face of the enemy.
## Round Sequence
Each round is split into three phases, each in turn consisting of a number of steps
resolved one at a time. These are as follows:
### [Priority Phase](/docs/the-rules/the-priority-phase)
During the Priority phase:
1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a
Ready marker.
### [Action Phase](/docs/the-rules/the-action-phase)
During the Action phase:
1. Activate Gang: Starting with the player that holds Priority, players take turns to
choose one of their Ready fighters or vehicles to activate.
### [End Phase](/docs/the-rules/the-end-phase)
During the End phase:
1. Bottle Checks: If a player has at least one Prone and Seriously Injured or
Out of Action fighter, or at least one Wrecked vehicle, they will have to make a
Bottle check for their gang. Often, passing this check is a formality, but as the
casualties increase, failing a Bottle check becomes ever more likely!
2. Fleeing the Battlefield: If either gang has failed a Bottle check, the controlling
player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield.
3. Recover & Restart: Starting with the player that holds Priority, both players
make Recovery tests for any Prone and Seriously Injured fighters and/or
Restart tests for any Stationary and Stalled vehicles belonging to their gang.
4. Rally Tests: Starting with the player that holds Priority, both players make Cool
tests for Broken models belonging to their gang to see if they can Rally. | 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 | # Game Structure _Source: Necromunda Core Rulebook (2023)_ A game of Necromunda is split into several rounds. During a round, players will determine who has Priority, take turns activating one or more fighters or vehicles and perform actions with them. They will attempt to recover injured fighters, repair damaged vehicles, rally fleeing models and determine if their gang can hold its nerve in the face of the enemy. ## Round Sequence Each round is split into three phases, each in turn consisting of a number of steps resolved one at a time. These are as follows: ### [Priority Phase](/docs/the-rules/the-priority-phase) During the Priority phase: 1. Roll For Priority: Both players roll for Priority. 2. Ready Gang: Both players give each of their fighters and vehicles a Ready marker. ### [Action Phase](/docs/the-rules/the-action-phase) During the Action phase: 1. Activate Gang: Starting with the player that holds Priority, players take turns to choose one of their Ready fighters or vehicles to activate. ### [End Phase](/docs/the-rules/the-end-phase) During the End phase: 1. Bottle Checks: If a player has at least one Prone and Seriously Injured or Out of Action fighter, or at least one Wrecked vehicle, they will have to make a Bottle check for their gang. Often, passing this check is a formality, but as the casualties increase, failing a Bottle check becomes ever more likely! 2. Fleeing the Battlefield: If either gang has failed a Bottle check, the controlling player makes a Cool test for each of their models that is still on the battlefield. Any models that fail will flee the battlefield. 3. Recover & Restart: Starting with the player that holds Priority, both players make Recovery tests for any Prone and Seriously Injured fighters and/or Restart tests for any Stationary and Stalled vehicles belonging to their gang. 4. Rally Tests: Starting with the player that holds Priority, both players make Cool tests for Broken models belonging to their gang to see if they can Rally. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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119 | ### EMP Grenades (30 credits)
- *Description:* EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications.
- **Effects:** Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment.
- **Use Limitation:* Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks. | equipment | EMP Grenade | Unknown | grenade | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Unknown | Unknown | Unknown | 0 | 0 | 2024-06-13 20:34:24.508078 | ['equipment', 'grenade'] | Unknown | Unknown | Unknown | Unknown | Unknown | Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment. | Unknown | 0 | 0 | 0 | 0 | 0 | Unknown | 0 | 30 | Unknown | Unknown | 0 | Unknown | Unknown | 0 | Unknown | Unknown | Unknown | Unknown | EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications. | Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks. | 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 | ### EMP Grenades (30 credits) - *Description:* EMP grenades are designed to disrupt electronic systems and devices, causing temporary malfunctions or shutdowns. They are particularly effective against enemy vehicles and fortifications. - **Effects:** Causes electromagnetic pulses that can disable or destroy electronic devices within a certain radius, including sensors, optics, and communication equipment. - **Use Limitation:* Has no direct damaging effect on personnel but can indirectly affect their ability to fight effectively by disrupting their electronics. May not be as effective in environments with strong magnetic interference or where targets have taken precautions against EMP attacks. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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656 | # 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.

`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.  `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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} | 656 |
965 | # 19. Escort Mission
_Gangs fight over the fate of an uphive agent._
**Source: Book of Ruin**
## Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
## Battlefield
This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up).
## Crews
- **Attacker:** Custom (D3+5) + Reinforcements.
- **Defender:** Random (D3+7) + Agent.
## Tactics Cards
- **Attacker:** Custom (2).
- **Defender:** Random (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
Standard.
## Special Rule: The Agent
The defender is trying to guide an uphive agent to safety. For the duration of the battle, the agent is considered to be part of the defender’s crew.
<FighterCard>
### Upgive Agent
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
| 4” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ |
<WeaponStats>
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
| :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- |
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> |
</WeaponStats>
**Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [displacer field](/docs/armoury/field-armour#displacer-field).
</FighterCard>
## Special Rule: Extraction
The defender’s goal is to get the agent to the extraction point. The agent needs to reach the battlefield edge closest to the attacker and roll 5+ in the End phase to escape. If the roll failed, add a cumulative +1 in each subsequent End phase.
## Reinforcements
- Attacker: 1.
- Each End phase (starting on the 2nd round).
:::danger Alternative Variant
The defender may be a single Cyborg Assassin with Bodyguard (any hit against the agent can be transferred to the Cyborg on a 3+, provided that the two are within 2” of each other).
::
:::danger Alternative Variant (Hangers-on)
Any Hangers-on could be used instead of the Agent.
:::
## Fleeing the Battlefield
If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins.
## Ending the Battle
The battle ends when at least 1 condition is true:
- Only one gang has fighters remaining.
- The agent has escaped.
## Victory
The defender wins if the agent is extracted, otherwise the attackers wins.
## Rewards
#### Credits
- D6x10 to the defender if the agent is extracted.
- D6x10 to the attacker if the agent is taken Out of Action.
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for taking the agent Out of Action.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
#### Reputation
- +D3 to the defender for extracting the agent.
- +D3 to the attacker for taking the agent Out of Action.
- -1 to any gang that bottled out | 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 | # 19. Escort Mission _Gangs fight over the fate of an uphive agent._ **Source: Book of Ruin** ## Attacker & Defender The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender. ## Battlefield This scenario uses the standard [Battlefield Set-up rules](/docs/battlefield-setup/battlefield-set-up). ## Crews - **Attacker:** Custom (D3+5) + Reinforcements. - **Defender:** Random (D3+7) + Agent. ## Tactics Cards - **Attacker:** Custom (2). - **Defender:** Random (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment Standard. ## Special Rule: The Agent The defender is trying to guide an uphive agent to safety. For the duration of the battle, the agent is considered to be part of the defender’s crew. <FighterCard> ### Upgive Agent | M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- | | 4” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ | <WeaponStats> | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | | :-------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :------------------------------------------------------------------------------------------------------------------------- | | Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | <Tooltip type="traits" content="plentiful">Plentiful</Tooltip>, <Tooltip type="traits" content="sidearm">Sidearm</Tooltip> | </WeaponStats> **Wargear:** [Mesh armour](/docs/armoury/armour#mesh-armour), [displacer field](/docs/armoury/field-armour#displacer-field). </FighterCard> ## Special Rule: Extraction The defender’s goal is to get the agent to the extraction point. The agent needs to reach the battlefield edge closest to the attacker and roll 5+ in the End phase to escape. If the roll failed, add a cumulative +1 in each subsequent End phase. ## Reinforcements - Attacker: 1. - Each End phase (starting on the 2nd round). :::danger Alternative Variant The defender may be a single Cyborg Assassin with Bodyguard (any hit against the agent can be transferred to the Cyborg on a 3+, provided that the two are within 2” of each other). :: :::danger Alternative Variant (Hangers-on) Any Hangers-on could be used instead of the Agent. ::: ## Fleeing the Battlefield If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins. ## Ending the Battle The battle ends when at least 1 condition is true: - Only one gang has fighters remaining. - The agent has escaped. ## Victory The defender wins if the agent is extracted, otherwise the attackers wins. ## Rewards #### Credits - D6x10 to the defender if the agent is extracted. - D6x10 to the attacker if the agent is taken Out of Action. #### Experience Scenario specific rewards: - +1 for taking part. - +1 for taking the agent Out of Action. Standard rewards: - +1 for taking an enemy Out of Action. - +1 for taking an enemy Leader or Champion Out of Action. - +1 for killing an enemy (during the battle). - +1 for Rallying. #### Reputation - +D3 to the defender for extracting the agent. - +D3 to the attacker for taking the agent Out of Action. - -1 to any gang that bottled out | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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985 | # 35. The Conveyer
_A battle between gangs as they descend through the hive._
**Source: Book of Peril**
## Attacked & 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
Defender chooses a tile or a piece of terrain roughly 12” in diameter and sets it up in the centre of the table. This is the platform.
The attacker then sets up the rest of the board around the platform.
Finally, the attacker places 4 loot caskets within 12” of the edges of the platform.
## Crews
Custom (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
The defender deploys on the platform. The attacker deploys at least 16” from the platform.
## Special Rule: The Platform
In each End phase, the defender rolls a D6 to see if the platform moves, adding a cumulative +1 to the result for each turn the platform remained stationary. On a 6+, the platform moves.
When the platform moves, remove any tiles or terrain from the board with the exception of the platform. Fighters not on the platform are removed from the board and any conditions on them are removed. They do not count as having gone Out of Action. The attacker then sets up the table around the platform in any configuration they choose, placing 4 new loot caskets (as described above) and deploys the fighters that were removed within 12” of the platform.
## Special Rule: Changing Environments
Each time the platform moves, replace the current Environment with a new random Environment. If the Dome Collapse Event is generated, the Platform immediately moves (as detailed above). While the Shutdown Event is in play, do not test to see if the platform moves.
## Ending the Battle
The battle ends when at least 1 condition is true:
- No more defenders remaining.
- After round 9.
## Victory
The attacker wins if there are no more defenders. The defender wins if all 9 rounds are played.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to attacking fighters on the platform when it moves.
- +1 to defending fighters on the platform 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 to the winning attacker.
- +D3 to the winning defender. | 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 | # 35. The Conveyer _A battle between gangs as they descend through the hive._ **Source: Book of Peril** ## Attacked & 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 Defender chooses a tile or a piece of terrain roughly 12” in diameter and sets it up in the centre of the table. This is the platform. The attacker then sets up the rest of the board around the platform. Finally, the attacker places 4 loot caskets within 12” of the edges of the platform. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys on the platform. The attacker deploys at least 16” from the platform. ## Special Rule: The Platform In each End phase, the defender rolls a D6 to see if the platform moves, adding a cumulative +1 to the result for each turn the platform remained stationary. On a 6+, the platform moves. When the platform moves, remove any tiles or terrain from the board with the exception of the platform. Fighters not on the platform are removed from the board and any conditions on them are removed. They do not count as having gone Out of Action. The attacker then sets up the table around the platform in any configuration they choose, placing 4 new loot caskets (as described above) and deploys the fighters that were removed within 12” of the platform. ## Special Rule: Changing Environments Each time the platform moves, replace the current Environment with a new random Environment. If the Dome Collapse Event is generated, the Platform immediately moves (as detailed above). While the Shutdown Event is in play, do not test to see if the platform moves. ## Ending the Battle The battle ends when at least 1 condition is true: - No more defenders remaining. - After round 9. ## Victory The attacker wins if there are no more defenders. The defender wins if all 9 rounds are played. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attacking fighters on the platform when it moves. - +1 to defending fighters on the platform 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 to the winning attacker. - +D3 to the winning defender. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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105 | ### Shotgun
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
| :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: |
| Shotgun | | | | | | | | | | C | 30\* |
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 |
| - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 |
| - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 |
\* House Orlock: 25 | ranged-weapon | Shotgun - Shatter | 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 | 9 | 4 | 18 | 1 | 0 | 3 | 1 | 45 | R9 | ['[[blast]]', '[[limited]]'] | 1 | -1 | 5+ | 5 | ['Shotgun - Shatter'] | 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 | ### Shotgun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :--------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | Shotgun | | | | | | | | | | C | 30\* | | - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | <Tooltip type="traits" content="knockback">Knockback</Tooltip> | - | +0 | | - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | <Tooltip type="traits" content="scattershot">Scattershot</Tooltip> | - | +0 | | - gas shells | 4" | 18" | +1 | - | - | - | (1) | 6+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="gas">Gas</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip>, <Tooltip type="traits" content="single-shot">Single Shot</Tooltip> | R11 | +25 | | - shatter shells | 4" | 18" | +1 | - | 3 | -1 | 1 | 5+ | <Tooltip type="traits" content="blast">Blast (3")</Tooltip>, <Tooltip type="traits" content="limited">Limited</Tooltip> | R9 | +15 | \* House Orlock: 25 | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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635 | # 35. The Conveyer
_A battle between gangs as they descend through the hive._
**Source: Book of Peril**
## Attacked & 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
Defender chooses a tile or a piece of terrain roughly 12” in diameter and sets it up in the centre of the table. This is the platform.
The attacker then sets up the rest of the board around the platform.
Finally, the attacker places 4 loot caskets within 12” of the edges of the platform.
## Crews
Custom (10).
## Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
## Deployment
The defender deploys on the platform. The attacker deploys at least 16” from the platform.
## Special Rule: The Platform
In each End phase, the defender rolls a D6 to see if the platform moves, adding a cumulative +1 to the result for each turn the platform remained stationary. On a 6+, the platform moves.
When the platform moves, remove any tiles or terrain from the board with the exception of the platform. Fighters not on the platform are removed from the board and any conditions on them are removed. They do not count as having gone Out of Action. The attacker then sets up the table around the platform in any configuration they choose, placing 4 new loot caskets (as described above) and deploys the fighters that were removed within 12” of the platform.
## Special Rule: Changing Environments
Each time the platform moves, replace the current Environment with a new random Environment. If the Dome Collapse Event is generated, the Platform immediately moves (as detailed above). While the Shutdown Event is in play, do not test to see if the platform moves.
## Ending the Battle
The battle ends when at least 1 condition is true:
- No more defenders remaining.
- After round 9.
## Victory
The attacker wins if there are no more defenders. The defender wins if all 9 rounds are played.
## Rewards
#### Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to attacking fighters on the platform when it moves.
- +1 to defending fighters on the platform 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 to the winning attacker.
- +D3 to the winning defender. | 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 | # 35. The Conveyer _A battle between gangs as they descend through the hive._ **Source: Book of Peril** ## Attacked & 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 Defender chooses a tile or a piece of terrain roughly 12” in diameter and sets it up in the centre of the table. This is the platform. The attacker then sets up the rest of the board around the platform. Finally, the attacker places 4 loot caskets within 12” of the edges of the platform. ## Crews Custom (10). ## Tactics Cards - Custom (2). - Underdog (starting crew cost): +1 random per 100 credits. ## Deployment The defender deploys on the platform. The attacker deploys at least 16” from the platform. ## Special Rule: The Platform In each End phase, the defender rolls a D6 to see if the platform moves, adding a cumulative +1 to the result for each turn the platform remained stationary. On a 6+, the platform moves. When the platform moves, remove any tiles or terrain from the board with the exception of the platform. Fighters not on the platform are removed from the board and any conditions on them are removed. They do not count as having gone Out of Action. The attacker then sets up the table around the platform in any configuration they choose, placing 4 new loot caskets (as described above) and deploys the fighters that were removed within 12” of the platform. ## Special Rule: Changing Environments Each time the platform moves, replace the current Environment with a new random Environment. If the Dome Collapse Event is generated, the Platform immediately moves (as detailed above). While the Shutdown Event is in play, do not test to see if the platform moves. ## Ending the Battle The battle ends when at least 1 condition is true: - No more defenders remaining. - After round 9. ## Victory The attacker wins if there are no more defenders. The defender wins if all 9 rounds are played. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +1 to attacking fighters on the platform when it moves. - +1 to defending fighters on the platform 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 to the winning attacker. - +D3 to the winning defender. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 635 |
369 | ### Melee
This weapon can be used during close combat attacks. | Unknown | Melee | 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 | This weapon can be used during close combat attacks. | 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 | ### Melee This weapon can be used during close combat attacks. | Unknown | Unknown | Unknown | Unknown | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | {
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} | 369 |
Subsets and Splits